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161 adventures found
A Cog in the Wheel
5th Edition
Levels 1–4
30 pages
0

CORE 1-2 With the identity of a murderer confirmed, heroes are needed to track it down to its home. As it turns out, it might be a longer journey than first imagined. Part Two of The Chaos in Melvaunt. The characters enter Mechanus via a portal in Melvaunt with the aim to infiltrate a modron army encampment. They must then flee the camp in a chase scene.

Cover of Dungeon Crawl Classics #80: Intrigue at the Court of Chaos
Dungeon Crawl Classics #80: Intrigue at the Court of Chaos
Dungeon Crawl Classics RPG
Level 1
28 pages
0

At the mercy of Chaos! Abducted by the Court of Chaos, the adventurers face hard choices if they want to return home. The Host of Chaos desires a legendary artifact held by the Scions of Law and need patsies to retrieve it. Faced with an eternity of servitude, the party must sneak into the Plane of Law and steal the Yokeless Egg from under its guardians’ watch. But not all is what it appears when the Court of Chaos is concerned and serving the Host may destroy the party from within. Can they survive the Intrigue At the Court of Chaos?

Cover of Finders Keepers
Finders Keepers
5th Edition
Level 20
61 pages
0

How many times have you started a campaign and it dissolved before you reached the top tier? How many builds have you made, all of them assuming reaching level 20, but you have never managed to try them out? Put your regular campaign on hold and see what happens when PCs reach level 20! “Finders Keepers” is an epic Dungeons and Dragons adventure, set in Forgotten Realms and beyond. The stakes are high: the location of one of the legendary Books of Keeping has been discovered, and now various powers of the universe vie for control over that power… Devils, demons and fallen angels; the mighty shall fall and who is going to be left smelling the ashes? The adventure starts with a fight with an ancient red dragon. Then things escalate and your players will have their 20th level spells, powers, and skills tested! Battle the game's most powerful beings, visit distant planes and make world-shaping decisions! The fate of Toril is in their hands…

Cover of Chaos Reaver (5th Edition)
Chaos Reaver (5th Edition)
5th Edition
Levels 5–9
31 pages
0

Set in the Age of Mortals, 80 years after the War of the Lance, adventurers seek the legendary sword Chaos Reaver, a magical weapon that can help defeat the incursion of chaos creatures left over after the Chaos War. The adventure brings the heroes from the misty isle of Cristyne into the otherworldy realm of the Gray and is designed with flexibility for 4-5 characters of levels 5 up to 9. The adventure also introduces chaos creatures such as the shadow wight and daemon warrior, as well as several other classic Dragonlance creatures new to 5th Edition - the wichtlin, artifact spirit, and white dragonspawn. Also includes full details on the magical sword Chaos Reaver and a variety of handouts that give clues to the characters as they seek the sword.

Cover of DDIA-MORD Rrakkma
DDIA-MORD Rrakkma
5th Edition
Level 9
44 pages
0

You stand before the Sha’sal Khou elders as the most diverse gith hunting party ever assembled. Are you powerful enough to keep the mind flayers from enslaving your people once again? You’ll have to race across the planes to find out. A six to eight‐hour adventure for six players.

Cover of The Lich-Queen's Beloved
The Lich-Queen's Beloved
3.5 Edition
Levels 16–20
42 pages
0

In this adventure the heroes invade Susurrus, the palace of the githyanki lich-queen and attempt to end Vlaakith's reign forever. The adventure begins when Zetch'r'r, a githyanki warlord petitions the heroes to confront and destroy Vlaakith. However, the lich-queen's spies know of Zetch'r'r's treachery and are preparing to deal with him and the PCs.

Cover of Misty Isles of the Eld
Misty Isles of the Eld
OSR
Levels 3–5
104 pages
0

Come visit the acid fantasy mini-sandbox of the Misty Isles, a hellish pocket plane that's brutally displaced a bucolic paradise. Marvel at its massive grub-ridges, shake at the body horror of its protein vats—and watch as your players dynamically unleash the Anti-Chaos Index through their own in-game actions. Misty Isles of the Eld is a stand-alone sequel to Slumbering Ursine Dunes and Fever-Dreaming Marlinko. It contains: Four dungeons. The Vat Complex (with its menacing sealed off-west wing, body-horrific industrial process and pocket dimensions), the flying god-prison Monument Five, the meth-fruit Plantation House and Colonel Zogg's Pagoda Bunker. Full “extra-planar” pointcrawl. The wilderness crawl spreads over one main isle and two smaller islets subdivided by massive, movable grubs. An “Anti-Chaos Index.” Through their actions the players shape the very reality of the Isles. Sometimes for the better, sometimes for the worst, but always for the weird. A slew of new otherwordly monsters. A large collection of bizarre technological Eldish artifacts and treasure. Includes a random generator for miscellaneous artifacts picked up. A new psionicist player class, the Psychonaut, with a soft scifi twist. Including its own powers and mutations.

