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493 adventures found
Cover of THE TOWER OF BONDAGE ๐๐š๐ซ๐ญ ๐Ÿ‘ The Upper Tower
THE TOWER OF BONDAGE ๐๐š๐ซ๐ญ ๐Ÿ‘ The Upper Tower
5th Edition
14 pages
0

This third installment of the Aumvor saga includes: โ— 19 encounters โ— Stats for Living Zombies (converted from 3.5e) โ— and an introduction to the tower The adventure continues as your PCs make their way to the upper reaches of the tower and learn of the danger involved in moving deeper into Aumvor's dark realm. For centuries Aumvor the Undying has fed upon the life force of innocent folk who stumbled upon his portal traps. For centuries he has planned for and prepared for the eventual return of Netheril as a power in the world. That hope has now faded, and he has returned to his vault to regain strength and begin anew. Even now, he is deep in his tower vault plotting. ๐๐ž ๐ฌ๐ฎ๐ซ๐ž ๐ญ๐จ ๐œ๐ก๐ž๐œ๐ค ๐จ๐ฎ๐ญ ๐“๐ก๐ž ๐“๐จ๐ฐ๐ž๐ซ ๐จ๐Ÿ ๐๐จ๐ง๐๐š๐ ๐ž ๐ฉ๐š๐ซ๐ญ ๐Ÿ โ€œ๐€๐ฎ๐ฆ๐ฏ๐จ๐ซ๐ฌโ€™ ๐–๐ž๐ฅ๐œ๐จ๐ฆ๐žโ€ ๐š๐ง๐ ๐ฉ๐š๐ซ๐ญ ๐Ÿ โ€œ๐…๐š๐ง๐ž ๐จ๐Ÿ ๐ญ๐ก๐ž ๐‰๐š๐ข๐ฅ๐ž๐ซ๐ฌโ€.

Cover of FQ10 - Enclave of the Exterminatus
FQ10 - Enclave of the Exterminatus
AD&D
Levels 5โ€“7
49 pages
0

While enjoying a nice honey wine in the backwater community of Bench you discover citizens have been kidnapped from the surrounding area. After further investigation the mystery leads to a compound being built by the Exterminatus! With the danger mounting can the party slow the march of the evil cult and maybe pick up a few more pages of the arcane tome? Are they stealthy enough to infiltrate the stronghold? At almost 50 pages this adventure has the Precinct of Bench and the large compound of the Exterminatus each of which can be used in separate campaigns!

Cover of ROS2.5 Test of the Tower
ROS2.5 Test of the Tower
AD&D
Levels 2โ€“5
9 pages
0

Driven by Molo of the Five Wives, this adventure revolves around a test to determine membership into the famed Wizard's Conclave. Does the party have what it takes to pass this test, thus gaing them much needed access to the Conclave's resources? This adventure is formatted to both 1E & 5E gaming rules.

Cover of FVC5 - Emancipation of Clauslandia
FVC5 - Emancipation of Clauslandia
5th Edition
Levels 2โ€“4
16 pages
0

Emancipation of Clauslandia is an adventure that has your young party meet with several northern lords for a few missions. One of these missions is the retrieval of some holly for the druid Thane Xmas. He will send the party to meet with the Elf lord Nicolanclauthus to procure this item. Unfortunately all is not well in Clauslandia where the Elf lord has been captured! Can your party free Nicolanclauthus and gain the holly needed for a good payday?

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

Pridon's Hearth is Sargavaโ€™s newest colony, pushing the countryโ€™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 adventureโ€”or wind up food for all manner of scaly menaces!

Cover of Red Hand of Doom
Red Hand of Doom
3.5 Edition
Levels 6โ€“12
126 pages
10  0

A hobgoblin force is expanding and threatening the land. Confronted with the relentless advance of Azarr Kulโ€™s horde, the characters must undertake vital missions to influence the outcome of the war. Can they shatter the armies of the enemy, or will Azarr Kulโ€™s dreams rain destruction upon the human lands? The adventure is fast-paced and time-sensitive, and requires almost constant movement by the party. WoTC 95385

Cover of Death Unchained
Death Unchained
AD&D
Levels 5โ€“7
64 pages
0

You have no friends here What can you do when the Mists deposit you in the city of Lekar? The militia is no better than a gang of sadistic bullies, the citizens are more contagious than a fleet of plague ships, and every foot of public space is covered with corpses of criminals who committed no crime greater than struggling to survive in the oppressive domain of Falkovnia. Danger haunts your every move A secret society of assassins, known only as the Ebon Fold, has been hunting down visitors to Lekar and killing them in a most grisly fashion; all that remains of the victims are desiccated husks that crumble to ash when touched... and you are their next targets. There is no escape When everyone who has befriended you is either dead or hunted by the authorities, you have no choice but to fight back. But the Ebon Fold is a numberless horde whose leader holds sway over death. How can you defeat enemies that won't stay in the grave? They strike from the depths of darkness and steal your life... one dagger stroke at a time. This 64-page adventure can be played independently, or as the opening challenge in the Grim Harvest series that continues with Death Ascendant and concludes with Requiem. Inside the package is a poster map that fully details asll 10 levels of the chilling complex known as the Well of Bones. TSR 9523

