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1103 adventures found
Cover of B1 In Search of the Unknown
B1 In Search of the Unknown
BECMI
Levels 1–3
32 pages
0

Introductory Adventure that came bundled with some versions of the Holmes Basic version of D&D. Two powerful adventurers, Rogahn the Fearless and Zelligar the Unknown, have apparently deserted the stronghold they once occupied. The PCs have discovered a map which leads to it. First published in 1978, this is a basic dungeon crawl introducing players to many of the dungeoneering tropes. Location descriptions are provided but it is up to the DM to fill in the actual monsters and treasure for each one. TSR 9023

Cover of The Pyramid of Amra
The Pyramid of Amra
5th Edition
Level 12
17 pages
0

The Pyramid of Amra is a challenging adventure designed for characters of at least 12th level. Due to the nature and numbers of undead enemies (vampires), having a cleric on hand with the ability to cast raise dead and greater restoration is advisable. The PCs should be rounded out with a wizard or sorcerer and a pair of front-line fighters. In this adventure, the PCs travel to the Pyramid of Amra and the ancient Monastery of Night, where they face one of the most dangerous of opponents they are likely to meet, C’nosretep the Champion of Set.

Cover of The Maze Beneath the Maize
The Maze Beneath the Maize
5th Edition
Levels 5–6
23 pages
0

The Therayle farm, which has been in the family for generations, was the best producing in the region. It now faces ruin. Hugh Therayle, the current owner, is at wit's end trying to reestablish even a modicum of control over the disrupted land. But, when Hugh saw the ancient doorway jutting up from the middle of the field where his corn used to be, he knew that this wasn't the type of problem a plow could solve. More than two centuries ago, a red wizard by the name of Houn made a discovery that shook the foundations of magic on Toril. Yet, due to a considerable amount of effort on his part, it never saw the light of day. The exact nature of this discovery is unknown but it involves the location of the skeletal fragments of an ancient being. The weave, which governs all magic on Toril, reacts strangely to the fragments. More information existed before Houn destroyed his research and fled Thay. His current whereabouts are unknown but many of his peers have attempted to track him down and steal his research for themselves.

The Library of Biblius
5th Edition
Levels 7–9
54 pages
0

Long before the rise of Waterdeep... Biblius ruled the sword coast with an open hand full of love and knowledge, but even the purest of men can fall when they hear greed's sultry call. Explore Biblius' forgotten library and discover if his mystical history of the universe is more than just a tragic myth. 13 Monsters mutated by arcane radiation 21 Unique and powerful magic items 16 Ancient tomes filled with forgotten knowledge 4 Bizarre NPCs that have managed to make the library their home 11 Lost spells from a time before humanity 9 Full color maps A 4-10 hour adventure for 8th level characters.

Cover of Dovedale
Dovedale
BECMI
Levels 1–3
15 pages
0

If the drought doesn't get you, the goblins will. The river has mysteriously run dry and the farmers' crops are in peril. Locals are convinced a nearby tribe of goblins are responsible, and have offered a reward to anyone brave enough to sort it out. While they were correct about the goblins causing the drought, they were wrong about the reason. The chief of the goblin tribe is an enthusiastic fisher and a particular fish, Salvel the Talking Trout has continually eluded him. This adventure has a humourous tone and emphasises role-playing and negotiating. Pgs. 8-21 & 49

Cover of FQ10 - Enclave of the Exterminatus
FQ10 - Enclave of the Exterminatus
AD&D
Levels 5–7
49 pages
0

While enjoying a nice honey wine in the backwater community of Bench you discover citizens have been kidnapped from the surrounding area. After further investigation the mystery leads to a compound being built by the Exterminatus! With the danger mounting can the party slow the march of the evil cult and maybe pick up a few more pages of the arcane tome? Are they stealthy enough to infiltrate the stronghold? At almost 50 pages this adventure has the Precinct of Bench and the large compound of the Exterminatus each of which can be used in separate campaigns!

Cover of The Stoneheart Ruin
The Stoneheart Ruin
5th Edition
Levels 2–4
16 pages
0

What elder evils lurk in the depths of the freezing mountain ruins? Find out in The Stoneheart Ruin! The adventure features: An adventure set in a desolate, wintry mountain landscape. 16 pages full of intrigue and mystery, containing full color maps, plus 2 unique monster stat blocks. Provides a great introduction to Mind Flayer lore and mythos for Tier 1 players. Can easily be set in the Spine of the World for use in Rime of the Frostmaiden. Let your characters test their mettle as they climb and face the ancient dangers lurking in the cracks of The Stoneheart Ruin! “I have no explanation for any of these finds. We heard disturbing noises coming from further within the mountain; thunderous and growling.” Excerpt from a pamphlet, signed: “Koralia Meadring, Anthropologist Extraordinaire” Koralia needs you to investigate her most recent discovery: a ruined cavern deep in the mountains. Her small team of academics did a cursory walk-through and think they've found a big breakthrough! However, they left in a hurry after being frightened by the horrors they heard coming from deeper in the mountain. They escaped and found one of their team was missing - a goliath named Marek. You must climb the mountains and locate the ruin, make certain that it is safe for study by Koralia’s team, and if possible, find and rescue Marek, whose fate is uncertain. Made during the November 2020 RPG Writer's Workshop.

