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352 adventures found
Cover of GK1 The Adventure Begins
GK1 The Adventure Begins
AD&D
Levels 1–3
17 pages
0  0

Adventure awaits both AD&D & 5E D&D players looking to take on the challenges of a Steampunk style setting! Using Gary Gygax's notes from the original AD&D DMG under 'Sixguns & Sorcery' and incorperating them into the setting, this introductory gazetteer and adventure will give players the opportunity to use the Nameless Realms (Roslof Keep & Taux) as the backdrop in a later age, The Gun Kingdoms. Secure a ship, find a crew, and take on the xenophobic and apocalypic setting as you try to deliver a spy back to the government she stole from. Will your players become part of the 'greater good' of the new world government, or will they become its opposition, striving to help the dying race of the Enlightened? Only time will tell. This adventure is formatted to both 1E & 5E gaming rules.

Cover of FQ5 - Journey to Oblivion
FQ5 - Journey to Oblivion
AD&D
Levels 4–7
25 pages
0  0

FQ5 – Journey to Oblivion continues the Filbar Quest Series and begins in The Knolls with word that Baron Wizzel requests your assistance. A humanoid threat has been growing near the small town of Oblivion. The baron will speak with the party and offer them a large reward to perform a scouting mission. The baron and other nobles are attempting to gather their forces but would like an idea of what they are going to face. With the reputation of the PCs the baron feels that the group is more than capable of the mission.

Cover of The Secret of Spiderhaunt
The Secret of Spiderhaunt
AD&D
Levels 1–4
32 pages
1  0

The infamous Sword of the Dales has always held a certain fascination in the eyes and hearts of the citizens of the Dalelands. Thus, it was no surprise when Randal Morn, rebel leader of Daggerdale, led an expedition into the crypt of a long-dead wizard to recover the weapon. Shaevyn the weapons-mage had created the Sword long ago, and it stood to reason that the blade would be waiting within his tomb. Perhaps the Sword of the Dales woulld allow Randal Morn to rule Daggerdale once again. But Randal Morn never returned from that fated party. Only tales of terror told by a lone survivor held any clues as to Randal's fate. A brave hand of heroes accomplished what Randal Morn's group failed to do in part one of this adventure trilogy, "The Sword of the Dales." Battling through the tomb's undead inhabitants, those heroes reached the burial crypt of Shraevyn. There, resting in the center of the coffin, was the Sword of the Dales, its azure glow filling the chamber. However, there was no sign of Randal Morn. Only a note signed by his hand held any clue as to his fate. "Seek me in Spiderhaunt," it proclaimed. "The fate of Daggerdale is in your hands." This is the second part of a trilogy of modules that began with "The Sword of the Dales." The saga concludes with "The Return of Randal Morn." TSR 9485

Cover of Madness at Gardmore Abbey
Madness at Gardmore Abbey
4th Edition
Levels 6–8
128 pages
1  0

This deluxe adventure takes heroes into the ruins of Gardmore Abbey, a monastery that was once the base of a militant order of paladins devoted to Bahamut. According to legend, the paladins brought a dark artifact back from a far crusade and stored it in their abbey for safekeeping, and evil forces gathered to assault the abbey and take it back. What the legends don’t tell is that this artifact was actually the Deck of Many Things, a force of pure Chaos. This adventure brings characters into the extensive dungeons beneath the ruins - dungeons that are warped and twisted with the raw forces of Chaos surrounding the cards of the deck.

Cover of Throne of the Dead
Throne of the Dead
5th Edition
Level 3
2 pages
0  0

A secret ruin has been discovered beneath the king's palace and the adventurers must seek out a missing wizard who went exploring. The royal palace was built on the remains of a keep that was abandoned many years ago. Recent renovations have uncovered a secret passage that leads deep beneath the castle, and the court wizard Dorja went down to investigate... he hasn't been seen since. What no one knows is that the ruins beneath the castle are actually a temple to a dark god. Inside, undead husks roam that once worshipped there before they were sealed in long ago. The high priest of the temple, wishing to elongate his life, made a pact with a dark god and became a vampire. Now he waits on his throne for the day when he'll be freed from his self-imposed prison.

