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204 adventures found
Cover of N1 Against the Cult of the Reptile God
N1 Against the Cult of the Reptile God
AD&D
Levels 1–3
28 pages
17  0

"Terror by night! The village of Orlane is dying. Once a small and thriving community, Orlane has become a maze of locked doors and frightened faces. Strangers are shunned, trade has withered. Rumors flourish, growing wilder with each retelling. Terrified peasants flee their homes, abandoning their farms with no explanation. Others simply disappear. . . No one seems to know the cause of the decay -- why are there no clues? Who skulks through the twisted shadows of the night? Who or what is behind the doom that has overtaken the village? It will take a brave and skillful band of adventurers to solve the dark riddle of Orlane!" TSR 9063

Cover of Spears of Glip Dak: Four Adventures
Spears of Glip Dak: Four Adventures
5th Edition
Levels 1–10
124 pages
0

Inside this full-color, 124-page anthology you’ll find four best-selling Adventurer’s League quests for level 1-10 characters set in the hobgoblin fortress of Glip Dak. Also included are instructions on how to weave these adventures into an ongoing story arc as part of your campaign. Tier 1 (Level 1-4): Glip Dak (CCC_GLIP-01-01) The Kroth Magg hobgoblins run the trade city of Glip Dak in the Troll Hills of Thar. From there they have taken control of the trade routes along the northern Moonsea. A young noble has been captured for refusing to pay their tariffs and his house looks to hire adventurers to rescue him. Beneath Glip Dak (CCC_GLIP-01-02) A series of unusual heists has both the thieves’ guild and city guard scrambling to uncover the culprits before the burglaries destabilize the thriving trade within the city, threatening the budding kingdom the Kroth Magg have fought and died to forge. Citadel of Vlaakith (CCC_GLIP-01-03) The adventurers are tasked with rescuing a group of heroes who vanished in the pearlescent fortress that manifested on the border between the Kroth Magg kingdom and the Varkonin empire in the Steppes of Thar. Tier 2 (Level 5-10): Blue Scales (CCC_GLIP-02-01) A behir has been hired to destroy the herds of aurochs necessary to feed the hobgoblin city of Glip Dak. Patrols and scouts continue to go missing, forcing the hobgoblins to hire mercenaries to track this behir as they recall their troops to the capital to maintain order as food riots break out.

Cover of FA3 - Darkwood Forest
FA3 - Darkwood Forest
AD&D
Levels 2–6
15 pages
0

This setting was used in the FN series and like the others in the FA series, it was used as an area for multiple adventure opportunities as well as a semi-safe haven. The main community in the area is the Village of Tomore. This community is offered as a free download! With a multitude of side adventures this area helps mid-level adventurers increase their experience point base. Close to this area is the previously published Sunken Temple of Bulu and the Ruins of Tarlac Keep.

Cover of The Temple of Shattered Minds
The Temple of Shattered Minds
5th Edition
Level 5
42 pages
0

The characters will investigate a grim mystery in the elven village of Alkai Tor, hunt for answers in a lethal swamp, and finally confront a desperate killer in the Temple of Shattered Minds itself.

Cover of DDEX01-11 Dark Pyramid of Sorcerer's Isle
DDEX01-11 Dark Pyramid of Sorcerer's Isle
5th Edition
Levels 5–10
49 pages
0

Long unoccupied, the pyramid on Sorcerer’s Isle now flows with strange magical energy, warping creatures and the landscape around it. The Cult of the Dragon and Red Wizards of Thay have taken notice, and it’s up to you to keep whatever power dwells there out of their hands. An adventure for 5th-10th level characters.

Cover of Blackwater Redux
Blackwater Redux
5th Edition
Levels 1–5
77 pages
0

Blackwater Redux is an Eberron adventure designed for a group of five characters starting on 1st level. It brings the group to the backwater of Khorvaire, aptly named the Shadow Marches. By the end of the adventure, the characters should reach 5th level or higher. To run this adventure, you need the fifth edition Player’s Handbook, Dungeon Master’s Guide, Monster Manual, and Eberron: Rising from the Last War (RFTLW). Blackwater Redux is a dark, hopeless adventure with strong horror notes. It is inspired by Apocalypse Now by John Milius and Francis Ford Coppola, The Heart of Darkness by Joseph Conrad, and The Call of Cthulhu by H. P. Lovecraft. Consuming these before running the adventure is highly recommended. The adventure’s themes loosely touch on current and past real-world conflicts. If one or more of the players are former or active soldiers, make sure to discuss the campaign’s content beforehand.

