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170 adventures found
Cover of Chaos Reaver
Chaos Reaver
3.5 Edition
Levels 5–7
40 pages
0  0

In the dark days of the Chaos War, a band of heroes sets forth to recover the famed Chaos Reaver - a sword said to possess the power to banish creatures of Chaos from the land. Converted to 3.5e from the original SAGA version published in Polyhedron UK #7 (1999).

Cover of M3 Twilight Calling
M3 Twilight Calling
BECMI
Levels 30–35
32 pages
0  0

Through seven gates lie seven realms. In seven realms stand seven guardians. With seven guardians lie seven symbols. From seven symbols comes one key. Alpahaks the Dark desires that key, by which he plans to release death and chaos into the realms of man. Your party may be all that stands between life and death. Will you heed the lunatic ravings of a dying madman? Travel to the top of Guardian Mesa, and enter the Septahenge. Gather the mystic symbols, create they key, and defeat the Carnifex, before it's too late... TSR 9174

Cover of FVS7 - Arena of the Gods
FVS7 - Arena of the Gods
5th Edition
Any Level
19 pages
0  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 Sword of Air
Sword of Air
Pathfinder
Level 1
522 pages
0  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 S5 The Dancing Hut of Baba Yaga
S5 The Dancing Hut of Baba Yaga
AD&D
Levels 7–20
65 pages
0  1

Beware of Baba Yaga and her infamous hut! Baba Yaga is an ancient crone who is said to have power over day and night itself. Many seek her out for her wisdom, which she has gleaned from centuries of travel through numerous worlds. Others, bolder and more foolish, search out the hut to plunder its treasures, which Baba Yaga has gathered from every corner of the multiverse. None, thief or scholar, who enter the Dancing Hut of Baba Yaga leave unscathed. How will you fare now that the great Baba Yaga is in your neighbourhood? TSR 9471

Cover of The Maze of Zayene M2 - Dimensions of Flight
The Maze of Zayene M2 - Dimensions of Flight
3.5 Edition
Levels 9–12
52 pages
0  0

The characters have escaped the maze only to find themselves in strange dimensions of fire, stone and ice, and a strange idyllic hunting ground where all is not as it appears.

Cover of FN14 - Myric's Elemental Maze
FN14 - Myric's Elemental Maze
AD&D
Levels 8–12
20 pages
0  0

The conclusion of the Filbar North series this adventure puts the party in front of a large and dangerous maze and home to the power of the Elementals! Each section has a riddle that the party must solve in order to obtain a key and continue to the center of the maze where the party will face off with a very special adversary. This adventure is not for those with little experience and will require the ability to solve riddles!

Cover of Waterdeep: Tavern Defense
Waterdeep: Tavern Defense
5th Edition
Level 3
14 pages
1  0

One crazy night in Waterdeep. Start as tavern bouncers. End up on the Astral Plane. All in one crazy night in Waterdeep. The party has been hired for a simple mission: make sure the Slumbering Prince tavern doesn't get wrecked during the rowdy Midsummer Festival. And what better motivation than 200gp per person for a single night of work. Sound too good to be true? Well, here's the catch: all damages to the tavern are to be deducted from that amount. And there is no shortage of festival-goers looking to unwind by wrecking other people's stuff. Over the course of the festival, the party must deal with drunken wizards, vain bards, loud goliaths, incompetent parade goers, complaining neighbours, disruptive satyrs, aspiring cultists, and a full-on tavern brawl. As well as an unusual number of strange slugs crawling around. Slowly they become aware there is something off about the Slumbering Prince. And when a reckless noble disturbs the secrets beneath the tavern, our heroes must soon delve into the hidden dungeon themselves. Down below, they discover the terrible threat: a planar rift that can only be opened on Midsummer's Eve, and the slumbering demigod that awaits beyond, the great astral slug Cthumbra!

Cover of March of Madness
March of Madness
5th Edition
Level 5
32 pages
0  0

Millennia ago, aberrations from Xoriat, the Realm of Madness, were driven from Eberron. The Gatekeeper druids–mostly orcs–placed powerful dimensional seals throughout Khorvaire to prevent the creatures of Xoriat from returning. To repair a breach in one of the seals at a settlement called Tjorda, a Sealguard Complex was built. An immortal guardian ws tasked with attending to the repaired crack in the seal. Thousands of years later, the Gatekeeper druids rediscovered the sealed complex. Even without knowing its precise history, they ascertained its sacred nature and have guarded it from then on. Being sealed in to protect the site and commune with the inner guardian is considered a great honor. Much of this history has long-since been forgotten. But 10 years prior to the adventure’s start, Vilda Karrte–a relic hunter with her own agenda–tracks a Xoriat artifact called the Spiral Well to the complex. Turned away by the Gatekeeper, she forces her way inside, grievously injuring them. Having discovered Vilda’s journals, Provost Nigel Faurious, through the Clifftop Adventurers’ Guild Handler Lhara, tasks the adventurers with recovering the Spiral Well.