Cover of Scourge of the Sword Coast
Scourge of the Sword Coast
5th Edition
Levels 2–4
85 pages
0  0

The first part of the Dreams of Red Wizards adventure path originally published for the D&D NEXT Playtest. Following the events Ghosts of Dragonspear Castle, a new set of adventurer's will see some of the repercussions of that adventure. This adventure is intended to be continued in the Dead in Thay adventure (Note that they Dead in Thay 5e adventure featured in Tales from the Yawning Portal is missing a significant portion of interlude that links Scourge of the Sword Coast to the events within the Doomvault). The adventurers arrive when Daggerford is crowded with refugees from outlying lands. Goblins, gnolls, and orcs have been raiding the countryside. Now, food is scarce and tension is high. Blame for a theft has fallen on the refugees, and the Duke of Daggerford has forbidden more of the displaced from coming into town. After overcoming difficulties to enter Daggerford, the characters learn more about the raids. As they fight against the humanoids and delve deeper in the darkness that encircles Daggerford, the characters learn of Bloodgate Keep. After a final fiendish ambush, they’re ready to confront the real threat to the area. DM Note: This adventure points the adventurers strongly towards Bloodgate Keep but that location does not appear until the Dead in Thay adventure; at several points the party may feel drawn to explore that location rather than continue their investigations around Daggerford. However, since Bloodgate Keep is only eluded to as a source of great evil power, it can serve to easily segue to an entirely different adventure path. As a NEXT Playtest adventure, Scourge of the Sword Coast uses milestone leveling and the included stat blocks for creatures do not necessarily match or even appear in the 5e Monster Manual, nor do they have XP values or challenge ratings. In some places it will reference rules used in the Playtest but dropped or changed in the 5e release, these are unlikely to substantially impact gampley with 5e rules.

Cover of DDAL07-09 Unusual Opposition
DDAL07-09 Unusual Opposition
5th Edition
Levels 11–16
31 pages
0  0

The trail leading from the Fane of the Whispered Fang has grown cold, but you can still taste the machinations of the yuan-ti in Chult’s humid, stagnant air. Because of this, you must venture deeper still into the jungle and petition the aid of an unlikely ally—the fabled Ramshackle King. His assistance is crucial to the effort to save Chult! A Four-Hour Adventure for 11th-16th Level Characters.

Cover of The Delian Tomb
The Delian Tomb
Draw Steel
Levels 1–3
164 pages
2  0

You are going to play Draw Steel! Tonight! What do you need to get started? You need three things: you need some friends, you need the rules, and you need an adventure. The Delian Tomb for Draw Steel can provide you with two of three. This is the classic starter adventure from Matt Colville’s Running the Game series, expanded and updated for MCDM’s new fantasy RPG Draw Steel! The Delian Tomb includes everything you need to get started including a step-by-step tutorial for both players and directors! The game is fun to play AND run, and we made learning our new rules super-easy. Barely an inconvenience! This product includes: - Draw Steel Starter Rules - Ready-to-play heroes each with their own tutorial. - The complete Delian Tomb five-room dungeon. - The town of Broadhurst including local townsfolk bursting with rumors. - A sandbox wilderness for players to explore filled with adventure. - The Jagged Edge Goblins, their queen Bargnot, and their new stronghold; Castle Andreas! - Maps! Negotiations! Montage tests! An orc necromancer! Ratfolk bandits! You do NOT have to “read the whole adventure” before you start! We designed this adventure to teach you the rules as you play. Draw Steel is MCDM’s new, original fantasy RPG with a focus on fun, tactical combat and this adventure will get you playing with your friends in minutes.

Cover of Factions of Phandalin - Old Owl Well
Factions of Phandalin - Old Owl Well
5th Edition
Level 5
29 pages
0  0

This book goes over the various rules around the faction of the Order of the Gauntlet in Phandalin and the Forgotten Realms, making it easy for any new or veteran DMs to integrate it more into the core stories being told, and making the faction feel more useful for the players that choose to join. In the adventure, the characters are tasked with exploring the depths of the Old Owl Well.