Cover of Ssscaly Thingsss
Ssscaly Thingsss
AD&D
Levels 3–6
14 pages
0

Second in the Mere of Dead Men series, your Patron, Sir Justin sends you to investigate Mornhaven Towers and the rumors that Lizard Men are plundering travelers on the High Road. Set in the Mere of Dead Men region of the Forgotten Realms.

Cover of FD9 - Windmill of Tregg
FD9 - Windmill of Tregg
AD&D
Levels 4–6
22 pages
0

You’ve arrived at the small community of Smentz (15 locations!) to regain strength after your last adventure. While speaking with the people of the small village you catch wind of some ruins across the river that may have a mine or cache of ore and ruins to investigate. Your group is not the first who has had interest in searching but those that have ventured east have not returned. Are you ready for a bit more adventure?

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

Pridon's Hearth is Sargava’s newest colony, pushing the country’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 adventure—or wind up food for all manner of scaly menaces!

Cover of I7 Baltron's Beacon
I7 Baltron's Beacon
AD&D
Levels 4–8
32 pages
0

A strangely delivered advertisement has led you to a sage named Demetrios. He needs a rare component to complete a desperately needed potion. The journey to retrieve it will take you through a large, unexplored swamp to a ruined keep, the former headquarters of a vile cult that once claimed the lives of many innocent youths. You cautiously accept the mission... To solve the mysteries of "Baltron's Beacon," the characters must excel in handling wilderness, building ruins, traps, puzzles, and new monsters. This adventure, originally designed for tournament use, is now available for your own campaign. TSR 9152

Cover of Lair of the Frog King
Lair of the Frog King
5th Edition
Level 1
17 pages
0

Lair of the Frog King is a short adventure for five 1st-level characters that takes place in an ancient castle. The river—which used to flow around the castle and fill its moat—has diverted over the centuries, and now what used to be fertile farmland is marshy bog. What’s more, the swamp has claimed the castle itself. A tribe of bullywugs settled in the muddy former fortress, and use it as a base to raid nearby farms. Can the newly-minted heroes stop the bullywug menace? Find out in Lair of the Frog King!

Cover of Fever Swamp
Fever Swamp
OSR
32 pages
0

The air is moist. The moisture mixes with your sweat — the heat is relentless. The drone of insects gives you headaches, and the fever from the infected wounds has left you delirious. Your raft is damaged, and there are spirits in the trees. You’ve only been here for three days. Fever Swamp is a hex-crawl sandbox adventure compatible with Lamentations of the Flame Princess and most other Dungeons & Dragons clones.

Cover of Light of Lost Souls
Light of Lost Souls
AD&D
Levels 2–4
4 pages
0

What the living forget, the dead remember forever. For some, duty and revenge are stronger than death. Pgs. 4-7

Cover of OP3 - Peat's Bog
OP3 - Peat's Bog
5th Edition
Level 5
1 pages
0

This short adventure can be used to give a 5th level PC an experience point boost, if they have fallen behind. As the name suggests, it takes place in a swamp, where a group of Lizardmen are terrorizing the local farms. Unbeknownst to the farmers, a far larger threat exists in the swamp…

Cover of DA4 The Duchy of Ten
DA4 The Duchy of Ten
BECMI
Levels 10–14
48 pages
0

The Well of Souls. . . That's what Zugzul babe the Afridhi call the evil artifact that he had taught them to make. They must call it the Well of Souls, and they must carry it before them into every battle? and they would be mighty. Thus said the god of the Afridhi, Zugzul the One. So the Afridhi did as they were bade. Seeking the volcano called the Hill of the Hammer in the far Barrens of Karsh, they built in its heart a great forge. There, as Zugzul had promised, efreet came to help them make the mighty artifact. There, amid vile, unholy rites, they bound the souls of men into its very substance, and, for the red-handed work that must surely follow hard upon its completion. Many were the men who guarded the Hill of the Hammer during the days of making? for their foes in hated Blackmoor would try to unmake that which they had wrought. Yet, it was not men that would keep the Well of Souls from destruction, but a prophecy? that the artifact would be unmade only by the hand of one as yet unborn! TSR 9205

Cover of Don't Get Lost in Whiskaway Wood
Don't Get Lost in Whiskaway Wood
5th Edition
Levels 5–9
22 pages
0

Hidden deep within The Reaching Woods is a swamp grotto known to the locals of Hardbuckler as Whiskaway Wood. The townsfolk know to keep their distance from this place as few make it back. If they do, they come bearing toxic diseases that place the entire town in jeopardy. This is the situation the town is dealing with when the adventurers come knocking on the outer gates of Hardbuckler. In this adventure, the party must go forth into the swamp in search of Rotwood Maggie, a hag priestess of Talona who calls Whiskaway Wood her home. She possesses information on how the adventurers may go about saving the town, but her secrets don’t come cheap. In addition, some of the information she possesses may leave the adventurers questioning whether the town deserves to be saved at all. Features a disorienting swamp dungeon bolstered by several new magic items, creatures and diseases! Be sure to check out the full preview of the adventure when you visit the page!

