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510 adventures found
Cover of The Dark Tower
The Dark Tower
OSR
Levels 2–4
39 pages
0

The Dark Tower A Worlds Without Number Compatible Adventure The adventure is set up so the Player Characters [PCs] can encounter diverse types of situations and different adventure styles, allowing for role-playing within a rural situation, with wandering monsters, and a dungeon/Deep encounter. The module offers a chance for the GM to immerse themselves and their players with as much, or little, detail as they want to put in. Rolling countryside surrounds The Dark Tower for miles. Giving you, the GM, the opportunity to fit the adventure into almost any setting within your game. I have left the ending open, allowing the GM to slot in further encounters or adventure twists to keep the game moving but with enough happening to turn it into more than one session if so desired. The Plot There are several options for the plot: A local innkeeper would like you to investigate the haunted tower on the hill. He is willing to offer a good reward. A local village Elder could ask the PCs to seek out/investigate/destroy the walking dead that have been seen around the tower. Please investigate the tower to see if the rumors are true. A Local priest would like the PCs to remove the possible undead worrying the locals from the tower.

Cover of War-Lock
War-Lock
5th Edition
Level 5
48 pages
0

Devilish sorcery and ancient steel merge in the form of a reborn menace rising in the wild hills on civilization's verge. As the badlands burn with wildfire, an arcane warlord gathers his monstrous troops under his tattered banner. He is rumored to be immortal, and it will take tremendous bravery, immense cunning, and more than a little luck for stalwart adventurers to end his campaign of malice. Can your mighty heroes locate the War-lock's one weakness before his forces drown the realm in blood and fire?

Cover of Lair of the Vampire Lord
Lair of the Vampire Lord
BECMI
Levels 3–5
16 pages
0

Devastated in a war with a nearby wizards' school, the Fighters' Academy has since been surrounded by a foul and dank swamp - the Gloomfens. Since the climatctic battle between the wizards and fighters, the tower has decayed. The spirit of the head of the academy haunts the building, eternally plotting his revenge on the wizards who killed him. his loyal sutdents remain faithful to him even in death. Other foul undead have made their home in the rotting, spacious academy. From their lair, they make forays into farmsteads near the swamp in search of victims to feed their unspeakable appetites. The Problem of these terrible attacks by the savage undead will not stop until the evil that has found a home at the tower is burned from the face of the land forever. Will your party heed the call and help the town of Melinir? Will they be able to clear the former Academy of its undead? Lair of the Vampire Lord is the third in a three part adventure, The Haunted Tower. Or, it can be ran as a stand alone adventure. The choice is up to you. Part of TSR 1081 The Haunted Tower

Cover of Pathfinder Adventure Path #104: Wrath of Thrune (Hell's Vengeance 2 of 6)
Pathfinder Adventure Path #104: Wrath of Thrune (Hell's Vengeance 2 of 6)
Pathfinder
Level 4
92 pages
0

The knightly order known as the Glorious Reclamation continues its crusade against diabolic Cheliax, conquering the town of Kantaria, where the goddess Iomedae once ruled as a mortal. The villainous adventurers, now official agents of House Thrune, must retake the town, depriving the knights of a valuable holy site. Can the evil characters earn greater infamy and prestige by dealing the Glorious Reclamation a serious defeat in their most substantial territorial gain so far, or will the knights' rebellion continue unchecked across Cheliax?

Cover of DDAL-DRWEP-02 Wings of Death
DDAL-DRWEP-02 Wings of Death
5th Edition
Levels 17–20
74 pages
0

A Dreams of the Red Wizards Epic The treachery and master plan of Thay are at last revealed—and heroes are needed for a final assault to prevent the return of one of Faerûn’s greatest evils! Part Five of the Storm King’s Descent series of adventures. A Four-Hour Epic for 11th- through 16th-Level Characters and 17th- through 20th-Level Characters. Optimized For: APL 13 and 18 This adventure also includes rules for single-table play. Content warnings include: cold weather hazards, possession, and slavery