Cover of DSM1 Black Flames
DSM1 Black Flames
AD&D
Levels 3–6
122 pages
0  0

A simple trip from Urik to Raam: What could be easier? But unexpected encounters and freakish sandstorms conspire to make this journey more dangerous than imagined. Lost and dying of thirst, your characters unwittingly involve themselves in a strange mission-the motivation behind which lies hidden. On the adventurers' trail are enraged dragons, desert fiends, and a curse that threatens to drive them mad-or make them one of the walking dead. Their only hope is to enter the ancient ruins of Yaramuke, site of a great battle between sorcerer-kings of ages past. Yaramuke?City of Black Waters. The very name curdles blood. Designed for four to six characters of 3rd to 6th level, Black Flames is set in and around the remains of Yaramuke and the cities of Urik and Raam. Let your Dark Sun game characters experience new adventure among the ancient ruins of Yaramuke! TSR 2417

Cover of FQ9 - Quito Del Marco
FQ9 - Quito Del Marco
AD&D
Levels 5–7
21 pages
0  0

After saving Earl Feva D'Auvay’s bacon at Curwood, the ruler has graciously offered his waterside retreat to the party. A few days of rest and relaxation will help you recover from the hazards the undead group caused. With servants waiting on you hand and foot you enjoy the easy life. A few days into your vacation the Earl’s new toy arrives, a glass bottomed boat. After taking it out for a quick spin you quickly discover that Crater Lake holds the ruins of an old city. It would appear that your vacation will give way to your curiosity…

Cover of AL19 - Junket to the Southlands
AL19 - Junket to the Southlands
5th Edition
Level 7
26 pages
0  0

AL19 – Junket to the Southlands has the PCs enjoying a little R&R in southern Allatrama when a caravan comes into town. Scuttlebutt has it that some famous Bard came in with them and is giving a performance later. With nothing else to do you opt to take a listen. After hearing the tales recited by the incredible poet you opt to visit the location of her stories. Saddle up folks, you’re heading into the frozen land to the south!

Cover of Deicide
Deicide
5th Edition
Levels 1–20
296 pages
1  0

Deicide is a campaign designed to begin with a party of four to six 1st-level characters, who should advance to 20th level by its conclusion. The Gods have abandoned Faerûn. Bringing loved ones back from the dead hasn’t been done in centuries, and communion with the deities is a spiritual exercise only. Holy warriors and messengers have lost their powers and have all but completely disappeared. In this bleak world, wars are frequent, crime runs rampant, and hope has faded. Rumours are abound of a mysterious crime lord taking control of the underworld. Monsters roam the lands and every road is increasingly more dangerous. Without guidance, the many civilizations of this world are plagued by greed and corruption. The only way forward is to bring the Gods back, or to take their place in the heavens. Deicide takes place across two islands, Aurora and Limdorkal. These landmasses are the westernmost islands of the Moonshae Isles, an archipelago located roughly 400 miles west of the region of Amn and to the southwest of the Sword Coast. Surrounding the Sea of Moonshae, these islands feature a wide array of cities, civilizations, climates, terrains, and monsters. Limdorkal is famously a harsher environment, home to exotic races, whereas Aurora is almost entirely dominated by the human kingdom. Elminster Aumar, the famous Old Mage of Faerûn, once visited these islands and claimed it surprising how such diverse environmental systems erupted here, and how varied were the people inhabiting them. While the Sword Coast is part of Faerûn, a continent of Toril in the Forgotten Realms, feel free to adapt these islands to any setting of your choice, such as Ravenloft, Eberron, Ravnica, or even on your homebrew world. The story told here happens some hundreds of years after the beginning of 5th Edition, and the Overgod Ao is trapped inside an artifact, which limits the workings of gods around Toril. The characters will be able to learn more about the missing Gods, about a mythical folklore artifact known as the Wand of Wonders, which carries the powers of the Gods, and about the crime lord Kaiser Soze. Through their adventures, they will be able to visit other realms, planes, and dimensions, as well as come into contact with different races and civilizations. In the end, it is up to them whether to ally with the Crime Lord, and whether to release the Gods or keep their power for themselves. This campaign can work as a loose set of modular adventures, which can be easily picked separately and played as one-shots of different levels. Even their locations on the map might be moved, and events happening in particular towns can happen on others. The adventures include dungeon crawls, murder mysteries, sandbox urban quests, exploration on land and in the seas, inter-planar travelling, among others.