Cover of WBW-DC-FEN-01 Tiddy Mun and the Stranger Stone
WBW-DC-FEN-01 Tiddy Mun and the Stranger Stone
5th Edition
Levels 1–4
20 pages
0

Gnomish denizens of Berribury are terrorized by flooding. Their only hope is for adventurers to summon the archfey of their domain; Tiddy Mun, to take the waters away. A Two-Hour Adventure for Tier 1 Characters. Optimized for APL 3

Cover of Adventures By FishPirate: Mud of Rygar I & II
Adventures By FishPirate: Mud of Rygar I & II
5th Edition
Levels 1–2
50 pages
0

The PCs are hired to escort a merchant boat to Rygar, a new settlement that has sprung up on the banks of a tributary of the Neverwinter River deep in the Neverwinter Woods. The mud of Rygar is much desired by potters for its physical attributes, but it is also desired for a mating ritual by a tribe of lizardfolk. What happens when the lizardfolk show up to roll in the mud? This product now contains Part I: Into the Mud, and Pat II: Out of the Mud. It includes new monsters, a new settlement with brief descriptions of many of the townspeople and buildings, maps, new feats, and new weapons.

Cover of I2 Tomb of the Lizard King
I2 Tomb of the Lizard King
AD&D
Levels 5–7
32 pages
0

"The southlands of Eor are being despoiled. Merchants will no longer run their caravans on the main highway past the quiet village of Waycombe. The peasants are fleeing their lands, and all are demanding protection from the powerful Count of Eor. The goodly count has sent a troop of his trusted fighters to exterminate the brigands believed responsible for these outrages, but weeks have passed, and still there is no word from this force. Now John Brunis, Count of Eor, has turned to you for aid. After taking counsel with the High Priest of Eor, he believes that a small party of cunning, bold adventurers may succeed where armed might has failed. You find yourselves faced with many mysteries! Why has robbery suddenly erupted in the peaceful southlands? How could mere brigands be as powerful as the foes described to you by their numerous victims? Is this really mere robbery? Or is there some truth to the rumors, told only in hushed whispers, about the beginnings of a hideous plot being hatched by an ancient, vile, and evil foe of all mankind?" Eor is beset by marauders and lizardmen of a boldness not seen in years. Hired by the Count of Eor, the party is tasked with tracing the source of these foes and eliminating them for the safety of the realm. After a set piece combat in Count Brunis's castle, the party must trek across Eor's wilderness, eventually coming to the Great Southern Swamp beyond the village of Waycombe. With further exploration they can locate the Ancient Temple which serves as the tomb and stronghold of Sakathas, the vampiric LIZARD KING! TSR 9055

Cover of Rosethorn
Rosethorn
5th Edition
Levels 2–5
8 pages
0

Goblin attacks have always plagued the farmers and merchants who live and travel along the roads leading to Whitesparrow. But a recent rash of new attacks are something different. The goblins of one particular tribe have gotten particularly smart, attacking with careful tactics and cunning ambushes. The village guards haven’t been able to outwit the goblins, even when laying traps of their own and hiring mercenaries to stop them. Even as goblins go, Rosethorn isn’t much to look at. He’s small and runty, and yet a lucky break placed him in charge of the Brownleaf goblin tribe. When he claimed a powerful magic relic from a dead wizard three months ago, Rosethorn found his intellect multiplied many times over. The world began to make a more intricate kind of sense to him, and he saw patterns in the ways other folk traveled the roads. After hiring a spy in Whitesparrow to tell him which wagons to pursue, Rosethorn cunningly bribed the wagons’ guards to throw battles in the goblins’ favor. He then moved the lair of the Brownleaf tribe away from their dank caves and into the ruins of the Bearded Man—an enormous dead tree at the center of the Howling Wood. There, Rosethorn continues his campaign of ambush against the foolish villagers, increasing his wealth and power with each robbery.