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804 adventures found
Cover of Forgotten on the Isle of Mnemos
Forgotten on the Isle of Mnemos
5th Edition
Levels 1–3
98 pages
0

A band of shipwrecked adventurers awake to twilight on an uncharted jungle island to the Northwest of the Nalanthars with amnesia, little do they know the amnesia is recurrent at the completion of each long rest until an ancient curse powered by an incomplete Mythallar is lifted.

Cover of Castles & Crusades I1 Into the Unknown: Vakhund
Castles & Crusades I1 Into the Unknown: Vakhund
OSR
Levels 1–2
26 pages
0

No introductions are necessary for I know well who you are, my intrepid adventurer. A weary traveler indeed. Have a seat, my friend, before you enter the Graffenvold and traverse its byways. Have you come here to rest, to leave the muddy tracks and sharp edges of the world behind? Is that, it my fine fellow? Or have you come to beat down the Lords of this Land and submit them to your will? Which is it fellow, the easy or the hard road you are after? I fear you have gone beyond yourself, and here in Inzae your mistake may be your doom. For beyond yonder door is a fearful world clinging desperately to life. Its denizens struggle against a vast array of malignant forces that seek to drag them deeper into the pits of the Maelstrom. And even here, in this backwater called the Reintier, you will find no respite from this meaningless and overwhelming struggle. So take heed traveler, take heed as you enter the Graffenvold, it will do you well to remember that this is a deadly world and lest you take care, you will be engulfed in its dying spasms. Traveling south in the goblin kingdoms is always frought with danger. So many will go only so far as the Baron's outpost, The Vakhund, The Watchdog Tower, and reside there in safety while merchants and others fare their way down the road. But what happens when the Vakhund is attacked by goblins, orcs and bandits? A princess is kidnapped, and only a dangerous trip into the dark, infested goblin kingdoms will reveal the answer. A Castles & Crusades adventure intended for 4-8 characters of levels 1-2, Vakhund: Into the Unknown marks Part 1 in the thrilling Death on the Treklant Trilogy and introduces the grimly realistic World of Inzae. Those brave enough to enter her Maelstrom and become heroes shall linger long in the halls of valor and memory.

Cover of Ghost Town
Ghost Town
5th Edition
Levels 1–3
8 pages
0

Ghost Town is a one-shot-adventure for 3-5 players of level 1-3. It is set around the small town of Stone Village, but the adventure is easy to adapt into your own world or campaiign. A disease has broken out in the small town of Stone Village. Only a mage who lives deep in the Old Forest can safe the town. But there are heroes needed to get to the mage and bring him the news.

Cover of West Marches Company: A Grim Promise
West Marches Company: A Grim Promise
5th Edition
Level 3
70 pages
0

The lands that lie west, across the great sea, are uncharted. The West March Company has spent a fortune on an expedition to loot and tame it. You are part of that expedition. You are the desperate, the outcast, the destitute. This new world is weird and dangerous. Rumours abound of a city of tombs. A cursed dwarven fortress in the mountain. Mist-covered swamps that howl in the night. Pass that treasure map around the table. Drink deeply from your cups and imagine what awaits in the wilderness: gold, glory, death. Inside West Marches Company: A Grim Promise you'll find: Twelve new monsters to surprise and terrify your players. A cult of worms, a city of tombs, centaur khans and a twenty-page dwarven fortress dungeon crawl with over forty rooms. Loaded with art, evocative descriptions, weird NPC's and 2 new magic items. High resolution maps of both dungeons: Kazad Mor The Cursed Dwarfhome and Tunnels Beneath Fort Bramble This module can be run as a standalone adventure or as a west marches style game.