Cover of FO1 - Ruins of Linthar Keep
FO1 - Ruins of Linthar Keep
AD&D
Levels 3–4
11 pages
0  0

Word has reached your ears that a relic weapon is nearby and at the ruins of Linthar Keep. Once a bastion of humanity the remains of this fortress is now home to roving bands humanoids that have been attacking nearby communities. Can your young adventurer brave the dungeon of the old keep and find the riches others have been unable to…..the famed SKULLCLEAVER blade!

Cover of Pathfinder Adventure Path #45: Broken Moon (Carrion Crown 3 of 6)
Pathfinder Adventure Path #45: Broken Moon (Carrion Crown 3 of 6)
Pathfinder
Level 7
96 pages
0  0

Part 3 of the Carrion Crown Adventure Path takes the heroes to the infamous Shudderwood in Ustalav. They travel to Ascanor lodge, the only safe place in the woods, to find more information on the necromantic cult The Whispering Way and meet a colorful group of npcs that reside at the lodge. The werewolf packs that live in the woods are on the brink of war as their pack leader has disappeared and as the heroes get involved, strange things start happening within the lodge. Soon all three story lines will intertwine and the heroes are left to piece the puzzle together and follow the trail left by The Whispering Way. It's worth noting that this book does an excellent job at fleshing out the npcs (lodge residents and werewolves) both through stat blocks and background information including history and motivations. This book includes: - “Broken Moon,” a Pathfinder RPG adventure for 7th-level characters, by Tim Hitchcock - The secrets of the Whispering Way, a notorious cult sworn to the powers of death and undeath, revealed in blasphemous detail, by Adam Daigle - Insights into the savage lives of werewolves, wererats, and other lycanthropes, by Gareth Hanrahan - Laurel Cylphra comes face to face with an ancient mystery in the Pathfinder’s Journal, by F. Wesley Schneider - Seven exciting and deadly new monsters, by Tim Hitchcock, Rob McCreary, and Patrick Renie

Cover of The Rod of Seven Parts
The Rod of Seven Parts
AD&D
Levels 10–12
208 pages
0  0

Stirrings of an ageless war between Law and Chaos are drawing you into an epic adventure! A Struggle More Savage than Good vs. Evil Imagine a time before the words Good and Evil had meaning, a day when the world was young. Discover an ancient conflict that predates the stars. It was in these days that Law and Chaos forged worlds out of nothingness; their war began while the cosmos was yet unfinished. The Rod of Seven Parts defines epic role-playing. The reappearance of the Rod has awakened the powers of Chaos, and their queen seeks to turn the whole world into a battleground. Bold heroes must undertake the enormous task of seeking out and assembling the pieces of the Rod, but even its power cannot stand alone. Ages ago, primal forces of Law stood fast against Chaos; now their champions must once more confront the Queen of Chaos and her foul spyder-fiends, lest the flame of civilization be extinguished. Follow the quest for the capricious Rod as it leads characters on a journey of high fantasy. The Rod of Seven Parts is designed for four to six heroes and heroines of levels 10 to 12. This boxed set includes: Initiation to Power, a 96-page book of grand adventure playable in any AD&D world, including original campaigns; The War Against Chaos, a 64-page book of world-crossing adventures pitting PCs toe to toe against the minions of Chaos; Might and Menace, a 32-page book detailing the mysterious powers of the Rod of Seven Parts: how it affects both its enemies and its friends; Monsters, a 16-page book of new villains, new monsters, and even a new race! 6 two-sided reference cards; 6 full-color poster maps portraying the key locations heroes can visit. Read about this ancient artifact in the epic novel The Rod of Seven Parts by best-selling author Douglas Niles! TSR 1145

