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109 adventures found
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 Tooth and Fin
Tooth and Fin
5th Edition
Level 5
9 pages
0

The Merfolk Queen asks adventurers to help retrieve merfolk roe (eggs) from a sahuagin raiding party lead by a sahuagin priestess, with custom water-based magic items as reward. The adventure is for three to four 5th level adventurers at a hard difficulty. Pgs. 137-145

Cover of Pathfinder Adventure Path #46: Wake of the Watcher (Carrion Crown 4 of 6)
Pathfinder Adventure Path #46: Wake of the Watcher (Carrion Crown 4 of 6)
Pathfinder
Level 9
96 pages
0

Part 4 of the Carrion Crown Adventure Path brings the heroes to the small fishing village of Illmarsh. The party is searching for a dark rider of the necromantic Whispering Way cult and will discover the strange practices of the deeply religious inhabitants of Illmarsh. Rumors of madness, strange disappearances and human sacrifices to things best left unnamed lead them to investigate the town church and its history. They'll find a desperate people, caught in a war between beings from beneath the seas and invaders from the darkest corners of the cosmos. Can the heroes save Illmarsh from its tradition of terror? It is worth noting that this story is heavily inspired by The Shadow over Innsmouth by H.P. Lovecraft and the role playing game Call of Cthulhu. If you're planning on going through the whole adventure path of Carrion Crown, the module Carrion Hill could easily be fit between book 3 and 4, as the party will travel directly through the area where this one shot adventure takes place. This book includes: - “Wake of the Watcher,” a Pathfinder RPG adventure for 9th-level characters, by Greg A. Vaughan - Blasphemous secrets of the foul faiths known collectively as the Old Cults and sanity-shattering gods such as Azathoth, Nyarlathotep, and Cthulhu, by James Jacobs - A giant bestiary filled with eight classic monsters inspired by the writing of H. P. Lovecraft and the tales of the Cthulhu Mythos, by James Jacobs and Greg A. Vaughan - Laurel Cylphra’s discovery that the dead aren’t the only dangers in Ardis in a new entry into the Pathfinder’s Journal, by F. Wesley Schneider.

Cover of Die Vecna Die
Die Vecna Die
AD&D
Levels 10–13
160 pages
0

The End of the World Is at Hand! A hideous death cult has seized control of an ancient artifact-monument known as Tovag Baragu. The power behind the cult is the Old One himself, Iuz the Evil, demonic master of an empire. He's on an all-or-nothing quest for supremacy over the world—and the heavens beyond. To stop him, heroes must face horrors never dreamed of, journeying to a shadowed city where Death rules and the living cower. Here, Iuz will achieve his mad dream by destroying the imprisoned master of that alien citadel: Vecna, the mightiest lich, an immortal demigod. Two items exist with the power to stop Iuz—the Eye and the Hand of Vecna—but using them carries fantastic risks. Not even the gods know what will be unleashed when these items are fully activated. Die Vecna Die! takes the heroes from the Greyhawk campaign to the demiplane of Ravenloft and then to the Planescape city of Sigil. However, none of the material from those settings is required for play. TSR 11662

Cover of FVC3 - Sinking of the Mercy
FVC3 - Sinking of the Mercy
5th Edition
Levels 8–12
23 pages
0

The Sinking of the Mercy is a sandbox style adventure with multiple side treks to give higher level characters a challenge. After recuperating from their last adventure the PCs find themselves at the port city of Covalush. A group of heavy storms have been battering the coastline for a while a few banged up ships have limped into port. The sailors have found the taverns and have been retelling the story of a sunken treasure ship they were travelling with. As the storms start to weaken the possibility of a treasure hunt has intrigued the PCs…

Cover of Intrigue in the Depths
Intrigue in the Depths
AD&D
Levels 4–7
14 pages
0

Stopping an undersea war wasn't in your contract. The seas will boil with war, and you're going to be right in the middle of it. Pgs. 34-47

Cover of The Dark Tide of Damodan
The Dark Tide of Damodan
5th Edition
Levels 5–8
31 pages
0

