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332 adventures found
Cover of The Knight of Newts
The Knight of Newts
BECMI
Levels 1–2
16 pages
0

Centuries ago in the Black Swamp, Castle Kraal was a well-respected keep. Its warriors defended the folk of Thunder Rift from the marauding bands of ogres and goblins who swarmed to attack from the Horned Hills. And then one day the keep and all of its warriors vanished, never to be seen again. Now, all these years later, historians are still trying to find the answers to the disappearance of Castle Kraal, answers which may be hidden in Kraal's ruins. The heroes are asked to investigate and to try and solve the mystery. Be Warned: Not every mystery wishes to be solved! Recommended for beginning players and DMs For use with the DUNGEONS & DRAGONS Game Box. TSR 9434

Cover of Horrors of Mount Throndor
Horrors of Mount Throndor
5th Edition
Levels 11–13
200 pages
0

Many centuries ago, the dwarven kingdom of Sarphil stretched out across the Galena Mountains east of the Moonsea. They dug for the precious metals hidden beneath the rocky terrain, and they established numerous cities and settlements to aid in their excavation and manufacturing efforts. This was during the early days of Myth Drannor, the elven kingdom in the forest of Cormanthor, and the dwarves and elves initially clashed as each sought resources and expanded their territories. Myth Drannor and Sarphil eventually settled their differences, and many dwarves moved into the elven city to offer their services and expand their knowledge. In the Galena Mountains, Sarphil continued to flourish. Unfortunately, these days of prosperity did not last long. The last great king of Sarphil was lost in the dwarven city of Mount Throndor, beneath the mountain peak of the same name, and Sarphil withered under bitter clan disputes since no single family could claim legitimate lineage over the fragmented kingdom. What happened under Mount Throndor has been a mystery for thousands of years. Many attempts have been made to reclaim the lost riches and legacy of the last Sarphilan king, but powerful wards have prevented intrusion under the mountain, wards erected by the dwarves of Sarphil. Were the wards built to keep outsiders from intruding – or to keep something inside from escaping? An enterprising dwarven leader wants to find out, but she is going to need some help from a band of heroes. Horrors of Mount Throndor is a Dungeons & Dragons adventure of exploration, darkness, and terror featuring a lost dwarven city overrun by forces from the Far Realm and the journey to cleanse it once and for all. The adventure is designed for a group of 11th-level characters, and successful completion of the adventure should put the characters at 16th level. Here There Be Monsters Mount Throndor has become infested with madness from the Far Realm. During their journey to penetrate the ward and through the city itself, the characters are going to face gibbering horrors, unpredictable slaadi, fanatic stone giant cultists, degenerate star spawn horrors, mutant derro, undead dwarves, and countless golems. The ancient breweries of Mount Throndor have produced alementals who slither in the darkness, and a great dwarven war juggernaut named Big Hans stomps through the city. Legendary Villains and Epic Moments Though it has been sealed, Mount Throndor is not empty. The characters have opportunities to meet, interact with, and (likely at least) combat against powerful foes within the legendary dwarf city. A dwarf lich, a Far Realm spider goddess, an iron-encased demilich, and a melted flesh derro warlock monstrosity all await, along with a mind-bending force - Great Cthulhu! The characters have a chance to face an avatar of Great Cthulhu in the dwarven depths in the final confrontation of the adventure to free Mount Throndor and rid Faerun of a Far Realm invasion! An Adventure of Exploration Mount Throndor is a big, sprawling complex, a dwarven city with two major strongholds, a bridge system spanning a massive underground lake, and a deep mining complex. The scale is difficult to grasp and convey. Previous examples of adventures featuring these elements have included maps - usually lots of them, great spawling maps connected at ends to make huge subterranean dungeons. It is the classic image of a D&D dungeon crawl, and the map is a key component to its visualization. However, in this adventure, the maps are handled differently. There are certain areas, ususally outside the dwarven city itself, that include maps that are suitable for use at the game table, either in theater of the mind style or grid-and-miniatures. Mount Throndor itself is presented with an abstract map, and exploring it utilizes the exploration procedure outlined in Appendix A. Characters traverse the huge subterranean system using this abstract system, and during their travels they are going to run into random encounters and sites with more interesting and complex encounters.