Cover of DL2 Dragons of Flame
DL2 Dragons of Flame
AD&D
Levels 5–7
32 pages
0

The dragonmen have taken Solace. Its beautiful tree houses lie black and battered amid the stumps of great vallenwood trees. Kapak Draconians, armed with poisoned weapons, enforce a brutal martial law on the survivors. And Solace is only one outpost: the dragon armies control the plains. Only the elven kingdom of Qualinesti stands unconquered. The rest of the plainsmen suffer the most: a long slave caravan hauls hundreds of them to the fortress prison of Pax Tharkas. "Dragons of Flame" is the second in TSR's series of Dragonlance adventures for use with the AD&D game system. Your players will adventure in the world of Krynn and visit strange places such as Qualinost or the Sla-Mori, encountering bizarre draconians and disgusting Aghar. They can play the modules as a set of separate adventures or as a great quest that spans the entire Dragonlance story. Art by Jeff Easley. TSR 9132

Cover of UK3 The Gauntlet
UK3 The Gauntlet
AD&D
Levels 3–6
38 pages
0

Indomitable it stood for centuries, a symbol of order in a world of chaos. Bastion of the pass through the Kamph Mountains, the very stones of the Keep of Adlerweg were the stuff of legends. What evil power had strength enough to take it? How were its defenses swept aside? Fell creatures now attend the battlements that overlook the only pass between Berghof and the sea. This is not a pretty problem to be solved by the militia of the local villages. These and more may be needed to withstand the mayhem stirred up by the fall of the keep. Indeed, if the Keep is not retaken, and retaken soon, the Hold of the Sea Princes itself may not be secure. Now is the time for heroic action. Aided by the Sentinel, former protector of the legendary Guardians of Adlerweg, have you the courage and the determination to rid the keep of its sinister occupants? UK3: "The Gauntlet" (1984), by Graeme Morris, is the third UK-series adventure and the second half of the two-part Adlerweg series. It was run as the final round of the GamesFair 1983 AD&D Open (and won by a RuneQuest fan!). It was then published in 1984. TSR 9111

Cover of DF1 The Patina Court
DF1 The Patina Court
AD&D
Levels 1–3
15 pages
0

Enter the Dwarven Forge world of Mythras with the first part of this new city and miniatures based trilogy, The Hidden Valoria Campaign. Discover the world built to provide tabletop with unique miniature opportunities using Dwarven Forge licensed products. Take on the adventure as newly relocated members of the neighborhood of the Patina Court. Battle gangs, undead, and other threats as you try to make a living inside this ancient and mysterious city. This adventure is formatted to both 1E & 5E gaming rules. Also available in PDF.

Cover of Descent Into Dreams
Descent Into Dreams
5th Edition
Levels 1–5
10 pages
0

The lord of a local realm is having his council members systematically killed or cast out for treason with little to no evidence to support the claims. This has been occurring for some time and a local shaman by the name of Borjah thinks he knows the cause. In his visions, he has seen a strange spirit shifting the shadows, a puppet master using the lord as its personal servant by warping his mind. This entity is slowly gaining power in the city and increasing its dominance over Lord Kestyl. Borjah attempted to warn the council of this corruption, but all those he informed ended up dead a few days later, so now he is taking matters into his own hands . . . with a bit of help from some willing adventurers of course. Borjah has a few strands of Lord Kestyl's hair, enough to create a strange potion for the party to consume. A potion that will link their minds to that of the lord and be able to fight back against the corruption that has taken hold. All they need to do is wait until his mind is at its most vulnerable . . . when he is asleep. Then, and only then, they can plunge into the mind of this once nobleman and drive back the forces of darkness that threaten to destabilize the entire political landscape of the area. The potion is powerful. Dying while in this dream state cause such severe mental trauma that it usually results in the death of that individual in the real world, so the party will need to be careful. The rules of the normal world don't necessarily apply in the realm of dreams, and as they close in on the entity things are sure to grow more and more chaotic and illogical. Find out if your players have what it takes to fight back against an invisible evil using nothing but their strength of will!

Cover of CCC-TRI-23 Sub Rosa
CCC-TRI-23 Sub Rosa
5th Edition
Levels 11–16
31 pages
0

Hot on the trail of Selise Teshwave and Baron Rajiram, the adventurers must enter newly exposed mountain excavations in the Galena mountains. Swift action must be taken to prevent the Baron from obtaining a powerful weapon from this ruin. Meanwhile, the mysterious Teshwave siblings, Abigail and Char, are hot on the trail of their older sister. This is Adventurer's League legal adventure set near the Galena Mountains. This module first premiered at Carnagecon 2018. Part Two of the Storm Series.

