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123 adventures found
Cover of Coral Colosseum
Coral Colosseum
5th Edition
Level 2
1 pages
0

Stormy seas rock your vessel, tossing her about like a toy in the jaws of a hound. Thunder rolls in the distance. Then, an arc of lightning splits the sky, and the sound like an exploding fireball all but bursts your eardrums. Your mainmast, struck by lightning, burns, splinters, and topples onto the deck like a felled oak. The last thing you hear is the cracking of wood as the deck explodes into splinters, and the ship is torn asunder. All goes black. You awaken in shackles, half-submerged in water, and surrounded by salmon-pink coral. You survived, but what fate awaits you now? The sound of soggy footsteps echo down the hallway. A creature approaches with an answer. This week’s encounter is Coral Colosseum, a combat encounter in which the characters must prove themselves as worthy gladiators to escape the clutches of a ruthless sahuagin baron. This encounter can serve as a follow-up to Encounter of the Week: Sharkfin Shipwreck, or as a stand-alone mini-adventure. It could also serve as an introduction to Ghosts of Saltmarsh, which releases on May 21st, 2019.

Cover of Iasc
Iasc
AD&D
Levels 3–4
10 pages
0

"Something Fishy" - a Celtic-world campaign. "Iasc" is set in a small Celtic kingdom that can be fit into any medieval/fantasy campaign. The PCs need not be Celts. The likelihood of combat is very high, and the party is recommended to host several warriors.

Cover of Pathfinder Adventure Path #121: The Lost Outpost (Ruins of Azlant 1 of 6)
Pathfinder Adventure Path #121: The Lost Outpost (Ruins of Azlant 1 of 6)
Pathfinder
Level 1
96 pages
0

Trouble in Paradise The Ruins of Azlant Adventure Path begins with the adventurers standing on the deck of a ship ready to make landfall at their new home. However, dread settles in as they notice that the colony is empty and abandoned. Tasked with uncovering the whereabouts of the prior group of colonists, the adventurers go ashore and explore the deserted settlement. Uncovering strange evidence leads the adventurers across the island, where they encounter two survivors who can give them clues as to the fate of the rest of the first wave of settlers. Can the adventurers survive long enough to discover what truly befell the fledgling colony?

Cover of Lost Journal of the Sea King
Lost Journal of the Sea King
5th Edition
Levels 5–6
22 pages
0

After your ship crashed onto a small island you and a few other survivors quickly discover you're not entirely alone. There are creatures slithering in a nearby cave, taking everything they can from the wreckage as they hunt for something. With no other way out, you'll have to trek through the Sahuagin camp, rescue any other survivors and find other means of escaping the island before all is lost.

Cover of Tammeraut's Fate
Tammeraut's Fate
3.5 Edition
Levels 6–10
31 pages
0

Ten years ago, zombies arose from the foamy sea to take vengeance against the inhabitants of Firewatch Island. Now, they have risen again, just in time to welcome the visiting player characters! Will your heroes manage to escape the island with their lives (to say nothing of their delicious brains)? The PCs have to clear the island and learn its secrets, then defend it against an undead attack and then travel to the bottom of the ocean to seal Dagon's Maw! Pgs. 19-50 Updated to 5th Edition in Ghosts of Saltmarsh

Cover of OS192 - Missionary Retreat
OS192 - Missionary Retreat
AD&D
Level 6
14 pages
0

A job offer from the high bishop? Looks like your fame is becoming far reaching. You meet with revered figure and discover that he has a task right up your alley. A group of missionaries on an island retreat have not been heard from in a year. He asks that you and your associates go check on them.

Cover of FVC9 - Royal Recovery
FVC9 - Royal Recovery
5th Edition
High Level
18 pages
0

FVC9 – Royal Recovery is a short adventure involving a lost princess. A peace accord is in jeopardy when a royal wedding may be postponed due to a missing bride. She was secretly coming to Tol Borron, home to her future suitor, but her ship is now missing. The party has been asked by a gypsy, working on behalf of the king, to head towards the Horns of Barnack where some debris has been located. Will your party be able to solve the mystery of the missing princess?