Cover of Never Say Die
Never Say Die
4th Edition
Levels 4–6
13 pages
0

"Gnolls have captured the heroes! After stripping the characters of all equipment except their armor and clothing, the gnolls drag them to an expansive briar maze known as the Twisted Thickets and set them loose. Then, armed to the teeth, the gnolls hunt down their prey. The characters must survive the hunt and outwit their pursuers. Stripped of your armor and weapons, you are cast into the Twisted Thicket and hunted like rabbits. If you want revenge, you must first survive Yeenoghu's evil Hunters. After dealing with the gnoll hunters, the heroes can try to reclaim their lost equipment and exact revenge on the tribe, which lairs in the caves beneath Dead Gnoll’s Eye Socket." Pgs. 2-14

Cover of The Roots of Corruption
The Roots of Corruption
5th Edition
Levels 11–12
17 pages
0

Corruption grows in what used to be the Dayawlongon archipelago's most sacred island. When a wanted fugitive flees to the blighted holy land, the player characters are asked to chase after and apprehend the renegade. As the adventure unfolds, it soon becomes apparent that the roots of corruption run deep. This can be run as a standalone adventure or as a sequel to the Between Tangled Roots adventure from Journeys Through the Radiant Citadel. What's included? 1 infectious adventure divided into single-page sections for easy running 2 fully-colored maps with unlabeled versions for players (made with assets from 2-minute Tabletop) 3 new creature statblocks with clickable links for quick access 4+ ending variations based on what the player characters do throughout the adventure Content Warnings: Abduction, betrayal, corruption, death, disease, mental manipulation, violence

Cover of Killer Kobolds!
Killer Kobolds!
5th Edition
Levels 8–12
39 pages
0

A high octane, edge of your seat, seat of your pants, run and gun thrill ride for your 5th Edition Dungeons and Dragons game. Life was peaceful in the pleasant village of Thornyfoot… until the Kobolds of nearby Crag Canyon started kidnapping their kids! Now the distraught villagers turn to a rag tag group of adventurers, who just happened to be having a drink at the local inn, to save the day. Do your heroes have what it takes, the right stuff, the metal, the intestinal fortitude, to fend off the Kobold Hunting Drakes, face the Kobold Commandos, take down the Kobold Air Cavalry and yes… defeat the Kobold Covergirl with the Gun? Will they climb the treacherous canyon, survive the forest gauntlet, storm the fortified keep, raid the dastardly dungeon and thwart the big bad evil nefarious kobold plot? Or will they die a horrible, brutal, violent, traumatic, explosive death? There’s only one way to find out. Killer Kobolds! Action just leveled up. Killer Kobolds is designed for a party of four to eight characters of levels 8 through 12, but could readily be tweaked to accommodate parties of lesser or greater strength. Intentionally set in an entirely generic small village in need, Killer Kobolds can be easily dropped into any Dungeons and Dragons setting. Recently updated with a Yawning Portal cameo, the content within fits perfectly into any Tales of the Yawning Portal campaign, slotting perfectly between White Plume Mountain and Against the Giants. Additionally, it could readily be worked in to your Tyranny of Dragons, Elemental Evil, Rage of Demons or Storm King’s Thunder campaign.

Cover of FD6 - Ossuary of the Bear
FD6 - Ossuary of the Bear
AD&D
Levels 2–5
19 pages
0

Picking up where the adventures left off in Sordack Valley, the PCs gain information on areas with potential treasure. Several ruins are just within reach and at least one may be the burial site known as the Ossuary of the Bear! A magical crozier was said to be buried there and has never been found. Are your players ready to make themselves legends?

Cover of The Elven Home
The Elven Home
BECMI
Levels 1–3
4 pages
0

A short adventuring interlude focusing more on encountering something unusual, rather than fighting anything. The PCs come across a tree and a pool inhabited by elves. The nearby brook fizzes with "energy gas" that grants a temporary HP boost. The players can explore, but there are no real "answers" just a weird thing they found on the way from somewhere to somewhere else. Rated for between 1 and 4 characters, this could easily be run for solo play, but it is short and a little weird. There are roleplaying opportunities with the elves, but there's scant data here, the elves are flighty and capricious. Pgs. 38-41

Cover of Lore of Aetherra: The Lost Druid
Lore of Aetherra: The Lost Druid
5th Edition
Levels 1–5
265 pages
0