Cover of Bleak House
Bleak House
AD&D
Levels 5–8
206 pages
0

Old soldiers never die... For more than three decades, Dr. Rudolph van Richten stood against the forces of darkness, and hunted their servants in the far corners of the land of Mists. Now he had thought his long battle over, had thought he could spend his declining years in quiet enjoyment with old friends. But for some, a tragic end is inevitable. Dark forces have been gathering in the Mists. Their objective is to see Ravenloft's foremost expert on the supernatural destroyed, shattered in spirit as well as in body. From the crumbling edifice of Van Richten's childhood home, an enemy long thought vanquished spins a web of powerful evils and lost souls, drawing Van Richten to his doom. And then a group of heroes gets trapped in the web as well. . . . Witness the final stand of Rudolph van Richten! Inside this box is a grand-scale Ravenloft adventure that pushes heroes to the brink of madness, and draws them into the terrifying scheme to annihilate Rudolph van Richten. TSR 1141

Cover of Jacob's Well
Jacob's Well
AD&D
Levels 2–4
16 pages
0

Some ports are more dangerous than the storm. It's alive, it's hungry, it's growing. And you're on the menu. Alone, out in the wilds with a savage winter storm bearing down on you, you need shelter to survive. You stumble through the trees and smell wood-smoke. Ahead you spot the small fortified trading outpost known as Jacob's well. You're not the only traveller to find themselves stranded here in the teeth of the storm. The only problem, someone has bought something with them, it's alive, it's growing, it's voracious and you are all on the menu. Think Aliens and The Thing and you're on the right track. Has potential to be scaled to suit a group of adventurers. Pgs. 8-23

Cover of Fam3 - Opair Keep
Fam3 - Opair Keep
5th Edition
Levels 2–4
17 pages
0

The small village of Angst in western Famore has a humanoid problem. A missive on the message totem is calling for help to dispatch these pesky raiders. It is believed that they are working out of the abandoned Opair Keep. Locals gasp in amazement as the locale is well known to be cursed!

Cover of D&D Encounters Season 4 - March of the Phantom Brigade
D&D Encounters Season 4 - March of the Phantom Brigade
4th Edition
Levels 1–3
55 pages
0

What begins as a simple expedition to settle a new village in the ruins of the mysterious Castle Inverness sets off a chain of events that could threaten every living being from Winterhaven to Hammerfast. Not everyone in the Nentir Vale is happy to see civilization brought to Inverness, particularly the ghost of Salazar Vladistone, who commands the spectral legion called the Phantom Brigade. "March of the Phantom Brigade" is an adventure designed for season 4 of the Dungeons & Dragons Encounters official play program. It includes the information the Dungeon Master needs to run the adventure, thirteen ready-to-play encounters (each intended for one session of play), and full-color foldout battle maps depicting the various encounter locations.

Cover of WS6.5  The Ghost Tower
WS6.5 The Ghost Tower
AD&D
Levels 10–12
12 pages
0

The Ghost Tower is a companion adventure made to go along with the events unfolding in Folio #19 (WS6 Duel on The White Ship). It contains the information needed to run a side adventure that will help characters get to the White Ship temple Complex. The deck of the White Ship is filled with peril, and the stamina of the characters has already been worn down just getting to it. However, a single tower, and its now crumbling bridge, might allow the characters to skirt the bulk of the wandering monsters on the deck and get to the temple complex intact, but only if the tower proves less deadly... This adventure is formatted to both 1E & 5E gaming rules.

Cover of Their Master's Voice
Their Master's Voice
AD&D
Levels 2–4
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

The Library of Biblius
5th Edition
Levels 7–9
54 pages
0

Long before the rise of Waterdeep... Biblius ruled the sword coast with an open hand full of love and knowledge, but even the purest of men can fall when they hear greed's sultry call. Explore Biblius' forgotten library and discover if his mystical history of the universe is more than just a tragic myth. 13 Monsters mutated by arcane radiation 21 Unique and powerful magic items 16 Ancient tomes filled with forgotten knowledge 4 Bizarre NPCs that have managed to make the library their home 11 Lost spells from a time before humanity 9 Full color maps A 4-10 hour adventure for 8th level characters.