Cover of Ravenloft: Carnival of Lost Souls Campaign Guide
Ravenloft: Carnival of Lost Souls Campaign Guide
5th Edition
Levels 5–6
48 pages
0  0

Ravenloft: Carnival of Lost Souls Campaign Guide is a guide for Dungeon Masters who bought our other products from the Carnival of Lost Souls campaign series. It connects together all the modular one-shots we released previously into one grand campaign. It also offers guidance about expanding the scope of the campaign with your own ideas. Ravenloft: Carnival of Lost Souls Campaign Guide features: - Starting adventure to kick the things off and get the characters to know the Carnival - In-between interludes and short encounters, which help to flesh out the Lost Souls NPCs more and add depth to the campaign - Grade Finale - an epic showdown with The Caller in the Mists! - Full description for each of the Lost Souls and what happens to them as a result of players’ actions - Check out the modular adventures of the series: Lamordia: The Hardest of Hearts, Dementlieu: Dance with the Devil, Kalakeri: The Forbidden Temple and Valachan: Hunter’s Moon! Disclaimer: We are a team of writers from Ukraine, so the unprovoked war and senseless aggression of the terrorist state of russia influenced our initial timelines significantly. The release of the Campaign Guide marks also a year since the start of the full-blown war. At the moment, we are as safe as we can ever be under the constant threat of missile strikes, and extremely proud that we managed to finish the whole campaign! We are hopeful that the victory is close at hand, and in the new, whole, and peaceful Ukraine, we will create even more cool adventures! ;) Made in Ukraine

Cover of E2 Kingdom of the Ghouls
E2 Kingdom of the Ghouls
4th Edition
Levels 24–26
94 pages
0  0

E2, following up on Death's Reach, the PC's first travel to Sigil following the smuggled remains of the primordial Timesus. The pursuit then leads into the Abyss, through the White Kingdom to face Doresain, the Ghoul King, exarch of Orcus. The module certainly is epic, placing the PCs up against powerful monsters like greater demons, death knights, and a demilich. It may be frustrating that the PCs arrive too late to disrupt the plot (have to allow for the finale in the next adventure) but taking out Orcus' right hand ghoul may be satisfying. Includes a skill challenge for crossing a portion of the Abyss For environments, City refers to Sigil.

Cover of A Chase Through The Planes
A Chase Through The Planes
5th Edition
Levels 9–10
36 pages
0  0

“Traversing the planes of existence is no easy task. Only extremely talented and knowledgeable people could manage it.” A mysterious thief stole a dangerous artifact, called the Tome of The Stilled Tongue from the tower of Lady Blackstaff of Waterdeep, Vajra Safahr herself, leaving the tower by opening a portal to the Elemental Plane of Fire. The archmage immediately calls the band of adventurers who are staying in town to chase down the thief and return the dangerous book to its place. This adventure can be used to kick-off a planar campaign or as a standalone one-shot. A Chase Through The Planes features: - An exciting journey across the multiple planes of existence: Elemental Plane of Fire, Shadowfell, Feywild, and Ysgard - Exploration of morkoth island and lair in the Astral Sea full of weird creatures, strange phenomenons, and dangerous encounters - Heavy use of Supernatural Regions from Tasha’s Cauldron of Everything - High-quality battle maps, available in printer-friendlier and universal vtt format

Cover of Chaos Reaver (5th Edition)
Chaos Reaver (5th Edition)
5th Edition
Levels 5–9
31 pages
0  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 The Cube of Vanya
The Cube of Vanya
5th Edition
Level 5
15 pages
0  0

Inspired by the "Happy Fun Ball" from the web series Critical Role, The Cube of Vanya is a magical adventure through demi-planes created by an ancient wizard, now destabilized by a malevolent dragon. The adventurers find themselves trapped within a series of themed planes with no idea how they got there. Navigating these planes to find a means of escape, they uncover the secrets of the cube while piecing back together their own memory. During the campaign the adventurers may fight shadow demons in an inn which is really a prison, flee a tornado while perched perilously in the sky, forge a weapon within a volcano, and much more. The module is structured in a non linear manner allowing the adventurers to choose their own way, or for the DM to pick and choose their favourite bits to highlight. The adventure was written with four level 5 players in mind but it would be easy to tweak for different sized groups around that level.

Cover of The Harrowing
The Harrowing
Pathfinder
Level 9
32 pages
0  0

Varisian fortune-tellers from across Golarion use the mystic harrow deck to read fate and predict the future, but few have ever mastered the mysterious harrow to such a degree as Sonnorae, a long-dead bard from the Age of Darkness. Fearing her collection of stories would be lost when she died, she created a demiplane within her own harrow deck to contain them. Over time, these stories took on lives of their own, and melded with the images on the cards themselves. But not all stories have happy endings, and the storykin who inhabit the Harrowed Realm have their own motivations and plots for power or even escape into the real world.

