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511 adventures found
Cover of UK4 When a Star Falls
UK4 When a Star Falls
AD&D
Levels 3–5
32 pages
0

The power of prophecy is given to few. Wise are they who guard this gift well, for those who thirst after such knowledge are not always men of principle. Bastion of destiny, the Tower of the Heavens stands silhouetted against the star-studded night sky. From within his darkened observatory, perched like an eyrie on the highest turret, a figure in white charts the course of a shooting-star as it disappears behind the snow-capped peaks of the Tegefed mountains. The old man smiles grimly to himself; the event foretold has come to pass! Power, glory, riches - it takes years to acquire them. The uncanny accuracy of their predictions has brought all these and more to the sages of the Tower of the Heavens. But what is hard to win is often easier to lose, and the future of the tower now hangs in the balance. For it is written that the day of reckoning draws nearer when a star falls.... TSR 9120

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 The Vineyard Vales
The Vineyard Vales
BECMI
Levels 2–4
11 pages
0

The lizard men are just pining for the fjords. A plague of locusts is bad enough, but when the locusts are each a yard long, the farmers need professional help! A swarm of giant locusts has been eating all the grapes and leaves from the vineyards of Vineyard Vale! In addition, lizard folk have attacked and destroyed several steads in the vale. The farmers are desperate, but what they don't know is that these events are linked! A mage known as Rhungold the Trickster has been orchestrating the attacks and locusts to try to scare the farmers off the land so he can claim it as his own. The players slowly piece the story together by investigating a fairly linear story through a cave, a marsh, and finally to a compound owned by the wizard Rhungold. Pgs. 6-16

Cover of Towers of Evil
Towers of Evil
BECMI
Levels 3–5
16 pages
1

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? Towers of Evil is the second 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 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 The Twofold Talisman Adventure One: The Heart of Light
The Twofold Talisman Adventure One: The Heart of Light
AD&D
Levels 6–7
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 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 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 After Lost Mine I: Orcs to Phandalin
After Lost Mine I: Orcs to Phandalin
5th Edition
Levels 5–6
14 pages
0

The Ghost Tribe of Orcs have been driven from their home under the Sword Mountains by some terrible evil and they now see Phandalin as their best option for a new home. The heroes, who are on their way to Phandalin for a much needed rest after their adventures in the Lost Mine, must make it to town in time to warn the inhabitants and help prepare for the orc attack. Orcs to Phandalin is the first of four parts in the After Lost Mine series and will detail the trip to Phandalin. There will be three subsequent adventures: Part II, which details the battle to save the city; Part III, which details the trip to the orc’s cave settlement; and Part IV, detailing the party’s mission to deal with the terror from the Underdark that drove the orcs out of their home.

Cover of Kidnap the Archpriest
Kidnap the Archpriest
OSR
Levels 1–2
54 pages
0

The Archpriest, leader of the Church, has defied a summons to the Immortal Capital. You have been chosen to retrieve the recalcitrant pontiff. Kidnap the Archpriest is designed to be an implicit tutorial for diplomacy, stealth, theft, bluffing, and cunning. It is a system-less, setting-less heist module featuring: a city (with a map) a fortress (with interior and exterior maps) two hectic days and nights a guide to designing your own heists. glorious black and white art by Luka Rejec scheming cardinals, frantic servants, and secret plots By the author of the CoinsandScrolls blog and Tomb of the Serpent Kings.

Cover of Pathfinder Adventure Path #49: The Brinewall Legacy
Pathfinder Adventure Path #49: The Brinewall Legacy
Pathfinder
Level 1
61 pages
0

