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186 adventures found
Cover of SJA1 Wildspace
SJA1 Wildspace
AD&D
Levels 6–8
64 pages
0

On a busy day in the marketplace, something hurtles down out of a clear sky. When the dust clears, you c can see that it's a ship's anchor, attached to a rope that stretches up as far as you can see. What do you do? Pull you AD&D game players up the rope and into the astounding universe of fantasy space! Send their spacegoing galleon, the Skyrunner, across the vast reaches of Wildspace. Drop them in the Hive, the largest dungeon ever created. Then pit them against the Ravager, a monster that threatens the characters' entire homeworld! TSR 9273

Cover of In Search of the Sun Blade
In Search of the Sun Blade
Pathfinder
Levels 12–13
9 pages
0

In Search of the Sunblade is an adventure that's designed to allow a group of Pathfinder Roleplaying Game characters to jump directly into the Starfinder Roleplaying Game. While this adventure is written using the Pathfinder Roleplaying Game ruleset, it makes mention of certain rules that are exclusive to the Starfinder Roleplaying Game. In the wake of a dark Necromancer’s assault, wherein all life was destroyed or corrupted in the lands under his control, the guardian Diviners have become desperate and seek the PCs help in a final ploy to defeat the Necromancer. When a bright ball of fire streaked a flame across the sky, directly into the Necromancer’s domain not three days past, the Diviners saw just one phrase: “Otherworldiness binds the iron that embraces the light of stars, resting where majestic Life-to-Death did go.” The Diviners sense an energy deep within the blasted forest, an energy that may be the legendary sun blade, a weapon capable of defeating the Necromancer. What the Diviners sense is the downed aeon starship Tähtihohde. Warred over by the ship’s inhabitants and assaulted by the Necromancer’s minions, the ship is controlled now by a clan of svartálfar who are attempting to repair the ship. Following the Diviner’s instructions, the PCs discover a curved metal trapdoor in the middle of the dark forest. Opening it reveals stairs, 30 feet wide, leading down into a metal-lined corridor dimly lit from glowing floor runners.

Cover of A Fistful of Flowers
A Fistful of Flowers
Pathfinder 2e
Level 3
15 pages
0

When a stuffy noblewoman decides that leshys make for pretty centerpieces for her fancy tea party, she has no idea what sort of trouble she's stirring up. Not every plant in the forest wants to be put on display, and some of them are more than well-equipped to fight for those who are plucked from their homes! In A Fistful of Flowers, you take on the role of one of four unique leshys—plants who have been granted sapience and wills of their own. When new sproutlings are snatched out of the woods and taken away to civilization, it's up to your band of furious flowers and pugilistic plants to set things right! A Fistful of Flowers is a short adventure for 3rd-level characters that takes a band of leshy heroes out of the forest and into that most dangerous of locations—an aristocrat's fancy tea party. In addition, the four pregenerated characters provide a quick way to jump into the adventure right away in this exciting offering for Free RPG Day! Grab some dice and some friends and play the role of the forest's newest heroes!

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 FN5 - The Holdfist Caverns
FN5 - The Holdfist Caverns
AD&D
Levels 4–6
16 pages
0

The humanoids of the north are preparing to attack! Reports of large gatherings of evil creatures are coming in near the Holdfist Mountains. With more and more verified reports coming in something needs to be done quickly. With your fame firmly intact the people have asked your group to once again save the day....are you ready for your next challenge? Ya know....wasn't there an old castle around here somewhere?

Cover of GC17 - Infiltration of Taco Del Toro
GC17 - Infiltration of Taco Del Toro
5th Edition
Levels 3–5
34 pages
0

His holiness has summoned you to the great temple and asks a favor of you. He has explained that national spies have tracked down the notorious pirate/criminal, Molon Labe, has pulled into the port of Taco Del Toro. As an enemy of the state, the religious leader demands that he be taken alive. He has obtained a privateer to take you to the city known to be frequented by pirates and their ilk in order to catch the individual. He warns you that nothing good survives in the island city and to watch your back as you make your way through the mean streets!