Cover of FRC1 Ruins of Adventure
FRC1 Ruins of Adventure
AD&D
Any Level
96 pages
0

A great evil force descended on the town of Phlan years ago. The townspeople were all either killed or driven away, and Phlan became (literally) a ghost town. Fifty years later, the survivors are ready to reclaim their town. But they need a band of strong and brave adventurers to lead the fight-they need you. Ruins of Adventure is a set of connected short adventures written by James Ward, David "Zeb" Cook, Steve Winter and Mike Breault-four names familiar to all AD&D game fans. It uses the same setting, locations and characters as the classic computer game Pool of Radiance by Strategic Simulations, Inc. In fact, many of the scenarios here in Ruins of Adventure will provide important clues to the successful completion of Pool of Radiance. TSR 9238

Cover of I10 Ravenloft II: The House on Gryphon Hill
I10 Ravenloft II: The House on Gryphon Hill
AD&D
Levels 8โ€“10
48 pages
1

"I AM THE ANCIENT ... I AM THE LAND ..." Your screams still echo in your room. Cold sweat soaks the bedsheets and trickles down your back. It seemed so real! The great towers of a darksome place called Ravenloft ... it's misty vales and the terrible tragedy of a man who had sold his soul to unlife. Now the sunlight streams through the window with the promise of a new day. The dread nightmare at last is over. In the cold sunlight of a dying autumn, you step from your room at the inn and stroll along the friendly streets of Mordentshire. But, from the back of your mind the dream creeps forward to haunt you. Why do the faces of those who have befriended you now seem those of strangers? Why do those who called you here in terror, now seem to dismiss your task as a folly? More .. why are you advised so strongly, to forget about the House on Gryphon Hill ... the domain of the fair haired Count Von Zarovich, a name that cries out from your dark nightmare? You halt, as the swirl of events grow more confusing with every passing minute. Which is the dream ... and which the reality? TSR 9181

Cover of WG7 Castle Greyhawk
WG7 Castle Greyhawk
AD&D
Levels 0โ€“2
130 pages
0

Deep beneath the keep of Castle Greyhawk, a really nasty device is creating mutated, unpleasant monsters that are running wild throughout the castle and the twelve-level dungeon beneath. The call has gone out for heroic, fearless, and perhaps foolish adventures to out-hack, out-slash, and sometimes even out-think hordes of doughmen, headless mice, manic bee queens, really bad dead things, burgermen, crazed chefs, and movie moguls. If they survive these and much odder obstacles, the characters still have to find the nasty monster creator and put it out of business. Castle Greyhawkcontains 13 detailed levels for adventuring and exploration. Each is a separate adventure written by different author and each has its own unique brand of baffling weirdness. Some levels involve solving puzzles and some require good old hacking and slashing. The adventure can be played separately or all together as a grand quest to free Castle Greyhawk from the evil, rotten hordes that are plaguing it. The common theme of this dungeon is that no joke is so old, no pun so bad, and no schtick so obvious that it can't be used to confuse and trip up PCs! 13 Adventures for Character Levels 0 to 25. TSR 9222

Cover of Their Master's Voice
Their Master's Voice
AD&D
Levels 2โ€“4
3 pages
0

Everybody's a fool for a lost kid. He wanted power but settled for scraps - for now. The outcast wizard Lertol has adopted two leucrotta, and their team is ambushing passing travelers and robbing them with no-one the wiser. The players first fall into this trap when the leucrottas mimic a lost child and a search party in the middle of a night at camp. If the players leave to investigate the voices, the wizard loots the camp while they are gone. The players can then follow the wizard back to his lair and get their treasure back. Pgs. 48-49 & 28

Cover of Dungeon Crawl Classics #2: The Lost Vault of Tsathzar Rho
Dungeon Crawl Classics #2: The Lost Vault of Tsathzar Rho
3.5 Edition
Level 1
32 pages
0

This new version of the classic adventure is completely updated to 3.5 edition. In The Lost Vault of Tsathzar Rho, a defenseless village asks the characters to slay an out-of-control ogre. Sounds easy enough. But the ogre, who used to be nothing more than a nuisance, has become crazed and psychotic. When the characters arrive at its cave, they find a subterranean portal has connected the cave to a much larger underground complex. Something in that complex has transformed the ogre and many other local creatures into fiendish marauders. In fact, itโ€™s the lost vault of Tsathzar Rho, an ancient wizard and prophet of the Outer Gods, who are gathering their foul minions for battle.