The Dark Tide of Damodan is an underwater rescue adventure, where time is of the essence. A mysterious disease is killing of locals and visitors alike in the port town of Havenword. While the adventurers are in town, Havenword is attacked from the sea by nasty fish-headed creatures. After the battle, the characters learn that the creatures dragged off several townsfolk. They have been tasked with finding the captives and returning them safely. The only problem...they were taken out to sea. The characters must delve into the depths into an underwater keep to rescue the captives. Using the knowledge the captives to help locate one another, all the while, avoiding the sinister Damodan's forces. Will the characters turn the tides in their favor? Or will they swim with the fishes? Published by Crit Academy

Cover of Maanstorm - Legendes van Thalorne (Dutch)
Maanstorm - Legendes van Thalorne (Dutch)
5th Edition
Levels 5–6
114 pages
0

Een gevallen ster inspireert moed! Samen met de jonge priesteres Volana zullen helden een spannende tocht ondergaan waarin kracht, kennis en geloof een hoofdrol spelen. Onderweg krijgen ze te maken met sluwe vijanden, unieke bondgenoten en een duistere macht welke de vonk der goddelijkheid maar moeilijk kan weerstaan. Word een groter deel van het avontuur dankzij deze mogelijkheden: - Begin jouw legende: drie nieuwe subclasses voor fighter, cleric en druid - Aspectgeborene: een nieuw speelbaar ras met een elementaire connectie - Maanzeiler en Zandklauw: twee aan Padkust unieke backgrounds voor spelers - De stad Padkust: gedetailleerde informatie over de stad en zijn leiders - Magische voorwerpen: bekende maar ook unieke schatten om te verkrijgen

Cover of Blood of the Ice
Blood of the Ice
5th Edition
Levels 5–10
20 pages
0

The unease penetrates deep in the heart of the town of Wildereach. Amalgamous bodies have been found, frozen, roaming, howling. A cloaked figure looms, suspected of snatching townsfolk when the midnight sun hits its darkest points. A creature of the deep tries to stop all that enter it's domain. Many strange happenings, here in Wildereach, is something bigger at play?

Cover of FVC9 - Royal Recovery
FVC9 - Royal Recovery
5th Edition
Levels 7–9
18 pages
0

FVC9 – Royal Recovery is a short adventure involving a lost princess. A peace accord is in jeopardy when a royal wedding may be postponed due to a missing bride. She was secretly coming to Tol Borron, home to her future suitor, but her ship is now missing. The party has been asked by a gypsy, working on behalf of the king, to head towards the Horns of Barnack where some debris has been located. Will your party be able to solve the mystery of the missing princess?

Cover of F9 - Quest for the Golden Rose
F9 - Quest for the Golden Rose
AD&D
Levels 5–7
14 pages
0

Off the Coast of Clover Island and less than a league away from Corsair Bay is the wreck of the Golden Rose a ship of fame. The Tome Lord from Corsair Bay is looking for a few brave adventurers to go out, find the ship or what remains of it and locate a specific item for him. While the mysterious sage won’t explain what the item is he will tell you that it is protected by mighty magical glyphs of protection so simply obtain the box and bring it to him for the reward. Rumor has it the ship was laden with a great deal of treasure which is free for the party’s taking but the Tome Lord wants the box. Is your party up for a little underwater jaunt?

Cover of U3 The Final Enemy
U3 The Final Enemy
AD&D
Levels 3–5
48 pages
0

At last- an opportunity to avert the threat to the little town of Saltmarsh! The real enemies have been identified-- evil, cruel creatures, massed in force and viciously organized. Can the brave adventurers thwart this evil and ensure the safety of Saltmarsh? The Final Enemy is the final part in the series of three modules designed and developed in the United Kingdom for beginning adventures with AD&D rules. Its plot follows directly from those of the first two parts (U1 - The Sinister Secrets of Saltmarsh, and Module U2 - Danger at Dunwater.) TSR 9076

Cover of They Came From the Deep
They Came From the Deep
5th Edition
Levels 17–20
44 pages
0

Taag'thrith, born a gith but transformed into an illithid by ceromorphosis, has been finally found purpose: the assimilation & understanding of all knowledge. Taag'thrith plans to unleash a 10th level spell that will grant him just that-at the cost of all sentient life on the Material Plane. Will the heroes be able to traverse the dangerous corpse of a dead God, find Taag'thrith's aqueous lair the Eternal Spirals, & pit their foes against one another in order to destroy the foul lich once and for all? Or will they fall prey to the threats trapped within the Eternal Spirals & sink beneath the surface forever? They Came from the Deep is the second installment in Pretty Little Liches: a trilogy of adventures centered around three unique liches and their lairs designed for high-level play. These three lairs and the surrounding regions can be run independently as individual adventures or tied together into a mini-campaign that centers on the destruction of the Green Hand, an organization of dangerous liches.