The town of Sandpoint, Varisia, Inner Sea Region has put out a bounty on the nearby tribe of Licktoad Goblins in retribution for the goblins raiding traders and travelers near the quiet town. The party takes up the bounty and ventures into the swamp; eventually finding the goblin village in ruins and it's inhabitants scared in it's burned huts. The party finds out; either through investigation of the ruins or the goblins themselves; that a group of skeletons with eastern arms and armor had ransacked the village and took a stash of fireworks that the goblins stole from an old shipwreck. The party then makes it to this cave and finds it empty except for a half dozen skeletons. Further in past the skeletons is their leader, a skeletal samurai who fights the party in an attempt to defend his treasure. The treasure turns out to be a letter that reveals that secrets of the Kaijitsu family; the same family their good friend Ameiko who runs the Rusty Dragon inn belongs to; that lies in wait in the abandoned town of Brinewall to the northern boarder of Varisia. Ameiko along with several other important NPCs with a caravan north. It's recommended that GMs create encounters for the caravan trip north as it's essentially 3 weeks of travel with nothing in it. It's also recommended that GMs completely ignore caravan rules; they're not flushed out and they're not fun to run. The party and the caravan reaches the abandoned town of Brinewall where their friend Ameiko becomes possessed and is thrown into a coma; where the other NPCs agree to take care of her while the party explores the town and castle. The castle is a three floor behemoth of a dungeon populated by Dire Corbies, Troglodytes, and various other monsters all under the leadership of Kikonu, an Yamabushi Tengu Oni. The goal of exploring Brinewall Castle is to find the two keys to the vault; one of which is on the Yamabushi Tengu while the other is on a Half-Fiend Decapus that lives in the basement of Brinewall. Once the PCs enter the vault they find the Amatatsu Seal; one of the seals that cement authority to one of the ruling houses in Minkai of Tian Xia; as well as several visions that show that Ameiko Kaijitsu is the rightful heir to be ruler of Minkai and that they'll need to travel north to do so. Such ends the first book of six.

Cover of Pathfinder Adventure Path #34: Blood for Blood (Kingmaker 4 of 6)
Pathfinder Adventure Path #34: Blood for Blood (Kingmaker 4 of 6)
Pathfinder
Level 10
96 pages
0

A Pathfinder Roleplaying Game adventure for 10th-level characters, this volume of Pathfinder Adventure Path is part 4 of 6 of the Kingmaker Adventure Path, in which the heroes win and defend a small kingdom from threats foreign and domestic. PCs should advance to 13th level by the end of this adventure. “Blood for Blood” begins with the PCs having returned home from solving the mystery of the Varnhold Vanishing. Shortly after their arrival, they learn that new problems have developed during their absence—there are rumors of an army marching toward their nation!The PCs race to the village of Tatzlford, where they help defend the village from an attack by a small but earnest force of bandits, barbarians, and several lumbering trolls after being warned in advance by a troubled woman who has fled from Fort Drelev to the west. Following the skirmish, she pleads with the PCs to save her father and sister from peril.From there, the PCs strike out into the swamplands of the Slough to the west, exploring new lands and finding opportunities to make new allies and eliminate long-term threats to the region. Their initial goal, though, should be infiltrating Fort Drelev, where they’ll have a chance to confront the traitor Drelev with his crimes and rescue the Fort’s beleaguered settlers. During this time, the PCs learn where Armag’s tribe has been holding the daughters of Drelev’s senior officers hostage. Arriving at the ancient site, the PCs attack Armag’s barbarian encampment and overcome the sinister powers of the Black Sisters to free the girls. Then, entering the tomb, they face deadly traps, ancient undead horrors from a war-torn age, and the trials of the tomb’s immortal, divine guardian. In the final chamber, the PCs encounter Armag himself, armed with the ancient sword of his namesake.

Cover of Con18 - 5 Abduction!
Con18 - 5 Abduction!
5th Edition
Levels 4–5
23 pages
0

This scenario was presented to Gryphcon's 30th anniversary last year. The party finds themselves coming to the Triland on their way to Taco Del Toro. This island chain is unique in that it has a land mass made of clouds, hovering over the island. Upon landing, your group discovers that the governor's child has been abducted by a Cloud Giantess. Time for your hero hats...

Cover of Castle Errands
Castle Errands
5th Edition
Levels 1–4
7 pages
0

Five distractions within the castle walls - The party's help is needed by several of the denizens of the local castle. Role-play and skill challenges, a new magic item, and a new monster. Published by Limitless Adventures.

Cover of True Level Adventure 3 Monastery of the Lost
True Level Adventure 3 Monastery of the Lost
AD&D
Level 3
6 pages
0

There is no particular overarching story here, just a prospect gate keep dungeon you can drop into your own sandbox and run as you see fit. This adventure is formatted to both 1E & 5E gaming rules.