Cover of DDEX02-01 City of Danger
DDEX02-01 City of Danger
5th Edition
Level 1
41 pages
0

On the southern shores of the Moonsea, the residents of Mulmaster have eked out a living where others would likely have given up long agoโ€”in a bleak city where corruption is rampant and the Church of Bane holds sway. In these five short, introductory adventures, you will travel the breadth of the City of Danger, meet its people, see its sights, and witness firsthand how the city truly has earned its ominous moniker. An introductory adventure for 1st-2nd level characters. City of Danger is broken into five mini-adventures, each designed for one to two hours of play. Therefore if you are attempting to run all five missions in one session you need a minimum of five hours to do so (and probably more). If running this adventure as part of an event that cycles players through quickly, the DM should be familiar with the mini-adventures that he or she is going to run. At public events, time is often the most important factor. Get the players into the mini adventure as quickly as possible, keep an eye on the clock, and take whatever shortcuts are necessary to stay on schedule. If time is not an issue, let the characters spend more time interacting with the non player characters within the mini-adventures. It is not required that the mission be played in order.

Cover of Fallen Dawn
Fallen Dawn
Pathfinder
Level 5
41 pages
0

The Lotus Blossom Steppes have long been a land of disjointed tribes, squabbling with one another for central rulership. In the past, great rulers laid claim to the Steppes, bringing the tribes under a single banner for a great purposeโ€”be it under the terrible dictatorship of a half-rakshasa khan or an enlightened visionary khan that leads the tribes beyond the borders of the Steppes. Yet there is great power tucked away behind the tribesโ€™ individual banners. All it takes is an individual with enough ambition and enough power to change the destiny of the Lotus Blossom Steppes... and one ambitious man is on the hunt for the fragmented powers of the NewGod war. Can the PCs put an end to a rising warlord's ambitions, or will the Lotus Blossom Steppes fall again into tribal conflict?

Cover of DDEX02-13 The Howling Void
DDEX02-13 The Howling Void
5th Edition
Levels 5โ€“10
46 pages
0

A storm of unparalleled fury has been ravaging the peaks of the Earthspur Mountains for a tenday, and the Monastery of the Yellow Rose sits in its eye for now. Some monks have fled the monastery to the safety of Mulmaster and beseech you to convince their more obstinate brothers to retreat to the city before the eye of the storm shifts, and the monestary is in terrible danger. Can you brave the elements and convince the monks to escape?

Cover of The Twofold Talisman Adventure One: The Heart of Light
The Twofold Talisman Adventure One: The Heart of Light
AD&D
Levels 6โ€“7
11 pages
0

The players are tasked by a mysterious Wizard's servant quest to recover the two gems of the Twofold Talisman: the Heart of Light and the Ebon Stone. The quest for the Heart of Light takes the adventurers to the Wizard's own mansion. Pgs. 43-54

Cover of The Submerged Spire of Sarpedon the Shaper
The Submerged Spire of Sarpedon the Shaper
OSR
Levels 3โ€“6
33 pages
0

The Submerged Spire of Sarpedon the Shaper lies to the west of the Isle of the Dismemberer. On the northwestern shore of this island, crumbling steps spill from the shore directly into the sea. There, a seaweed choked stone path can be glimpsed winding down into the depths. At low tide, a quarter mile along the path, a lone onion dome may be seen poking through the waves. In the twilight of the sorcerer lords, The Submerged Spire was the jewel of the Shattered Isles. Within his submarine redoubt, Sarpedon penetrated ever deeper into the organic mysteries. Now, its for- lorn dome the roost of seagulls, its secrets slumber beneath the waves.

Cover of Warriors of Sehanine
Warriors of Sehanine
5th Edition
Levels 3โ€“5
38 pages
0

How dangerous is a wounded dragon? A black dragon has seized Ravenglade Keep, though not without resistance! Badly wounded in the fight, the Warriors of Sehanine have fled their home and now turn to the outside world for help. Thereโ€™s no time to lose! Can you arrive at Ravenglade Keep in time and discern allies from foes on the way? Warriors of Sehanine is a Dungeons & Dragons adventure module for a party of four to five characters from 3rd to 5th level. โ€ข Experience the Wood of Sharp Teeth on the way to Ravenglade Keep in a 12 to 16 hour adventure of 38 pages, written by Mithral Best Selling creators Florian Emmerich, JVC Parry and DMsGuild Adept Ashley Warren โ€ข Rock the (virtual) table with four breathtaking maps by Dean Spencer & Erin Harvey that come with player and DM versions โ€ข Bring the adventure to life with stunning artwork and player handouts by Raluca Marinescu,Henrik Rosenborg & Nathalie Lehnert โ€ข Show the NPCs with selected exclusive Trash Mob Minis

Cover of Plunder & Peril
Plunder & Peril
Pathfinder
Level 4
64 pages
0

Tall tales of hidden riches are common in the pirate-infested taverns of the Shackles, but when Captain Varossa Lanteri claims to know the location of the secret treasure hoard of legendary Captain Jemma Redclaw, it seems she may be telling the truth. Captain Lanteri hires the PCs on as crew to help her assemble the magic key that will open the door to Redclawโ€™s treasure... and the ancient cyclops stronghold in which itโ€™s hidden! Can the PCs survive long enough to claim their share of the lost loot, or will their enemiesโ€”or their alliesโ€”send them to a watery grave?

Cover of Gnome Droppings
Gnome Droppings
AD&D
Levels 2โ€“4
8 pages
0

Watch your step. Out-of-this-world adventure. An odd box falls by a watch tower and its up to the party to discover what it is and why its here. Pgs. 22-29