Cover of C3 The Lost Island of Castanamir
C3 The Lost Island of Castanamir
AD&D
Levels 1–4
32 pages
0

In this scenario, the adventurers pass through magical portals into a series of interlinked chambers. The characters are encouraged by a young scholarly mage to voyage into the Sea of Pastures, to explore a mysterious island connected with a number of recent shipwrecks and disappearances. The island is grassy and windblasted, but eventually the characters discover a stone door leading into a subterranean complex. There, they discover 18 rooms linked by secret passages and magical portals. Most of these rooms have been ransacked by a variety of other survivors, human and monstrous. These survivors are likewise trapped within the labyrinth and are either eking out a miserable existence there or else desperately searching for a means of escape. Also within the building are a number of extraplanar creatures, collectively known as gingwatzim, who can shift between various forms: an energy form (glowing ball of light), an inanimate form (usually a magical weapon), and an animate form (an animal or monster). Eventually the characters may find the exit, and are once again deposited on the dreary islands to await rescue. TSR 9110

Cover of Pathfinder Adventure Path #56: Raiders of the Fever Sea (Skull & Shackles 2 of 6)
Pathfinder Adventure Path #56: Raiders of the Fever Sea (Skull & Shackles 2 of 6)
Pathfinder
Level 4
92 pages
0

The second installment of the Skull and Shackles Pathfinder adventure path. Bound for adventure upon the pirate vessel they've taken as their own, the heroes face a sea of dangers as they chart a course to become true Free Captains of the Shackles. But life as a pirate doesn't prove any easier now that they're in command, as deadly sea monsters, the corpses of drowned scalawags, and raiders from the deep rise to oppose them. When a most unusual map falls into the adventurers' hands, they have the chance to change their fate in a shingle daring raid. Is it the heroes' destiny to be the next victims of the merciless waves, or will fortune smile upon them and spur their rise as the newest and most infamous pirates of the Shackles

Cover of Grasp of the Emerald Claw
Grasp of the Emerald Claw
3.5 Edition
Level 6
33 pages
0

Deep in the jungles of Xen'drik, a relic of great power has lain hidden for thousands of years. Now, determined adventurers race against time and the nefarious agents of the Order of the Emerald Claw to locate the relic, overcome unimagined obstacles, and unlock its ancient secret. The Order's hunt for the parts of an ancient creation pattern nears its conclusion, but other groups also seek this powerful item. Once all of the pieces come within close proximity of each other, the ancient intelligence awakens. Suddenly all parties have a new and powerful enemy to contend with...

Cover of The Library of Last Resort
The Library of Last Resort
3.5 Edition
Level 16
32 pages
0

Tilagos Island does not appear on most maps of the Nyr Dyv, yet the storm-shrouded island hides the greatest repository of knowledge of an ancient cabal of druids who defeated Kyuss 1,500 years ago. "The Library of Last Resort" is the nineth installment of the Age of Worms Adventure Path, a complete campaign consisting of 12 adventures, several "Backdrop" articles to help Dungeon masters run the series, and a handful of poster maps of key locations. For additional aid in running this campaign, check out Dragon's monthly "Worm Food" articles, a series that provides additional materials to help players survive this campaign. High-level characters have a staggering array of options at their fingertips for exploration and travel, and issue #341 of Dragon outlines several of these. Pgs. 58-89

Cover of CCC-BMG-MOON13-1 Lure of the Reefs
CCC-BMG-MOON13-1 Lure of the Reefs
5th Edition
Levels 11–16
35 pages
0

Ships have disappeared amongst the Norheim Islands, almost all of them carrying refugees from Norland. An expedition, sent to find the cause, has similarly vanished without a trace. Most blame lack of experience with the treacherous local waters, but a few whisper of a more sinister cause, something that lures the desperate to their doom. Initiates of the Flame are looking for powerful adventurers to help since the authorities have more pressing trouble.

Cover of The Sea Wyvern's Wake
The Sea Wyvern's Wake
3.5 Edition
Levels 5–7
43 pages
0

All ocean voyages are fraught with peril, yet a voyage to the infamous Isle of Dread might seem to some old salts to be a deliberate goading of the gods of the sea. Many of those who have attempted the voyage before managed to return to civilization often choose not to speak of the trials they experienced on that dangerous route, yet those whose lips can be loosened by a draught of grog whisper amazing stories... tales of pirates, sea monsters, terrifying storms, and perhaps most harrowing of all, of a strange and sinister land without land, a floating graveyard of dead ships mired in a sargasso the size of an island. This place has many names, but its most well-known may be it's most apt - Journey's End. "The Sea Wyvern's Wake" is the third chapter of the Savage Tide 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 #350 of Dragon magazine features a regional guide to the seafaring environs the PCs can expect on the journey to the Isle of Dread. It’s time to bid farewell to the city of Sasserine as the PCs board the Sea Wyvern for a 3,000-mile voyage south into the uncharted waters of the Vohoun Ocean. Their destination: the Isle of Dread. Pgs. 16-48

Cover of DQ1 - Yoke of the Slavers
DQ1 - Yoke of the Slavers
5th Edition
Levels 1–3
17 pages
0

Today we bring out a scenario for a pair of budding first level adventurers. Originally used to teach D&D to a novice, this fleshed out into a trio of adventures set on the northern island of Esaq off the coast of the ancient Greyloch Kingdom. Home to a Halfling population, the adventure takes two young people on a thrilling adventure after the duo’s home is raided by slavers. The novice delvers head east to rescue their family and fellow villagers!