Cover of IM1 The Immortal Storm
IM1 The Immortal Storm
BECMI
Immortal Level
40 pages
0  0

"The storm-stuff is not matter as we know it, and beyond Immortal control," the Hierarch sighs. "I fear we are doomed." It appeared only a few weeks ago - a swirling gray mass of incalculable size. And in its center, an eye. A humanoid eye. Now the storm threatens the very era of Immortal rule. The growing maelstrom emits a message to the Hierarchs. But what does it mean? Can it help save this realm of existence? Is there time to save this realm? The first Immortal adventure pits your party against the multiverse in a desperate struggle to find the essence of life. This adventure is nothing like you've ever played before. TSR 9171

Cover of Dungeon Crawl Classics #74: Blades Against Death
Dungeon Crawl Classics #74: Blades Against Death
Dungeon Crawl Classics RPG
Levels 4–5
24 pages
0  0

Punjar: wide-eyed madmen stalk the streets pronouncing the end of days, mail-clad priests crush the skulls of heathens underfoot, and timorous virgins are offered up in sacrifice within sooty temples. But even the greatest of shining temples and the strangest of mystery cults don’t dare to challenge the terrifying finality of Death. Until now. In Blades Against Death, the adventurers cross between the realms of the living and the dead, and wager their souls in a desperate bid to steal a soul from Death’s hoary grasp. To win over the God of Dooms, you must be the most daring, stalwart and cunning and – when all else fails – willing to test your blades against Death! A mid-level adventure for the Dungeon Crawl Classics Role Playing Game, Blades against Death offers characters a once in a lifetime escapade. Those that return from the Realms of the Dead will have earned the true title of adventurer, while those that fail will spend eternity in Death’s service.

Cover of Ghostlight
Ghostlight
5th Edition
Level 1
22 pages
0  0

A mysterious ship emerges from the dark ocean mist, its lantern-lit deck silent and empty. When invisible hands cast lines and ropes over to the characters, will they accept the invitation to board and enter the secret afterlife of departed sailors? Ghostlight is a nautical sword-and-sorcery adventure and includes: -A haunting foray into the afterlife for good and evil sailors -A mad witch, a dashing rat pirate, and a tavern full of departed souls -Combat cards for each monster, PC, and special treasure -High-quality digital maps for use with virtual table tops

Cover of The Field of Nettles
The Field of Nettles
AD&D
Levels 5–8
20 pages
0  0

The battles of the Blood War have raged for longer than mortals have known life, the conflict's savagery and hatred fueling the dreams, desires and obsessions of the multiverse. One way or another, the war spills through all the layers of existence, and little escapes its influence. Some clashes have consequences that shake the Lower Planes. Others are far less meaningful - they're fought solely for the sake of violence and killing. "The Field of Nettles" is set in the aftermath of an especially pointless battle. The adventure rips the player characters from their comfortable lives and thrusts them into the Blood War full force. The goal is to cross one of the more infamous battlefields, seeing the scope and the power of the fighting - and hopefully coming away with a greater understanding of just how big the Blood War is. The adventure is designed for a party of 4-6 PCs of 5th-8th level. The characters don't get to save the multiverse, nor do they find the key to unlock the dark of any great secrets. But they might come to realize their importance (or lack of it) in the scheme of things. On the fickle borders of the planes, that can be worth almost as much.

Cover of Pathfinder Adventure Path #22: The End of Eternity (Legacy of Fire 4 of 6)
Pathfinder Adventure Path #22: The End of Eternity (Legacy of Fire 4 of 6)
3.5 Edition
Level 9
92 pages
0  0

Hidden amid the tattered parchment and mundane ink of a mysterious map hides the fabulous paradise of Kakishon. A realm of mystical wonders, mythical beasts, and legendary treasures, this long-lost creation of one of history’s greatest wizards once again inspires the bold to seek its wonders. Yet time, ancient magic, and bitter rivalries work to corrupt the incredible realm, turning it into both paradise and prison. Can they tame the powers of Kakishon’s magical islands and best the masters of the wondrous land? Or will they forever be prisoners of paradise? This volume of Pathfinder Adventure Path includes: ◆ “The End of Eternity,” an adventure for 9th-level characters, by Jason Nelson. ◆ A glimpse into the Maelstrom and the lives of its enigmatic natives, the proteans, lords of primeval chaos, by Todd Stewart. ◆ The magical rites of Sulesh the Great, master of seals and binder of genies, as transcribed by Wolfgang Baur and James Jacobs. ◆ Pathfinder Channa Ti faces danger on the River Asp in the Pathfinder’s Journal, by New York Times bestselling author Elaine Cunningham. ◆ Six new monsters by Adam Daigle, James Jacobs, Jason Nelson, F. Wesley Schneider, and Todd Stewart.