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265 adventures found
Cover of Factions of Sigil - Slaad of Mastervale Manor
Factions of Sigil - Slaad of Mastervale Manor
5th Edition
Level 10
7 pages
0

We get it. Factions are an integral part of D&D, but it's not always clear how to use them in your campaigns. Luckily, Factions of Sigil has you covered for each of the twelve main factions found across Sigil and the Outlands! This supplement goes over the various rules and lore around the primary factions found in Sigil and the Outlands, making it easy for any new or veteran DMs to integrate the factions more into the core stories being told, and making them feel more useful for the players that choose to join. Complaints have been made to the Transcendent Order of a Slaad and its Bladeling allies that are disturbing the peace in Sigil, who in turn have tasked the characters to restore a sense of tranquility to the old Mastervale Manor.

Cover of Shadows Under Emystrell
Shadows Under Emystrell
5th Edition
Levels 2–3
110 pages
0

For months, the dreams of the people of Emystrell have become dark and terrible. It seems their nightmares have come to life as in recent weeks, people have mysteriously gone missing, vanishing in the night without a trace! Everyone is too paralyzed by their own despair to do anything or venture far from the safety of their homes. Emystrell is on the brink of collapse. The baron is offering a handsome reward to anyone who can show proof of the end of whatever evil curse that has taken hold of their town. This adventure is designed for a party of 3-5 heroic characters from the 2nd to 3rd level. It has elements of mystery and investigation in the first section which can be detailed and highly involved for groups that enjoy the process of searching for clues and solving mysteries or just as easily glossed over for groups that are more tactics focused. The second section of the adventure features the dungeon: a labyrinthine complex of an ancient elven crypt which the thieves guild has used as a base of operations for a decade...until the serpent worshipping cult arrived. The third section of this book is the detailed map and notes on the town and surrounding area of Emystrell. Roleplaying notes are kept light to allow for room for your own interpretations and details to NPCs remain as free to do with as you choose unless I felt inspired and hoped to give you a cool idea. This adventure has hooks for Dungeon Masters interested in a larger campaign involving the sinister plots of the Yuan-Ti (snake people) as well as other interesting adventure hooks (such as the giants in the nearby mountains or the stolen gem: The Eye of the Dragon). These plot points are intentionally left vague for you to fill in the gaps based on what your players seem interested in. You are invited to use this as a launch point adventure to lead your heroes on a larger adventure that might someday set them against an Anathema Serpent demigod, or it may simply be the adventure that begins their journeys and the evil of Yargoth stops here at Emystrell. If your campaign is set in a pre-published setting, this town of Emystrell can be replaced or fit into any campaign with a few tweaks to local gods and names. If you are playing in Dragonlance, you could replace Yargoth the Dread Serpent with Tiamat, or Dendar in Fearun. The local goddess, Tyr, could be the Tyr from the Forgotten Realms or even Norse myth if that is your campaign setting.

Cover of The Ghost of Mistmoor
The Ghost of Mistmoor
AD&D
Levels 3–6
19 pages
0

Trouble always comes in threes. For years the mansion has hidden its secrets and its sorrows, but now it has returned to dreadful life. The Ghost of Mistmoor is an investigative adventure where the PCs are tasked with finding the entrance to a secret vault in a haunted mansion. There are ghosts to be had, but unbeknownst to the characters also a cunning thief and her sidekick took residence here. It does not contain many combat encounters but has a rich list of spooky events, some from the ghosts, some staged by the thief. Pgs. 52-70

Cover of Pathfinder Adventure Path #79: The Half-Dead City (Mummy’s Mask 1 of 6)
Pathfinder Adventure Path #79: The Half-Dead City (Mummy’s Mask 1 of 6)
Pathfinder
Level 1
91 pages
0

The Mummy's Mask Adventure Path begins with "The Half-Dead City," an exciting new adventure in the pyramid-laden realm of Osirion, Land of Pharaohs! In the city of Wati, the church of Pharasma holds a lottery allowing explorers to delve the tombs of the city's vast necropolis in search of the nation's lost glories. In the course of investigating dusty tombs and fighting their ancient guardians and devious traps, the heroes encounter a group of rival adventurers intent on keeping one tomb's treasures for themselves. At the same time, the heroes learn that a dangerous artifact has been stolen from the tomb. Can the adventurers defeat their rivals, or will they fall to the undead defenders of the city's necropolis?