Cover of Sorcerer’s Citadel
Sorcerer’s Citadel
5th Edition
Level 9
8 pages
0

Designed for a party of five characters of at least 9th level, this adventure will challenge players seeking a powerful magic item of the GM’s choosing. A sphere of annihilation has been provided and is woven into several elements of the adventure, but any appropriately powerful item can be substituted if something else suits your campaign better. Though the adventure is designed to test every type of character class, a rogue who can deal with traps is essential, as is a wizard or sorcerer of at least 9th level. Larger groups will have an easier time; parties of four or fewer characters will be in for a very bad time unless you mitigate some of the tower’s more lethal traps and encounters. This adventure culminates in an encounter with devils and a sphere of annihilation. The sphere of annihilation is hidden deep within the tower-and-dungeon complex of Crane the Sorcerer. Originally set atop a high mountain in a secluded and wild part of the world, the tower and dungeon can be relocated to meet the situation in your campign. Crane, an introvert, stayed as far away from civilization as possible, as is detailed below. The tower above the dungeon doesn’t present many difficulties for a group of powerful characters or alert players. It might lull PCs into a false sense of security before they enter the areas where they’ll really be put to the test.

Cover of WS6 Duel on The White Ship
WS6 Duel on The White Ship
AD&D
Levels 10–12
25 pages
0

Within the near impenetrable inner circle of the Corsair Mists, the White Ship has been called to its once proud dock by the dark sorcery of Molo of the 13 Wives. The final conflagration is at hand as the adventurers assail the towering boarding stair, fight their way through the ship's countless enemies, and finally enter the grand worship hall of the two greater sea gods, all in an attempt to thwart Molo before he can bring on an end of days. Test the limits of a high-level adventureing group's strength against undead cyclops guardians, mad storm giants, corrupted typhoon elementals, and both Molo and his wives in this epic conclusion to The White Ship Campaign! This adventure is formatted to both 1E & 5E gaming rules. Also available in PDF.

SM07 - Under Mirt's Folly
OSR
Levels 4–7
200 pages
0

Under Mirt’s Folly is a 200+ location mega-dungeon from Dunromin University Press Mirt the Long Flame was a mighty wizard a hundred years ago. He fell in love, so the story goes, with a beautiful Goddess. Using all his powers he built his true-love a temple and a pleasure palace with the intention of making her his wife. On midsummer’s eve he bent all his powers to calling her down from Olympus, luring her to our world with the sweetest compliments and tempting gifts. After several hours of calling she appeared and he proposed to her, explaining the wonderful life together he had planned for them. She was not amused. The blasted remains of the temple and the derelict palace, all made from the finest white marble, are all that remains of Mirt’s crazy ambitions. The abandoned ruins are now known by all as Mirt’s Folly. Of course, the anger of a mighty Goddess leaves deep scars in the landscape. A hundred years later the hill, despite being in civilised lands, remains an abandoned place of strange magic. It is the haunt of ghosts and monsters and all who go there return changed, fearful and anxious, if they return at all. No one knows the nature of the Curse of Mirt’s Folly and few desire to find out. But Mirt was a great mage! His powerful magic items and his many books of spells and research have never been found, not to mention the vast wealth he had accumulated. All this amazing loot must still be up there, in the ruins of the palace, or perhaps below it, in the catacombs he is said to have dug there. But who is brave enough, or foolish enough, to go and look? WormThe best-selling Under Mirt’s Folly is just one product from Dunromin University Press. As with all our supplements, Under Mirt’s Folly represents astonishing value, offering excellent quality and quantity at rock-bottom prices: A challenging scenario for a party of 4-8 characters of levels 5-8; Written for OSRIC, OSR, 1st and 2nd Edition D&D and compatible with pretty much ANY FRPG you fancy; More than 100 pages with over 250 encounter locations over 8 levels; Four wandering monster tables; A rumour table to inform and confuse; New and inventive uses of all kinds of Monsters; Inspiring new magic items; Tricks, traps and treasure enough to make any player salivate. And all this for less than FOUR BUCKS for the pdf and not much more for the softback or hardback print copy on Print-on-Demand: that's amazing value for such a quality product! But the best quality playing aids at the best possible prices is what we do at DunrominDunromin University Press...