Cover of Find a Wind Crystal of Quintessence
Find a Wind Crystal of Quintessence
Draw Steel
Level 1
24 pages
0  0

After news of your heroic deeds have circulated, a letter made its way to your hands. "Heroes, I need your help. For years I have been working on a plan to rescue my companions from Ajax's torment. I need your assistance with retrieving the missing piece. Meet me at the High 'n Dry in the village of Moerasby. - Torma" - Combat: Medium to High Depending on if the optional combats are done. - Exploration: Low - Medium There will be a travel montage test. - Interpersonal: Low You will interact with some NPCs and RP, one potential negotiation. - Intrigue: Low No faction dealings or hidden power plays are happening here. In this Side Quest Adventure, the players can start in an inn to meet each other and the Questgiver, then travel through the swamp to an abandoned teleportation structure and reactivate it. It takes them to a derelict space base built into an asteroid floating through the timescape.

Cover of Dungeon Crawl Classics #70: Jewels of the Carnifex
Dungeon Crawl Classics #70: Jewels of the Carnifex
Dungeon Crawl Classics RPG
Level 3
24 pages
0  0

At the end of a forgotten back alley, in the weird and otherworldly marketplace of faiths known as the Bazaar of the Gods, stands the ruins of a forgotten chapel. Once the cult of the Carnifex was celebrated throughout the City of a Thousand Gates. But a band of holy warriors rose against the cult of executioners and torturers, casting down her signs and scattering her devotees to the winds. The fate of the cthonic goddess, and – more importantly – her fabled jewels remains a mystery…until this night. Set amid the sprawling decadence of Punjar, Jewels of the Carnifex offers low-level adventurers a chance to plumb the mysteries beneath the city’s soiled streets, explore forgotten crypts lavished with weird artifacts, and – for the quick and daring – claim the lost Jewels of the Carnifex!

Cover of Pathfinder Adventure Path #10: A History of Ashes (Curse of the Crimson Throne 4 of 6)
Pathfinder Adventure Path #10: A History of Ashes (Curse of the Crimson Throne 4 of 6)
3.5 Edition
Level 10
96 pages
0  0

The path to save Korvosa leads far beyond the ravaged city’s walls. In the burning plains of the Cinderlands the tenacious tribes of the Shoanti barbarians protect an ancient secret that might be the only way to save the Jewel of Varisia from ruin, but Korvosa has been their enemy too long for the proud natives to give up their knowledge freely. Only by learning the ways of the barbarians and facing their sacred trials can the PCs hope to save their city, but are the savage warriors’ ordeals impossible? Especially when the PCs already have angry natives, evil priests, and deadly assassins hot on their trail? This volume of Pathfinder includes: ► “A History of Ashes,” an adventure for 10th-level characters, by Michael Kortes. ► An exploration of the Cinderlands, a scorched wasteland where nature is as deadly as the monsters that stalk its blistered ground, by Jacob Frazier. ► Learn the trials and traditions of the Shoanti, Varisia’s fierce barbarian natives, by Eric L. Boyd and Michael Kortes. ► Eando Kline finds himself caught in the middle of an all-out orc war in the Pathfinder’s Journal, by Richard Pett. ► Five new monsters by Michael Kortes and J.D. Wiker.

Cover of The Demonplague Part 1: The Frozen Necromancer
The Demonplague Part 1: The Frozen Necromancer
5th Edition
Levels 1–4
162 pages
1  0

The Frozen Necromancer is a three-part adventure for Fifth Edition that takes player characters from levels 1 to 4. This adventure is the first in a storyline of four modules called The Demonplague that can be used as an entire campaign that takes characters from level 1 to 20. The entire adventure (or just pieces, characters, or encounters from The Frozen Necromancer) can be dropped into any fantasy setting with minimal changes