Lore of Aetherra: The Lost Druid is an award-winning 5th Edition adventure designed to bring characters from level one to five, and is the first in an expansive 4-book saga of science-fantasy adventures that will take your players to level 20. Fano. Things here haven't always been so grim. Time and chance have conspired to transform this once magnificent city upon the lake into a run-down sanctum for the destitute and depraved alike. Those who would see Fano renewed seek a lost druid who brings with him the hope to restore the city to its former glory and awaken the ancient technology hidden deep within its constructs. Could Fano's awakening usher in a new era of peace and prosperity, or will it unearth a conspiracy lurking in the shadows? Lore of Aetherra: The Lost Druid is a 5th Edition adventure designed to bring characters from level one to five, and is the first in an expansive 4-book saga of science-fantasy adventures that will take your players to level 20. A uniquely immersive RPG experience, The Lost Druid employs a myriad of digital content that can be experienced using the Alchemy RPG platform. Enjoy a cinematic storytelling structure, breaking chapters into scenes supplemented by expansive soundscapes, dynamic musical scores, voice-acted flavor text, and environmental motion graphics. 2023 IPPY Awards Winner: GOLD in Reference Product Contents: Over 250 Pages Over 2 hours of Audio Content 5 Premade Player Characters 6 Side Quests 7 Tavern Mini Games 35 New NPCs and Monsters Maps: 8 area, 1 city, and 1 region New Backgrounds, Spells, and Magic Items Over 60 NPC Profile Blocks AI Combat Tactics for Every Encounter Published by HITPOINT Press

Cover of FC2 - Slaughter at Sengais
FC2 - Slaughter at Sengais
AD&D
Levels 3–5
20 pages
0

After a few scrapes with adventure even novice heroes will need a break and such is the case with this challenge. The young group of PCs will find themselves entering a backwater burg in the hopes of a little R&R (rest and relaxation) but as they come close to town a dead body in the road and the smell of burning foreshadows troubling times ahead. The R&R will have to wait as the young adventurers will be challenged yet again.

Cover of Watchers in the Dark
Watchers in the Dark
5th Edition
Level 4
17 pages
0

A meteorite has crashed into the countryside, and now vicious enemies prowl the night. Can the characters put a stop to the sinister force that is causing savage animal attacks and a growing list of missing people? Watchers in the Dark is a cosmic horror one-shot adventure for 4th-level characters. It takes about 3-4 hour to complete and includes: - A horrifying discovery beneath a meteorite crater - Three new monsters: two variant ankhegs and an alien being, the mind-shard - Combat cards for each monster, PC, and special treasure - Gorgeous, hand-drawn maps by Jake from Beware the Wizard

Cover of Par4 - Flagitious' Feint
Par4 - Flagitious' Feint
5th Edition
Levels 4–6
15 pages
0

While enjoying some downtime in the coastal city of Forby, a disturbance catches your attention. You quickly discover that there is some trouble in the swampland to the north and the captains that navigate the area are quite upset. Is your group ready to get their waders on and figure out the problem in the swamp?

Cover of Against the Giants 5e
Against the Giants 5e
5th Edition
Level 11
45 pages
0

Giants have been raiding civilized lands in bands, with giants of different sorts in these marauding group. Death and destruction have been laid heavily upon every place these monster have visited. This has caused great anger in high places, for life and property loss means failure of the vows of noble rulers to protect the life and goods of each and every subject--and possible lean times for the rulers as well as the ruled. Therefore, a party of the bravest and most powerful adventurers has been assembled and given the charge to punish the miscreant giants. Remake of the original series of AD&D adventure.

Cover of DDEX03-05 Bane of the Tradeways
DDEX03-05 Bane of the Tradeways
5th Edition
Levels 1–4
30 pages
0

Times are hard in the Hillsfar countryside, especially for those of non-human ancestry. Unscrupulous merchants in league with the hated Red Plumes bleed local farmers and artisans dry. Perhaps some of those loot-laden caravans coming and going from Hillsfar could use a bit of liberation? A four-hour adventure for 1st-4th level characters.

