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1002 adventures found
Cover of The Cycle of Cerberus
The Cycle of Cerberus
5th Edition
Levels 5–8
50 pages
0

Inspired by the 12 Labors of Hercules in Greek mythology, this adaptation incorporates the classic quests, monsters, and motifs of ancient myth while injecting our interpretation of the personality and flavour of the world's greatest roleplaying game. As a result, though those familiar with the original myth may recognize key similarities in this adventure, it has been designed with the goal of re-formatting and reframing these heroic tasks in a new light, suitable for an entire mini-campaign fit for a whole group of brave and heroic adventurers. Use the Village of Kalogeros to incorporate each labor into a long running quest, or take bits and pieces and re-flavor them as necessary to fit your game. The choice is yours. Either way, we hope you enjoy.

Cover of CCC-AETHER-01-01 The Heir of Orcus: Verse I
CCC-AETHER-01-01 The Heir of Orcus: Verse I
5th Edition
Levels 1–4
41 pages
0

An Adventurers League Con-Created Content Module. Tier 1, 2-4 Hours. (Compatible with Homebrew games too!) May I have the next 100 words to convince you to purchase this adventure? **PITCH BEGINS!** This module features three ways to play: join the Knights of Holy Judgment, the Cult of Zariel, or the forces of Chaos as you search for a lost Angel of Tyr, Ser Vindictus. Play like it is 1990 and experience the first Adventurer’s League module to use 16-bit art for maps, tokens, NPC portraits, and magic items! Each purchase includes the PDF, Fantasy Grounds module, four maps, 15 tokens, comic art for the backstory, and an imaginary high five from the author. Make a DC 92 Wisdom saving throw. On a success, reroll! On a failed save, buy this adventure! **PITCH ENDS!** Author’s note: This is part one of a two part Tier 1 series. I plan to make future Verses if these do well and people like them. Thanks for looking at my adventure and please leave an honest review! -Anthony Joyce (Twitter: @Thrawn589) All artwork was commissioned and commercially licensed for this module. Pixel Art by: Joaquin Reymundo "Dsurion" (Twitter: @Dsurion) Comic Art by: James Gifford (Twitter: @Mrjamesgifford) Fantasy Grounds Module by: Chris Jernigan

Cover of DDAL04-02 The Beast
DDAL04-02 The Beast
5th Edition
Levels 1–4
34 pages
0

Something strange is afoot within the Quivering Forest. So much so that even the elves of Greenhall have left their homes to seek out help from their newfound neighbors. But, their tales of a strange beast are not earning them any favors; especially among the Vistani, whom the elves suspect are to blame for their ills. Return once more to the Quivering Forest and learn the terrifying truth! Part Two of Misty Fortunes and Absent Hearts.

Cover of Loved til Undeath
Loved til Undeath
5th Edition
Levels 3–6
24 pages
0

Clouds smother the sky, smoke fills your nostrils, and a shrill scream falls on deaf ears. The bonfire swells as the crowd surrounds. “Undead filth!” they shout, as she burns alive. What do you do? This Frankenstein inspired one-shot will have body horror, a murder mystery, undead constructs questioning the purpose of life and will make your characters question their morality. Designed for 3-6th level to be run in a single night of gameplay. All of ET’s adventures have been playtested at least three times, professionally edited and contains zero ai generated content. Click below for the video walkthrough. This adventure includes: 1 player handout, 5 maps including 2 battlemaps, 2 random tables, 6 secrets and clues, dramatis personae for the 5 main NPCs.

Cover of The Horror in Darkfall SJ-DC-THID-MB04
The Horror in Darkfall SJ-DC-THID-MB04
5th Edition
Levels 1–4
22 pages
0

The remote asteroid town of Darkfall harbors a terrible secret. In this adventure characters will have the opportunity to reveal the mystery behind the strange occurrences that have been plaguing the residents. A Two-Hour Adventure for Tier1 Characters. Optimized for APL 3. All maps, tokens, and VTT files are included. CONTENT WARNING: Abduction, Sacrifice, Horror This adventure has the three pillars of play, combat, exploration, and social, with suggestions on how to adjust as you need. Matt Brown, a highly talented D&D adventure author, is thrilled to unveil his latest work, "The Horror in Darkfall." A spine-chilling sci-fi adventure designed for 2 hours of play and a Tier 1, perfect for those who love the three pillars of play. With a silver ranking for his D&D adventure, "The Last Resort," Matt has a proven track record of crafting captivating stories in the genres of science fiction, fantasy, and mystery. He is a true lover of all things fantastical, and his unique adventure is guaranteed to keep D&D players on the edge of their seats. When he's not weaving tales, Matt can be found enjoying time with his beloved corgi in the Boston area.