Cover of Lake Marione
Lake Marione
5th Edition
Level 3
5 pages
0

Not so deep in Lake Marione an amulet sinks. This adventure is set in the town of Marione where PCs will be asked to retrieve a lost amulet. I hope you enjoy the adventure! A D&D 5e One-Shot Adventure

Cover of The Test of High Sorcery
The Test of High Sorcery
5th Edition
Levels 3–4
154 pages
0

So you want to be a Mage of High Sorcery? To join the esteemed organization, you must travel to the Tower of Wayreth and undertake the most important event in your life—the harrowing Test of High Sorcery! If you can survive where so many aspiring mages have failed, you will forever bind your soul to the Gods of Magic and gain access to untold arcane secrets. The Test of High Sorcery is the perfect adventure for new and veteran players looking to experience Dungeons & Dragons in a new way! It is a solo adventure, where your choices have meaningful consequences, but it also provides balanced rules to play with a group or a Dungeon Master. This 154-page tome features: - A sprawling adventure that fits perfectly as an expansion to any Dragonlance campaign, Dragonlance: Shadow of the Dragon Queen, or as a stand-alone replayable experience - A tale full of sorcerous intrigue, featuring many new characters alongside iconic favorites like Fistandantilus, Takhisis, Fizban the Fabulous, and the Gods of Magic - Innovative Destiny and Trait mechanics make your choices really matter—and ensure every mage’s Test of High Sorcery is a unique experience - Over 60 possible outcomes to determine which Order of High Sorcery you join and provide compelling new plot hooks for your character during future adventures - Dozens of unique locations with rich stories and sorcerous challenges that Dungeon Masters can use to create their own version of the Test of High Sorcery - New magic items and stat blocks, with mechanics that support clever use of enemies’ weaknesses and the environment against them - Four gorgeous sample characters, with interactive character sheets designed to be new-player friendly so that you can jump right into the story - A detailed primer on the history of Krynn and how it relates to the Mages of High Sorcery - A community survey when you finish to let you see how you compare to other mages taking their Tests of High Sorcery

Cover of Trail of the Hungering Dead
Trail of the Hungering Dead
5th Edition
Levels 13–16
16 pages
0

Do you want your players to feel like they are in a zombie movie, struggling against a deadly horde that tries to surround them, overpower them, and bear them down to the ground to be devoured? This is an adventure that can threaten even the stoutest of characters, and is not recommended for parties of levels 12 or below unless they are larger than normal. This module is designed to take 4-8 hours of play and cover a single day, depending on the party’s speed of play and how thoroughly they decide to explore. It includes suggestions and some plot hooks that can be used to tie this easily into a variety of long-running campaigns, or it can be run as an indepdent adventure. The players will come upon a sacked town, figure out what happened, track an item whose theft has ominious implications for the region, and explore a partly-flooded old temple to end the threat. It's primarily combat-focused, but there are a few areas where exploration and route choice makes a difference, as well as traps if the party goes for the optional temple treasury. The antagonists in this module are mostly ghasts and ghouls, but the module title and cover page are deliberately selected to not spoil this. These are greater ghouls and ghasts that can challenge higher-level characters, backed up by mobs of lesser ghouls that can surround, paralyze, and devour the weak and unlucky, led by a Warlord whose aura can drive even the stout-hearted into forgetting their plans in a moment of madness.