Cover of We Be Goblins!
We Be Goblins!
Pathfinder
Level 1
16 pages
0

The Licktoad goblins of Brinestump Marsh have stumbled upon a great treasure—fireworks! Yet unfortunately for them, the tribe member responsible for the discovery has already been exiled for the abhorrent crime of writing (which every goblin knows steals words from your head). To remedy this situation, the Licktoads’ leader, His Mighty Girthness Chief Rendwattle Gutwad, has declared that the greatest heroes of the tribe must venture forth to retrieve the rest of the fireworks from a derelict ship stranded in the marsh. The PCs play as a group of freaking goblins! What more do you need to know? Part 1 of the We Be Goblins series.

Cover of Saltwater Mystery
Saltwater Mystery
5th Edition
Level 1
20 pages
0

On the shores of the Sea of Fallen Stars, in a small and xenophobic coastal town, there is a mystery that must be unraveled. People have started disappearing during the past months, as a direct result of the criminal activities going on in town, under cloak and dagger. The players must examine clues, talk with witnesses, and investigate further, to help the people of Saltwater restore peace and order. The smuggling mastermind and his lackeys, including a vicious shapeshifter, will stop at nothing to stop the players from achieving their objective. This is a starting adventure for players and DM’s alike, which may also be used as a starting point of your campaign and easily adapted to any small coastal town in your game world. It involves a great deal of roleplaying and some degree of battle, depending on the player’s decisions. A cloak and dagger investigative adventure, for nerves hard as steel and fists tough as nails.

The Road to Swordfall
5th Edition
Levels 1–3
8 pages
0

The road to the remote village of Swordfall is a long and winding one. It takes pilgrims who wish to visit the holy site from the main trade road, through the hills, and into the mountains where once, thousands of years ago, two gods engaged in an epic battle. Now, all that remains of the battlefield is a lone sword, several hundred feet tall, embedded in the ground at the center of a massive crater. Over the years, a large temple to Thuul, god of battle, sprung up around the site. Now, warriors and fighters from across the land travel to Swordfall to pay their respects once in their lifetime. Recently, however, pilgrims have begun going missing. Somewhere between the main road and Swordfall itself, something, or someone, has been waylaying travelers. Unbeknownst to most, a cult to Ghenna has taken over one of the lone inns along the route and has begun using it to capture and sacrifice pilgrims to their own dark god. Unless a group of adventurers can stop them, the sacrifices won't stop.

Cover of FA6 - Qualtorian's Gap
FA6 - Qualtorian's Gap
AD&D
Levels 5–8
18 pages
0

For those seeking high level adventure in the dead lands of the Adurite Empire the trail leads through Qualtorian’s Gap. This area was once a breadbasket of agricultural success that fed a great deal of the empire. Qualtorian, a retired general, knew that the best friend to an army was its filled stomach. After leaving the military he set to creating vast wheat fields and arbors for food and drink needs. Decades after his death and the fall of the empire this land is teaming with humanoids and other creatures to challenge your PCs!

Cover of T1-4 Temple of Elemental Evil
T1-4 Temple of Elemental Evil
AD&D
Levels 1–8
128 pages
0

"...the Ultimate Campaign Adventure..." A sinister force, long thought destroyed, stirs from the black hole that spawned it. Like an ebony darkness it prowls the land and safety is but an illusion, for it watches from every shadow and ponders possibilities. What began years ago with the introduction of the players to the quiet village of Hommlet and the amazing lands of Greyhawk, at last is complete. Here is the long awaited campaign adventure featuring the ruins of the Temple of Elemental Evil! Evil broods and grows beneath those blasted stones. This is your chance to drive it back and scatter its forces again. This product includes the village of Hommlet, the filthy shire of Nulb, and reveals the ruins of the Temple of Elemental Evil and the labyrinths that lie beneath, a warren of darkness. And beyond these ruins, even more is revealed. For the first time this product provides a complete campaign adventure which will take beginning characters from 1st all the way to 8th level and possibly beyond! Hours of adventure await you! TSR 9147