Cover of TB5: Children of the Harvest
TB5: Children of the Harvest
5th Edition
Levels 7–8
44 pages
0

The Children of the Harvest is a stand-alone adventure set in The Blight for 4—6 7th- to 8th level characters. The Blight is a dark place. Children disappear all the time, especially those of poor. The Harvester of Cribs, one of the city's strange local gods, is blamed for many of these disappearances. Typically , these disappearances arc random, isolated instances, and in many cases, Harvester has nothing to do with it all, merely being a convenient explanation or alibi for some other nefarious activity. This time, however, 36 children have disappeared from their homes— all in a single night—and many of them were not from the houses of the poor. Not even jaded folk of City-State of Castorhage will stand for this (especially not a prominent Justice and a guild leader who have each lost a child in this rash of disappearance). Now is the time for a call to action. Now is the time for heroes.

Cover of The Lamia's Heart
The Lamia's Heart
OSR
Levels 1–2
7 pages
0

“The Lamia’s Heart”: Your party are contracted by the nascent master of an unsanctioned thieves’ guild. To earn his favour, you must steal a singular gem from the mansion of a prominent merchant. Purloining this gem, however, may raise the ire of the city’s official thieves’ guild; notwithstanding, the reward is significant.

Cover of Dungeon Crawl Classics #73: Emirikol Was Framed!
Dungeon Crawl Classics #73: Emirikol Was Framed!
Dungeon Crawl Classics RPG
Level 4
20 pages
0

The mad wizard Emirikol is terrifying the city! Striking without reason and sending his winged apes to slaughter the populace, the famous archmage has gone too far. Now a coffer of jewels is offered to those who would dare defeat him. The ever-changing walls of his Shifting Tower are guarded by a host of diabolical traps, fiendish guardians, and unimaginable terror. Will your adventurers come out victorious…or lose their very souls in the attempt?

Cover of X11 Saga of the Shadow Lord
X11 Saga of the Shadow Lord
BECMI
Levels 5–9
64 pages
0

X11 Saga of the Shadow Lord consists of two linked adventures as a mini-campaign: In the first adventure called Elvenstar, PCs try to steal a magic item from the Shadow Lord to thwart his planned invasion of a peaceful neighboring kingdom. Encounters in this adventure include a village populated by adventurers, and a cloud giant living in a small castle, before the party reaches the Shadow Lord's lair for the final encounter. In the second adventure, also enclosed in module X11, The Halls of Drax Tallen, the Shadow Lord returns more powerful than ever. His undead minions are searching for another magical item to give him immense power and the PCs must find this item before he does. Player characters must get past the undead army of the Shadow Lord and infiltrate his haunted fortress to retrieve the magical Elvenstar. TSR 9165

Cover of Dungeon Crawl Classics #72: Beyond the Black Gate
Dungeon Crawl Classics #72: Beyond the Black Gate
Dungeon Crawl Classics RPG
Level 5
24 pages
0

Summoned by a coven of foul witches, the adventurers are bid through the Black Gate and across the multiverse, in pursuit of the crown of the fallen Horned King. There, in the icebound gloom of Thrice-Tenth Kingdom, they must pit their wits and brawn against his dread servants. His sullen citadel looms above the darksome woods and elfin ice caves, ruling over the mystic kingdom. Do you dare to ascend the throne of bones and declare yourself master of the Wild Hunt? Whatever your answer, the land beyond the Black Gate is sure to present a grim challenge for the even the hardiest of adventurers!