Cover of CM8 The Endless Stair
CM8 The Endless Stair
BECMI
Levels 15–20
32 pages
0

The Great Mage Cheiromar, known as Aglahund the Mighty, is said to be buried under the Leaning Stone atop Galzar's Crag. One of his apprentices, Ulthorn, has been discovered dead in an aperture of the Leaning Stone - a doorway that locals swear has never been there before! You must discover how Ulthorn died and the mystery of the Leaning Stone. In the process, you may find yourself at the Endless Stair. Those who never climbed it say is seems to lead nowhere. Those who did never lived to tell of it. Will you dare ascend into the unknown? TSR 9192

Cover of The Comet That Time Forgot
The Comet That Time Forgot
OSR
Level 9
20 pages
0

A level 9+ hex-crawl adventure by D. M. Wilson and Sarah Brunt. A portal leads adventurers to a comet of fire and ice hurtling through the void of space. Can they survive prehistoric beasts, warring factions, and the comet’s impending doom, to find priceless treasures and a way home? For Old-School Essentials (OSE) Included as one of four adventures in "Old-School Essentials Adventure Anthology 1"

Cover of The Sorrows of Southsward Keep
The Sorrows of Southsward Keep
5th Edition
Levels 3–5
24 pages
0

A one-shot adventure of dark fantasy, tragedy, and horror... - 4-6 hour adventure for 3rd - 5th level characters. - 24 pages of an elegant, easy to read PDF. - 4 custom handouts that pair with the adventure. - 2 custom monsters. - 10+ trinkets and magic items for handing out to your players. - 6 gorgeous free battle maps that can be found here: https://www.dmsguild.com/product/434359/Map-Pack-01--The-Sorrows-of-Southsward-Keep

Cover of SJA3 Crystal Spheres
SJA3 Crystal Spheres
AD&D
Levels 5–7
64 pages
0

Traveling the space lanes is risky and mysterious, and danger comes in many forms. The rescue of a tiny ship from pirate attackers leads to the discovery of a monumental, supernatural evil. Nothing is ever routine in space. Crystal Spheres takes player characters through four unique crystal spheres to battle a powerful force of darkness. Player Characters will find themselves fighting not just for their lives, but the fate of an entire solar system and its millions of inhabitants. TSR 9299

Cover of A Deadly Pact at Gloomhaze Lamptower
A Deadly Pact at Gloomhaze Lamptower
5th Edition
Level 3
37 pages
0

The shipping lanes south of Candlekeep have been disrupted. Unknown to anyone, an incredible alliance between a terran and a waterfolk tribe has caused the lamp at Gloomhaze Point lamptower to be extinguished. Merchant ships are being wrecked and plundered. The story unfolds in the nation of Amn. Adventurers will face a formidable kobold tribe that knows how to maximize its tactics, its smaller-than-human size tunnels, and an abundance of unique traps. The bloodthirsty sahaugin won’t be defeated without the adventurers taking a dive.

The Astral Tower
OSR
Levels 4–6
8 pages
0

The abandoned Tower of Ulvarum Orvernus stands atop an asteroid nearly a quarter mile in diameter, located roughly 5 million miles from the planet’s surface. The asteroid maintains Earth-like gravity and a breathable atmosphere, with habitable temperatures. This is all sustained through the harnessed power of a bound Air Elemental and Earth Elemental. If either of these Elementals are freed, the asteroid’s environment will quickly become inhospitable. The PCs may find themselves drawn to the asteroid through a forgotten portal, seeking a way to return home. Alternatively, they might be lured there by rumors of a powerful item or hidden knowledge within the tower’s extensive libraries. A multi-level tower filled with traps and strange encounters including animated armor, alien plant life, giant spiders, and a doppelganger.

Cover of AC1 The Shady Dragon Inn
AC1 The Shady Dragon Inn
BECMI
Any Level
32 pages
0

The Shady Dragon Inn is a set of pre-generated characters for use with the Dungeons & Dragons game. This player's aid comes in two parts: each character appears first in a section devoted to his or her character class. They appear again in the second section as members of a party. As a DM or as a player, you may use either or both sections; over a hundred characters await you! Each character has a brief biography that will help you to create backgrounds for PCs or NPCs as needed. Also included is a rough physical description, and a list of items owned by each character. The Shady Dragon Inn also contains the D&D statistics for those special characters who are presented by figures in the D&D and AD&D toy line, and provides a tavern setting from which players may start adventures or gather party members. TSR 9100

Cover of Con18 - 5 Abduction!
Con18 - 5 Abduction!
5th Edition
Levels 4–5
23 pages
0

This scenario was presented to Gryphcon's 30th anniversary last year. The party finds themselves coming to the Triland on their way to Taco Del Toro. This island chain is unique in that it has a land mass made of clouds, hovering over the island. Upon landing, your group discovers that the governor's child has been abducted by a Cloud Giantess. Time for your hero hats...