Cover of Odyssey of the Dragonlords
Odyssey of the Dragonlords
5th Edition
Levels 1–15
460 pages
0

Odyssey of the Dragonlords is heavily inspired by stories from ancient Greek mythology. As we designed the campaign, we sought to include ideas from many different sources: The Odyssey, The Iliad, Jason and the Argonauts, The Oresteia, and others. However, Thylea is not ancient Greece. You will not find Zeus, Athena, or Apollo among the gods. As you explore Thylea, you will encounter familiar tropes, monsters, and treasures from Greek mythology—but the rules are different here. Mortals have only recently come to these lands. The world of Thylea blends high fantasy with the trappings of ancient history. Elves, dwarves, and halflings now live alongside minotaurs, centaurs, and satyrs. Our goal is to make your party feel like heroes from one of the greatest stories ever told—but the ultimate end of that story is entirely within your power. Your players will make choices that forever change the world of Thylea. As the gamemaster, we encourage you to embrace this idea and run with it. How will your players reshape history—and what does it mean to be a hero?

Cover of Sword and Crown
Sword and Crown
AD&D
Levels 3–5
64 pages
0

The Sword and Crown is an event unrivaled in Anuirean politics. Every five years, rulers come from across the land to renew friendships, cement alliances, and provoke their enemies with poisoned words and sharpened swords. Wheels turn within wheels, and plots abound. It's politics as usual in Anuire. Except this conclave is different. Not only is it taking place in your kingdom, but before the festivities can even commence, someone wages an attack on Prince Avan and kidnaps his daughter. And to whom do the regents turn to rescue the princess? The hosts, of course! The PCs must win their way past dangerous bandits and treacherous elves to discover a path through darkest caverns, where the slightest misstep mean death. And only then does the real threat become apparent! This adventure contains a 64-page book crammed with details about the setting, the situation, and the major characters, plus a full-color mapsheet. It is designed for use with the BIRTHRIGHT boxed set. TSR 3102

Cover of The Raiders of Galath's Roost
The Raiders of Galath's Roost
3rd Edition
Levels 1–2
32 pages
0

This adventure focuses on a Zhentarim attempt to spread terror in Mistledale, although it is suitable for almost any lightly settled area northwest of the Sea of Fallen Stars. "The Raiders of Galath's Roost" is suitable for four 1st-level characters, but PCs should be at least 2nd level before tackling the adventure's second half, the Zhentarim Citadel. Even in the first half of the adventure, many of the encounters are quite formidable for 1st-level characters, and the PCs might find it necessary to withdraw and recover one or more times before completely exploring the ruins.

Cover of The Legend of the Mist Flowers
The Legend of the Mist Flowers
5th Edition
Levels 5–6
106 pages
0

While exploring an uncharted island inhabited by sinister, otherworldly entities, the PCs are confronted with the ultimate dilemma: will they stop at nothing to uncover the forbidden secrets of an earlier age... or will they consign that ancient lore to be forever forgotten in the mists of time? Arriving at the correct choice may not be so trivial as it seems... A 5th-6th level adventure for An entire island to explore, with mysteries to solve and NPCs to interact with Challenging investigations and devilish enigmas Full-color art and beautiful handouts (even in digital format for online play) to engage the PCs Five new fearsome monsters ready to use in any campaign New feats and spells

Cover of Dreadful Ruins of Eastbarrow
Dreadful Ruins of Eastbarrow
5th Edition
Level 3
21 pages
0

A nearly-penniless merchant wants heroes to secure and return priceless heirlooms. But can they do it with goblins all around, raiding and pillaging? Can the heroes reach a peaceful settlement with the raiders, or will they wreak mayhem and slaughter? Find out in Eastbarrow! This package (adventure, maps, and handouts within) forms a complete module for use with DUNGEONS & DRAGONS® 5TH EDITION RULES. It is especially designed for Dungeon Masters to initiate play with a minimum of preparation. Also includes full-sized maps for the VTT of your choice! Old School Look and Feel!