Cover of Sword of Air
Sword of Air
Pathfinder
Level 1
522 pages
0

What is the Lost Lands? The Lost Lands is the home campaign world of Necromancer Game's and Frog God Game's own Bill Webb. This campaign has been continuously running since 1977. Many of the adventures published by Necromancer Games and Frog God Games are directly inspired by this campaign. They have evolved over the decades, and more material continues to flow from it as the dice keep rolling. Sages and wizards of legend speak of the Lost Lands—many of the players who have lived and died in Bill's campaign over the years now have a place in history (in the books). Frac Cher the dwarf, Flail the Great, Bannor the Paladin, Speigle the Mage, and Helman the Halfling are well known to the fans of Bill's work. This is the game world, and these are the adventures in which the players of these famous characters lived and died. Hundreds of players over the past 35 years have experienced the thrills and terrors of this world. The Sword of Air is the centerpiece of the Lost Lands. Currently, this epic tome consists of several parts: 1. The Hel’s Temple Dungeon—kind of like Tomb of Horrors on crack. This six-level, trap-and-puzzle infested dungeon formed the basis of Bill's game through his high school and college years. Clark Peterson’s very own Bannor the Paladin spent several real life months in the place, and, sadly, finished the objective. This is where the fragments of the fabled Sword of Air can be found…perhaps. 2. The Wilderness of the Lost Lands extending to the humanoid-infested Deepfells Mountains and providing detail about the nearby Wizard’s Wall. This so-called “wall” was raised by the archmages Margon and Alycthron harnessing the Spirit of the Stoneheart Mountains to raise the land itself, creating a massive escarpment to block invaders from the Haunted Steppes. These archmages are actual player characters from the early 1980s who live on in the legends of the Lost Lands. Over 70 unique encounter areas are detailed, and each one is a mini-adventure in itself. New wilderness areas may be added based on bonus goals described below! 3. The Ruined City of Tsen. Legend has it the city was destroyed by a falling meteor. This place forms an aboveground dungeon area the size of a city, with over 100 detailed encounter areas. It’s a very dark place…even at noon. 4. The Wizard’s Feud—This campaign-style adventure pits the players in a long-running series of intrigues and battles between two archmages. Which side will they take? Their actions all play into the overall quest, and could well determine which side wins. Law and Chaos are not always what they seem, and if the wrong decisions are made, the entire ordeal could fail. Remember, one of the wizards WANTS Tsathogga to win. 5. New monsters, new demons, new spells, and new rules for various aspects of play. 6. The Tower of Bells. This dungeon is the result of the workshop Bill ran at PaizoCon 2013, where the participants assisted him in building an old-school dungeon. Visit the tower and discover the secrets of the “artist” within. Beware: those entering may never come out!

Cover of WGA4 Vecna Lives
WGA4 Vecna Lives
AD&D
Levels 12–15
95 pages
0

Vecna Lives is a high level adventure that pits players against the lich and almost demi-god Vecna. Although based in Greyhawk, the adventure is easily adaptable to Ravenloft and Planescape. This adventure is meant to kill characters. If you are a DM who cannot bring himself to kill a player’s prized character or one who can be pressured to “give a guy a break,” you must be extra strong when running Vecna Lives! For centuries, Vecna-archmage, despotic tyrant, the most fearsome of all liches-has been nothing but fearful legend to the honest folk of Greyhawk. Once the supreme master of all undead sorcerers, even today his Hand and Eye are object of immense power. Now something evil is stirring in the lands around Greyhawk. The Hand and Eye of Vecna have been found-and Vecna wants them back. TSR 9309

Cover of Return to the Tomb of Horrors
Return to the Tomb of Horrors
AD&D
Levels 13–16
240 pages
0

An expansion on the original Tomb of Horrors with plot and explanation. Contains a facsimile of the original adventure. The Dark Intrusion is causing the dead to rise from their graves. This is linked to a being known as the Devourer. Following the trail of Desatysso, a wizard who followed a similar quest, the players must enter the Tomb, and beyond that, the cursed City that Waits and the Fortress of Conclusion.

Cover of FVS7 - Arena of the Gods
FVS7 - Arena of the Gods
5th Edition
Any Level
19 pages
0

FVS7 - Arena of the Gods is a special and non-traditional setting that has dual uses. This scenario brings a single PC to the grand coliseum and pits them against an enemy or enemies in front of a crowd. The danger is high with no one to help and this offering can be quite deadly. A couple of ideas have been outlined for the adventure for its usefulness and, while written as a solo, multiple players could be used in a team formation with an increase in opponents. Take a peek at this special offering that is also free!