Cover of Ghost Farm
Ghost Farm
5th Edition
Levels 5–7
12 pages
0

Have you ever considered how hard it would be to fight a tractor with a sword or greataxe? Your players deserve to find out! This adventure traps the player characters in a small pocket plane set up by nefarious forces. They must explore a small modern farm and deal with its hazards to end the curse placed on the farmer. There are, of course, a few complications to deal with, like animated farm equipment trying to kill them, and the innumerable horde of ghoulish chickens penned up in one of the chicken houses... The adventure is balanced for the way 5e is structured, meaning Long Resting is very risky, so they will have to conserve resources, and was designed and tested for 4 Level 6 players. It should take 3-6 hours to complete. It includes map images scaled for Roll20 and Fantasygrounds.

Cover of CM3 Sabre River
CM3 Sabre River
BECMI
Levels 18–22
32 pages
0

You are the guest of the count, one of your allies and the strongest man in the region. Your sojourn has been pleasant, a nice change after weeks of battle. Suddenly the courtyard below your window is filled with the noise of galloping horses. More Guests? You yawn as you look out. But these people arriving look more like tax collectors than guests. You decide to give your attention to something more interesting, like dinner. Relax while you can, friend, because these new arrivals are about to lead you to a crimson sailor, a cozy Tower of Terror, and a river with an aching heart. Sabre River includes a complete campaign setting, new NPCs, dungeon and wilderness encounters, and a mysterious story. TSR 9119

Cover of The Six Masks of Harmony
The Six Masks of Harmony
OSR
Levels 1–5
2 pages
0

A sorceress discovered how to access the Temple of Harmony. Since then, day and night no longer follow their natural cycle. The sorceress has never been seen again. The adventurers are responsible for solving this problem: by gathering the masks of the entities on an altar, the cycle will be restored, but nothing will be the same as before… 'The Six Masks of Harmony' is a system-agnostic pointcrawl, focusing on social interaction. The players will be transported to a temple in the clouds where the six spirits of day and night once lived in harmony. The delicate balance between the forces of the temple's inhabitants was shattered when an intruder decided to interfere. What really happened here? Will the characters manage to escape alive? Play to find out! What you'll find here: A complete 8-site one-page pointcrawl adventure with easy preparation. A GM's Pamphlet containing tips on how to run the adventure and adding a table of random encounters and 6 magic items (the 6 masks of harmony).

Cover of Expedition of the Nanomalies
Expedition of the Nanomalies
5th Edition
8 pages
0

This adventure guide explores the world of the microscopic, delving inside the human body to conquer from within. Take on giant parasitic worms and flesh-eating prions, overcome the challenges of navigating a liquid environment, and charm your way the brain's neural pathways in this semi realistic realm

Cover of Dreams Within Dreams
Dreams Within Dreams
AD&D
Any Level
6 pages
0

"Dreams Within Dreams" provides a group of heroes with the first hints that ther eis something more to dreams and nightmares than images caused by eating a big meal right before bedtime. It brings them into contact with the first level of reality. One here who experiences a nightmare also catches the interest of Hypnos, a member of the Nightmare Court. This leads to another revelation - dreams can have profound and even dangerous affect on the waking world. Adventure I: Dreams Within Dreams From Book Three: Book of Nightmares: https://www.adventurelookup.com/adventures/the-nightmare-lands TSR 1124

Cover of RS1 Red Sonja Unconquered
RS1 Red Sonja Unconquered
AD&D
Levels 10–14
32 pages
0

If you but have the will Sonja, you may use your strength to make the world your home. You may become a wanderer, the equal of any man or woman you meet. (The Ring of Ikribu) Red Sonja #1 Steel met steel as Sonja slashed wildly before her. Sparks flew into the air; the mercenary's sword flew to the ground. Her arms vibrated with the contact and her hands grew numb as she tightened her grip on the mighty sword. Still they came - only four in all, but with deadly intent shining deep within theiir hungry eyes. What do these men seek? Why would they rather die than run? TSR 9183