Cover of The Necromancer’s Knife
The Necromancer’s Knife
5th Edition
Levels 1–2
22 pages
0

An Undying Evil In Belthaar, city of dark alleys, strange cults, and rival sorcerers, a threat rises from beyond the grave! Can you solve the mystery of the Necromancer's Knife before it is too late? Savage Swords and Sinister Sorcery "The Necromancer's Knife" is a stand-alone sword and sorcery adventure module, inspired by the pulp era tales of Robert E. Howard and Clark Ashton Smith. Venture in the footsteps of Conan the Cimmerian, Satampra Zeiros of Uzuldaroum, Imaro of Nyumbani, and other fabled thieves, reavers and slayers! Written for the Fifth Edition (5E) of the world's most popular roleplaying game, the adventure in this book can be easily adapted to any fantasy roleplaying game ruleset or edition. Note: This standalone adventure was originally published as part of the collection "The Spider-God's Bride and Other Tales of Sword and Sorcery". This new version has been updated to fifth edition rules and includes new maps and artwork.

Cover of FP7 - Blood Mace of Khan Sing
FP7 - Blood Mace of Khan Sing
AD&D
Levels 6–8
22 pages
0

When you wander the wilderness you run into the strangest things. Nestled in the middle of a few mountains in a volcanic basin is a strange temple structure. This is the final resting place of the legendary warlord Khan Sing. A hero among the plainsmen, this ruler was believed to have grabbed power with the assistance of a magic weapon known as the “Blood Mace”. Will the party’s investigation find this mysterious artifact?

Cover of The Flooded Temple
The Flooded Temple
OSR
Levels 1–3
17 pages
0

In the flooded temple is hidden a great treasure, and the adventures are in race to get there first, but the ancient temple is the home of Death's Messenger and several cults each with their own agenda. Will the adventurers survive or be dragged off to the lands of the dead? The Flooded Temple is a low-level OSR adventure based on the greatest RPG ever written as system agnostic and easily adapted to your favorite version. The adventure was originally written for the Danish Living Campaign The Hinterlands, and it is for the first time presented in English. The adventure introduces the players to a different tradition of adventures, and it one with a focus on exploration and encountering the unknown. The adventure contains several new items to entertain your players, and several challenges for them to overcome as they encounter the residents of the abandoned temple. The Flooded Temple also have a prequel, Tomb of the Dragon's Heart, and a sequel, Grave of the Heartless. Published by Greis Games.

Cover of NQ19 - Venzor Trench
NQ19 - Venzor Trench
5th Edition
Level 9
17 pages
0

Venzor Trench is set for a group of characters hired to deliver a magical item between two warring countries. The sea voyage becomes tumultuous and the ship goes down. With the mission unfilled the players utilize the magic item to survive on the bottom of the sea floor and continue to trek their way towards completing their misson through the legendary Venzor Trench!

Cover of There Is No Honor
There Is No Honor
3.5 Edition
Levels 1–3
33 pages
0

The first savage tide has already touched the mortal world, yet none who live today recall this time of red ruin. Unleashed from the cruel heart of a fell seed known as a shadow pearl, this savage tide swept over an ancient city perched atop the crown of a remote island. The tide transformed beggar and noble, merchant and thief, resident and visitor into feral, ravenous fiends. The fruits of centuries of labor came crumbling down in a matter of days, and when the survivors tried to stem the tide by destroying the pearl, the resulting blast of power sunk their city into the boiling lake of death. Through it all, the Abyssal architect of the savage tide watched, taking pride in the ruin. When the tide's final ripples had faded, what was left became known as the Isle of Dread. Now, after a thousand years, the true masters of the Isle of Dread look upon new targets, new cities beyond the horizon, compelled by the hateful will of their demonic lord Demogorgon to prepare for the coming glory. This time, the doom will not be limited to one hapless city. This time, all of civilization waits unknowing on the shore, blissfully ignorant of what the incoming tide brings in. "There Is No Honor" is the first chapter of the Savage Tide Adventure Path, a complete campaign consisting of 12 adventures that will appear in the next twelve issues of Dungeon. For additional aid in running this campaign, check out Dragon's monthly "Savage Tidings" articles, a series that helps players and DMs prepare for and expand upon the campaign. Issue #348 of Dragon kicks off this series with details on six affiliations based in Sasserine that your players may wish to join. And if you're running Savage Tides in the Forgotten Realms or Eberron, make sure to check paizo.com for the latest conversion notes for each adventure. The Savage Tide Adventure Path debuts as a new band of heroes confronts exotic monsters, undead pirates, and a sinister guild of thieves on the cusp of unleashing a murderous coup. Pgs. 14-46