Cover of The Unkindness of Ravens
The Unkindness of Ravens
AD&D
Levels 3–5
13 pages
0

If the ravens die, Crawford Manor falls. Soaked from the storm and weary from travel, the adventurers seek shelter for the night at the manor house on a hill. The PCs are shown rooms to change into dry clothing, and invited to dine with Lord Crawford this evening. Dinner is interrupted by a woman's scream from a nearby room: Corbett, the master-at-arms has been murdered! This adventure is an atmospheric murder mystery set in a manor house. While it's setting-neutral, it would be a good fit for a Ravenloft setting. Pgs. 52-64

Cover of Bane of the Shadowborn
Bane of the Shadowborn
AD&D
Levels 6–9
21 pages
0

A good deed never goes unpunished in Ravenloft. Evil feeds upon itself - but it also feeds upon the good. Pgs. 54-74

Cover of Diamond Heist
Diamond Heist
5th Edition
Levels 6–9
14 pages
0

At the request of a stranded djinni, you have three days to steal a diamond from the marbled, enchanted vaults of the Modern Artworks Museum. Investigate its defenses, disable magical wards, bamboozle the staff, battle a golem, and escape with the prize! A group that succeeds is rewarded with a single wish - the power to bring about almost anything you desire. Highlights of the adventure include (and are not limited to): - An alternate skill check system that keeps clumsy characters involved in the heist - A fight to the death with fantasy Botticelli's Birth of Venus - The Modern Artworks Museum, a trove of sculpture, frescoes and tapestries - Museum events: sketch and sip, a gala, seminars! - Museum brochure, including handy map and exhibit descriptions - A wish Clever and light-hearted, Diamond Heist adds brains and Renaissance style to any urban campaign. This adventure centers exploration, planning and roleplay. Players match wits against various spell effects, discovering and disabling magical wards to access their prize. A cumulative alarm level system replaces pass/fail steath skill checks, so one bad role doesn't ruin the heist. The artworks described are based on those of Renaissance Italy, with frescoes, marble sculpture, and haughty nobles aplenty. Content warnings: Death of a loved one, mentioned.

Cover of The Curious Tale of Wisteria Vale
The Curious Tale of Wisteria Vale
5th Edition
Level 11
? pages
0

The Curious Tale of Wisteria Vale is the script of a play written in Common. It is split up into three acts, telling the story of a heroic bard before he becomes corrupted by evil. A wizard named Ryllia Liadon donated the book to Candlekeep as an entrance gift. She didn't tell the Avowed that the book contains the secret to accessing Wisteria Vale, a magical demiplane created by the Harpers to imprison a bard named Arrant Quill until they could free him from the influence of an evil artifact. The book has been hidden in the Candlekeep archives for three years, but the Harpers have finally discovered a cure for Quill's corruption, and the time has come to visit Wisteria Vale once more.

Cover of Seven Weddings
Seven Weddings
5th Edition
Level 3
5 pages
0

The community of Lukestown has been haunted by a vengeful spirit, Lilian. She is intent on keeping her widower Marcus from ever enjoying marriage without her.Today is Marcus' seventh wedding after his late lover passed. Will this ceremony end in celebration or death? The answer rests in the hands of a small group of adventurers. This urban one shot adventure involves some murder mystery and puzzle solving components.

