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483 adventures found
Cover of Dark Water Trap
Dark Water Trap
3rd Edition
Levels 4–7
2 pages
0

Dark Water Trap is a mini-adventure that has a single encounter that involves Duergar using darkness and anti-darkvision to get the player to fall into a Pit trap full of water, so that the party will drown. The encounter either works as a standalone (Ie. the Duergar have been causing trouble), or as a part of a larger adventure or dungeon, Duegar or otherwise. Pgs. 26-27

Cover of Citadel Of Fire
Citadel Of Fire
AD&D
Levels 10–14
32 pages
0

Adventure into the Ancient Stronghold of the Sorcerer Yrammag. Includes six story tower and five dungeon levels. Designed for high-level characters and filled with wizard apprentices, their creations and undead. Please note: The link for this adventure on Amazon is for a reprint of the original.

Cover of WS5 The Shattered Tower
WS5 The Shattered Tower
AD&D
Levels 6–10
25 pages
0

The ship makes its way into the Corsair Mists, a region of the Halo Ocean said to devour ships and drive sailors mad. Somewhere in the oppressive fog, the White Ship awaits, but before the Adventurers can make it to their final desination, they must overcome the challenges of the mist. The fell necromancer Molo of the Thirteen Wives is still out there, still seeking to find his key to immortality and power that could jeopardize the entire Nameless Realms, and only the fearless crew can stop him. Join a sea elven ritual to hunt megalodon sharks, explore a long-cursed alchemist's tower made of blue crystal, and journey to the forge of Hyperion, Titan of Fire, himself. This adventure is formatted to both 1E & 5E gaming rules. Also available in PDF.

Cover of Diablo II: To Hell and Back
Diablo II: To Hell and Back
3rd Edition
192 pages
0

Bringing Diablo II to the tabletop. The legendary Diablo and Diablo II computer games come to life with the release of the tabletop Diablo II: To Hell & Back roleplaying adventure. All a player needs is the Dungeons & Dragons(r) Player's Handbook (0786915501-8/00) to accompany the Diablo II game. Every level and all 4 acts of the computer game are represented in the tabletop mega-adventure, which will also include 64 pages of monsters, information for levels 1-30, and over 60 maps!

Back Pocket Dungeon 1: Murder of the Maelstrom Queen
4th Edition
Level 1
23 pages
0

From time immemorial, the rulers of the mortal world have been counseled and tempted by capricious primordial spirits who rule over the elements. The greatest and most sinister of these was a half-kraken medusa known as the Maelstrom Queen, who sought to supplant the mortal races with her own line of immortal tentacled monstrosities. On the verge of her ultimate triumph, when the leviathans at her command rose from the depths, a legendary assassin murdered the Maelstrom Queen in her half-submerged palace with her own weapon. But the primordial mistress refused to let something as trifling as death put an end to her designs. Every 13 years, she regenerates enough mystic power to rise again, and the world’s greatest heroes are sent to murder the Maelstrom Queen once more.

Cover of AT3 Playing Down the Dawn
AT3 Playing Down the Dawn
AD&D
Levels 5–7
12 pages
0

The tournament of the bloody stones has come to Taux, and the streets are said to run red with the blood of the combatants. Now, amid the crackdowns of the Sturgeons and the secret duels of the three great fencing schools, the heroes must once and for all solve the mystery of the House Vash blood feud. Taking on the guise of foreign swashbucklers, all must brave bloody single combat, pirates, ravenous cursed lowl, and evne magical reverberations from distant Roslof Keep! Complete the Adventures of the Emperald Serpent trilogy with this module. This adventure is formatted to both 1E & 5E gaming rules. Also available in PDF.

Cover of The Fruit of Evil
The Fruit of Evil
5th Edition
Levels 4–10
26 pages
0

A Halfling girl battling a rare disease that no magic can cure. A fruit, which has the power to heal and the power to corrupt, now guarded by mad siblings. A journey through a hostile forest, a trapped tower, and a dungeon to retrieve the fruit to heal the young girl. Will your heroes be triumphant, or will they perish while attempting to retrieve the mysterious fruit?

Cover of Courts of the Shadow Fey for 5th Edition
Courts of the Shadow Fey for 5th Edition
5th Edition
Levels 7–10
148 pages
0

The Free City of Zobeck has thrived since overthrowing the tyrannical Stross family. But an ancient bargain gives the Queen of Night and Magic a claim to the city—and now the shadow fey have seized Zobeck as their own. The city’s only hope lies with a band of heroes who can outfight and outwit the shadow fey in the heart of their own realm: the maze of treachery and deceit that is the Courts of the Shadow Fey. This 148-page 5th Edition adventure contains 100 NPCs, a map with more than 60 locations of the Courts, and more than 40 combat and roleplaying encounters. Courts of the Shadow Fey takes you from the mortal world to the heart of Shadow, where you’ll: Fight your way through the dangers of the Shadow Realm to reach the shadow fey’s courts Engage in dangerous courtly intrigue, trying to increase your status to win an audience with the Queen herself Duel for honor, and perhaps win the hand of a lover among the fey nobility Can you free Zobeck from the grasp of the shadow fey? Or will your fate become a tale told in hushed tones as a warning against angering the Queen?