C1: Crucible of The Gods
4th Edition
Level 1
35 pages
0

Centuries ago, the four deities worshipped by mortals – Kishar, Kotaresh, Lyth, and Asar-Segt – threatened to drown the world in a flood of saltwater to punish the living for their impiety. The oracles and witches of the realm struck a desperate bargain with the gods, however, and convinced them to spare the world. In exchange, the mortal kingdoms were bound to demonstrate their faith once every generation by sending their most courageous and adroit warriors to the Crucible, a ziggurat in the lowest valley of the land. Every quarter-century, on the first full moon of summer, an eclipse darkens the night and the sealed ziggurat opens. Many traps, tricks, and guardians lie within the Crucible to test those who enter. Few who heed the challenge of the gods survive – most find only quick death. If the races of the world are deserving of the gods’ affection, their champions will overcome the trials of the Crucible and light the Divine Brazier hidden in its uppermost chamber. If they are not, the flickering candle of civilization will be snuffed. Little of value will have been lost. Published by Defy Danger and Save Versus Death

Cover of Hideous Daylight
Hideous Daylight
OSR
Low Level
33 pages
0

"Enter a garden of earthly delights. The sun has stopped setting over the king's favorite garden. It seemed like a harmless curiosity at first but the animals have turned violent and strange alien beings have appeared. The duke has placed a bounty for enterprising sell-swords to end the curse of endless daylight. Hideous Daylight is an adventure module for Old-School Essentials, Cairn, and compatible with other pen-and-paper RPGs with old-school sensibilities. Player characters will navigate a 20 point hex crawl to end the strange curse affecting the land. An adventure for low-level characters. 33 pages of non-linear, character driven adventure in the OSR tradition. Two keyed dungeons and a 20 point hex-crawl. A bucolic fantasy setting easily insertable into fantasy RPG campaigns. Dangerous new monsters, weird magic items, and an unpredictable random encounters table. Features two gazebos."

Cover of Wildspawn
Wildspawn
AD&D
Levels 6–8
16 pages
0

A strange breed, indeed. No one returns from Revular's Island, and for good reason. The story starts in a fantasy kingdom called Lungardy, but the DM may choose any setting that borders a large body of water. Pgs. 30-45

Cover of The Lightless Depths
The Lightless Depths
3.5 Edition
Levels 11–13
39 pages
0

Deep beneath the Isle of Dread, in a place forgotten by the world of light, an ancient, unfathomable evil festers. Within the desiccated ruin known as Golsimorga, the debased kopru servants of Demogorgon work foul rites, steeping immature shadow pearls in pits of liquid insanity. None from the world above have yet fathomed what terrors lurk beneath the Isle of Dread, nor what mad scheme roils to profane life deep within the city's gangrenous corpse. "The Lightless Depths" is the sixth chapter of the Savage Tides Adventure Path, a complete campaign consisting of 12 adventures appearing in Dungeon magazine. For additional aid in running this campaign, check out Dragon magazine's monthly "Savage Tidings" articles, a series that helps players and DMs prepare for and expand upon the campaign. Issue #353 of Dragon features ways to improve the PCs' vessel, the Sea Wyvern, as they take their adventures back to the seas. When the PCs journey deep under the Isle of Dread to find the source of the shadow pearls, they discover horrors beyond imagining in a haunted underground city perched on sanity's razored edge. Pgs. 28-66

Cover of The Hidden Shrine of Tamoachan 5e
The Hidden Shrine of Tamoachan 5e
5th Edition
Level 5
33 pages
0

The ancient ruined city of Tamoacha is familiar to a select few scholars and fortune seekers, who know of it but not always exactly where it is. Even more secluded, lying somewhere within or beneath the ruins, is a hidden shrine said to be dedicated to Zotzilaha, the vampire god of the underworld. Adventurers who catch wind of the place are likely to find its lure irresistible. Remake of the AD&D module by the same name.