Cover of Dungeon Crawl Classics #4: Bloody Jack’s Gold
Dungeon Crawl Classics #4: Bloody Jack’s Gold
3.5 Edition
Levels 10–12
32 pages
0

In this all-new adventure, the characters acquire a treasure map tattooed on tanned human skin. It shows the location of famed pirate Bloody Jack’s last haul, where hundreds of thousands of gold coins lie waiting to be taken. But exploring his long-abandoned island hideaway isn’t as easy as it first seems. Bloody Jack didn’t leave his treasure unguarded — and the best way to keep the undead legions well-stocked is to lure treasure-hunters to their death…

Cover of MHI - 4 The Mutiny and The Bounty
MHI - 4 The Mutiny and The Bounty
5th Edition
Levels 4–5
11 pages
0

Chasing pirates can be a dicey business especially with an ocean storm bearing down upon you. As you give chase to Captain Longstockings and her crippled ship, she wanders into a cove...TRAPPED! This criminal cleanup is almost complete...

Cover of FA8 - Numb Island
FA8 - Numb Island
AD&D
Levels 3–6
39 pages
0

Numb Island sits in the north seas and is home to Miles Away a struggling settlement with a variety of problems. This adventure setting has a variety of different side adventures that can be used in a continuing campaign or as individual scenarios. Each of the scenario has a level recommendation so that you, the DM, can pick and choose what the party may be ready for and what adventures are better to pass over. In the Filbar campaign the adventurers found themselves on Numb Island several times during their adventuring career and were not strangers in Miles Away!

Cover of Ire of the Storm
Ire of the Storm
Pathfinder
Level 1
64 pages
0

Pridon's Hearth is Sargava’s newest colony, pushing the country’s borders further south than ever before and attracting treasure-hunters, fortune-seekers, and troubled souls hoping for a fresh start. But unnaturally powerful storms rock the tiny settlement just as the local lizardfolk tribe declares war on the colonists within. Are these threats somehow related? What became of the heretical cult of Gozreh that journeyed to the region a century ago, and do its corrupt teachings hold the key to calming the growing hurricane? Can the heroes protect the growing community from raging tempests and hostile monsters alike? And what role does the shadowy Aspis Consortium play in these recent dangers? These challenges and more await heroes willing to face down the Ire of the Storm! Designed for use with Pathfinder Roleplaying Game, this adventure is packed with excitement and unique personalities! Written by rising star Thurston Hillman, Ire of the Storm is a deluxe adventure for 1st-level characters, and includes 64 action-packed pages of tropical dangers, jungle ruins, and two new monstrous foes, plus a gorgeous double-sided poster map featuring the Sargavan colony of Pridon's Hearth and an exploration map providing an overview of the entire surrounding region. Players can expect to reach 6th level upon completion of this adventure—or wind up food for all manner of scaly menaces!

Cover of WS2.6 Lost Among the Crystals
WS2.6 Lost Among the Crystals
AD&D
Levels 3–5
8 pages
0

Lost Among the Crystals is a companion adventure made to go along with the vents unfolding in Folio #15 (WS2 The Forgotten Plateau). It contains the information needed to run a side adventure that will help the characters in their exploration of the Sacred Plateau. The mighty crystal fields of the Sacred Plateau have become a confusing maze amid the now rising vapors of necrotic energy that masks the midlands. Even the keen senses of 'Numphy', the party Triceratops beast of burden, have become dulled. Can the players navigate the crystal maze and find their true goal on the far side? This adventure is formatted to both 1E & 5E gaming rules.

Cover of A0-Crow's Rest Island
A0-Crow's Rest Island
5th Edition
Level 1
? pages
0

Shrouded in whispered rumors, Crow’s Rest Island has been avoided as long as any can remember. Nothing but death, and the memories of those long gone, greet any who take to land upon the isle’s shores. It is to this island that the PCs will find themselves driven as a storm threatens to drive their ship below the waves. Awaiting the PCs are far more than ghost stories upon this island, for there lives a very real threat, hiding here among the legends that keep sailors at bay. A classic ghost story that casts the PCs not as adversaries to the specters, but rather as their benefactors, Crow’s Rest Island challenges the PCs with a tribe of foul kobolds, a haunted village, and the forgotten servant of a long departed ice devil. An excellent introduction to the Aventyr Campaign Setting, this adventure gives the PCs their first glimpse into Vikmordere culture. A0 may also be easily ported to any setting containing a northern wilderness near a large body of water.