Cover of Twilight at Eventide
Twilight at Eventide
5th Edition
Levels 1–3
32 pages
0

Twilight at Eventide is a 32-page collection of three short adventures designed for characters of level 1-3. In the village of Eventide, the walls separating the settlement from the Feywild are weak. And strange creatures stalk the surrounding forests. Dark forms worship their demigod in hidden caves. A darkling elder has returned to take what was promised to him. And people enter the woods never to return. The village is in need of heroes. Will you answer the call? In this product, you will find: a description and map of the village of Eventide a vivid cast of characters in the village a variety of detailed location maps, including an old mine, an abandoned farmhouse, a decrepit tower, and a ruin adventures that feature xvarts, darklings, dryads, and hags a combination of roleplay, exploration, and combat encounters

Cover of The Pristine City
The Pristine City
5th Edition
Levels 5–7
55 pages
0

In this adventure compatible with the 5th edition of Dungeons & Dragons, a perfect, untouched city has been discovered deep underground—a city created to honor a legendary dwarven clan. No one lives there...but as you’ll learn, that doesn’t mean it’s deserted. Can you explore the city on behalf of the dwarves, or will you too become part of its buried history? This adventure is designed for 3–5 players levels 5–7. If you'd like to preview our work, check out 𝙏𝙧𝙚𝙖𝙨𝙪𝙧𝙚𝙨 𝙤𝙛 𝙩𝙝𝙚 𝙋𝙧𝙞𝙨𝙩𝙞𝙣𝙚 𝘾𝙞𝙩𝙮, which lists the ten magic items available in this adventure as a pay-what-you-want offering: (https://www.dmsguild.com/product/171783/Treasures-of-the-Pristine-City?src=PristineSellPage) If you like the work we've done, but aren't in the market for a new adventure, check out the 𝙏𝙤𝙢𝙚 𝙤𝙛 𝙏𝙚𝙢𝙥𝙡𝙖𝙩𝙚𝙨 and 𝙈𝙤𝙣𝙨𝙩𝙚𝙧 𝙈𝙖𝙪𝙨𝙤𝙡𝙚𝙪𝙢 on https://www.dmsguild.com. Also available: 𝙋𝙡𝙖𝙮𝙚𝙧'𝙨 𝙂𝙪𝙞𝙙𝙚 𝙩𝙤 𝙂𝙞𝙩𝙝, a way to make both githyanki and githzerai into playable characters for your campaign.

Cover of Blacktide Cove
Blacktide Cove
5th Edition
Levels 6–8
33 pages
0

BLACKTIDE COVE THE CULT OF THE FISH-MEN From the Ship's Log of the Sprite: "...I can hear them fish-men. All the time with their chanting and hissing and whatnot. There's some kind of religion going on here, down below. We can't understand what they say, but it's something God-like, sure as spray on the foc'sle." A century ago, during the Spellplague, pirates hid a treasure at a shrine in a remote area of Impiltur's coast. Can the heroes claim it from that which lurks there? Blacktide Cove is a 4-6 hour adventure for 6 characters of 6th to 8th level set on the Sea of Fallen Stars! Set on the coast of Impiltur along the Easting Reach, Blacktide Cove can be placed anywhere there's a stretch of lonely coastline and the possibility of pirates. Blacktide Cove is 32 pages of adventure for you and your table! Includes a handy index, cartography by Dyson Logos, new magic items, and full-color player handouts - including exclusive art from Patrick E Pullen! Includes print-friendly version!