Cover of Castle Dracula II:  Dracula's Curse
Castle Dracula II: Dracula's Curse
5th Edition
Levels 2–3
140 pages
0

It's a horrible time to have a curse! Each wielding a powerful item to a family legacy, your players are a group of young adventurers who barely survive an attack on their order of vampire-hunters by agents of Dracula. After escaping, they discover Dracula has placed a curse upon the land which makes restful sleep difficult outside of hallowed areas. Dracula, "alive" on another plane but dead on this one, must be resurrected so they can kill him, end the curse, and avenge their dead. To accomplish this goal, the player characters must journey through forest, marsh, hill, and underground paths to retrieve relics of Dracula's last life from keeps and fortresses overrun by monsters and the undead. If they can resurrect him, he will be weak and easy to kill... but the adventurers aren't the only ones who want Dracula on the Material Plane, and Dracula is not the only vampire in the world. Gameplay overview This adventure takes the players from 2nd through 9th or 10th level on a milestone basis as they choose where to travel in what order to retrieve what they need. Starting at a happy gathering at the Belmonte Order, which the characters are hereditary members of, the campaign kicks off with a bang as the group retrieves their chosen legacy items, salvages what other gear they can in a race against time and a growing number of foes, and then escapes to begin their quest. In addition to the six main "dungeons," there are two optional regional lairs, traveling vampires, and many foes along the way. Most of the towns in the area have managed to survive, providing points of light at which the party may stop, long rest safely, acquire supplies, and socialize. Travel is hazardous! 5e classes are balanced for resource management across a 5-8 encounter adventuring day. The campaign is designed to have a semi-variable flow of encounters as the party traels around the area. Encounters grow progressively more difficult as time passes and the party spends more time within a region. These are not random encounters rolled on a table, but encounters designed to be unique to each area's geography, combat terrain, and mix of foes. As the party spends more time in a region or revisits it, the encounter difficulty increases. Dracula's curse requires a Constitution saving throw to successfully long rest outside of Hallowed areas (towns). The difficulty scales up over time, forcing the party to balance speed and safety as they try to accomplish their goals without pushing beyond the limits of what they can handle. The game concept, general map layout, and some enemy distributions are loosely inspired by Castlevania II for the NES, one of the forerunners of the "Metroidvania" genre. Dracula's Curse is indeed a game in which the forests are dark and full of monsters, and every night is a horrible one to have a curse. Includes 15 Legacy items, from weapons like whips and swords to a shield, a belt, or a decanter of holy water 60+ enemy statblocks 8 unique dungeons with unique layouts & challenges 5 inhabited towns with multiple named NPCs 100+ travel encounters (expect to use 30-50%) The module is printer-friendly with no artwork and straightforward grid maps for location-based encounters which require one.

Cover of GA1 The Murky Deep
GA1 The Murky Deep
AD&D
Levels 5–8
32 pages
0

Stories of the ancint lost city of Carsail and its fabulous artifacts are legendary. Now, the clerics of a seaside town have proven that some unusual items are indeed from the long forgotten city, but two priests and a mysterious stranger are missing. Players must risk life and limb, breathing beneath the water, to find the lost cities of Carsail and Mylduscor, and unlock the mysteries of the murky deep! TSR 9422

Cover of Encounters on the Savage Seas
Encounters on the Savage Seas
5th Edition
Levels 1–10
100 pages
0

Greetings! I've created a sea-themed supplement that you might find uuseful: Encounters on the Savage Seas is a 100-page supplement containing mini-adventures, NPCs, new ships, locations, and magic items. In all, the writers have produced 19 unique encounters, NPCs, and locations for you to add to any nautical campaign. We’ve even included scaling suggestions so they can be used with different party levels. •Visit the township of Badu - the village riding on the back of a gigantic dragon turtle •Encounter space pirates •Interact with goblin pirates commanding strange water vehicles •Roleplay with Loan Sharks •Endure the Fog of Horrors •and so much more.... You can view the 30-page preview by clicking this link:https://www.dmsguild.com/product/270757/Encounters-on-the-Savage-Seas Also, go grab my FREE playable race: Otterfolk: https://www.dmsguild.com/product/267692/Otterfolk I hope you enjoy the content if you pick it up!

Cover of The Tooth of No-Ombrulsk
The Tooth of No-Ombrulsk
Dungeon Crawl Classics RPG
Level 3
? pages
0

This adventure is intended for 2 to 3 3rd-level PCs originally from Lankhmar, but can easily be adjusted to accommodate adventurers from other locales. Guidelines are also provided for scaling the adventure for up to six PCs. The events of this adventure lure the party from their home in the City of the Black Toga to an abandoned watch tower on the coast of the Inner Sea, not far from Ool Hrusp. After completing this scenario, they may find reason to further adventure in the Forest Land.