Cover of A1 Slave Pits of the Undercity
A1 Slave Pits of the Undercity
AD&D
Levels 4–7
24 pages
0

It is time to put a stop to the marauders! For years the coastal towns have been burned and looted by the forces of evil. You and your fellow adventurers have been recruited to root out and destroy the source of these raids. But beware, hundreds of good men and women have been taken by the slavers and have never been seen or heard from again! First part of Scourge of the Slave Lords (A1–4) TSR 9039

Cover of A Gallop through the Wizard's Tower
A Gallop through the Wizard's Tower
5th Edition
Level 6
26 pages
0

A quick-paced exploration of the magic tower, home to the great Solomon, the Master Conjurer, an expert in fiendology. Adventurers have to find Control Orbs to disable the tower's security system before it destroys them, and discover the secrets of the tower in the process. Their progress will be ushered by a seemingly helpful entity with nefarious intent - Zarloxar, the blue Abishai. The success of adventurers could also finally spell freedom to the fiend... or not if players, under stress, will realize the trickery in time. Part of "Detailed Encounter" series - each "Detailed Encounter" - features new monsters with unique stat blocks, new magic items, a custom battle map, and detailed NPCs. It also has story hooks and advice enough, to quickly turn it into a separate adventure!

Cover of Castle Dracula - a 5e Castlevania-style adventure
Castle Dracula - a 5e Castlevania-style adventure
5th Edition
Levels 3–5
122 pages
0

Dracula, the Lord of Shadow and Darkness, has covered the land in shadow and dispatched armies of monsters and undead from his magical castle. His armies threaten to overrun major cities and plunge the world into a literal Dark Age. The last of the vampire-hunting clan that traditionally opposed him has disappeared, and still the armies advance. He must be stopped. If that's not enough motivation, it is well-known that his castle is full of magical items and great riches... but also great danger. If you've ever wanted D&D and Castlevania to meet, look no further. This adventure is exactly what you wanted. Every area of the castle poses different and unique challenges to keep the party engaged and on their toes. Written for the DM as a ready-to-run adventure, it is designed for four to six characters. The adventure starts at level 3 at the outer defenses of the castle, and ends with the party advancing to level 13 after defeating Dracula in an epic battle. The adventure includes documentation to help even a new DM succed, including suggestions for how to run each of the area "boss" monsters in combat. There are approximately 50 new enemies and over 3 dozen new magical items. It also comes with a list of suggested music for many areas of the castle, and a 25-page campaign log recounting an actual tabletop play-through of this adventure from the DM's perspective.

Cover of D&D Encounters Season 03 - Keep on the Borderlands: A Season of Serpents [Chapter 1-5]
D&D Encounters Season 03 - Keep on the Borderlands: A Season of Serpents [Chapter 1-5]
4th Edition
Levels 1–3
154 pages
0

At Restwell Keep, you've heard that fortune and glory await those bold enough to brave the dangers of the Chaos Scar, a valley carved ages ago by a fallen star. The same tales warn that this Chaos Scar draws wickedness to it. Perhaps you can help stem this tide... and gain treasure along the way. While the location is a different keep, this adventure is an homage to B2 Keep on the Borderlands(https://adventurelookup.com/adventures/b2-keep-on-the-borderlands)

Cover of Lost Halls of Everforge
Lost Halls of Everforge
5th Edition
Level 3
4 pages
0

"Lost Halls of Everforge" is a flame dragon wyrmling lair suitable for four or five 3rd level characters. This adventure can be completed in one session.

Cover of NC3 - Oppressor of the North
NC3 - Oppressor of the North
5th Edition
Levels 6–9
20 pages
0

Your players have ventured so far north that they are within reach of the last vestiges of humanity. You are weary from your travels and decide that a respite in Gregat, City of the Shrine. The area is also home to several other spots of interest that you may go to since you are in the region. This ‘sandbox’ style offers several adventures for your players but beware, they are just as deadly as any dungeon delve!