Cover of Planar Bandits
Planar Bandits
4th Edition
Level 13
6 pages
0

A cadre of githyanki has come to the world in search of rich plunder and soft targets. It has set up a base in the lower levels of an abandoned fortress ruin. A caravan of travelers spotted a githyanki while it hunted for food. Rumors of an invading army from the Astral Sea quickly spread through nearby towns, and the PCs have arrived to investigate. Pgs. 84-89

Cover of The Temple of Dawn
The Temple of Dawn
5th Edition
Levels 3–5
7 pages
0

The temple of dawn was once a place of miracles and wonders, the jewel of its valley. Now it’s nothing more than a folk tale hidden in lullabies and tall tales of boastful hunters. But not everyone has lost faith in the Goddess of Dawn. In this brief adventure, for 3-4 adventurers of level 3-5, Kendrick Rosenbud asks the players to retrive a gem belonging to his family from the temple of Aurora. After some days of travelling the party reaches the temple. from here on out its the players job to discovere the hidden room with the gem and take it back to Kendrick.

Cover of The Premature Burial
The Premature Burial
5th Edition
Levels 4–6
41 pages
0

The Premature Burial is the first in a series of four interconnected stories that recall the themes and atmosphere of Edgar Allan Poe's Tales of Terror. Baldur's Gate, year 1492 DR, a dark and terrifying sect works secretly in the slums with the aim of punishing all those who have long oppressed, marginalized and killed the city's poorest and weakest citizens. The patriars, unaware of anything, are the cult's main targets, and a magical plague is about to fall on them that can cause a veritable slaughter. The characters will find themselves caught up in these dangerous events and will be drawn into a spiral of horror, blood and madness that will strain their bodies and souls. The Prior who leads the mysterious cult has "a special plan" in mind for them and will do anything to achieve his goal. Players will be forced more than once to question their morals and make difficult choices in a scenario of complex social conflicts, personal revenge stories and tremendous machinations. What repercussions would the cult's plan have if it were carried out? And what would happen instead if it were averted and the patriars continued to run the city as they always have? Shadows as black as night once again loom over Baldur's Gate, and this time they may change its face forever. - Adventure: story lasting 4 to 8 hours for characters ranging in level from 4 to 6 - Setting: adventure set in the famous city of Baldur's Gate but easily adaptable to any setting - Narrative: detailed descriptions and an emphasis on story immersiveness - Roleplay: in-depth characterization of NPCs with biographies, descriptions of their personalities and their physical appearance - Bestiary: 3 new customizable opponents with the mechanics "Affixes," which can add an extra degree of complexity to confrontations, and " Weak spots," which grant a strategic advantage to characters who manage to discover them - Magic: obscure and unknown spells used by cultists to carry out their plans - Layout: designed to make it easier for DMs to browse information, featuring special attention to color coding and visual immediacy of text boxes - Maps: 3 maps available in high resolution, VTT and printer-friendly versions - PDF: available in high-quality, interactive, printer-friendly print versions - Playlist: a collection of songs selected by the authors to create the right atmosphere during game sessions

Cover of CCC-RPSG-02 Ooze Next?
CCC-RPSG-02 Ooze Next?
5th Edition
Levels 5–10
41 pages
0

A sunken ruin deep beneath the bay of Mulmaster holds the key to unraveling the Cult of Glaugrax’s nefarious plans. Dare you brave danger and duplicity to plumb its depths? Part 2 of The Neverdusk Trilogy. A Two-to-Four Hour Adventure for Tier 2 Characters. Optimized for APL 8. The Sequel to Ooze There?, an ENnie Awards 2019 nominee in the Best Organized Play category! This adventure is Part 2 of "The Neverdusk Trilogy", and continues the tale of Fenaria Neverdusk, Sovad Klim, and the mysterious Cult of Glaugrax! Ooze Next? debuted at Lion City Conclave 2019 - a charity convention by the D&D AL Singapore Community. The v1.02 package includes: - Full color cover art by digital artist Lau Shang Hui (NezArt), with additional art inserts for key scenes - A high quality digital map pack for key encounter locations - A two (2) page cheat sheet with Jason's personal tips for running Ooze Next?

Cover of CCC-BMG-34 ELM 2-1 Tendrils in the fog
CCC-BMG-34 ELM 2-1 Tendrils in the fog
5th Edition
Levels 5–10
45 pages
0

When a series of grisly murders and raids on farms and fishing boats come to light, accompanied by a strange fog, the people of Elmwood need heroes to investigate and stop the attacks. There is hardly anyone in the Moonsea who’s life hasn’t been touched by one of the tragedies over the past years, and these attacks may have deeper causes than anyone knows. Part of the Elmwood Adventures Series