Cover of FRE1 Shadowdale
FRE1 Shadowdale
AD&D
Levels 5–8
60 pages
0

"One morn, no sunrise comes. There is only darkness, and an icy chill." Cast out from their heavenly domain, the gods of the Forgotten Realms wander the land as mortals. They seek the lost Tablets of Fate, key to their return. A band of adventurers are hired by a young apprentice to rescue her sorceress-mentor, little do they realize the size of the stakes they will soon be playing for. Caught up in a power struggle that will determine the fate of the Realms themselves, the first step is to find the only mortal who may know what's going on - the legendary sage Elminster. Shadowdale is the first of a trilogy of modules that describe the strife called by some "the Godswar," in The Forgotten Realms. TSR 9247

Cover of The Princess Predicament
The Princess Predicament
5th Edition
Level 20
14 pages
0

An exiled queen threatens to kidnap her own daughter. A lonely king laments his lost heroic days. A troubled princess struggles with her awakening powers. The realm's most renowned heroes must find a way to fix the dysfunctional royal family in order to save reality. The Princess Predicament is a one-shot adventure for 20th-level characters. It includes: - adorable pink rooms and horrible shadow monsters - a battle for the fate of the world and a battle for a little girl's future - a doll castle - legendary statblocks - 20th-level pregens

Cover of GPH1: Alabaster Palace of the Dao (5e)
GPH1: Alabaster Palace of the Dao (5e)
5th Edition
Levels 11–14
36 pages
0

𝐀𝐥𝐚𝐛𝐚𝐬𝐭𝐞𝐫 𝐏𝐚𝐥𝐚𝐜𝐞 𝐨𝐟 𝐭𝐡𝐞 𝐃𝐚𝐨 𝐓𝐡𝐞 𝐅𝐢𝐫𝐬𝐭 𝐢𝐧 𝐚 𝐒𝐞𝐫𝐢𝐞𝐬 𝐨𝐟 𝐉𝐞𝐰𝐞𝐥 𝐇𝐞𝐢𝐬𝐭𝐬 𝐚𝐭 𝐭𝐡𝐞 𝐄𝐧𝐝 𝐨𝐟 𝐭𝐡𝐞 𝐌𝐮𝐥𝐭𝐢𝐯𝐞𝐫𝐬𝐞 Wherein our adventurers seek out the Topaz of Earthly Perfection, reputed to be held within an extraplanar mountainside genie retreat. 𝐀 𝐃&𝐃 𝟓𝐄 𝐚𝐝𝐯𝐞𝐧𝐭𝐮𝐫𝐞 𝐟𝐨𝐫 𝟒-𝟕 𝐜𝐡𝐚𝐫𝐚𝐜𝐭𝐞𝐫𝐬 𝐨𝐟 𝟏𝟏𝐭𝐡-𝟏𝟒𝐭𝐡 𝐥𝐞𝐯𝐞𝐥. 𝟑𝟔 𝐩𝐚𝐠𝐞𝐬.

Cover of Lost Citadel of the Scarlet Minotaur
Lost Citadel of the Scarlet Minotaur
OSR
Level 1
13 pages
0

A 1st-level dungeon crawl for Shadowdark RPG where the characters delve into a ruined citadel hunting for legendary treasures while avoiding the wrath of the infamous scarlet minotaur! Inside the citadel are secrets about the downfall of the warrior-cultists who once ruled it, three legendary weapons they wielded, and several factions of intelligent creatures to turn into allies or enemies. This adventure is part of the free, digital Shadowdark RPG Quickstart Set, which comes with two 68-page booklets (Player and Game Master guides), 8 pre-made characters with gorgeous art, and a form-fillable character sheet. Shadowdark RPG is what classic, old-school fantasy gaming would look like after being redesigned with 50 years of innovation. It's the world's greatest roleplaying game in a whole new light! Download the free Quickstart set here: https://www.thearcanelibrary.com/pages/shadowdark

Cover of Par2 - Patrician Stronghold
Par2 - Patrician Stronghold
5th Edition
Levels 1–3
22 pages
0

In Par2 - Patrician Stronghold, the base defense of the nation is discussed in detail. For decades the protective ring of fortresses has protected the country from outside forces bent on overthrowing it. This offering explains the general overview of the consistently made fortifications as well as giving a low-level adventure to explore a deserted one!