Cover of Dancing Hut of Baba Yaga
Dancing Hut of Baba Yaga
5th Edition
Levels 5–15
122 pages
0

Rumors have been spreading in small towns and hamlets, regions isolated in the far reaches of the wilderness and cut off from major cities and trade routes. Rumors of strangeness in the forest, where the animals suddenly watch with intelligent eyes while the sound of a crone’s laughter pierces the veil of night. Rumors of young men and women disappearing without a trace in the wilderness. Rumors of a cottage that walks on enormous chicken legs. Rumors of Baba Yaga. Those rumors turn out to be true and the Dancing Hut of Baba Yaga has come once again to haunt, confuse, befuddle, and terrorize the far corners of the land. The Grandmother of Witches cackles in her flying mortar as she sails over the trees, a shadow in the darkness, but what does she want? Why has she come? And what strangeness awaits in her fantastic hut on dancing chicken legs? Brave heroes are needed to head out and find the answers to these questions and more! Welcome to the Dancing Hut of Baba Yaga, an adventure unlike any other. Baba Yaga, the Grandmother of Witches, has come to town, and her dangerous and mysterious Dancing Hut beckons adventurers to brave its wondrous depths. Open the doors, unlock the puzzles, and meet the famed witch, her adopted daughters, and a host of other strange characters. This module presents the Dancing Hut and its most famous owner, Baba Yaga, as an adventure site worthy of high-level exploration. You can use the module in many different ways, and the Adventures in the Hut section provides ways to entice characters to seek out Baba Yaga. In general, the adventure environments presented are designed to challenge a party of characters levels 11-16, but with some adjusting and focus on non-combat solutions, a party of lower-level characters could also explore the Dancing Hut.

Cover of A Kobold Christmas
A Kobold Christmas
5th Edition
Level 3
15 pages
0

A Kobold Christmas is a festive one-shot perfect for an adventuring group looking for a little bit of chaotic fun this holiday season. Set in the town of Finnick, play as a group of kobolds working their way out of the sewers and into the home of Sanderklauzen the Red in the pursuit of riches and revenge. Perfect for seasoned (pun intended) and new DM's alike, A Kobold Christmas is a level 3 stand alone adventure, suited for a group of 3 - 5 adventurers if you have 4 to 6 hours to play.

Cover of 1 on 1 Adventures #9: Legacy of Darkness
1 on 1 Adventures #9: Legacy of Darkness
Pathfinder
Levels 8–10
20 pages
0

Sehvain Malual is renowned for his work in necromancy, using the dark art to destroy the undead pestilence polluting the world. However every warrior must hang his proverbial sword and retiring from adventuring life, the wizened elf settled down in a nearby town purchasing a small townhouse. Here, he would finally find the peace he so craved, or such he hoped before he found The Black Lexicon. What dark intent consumes Sehvain’s time is anyone’s guess, but only the PC can uncover the Legacy of Darkness.

Cover of At the Spottle Parlor
At the Spottle Parlor
BECMI
Levels 1–3
9 pages
0

Some games aren't played for fun. A friendly little gambling game - with the most bizarre players and rules! Pgs. 24-32