Cover of DDIA05  A Great Upheaval
DDIA05 A Great Upheaval
5th Edition
Levels 1–4
22 pages
0

An Introductory Adventure for Storm King's Thunder. As evening approaches, you spot a wooden signpost next to a trail that heads north into the hills. Nailed to the post are three arrow-shaped signs. The two marked “Waterdeep” and “Daggerford” follow the High Road but point in opposite directions. The third, marked “Nightstone,” beckons you to follow the trail. If memory serves, Nightstone is roughly ten miles up the trail. This is Chapter 1 of the greater story available for free on the Dungeon Master's Guild.

Cover of Artifices of Quartztoil Tower
Artifices of Quartztoil Tower
5th Edition
Level 1
66 pages
0

It begins in the marketplace or main square of a town when the calm, peaceful day is interrupted by a hulking golem trouncing through town, smashing objects, and attacking townsfolk. The party witnessing this should intervene and stop the rampaging golem with combat or by luring it into a nearby warehouse to trap it so it can be damaged and, eventually, destroyed by the town guards. When the party examines the golem’s remains, they find bones encased in the metal armor and the name 'Quartztoil' written in gnomish script. The town guard explain that this is the eighth construct they have encountered in the area in the past six months. The party can then go on to investigate the name 'Quartztoil', leading them to learn of an old, gnomish, aspiring artificer, Penaral Quartztoil, who had a lab and workshop in a tower in the nearby mountains, but who has not been heard from for close to a century. Published by Nord Games

Cover of Lords of Oblivion
Lords of Oblivion
3.5 Edition
Level 13
32 pages
0

The Shackled City Adventure Path enters the home stretch as the forces of evil take direct action against the heroes of the Cauldron. Dangerous secrets are revealed, important NPCs bit the dust, and your heroes will never know who to trust again! This adventure is seventh part of the Shackled City Adventure Path that began with "Life's Bazaar" (Dungeon #97). Pgs. 36-67

Cover of The Alchemist's Eyrie
The Alchemist's Eyrie
3rd Edition
Levels 6–8
14 pages
0

The Alchemist's Eyrie takes the characters into a fortified dwarven tower, where they are sent to recover some needed items. When they arrive, they discover the tower has been captured recently by a warband of renegade lycanthrope dwarves. Between the interlopers and the remaining traps set by the late owner, the characters may find themselves in deep, despite the lack of head clearance.

Cover of N3 Destiny of Kings - Classic Modules Today 5e Conversion
N3 Destiny of Kings - Classic Modules Today 5e Conversion
5th Edition
Levels 4–6
32 pages
0

When Treason Walks the Land... Trouble stirs in Dunador! The King lies dead of a wound received during a hunting expedition. His brother, Lord Edrin, challenges the rightful Crown Prince, a half-trained young man named Edmund, for possession of the throne while Edmund travels on a pilgrimage to the holy shrine of Nevron. Forces throughout the kingdom vie for control of the realm. Can the player characters find the Crown Prince and protect him from the treacherous forces at large in Dunador? N3: "Destiny of Kings" (1986), by Stephen Bourne, is the third adventure in the novice series for AD&D. It's up at the upper end of what could be considered "novice" play, though, with the pre-rolled characters being 3rd and 4th level. It was released in February 1986. Like N2: "The Forest Oracle" (1984), this adventure is offered as a generic adventure, not specifically based in any existing AD&D setting. Suggestions are given in the conversion guide to place the adventure in the Forgotten Realms. Out of the Dungeons. One of the most impressive elements of N3 is its complete lack of dungeons. Instead - as was increasingly the case by the mid 80s - the players are heavily embroiled in a plot. They must find the prince of Dunador and return him home safely. Elements of investigation and intrigue thus find their way into the game. There is also some opportunity for wilderness adventure - a quality that was also becoming more common in AD&D by the mid-80s. Future History. A decade after its original publication, Wizards of the Coast updated "Destiny of Kings" to 2nd edition AD&D and reprinted it (1998). It was one of the few classic adventures to receive this treatment. This conversion guide allows DMs to run the original module with 5th Edition rules and provides a reference sheet for encounters. To use this conversion guide you will need a copy of Destiny of Kings, originally available in hard-copy and now for sale in digital format at the DMs Guild.

Cover of Lord of the Iron Fortress
Lord of the Iron Fortress
3.5 Edition
Level 15
48 pages
0

Great Danger Wrought in Secrecy Legendary forgemasters now serve an evil warlord and his dark purpose. Their hammers ring upon anvils dedicated to remaking a terrible weapon that was destroyed in ages long past. As the very fate of the world is being shaped, only the strongest heroes can shatter the diabolical plan. "Lord of the Iron Fortress" is a stand-alone adventure for the Dungeons & Dragons game, the seventh adventure in a series of eight designed to take players from the beginner to advanced levels of play (although no other adventures need be played to play this one). This adventure contains an additional 16 pages of content for the same price as earlier adventures. Designed to challenge 15th-level D&D heroes, it opens the perilous gateway to planar travel.