Cover of The Purple Worm Graveyard
The Purple Worm Graveyard
OSR
Levels 1–2
16 pages
0

It is said that when the largest and most ancient of purple worms know that the time of their death is near, they make their way through rock, earth, and water to the legendary Purple Worm Graveyard. Canny adventurers can return from this quest with a fortune in purple ivory. Foolish ones will die. The Purple Worm Graveyard is a short dungeon crawl adventure that’s best for levels 1-4. The adventure has 15 entries and is designed to provide a variety of challenges for a new adventuring party or one-shot game. The adventure is designed to provide interesting monsters, traps, tricks, and treasures.

Cover of Raiders of the Lost Oasis
Raiders of the Lost Oasis
5th Edition
Level 4
28 pages
0

Captured! While trekking across a trackless wasteland, your stalwart band has fallen into the clutches of a nefarious gang of desert raiders. Imprisoned in a subterranean chamber, you are bereft of all of your equipment and magic items, save for a few tattered loincloths. But as chance would have it, an opportunity to escape the cell presents itself. To escape, you must head deeper into an ancient sealed tomb, armed with nothing but your wits and anything you can find along the way. Getting to the surface is just one of many challenges, as you still need to recover your precious equipment, and flee the Lost Oasis, which is surrounded by an inhospitable sea of solid glass!

Cover of Final Resting Place
Final Resting Place
3.5 Edition
Level 3
21 pages
0

Most adventurers like to think that when their number is finally up, their colleagues will bring them home, either to be raised or at least returned to their families for a proper burial. But how far will the PCs go in order to do right by a fallen adventurer? And will they draw the line at hauling his coffin out of the Underdark? Pgs. 20-40

Cover of Tower of Zenopus (Sample Dungeon)
Tower of Zenopus (Sample Dungeon)
BECMI
Level 1
6 pages
0

The ground-breaking introductory adventure for Dungeons & Dragons that served as a DM aid in the first D&D Basic Set, released by TSR in 1977. This set included a 48-page rulebook covering the first three levels of play, and was skillfully edited by Dr. J. Eric Holmes from the original 1974 D&D rules written by Gary Gygax and Dave Arneson. The original set included an exemplary dungeon level, but it was a loose collection of examples and not geared toward starting characters. Holmes advanced this concept by writing a new thematic dungeon with a strong backstory, creating an adventure that has remained a fan favorite over the decades. Officially, its only title is "Sample Dungeon" but colloquially it goes by various names based on Zenopus, the doomed wizard who built the dungeon under his tower

Cover of ROS1 Beneath Roslof Keep
ROS1 Beneath Roslof Keep
AD&D
Levels 1–3
44 pages
0

Beneath an ancient castle on the borderlands, reclaimed from the ruins of a lost civilization, there is a dark and deadly tournament being held. Seven stalwart adventuring companies, each representing a wealthy noble house, delve into the depths of the Dungeon of the Black Fey Mithelvarn. Each races to be the first to claim the power of the infernal machine that drives it, and find the Elixir of Immortality it contains. Can your party take up one of the relic banners and face the challenge of the dungeon, as well as the lethal competition from other companies seeking the prize? This adventure is formatted to both 1E & 5E gaming rules. Also available in PDF.

Cover of The Dungeon of Death
The Dungeon of Death
AD&D
Levels 5–9
32 pages
0

A sinister demon Fledgling trying to become a mighty Nabassu lures the adventuring party to a dungeon with a cruel history. The dark walls of the dungeon holds more terrors than just scary monsters and deadly traps. Will the adventurers figure out that they are nothing more than the next meal before reaching the waiting demon of the dungeon?

Cover of DA4 The Duchy of Ten
DA4 The Duchy of Ten
BECMI
Levels 10–14
48 pages
0

The Well of Souls. . . That's what Zugzul babe the Afridhi call the evil artifact that he had taught them to make. They must call it the Well of Souls, and they must carry it before them into every battle? and they would be mighty. Thus said the god of the Afridhi, Zugzul the One. So the Afridhi did as they were bade. Seeking the volcano called the Hill of the Hammer in the far Barrens of Karsh, they built in its heart a great forge. There, as Zugzul had promised, efreet came to help them make the mighty artifact. There, amid vile, unholy rites, they bound the souls of men into its very substance, and, for the red-handed work that must surely follow hard upon its completion. Many were the men who guarded the Hill of the Hammer during the days of making? for their foes in hated Blackmoor would try to unmake that which they had wrought. Yet, it was not men that would keep the Well of Souls from destruction, but a prophecy? that the artifact would be unmade only by the hand of one as yet unborn! TSR 9205

Cover of Flood Season
Flood Season
3.5 Edition
Levels 4–6
28 pages
0

Wherein a solid plan to ransom captured wands turns sour for three friends and their employees, and a local luminary loses his tongue.