Cover of The Great Trial
The Great Trial
5th Edition
Levels 6–7
37 pages
0

The Great Trial is a 5e adventure for characters starting at 7th-level and ending at 10th-level. It's a dungeon consisting in the 3 levels, where the first level is the lowermost one and the last is the uppermost one: First level is composed by mean traps, puzzles and combat; Second level is a labyrinth with a construct Minotaur - the Minotal - and an iron wyvern, brand new creatures; The last and uppermost level is actually a jungle-like demi-place filled with dinosaurs in an open world format. Aenor Gleenwith, a powerful elf wizard, wants to make history alongisde Acererak for his Tomb of Horror and Halaster for his Undermountain. So he created his own dungeon. To test its efficiency, he captures adventurers and puts them in the lowermost level, where they need to work together to survive and leave the dangerous place. At the end, Aenor himself greets the group offering them apologies for the harm caused, to fix all damage caused and also rewarding them for the forced help. This module can be run in any setting, campaign, or as a one-shot. It should take around 10 to 14 hours to complete it since it contains 3 Chapters.

Cover of Doom Desert in the Decanter of Delirium
Doom Desert in the Decanter of Delirium
5th Edition
Levels 2–3
15 pages
0

The Doom Desert in the Decanter of Delirium is an exotic OSR romp through a mysterious world of riddles, puzzles, inscrutable denizens. 5e compatible, this love letter to psychedelia is as vivid and beautiful as exciting and surreal. Get wrapped up in conversation with the dead drunks at the last saloon on earth, solve the sphinx riddle and discover the secrets of the Ziggurat, or break bread and wine with whispering harpies or the sun itself. This compelling narrative is written by Austin Holm and captures the exploration, social, and challenge pillars of a great game with the deft prose of a poet. With art by Maya Bee that captures the essence of the adventures many stunning scenes and characters. Your players will thank you for this one.

Cover of Encounters in the Savage Underdark
Encounters in the Savage Underdark
5th Edition
Levels 1–20
150 pages
0

Encounters in the Savage Underdark is a 150-page supplement containing mini-adventures, NPCs, locations, and magic items,from eighteen of the DMsGuild's best authors.This incredible 150 page supplement features 24 amazing new Underdark adventures. Visit Annarei's Garden Encounter an insane aboleth Interact with traveling merchants Attend the Fire Fest Perform an Underdark heist and so much more....

Cover of The Witch's Trial
The Witch's Trial
5th Edition
Levels 2–3
15 pages
0

Player's are transported to strange new plan of madness. The have a role playing encounter with the woman imprisoned there. They explore a wizard laboratory and kill the evil inside. A short well explain one shot or adventure for when the whole group doesn't show up. Pgs. 12-26 Published by Fail Squad Games

Cover of Smoldering Flames of War
Smoldering Flames of War
4th Edition
Level 22
6 pages
0

The PCs have traveled to the Nine Hells to confront an outpost of devils responsible for slave raids on their homeland. In this realm of burning ash and fire-streaked skies, the infernal legions prepare constantly for war. Pgs. 138-143

Cover of DDEX02-13 The Howling Void
DDEX02-13 The Howling Void
5th Edition
Levels 5–10
46 pages
0

A storm of unparalleled fury has been ravaging the peaks of the Earthspur Mountains for a tenday, and the Monastery of the Yellow Rose sits in its eye for now. Some monks have fled the monastery to the safety of Mulmaster and beseech you to convince their more obstinate brothers to retreat to the city before the eye of the storm shifts, and the monestary is in terrible danger. Can you brave the elements and convince the monks to escape?

Cover of Twilights Last Gleaming
Twilights Last Gleaming
AD&D
Levels 8–10
18 pages
0

Where shadows reign, darkness follows. You'll be lucky if you live to see the dawn's early light. The player characters are charged with entering a portal the demiplane of shadows to retrieve a magical staff that can close the portal. Roleplaying and betrayal. This adventure features many creatures native to and associated with the demiplane of shadow, often as random encounters. Pgs. 8-25

Cover of CCC-MAG01-03 The Clock that Didn't Tick
CCC-MAG01-03 The Clock that Didn't Tick
5th Edition
Levels 12–15
30 pages
0

Mystery in the Moonsea! Disappearing shipments, missing alchemists—and proven musical acts whose rehearsals sound terrible! Instead of showing off Thentia to potential trading partners and giving the locals something to celebrate, the pall over this year’s Magic and Gold Festival threatens to drive business to Melvaunt and give the locals a reason to riot. Combat optional but possible. Role-playing opportunities abound.

Cover of Hidden Gods of the Woods
Hidden Gods of the Woods
OSR
Levels 1–4
1 pages
0

Under the gods' vigilant gaze, shadows stir in the depths. A hermit hunter found an alien jewel in the woods. Since then, he began to have dreams about strange "gods" and became obsessed with them. Little did he know, these “old gods” of his are an ancient evil buried deep in the underground that now reign in the forest! 'Hidden Gods of the Woods' is a system-agnostic one-page dungeon about the exploration of a secret cave dominated by bizarre aliens. Hidden beneath an abandoned cottage, players will unveil the story of a human hunter insanely in love with creatures from another world. Play to discover what the hell is going on there!