Cover of The Noble Rot
The Noble Rot
5th Edition
Levels 5–8
14 pages
0

The Noble Rot is a location-based adventure for characters of 5th to 8th level. This adventure can be played in one or two sessions of reasonable length. It is a straightforward, haunted house-style adventure. The story revolves around Le Chateau Gluant, a vineyard and winery of repute. Vintages of its famous white (chardonnay) and red blend (cabernet sauvignon) are sought throughout the land. Some vintages can bring up to 200 gp per bottle from the right buyer. A case (twelve bottles) of the wine in pristine condition can fetch up to 1,500 gp. Unfortunately, the winery fell upon dark days and the prized wine has not flowed from its cellars for a few years. Approximately five years ago, the head winemaker, Malcolm Roth, hired Tobias Suey as an apprentice. Unfortunately for Roth, Suey was a member of the Cultus Limus (Cult of the Ooze). The Cultus Limus makes sacrifices to its demonic master Lumaszu in her faceless form. Lumaszu or “she who erases” is an ancient demoness who preys upon travelers by drinking their blood. She is the cause of nightmares, pestilence, infestation of pure water, and a bringer of disease, sickness, and death. Her worshipped form in Cultus Limus is that of a gigantic ooze. Suey turned the field hands who tended the vines against the winemaker. Then the new cult turned its attention to the Gluant family. Eventually the cult members started preying on each other. With each sacrifice to the ooze, Suey’s power grew—until there was no one left but Suey. The whim of demons is fickle. Suey was blighted and corrupted for his work. Now he deep in the cellars under the chateau as a minor ooze demon. His handiwork, however, remains. The chateau is now the abode of its former residents and workers, in undead form. Also slimes, molds, fungi, and other foulness fester in the fields, buildings, and cellars. The riches of the Gluant family remain undisturbed; would-be thieves and robbers quickly fall prey to the current residents. Besides normal valuables, cases of wine remain undisturbed and waiting to be plundered. The title The Noble Rot refers to a few factors in this adventure. The first is the rot that befell the Gluant family in the form of the Cultus Limus. Another is actual noble rot disease that may aid the PCs in overcoming the challenges posed. The phrase also refers to a real-world gray fungus, Botrytis cinerea, which in the right conditions creates world-class dessert wines such as French sauternes. In the wrong conditions, it destroys grapes and is known as gray rot.

Cover of Halls of the Blood King
Halls of the Blood King
OSR
Levels 3–5
48 pages
0

With the rising of the Blood Moon, the accursed abode of the Blood King returns to this world. The lord of all vampires comes to claim the blood that is owed to him. His halls contain treasures and secrets that would make any ambitious adventurer abandon reason and caution to seek them out. Will you risk your soul for gold and glory in the Halls of the Blood King?

Cover of The weird that befell Drigbolton
The weird that befell Drigbolton
OSR
Levels 3–5
58 pages
0

Something fell. A sickly gloaming lit up the night like mock daylight, just for a moment, and then the hills trembled. Now, an alien entity lies brooding in a crater gouged out of the moor. Local folk are enraptured with the toothsome jelly exuded by this being, but are blind to the true nature of the events unfolding in their rustic little backwater.

Cover of Not a Creature Was Stirring
Not a Creature Was Stirring
5th Edition
Level 1
19 pages
0

This Christmas themed adventure is a straightforward adventure for level one PCs. Players adventure from a town where they are attacked in their sleep by animated presents, travel up a nearby mountain and discover a hermit's house where they fight snow elementals, living trees and explore the hermit's home. Eventually they discover the evil hermit in a secret room below the home. This adventure contains a lot of help for newer DMs.

Cover of Villa Loviati
Villa Loviati
5th Edition
Levels 17–20
9 pages
0

On the eve of her wedding, Sita Obarskyr, princess of Cormyr, has vanished. The only clue: an invitation from Irina Ruthven, an avatar of Loviatar. Can the adventurers meet with Irina, face their hidden desires, and help Sita? This adventure explores the theme that avoiding pain is avoiding life. It’s light-hearted, kink-positive, and erotic. Eroticism is a dance with our senses. It’s about anticipation, about wanting rather than getting. It is not pornography, and need not be sexual or romantic. Because the characters’ desires shape the narrative, it is important to talk to your players beforehand. Ask them if desire is something they want to explore in their characters, and if they are willing to share narrative responsibilities with you.

Cover of Nine-Tenths of the Law
Nine-Tenths of the Law
AD&D
Levels 7–10
14 pages
0

Expect a surprise when you open a magic jar. The evil wizard had a fail-safe plan for survival. It worked perfectly - almost... Pgs. 58-71

Howls in the Night (Midnight)
3.5 Edition
Level 5
21 pages
0

An adventure for the Midnight campaign setting from Fantasy Flight Games. While sheltering from a storm alongside a Shadow patrol, the adventurers discover that their hosts threaten both sets of guests. Published by Fantasy Flight Games