Cover of Chaos Reaver
Chaos Reaver
3.5 Edition
Levels 5–7
40 pages
0

In the dark days of the Chaos War, a band of heroes sets forth to recover the famed Chaos Reaver - a sword said to possess the power to banish creatures of Chaos from the land. Converted to 3.5e from the original SAGA version published in Polyhedron UK #7 (1999).

Cover of Perfect Timing
Perfect Timing
5th Edition
Level 3
37 pages
0

Once again, Provost Nigel Faurious has tasked the Clifftop Adventurers’ Guild with retrieving an artifact, this time from Daanvi, the Plane of Perfect Order. The party boards the lightning rail in Karrnath, prepared to dive into a deep river gorge in order to make the transition to Daanvi. Before they can do so, however, agents of the Emerald Claw steal the authorization crystals they need to access the plane. The party must race through the lightning rail to retrieve their authorization crystals from the Emerald Claw agents, then make a thrilling plunge at terminal velocity into Daanvi. There, the characters find their plans hampered by endless red tape, and they must navigate the legal system in the most orderly of ways in order to return home with their prize.

Cover of DDEX03-13 Writhing in the Dark
DDEX03-13 Writhing in the Dark
5th Edition
Levels 5–10
21 pages
0

An unexpected envoy arrives in Sporedome and offers to give aid against the fire giants of Maerimydra, if you are willing to help his people with a small problem. A two-hour adventure for 5th through 10th level characters. Optimized for five 8th level characters.

Cover of A Fey Mystery of Glen Dourn
A Fey Mystery of Glen Dourn
5th Edition
Levels 7–9
23 pages
0

A haunted house, a missing person, and a hint of wild fey magic. In the kingdom of Norland in the Moonshae Isles, King Keethan rules by the will of Torm the True, though in Glen Dourn folk still hold true to the old ways—a dense and layered folklore of monsters and tales to frighten children. It is to this remote valley that Keethan bids you make haste to seek out signs of his beloved cousin, Lady Sorcha Hannigard. Sorcha vanished on her wedding day three years ago, sending her groom and neighbours alike into mourning. But where can she have gone? The only remaining clues to this mystery lie in her abandoned mansion home, where powers less wholesome have now taken up residence. The Dread Coven will not give up what they know so easily, although they will strike a bargain if you’re willing to pay the price in pain.

Cover of One Night Strahd
One Night Strahd
5th Edition
Level 6
525 pages
0

One Night Strahd (ONS) delivers the spectacle and catastrophe of gothic horror as a consistent and fast-paced short campaign for D&D 5e. It condenses and remixes the 200+ hour campaign of Curse of Strahd into a replayable adventure weighing in at 525 pages with 150+ illustrations, 12 maps, 16 encounters, 27 new magic items, and 60+ quick-play charts. With careful attention to the design of exploration, combat, and role-playing opportunities, our goal has been to make something for every DM and every table. After three years of extensive testing, we're proud to share this explosive adventure with you.

Cover of TB3: Bloody Jack
TB3: Bloody Jack
5th Edition
Level 5
80 pages
0

All the children of the Blight know the nursery rhymes about Bloody Jack Carver, cautionary tales for naughty or overly inquisitive children to mind their manners and obey their parents. However, their parents know the true horror of those times 30 years ago when the lunatic serial killer known as Bloody Jack Carver stalked the fog-shrouded streets of the Blight and abducted children. The killing spree finally ended, but the perpetrator was never caught. When the PCs are deputized to assist in a homicide investigation, they find terrifying clues that point to the three-decade-old Bloody Jack killings and signs to indicate that they were just the beginning. Now the PCs are in a race against time across the breadth of the decrepit and deteriorating city that is the Blight as they attempt to stop a new killing spree before it can start. The PCs’ investigation takes them from the halls of the Capitol and the seedy streets and alleys of Toiltown to the garish carnival piers of Festival and the pollutant-crusted banks of the Great Lyme River. Only they stand between the children of this decayed city and new nursery rhymes being written in their blood. Bloody Jack is a stand-alone adventure set in the Blight for 4–5 5th-level characters.

Cover of Tale of the Comet
Tale of the Comet
AD&D
Any Level
160 pages
0

Strange lights in the sky, prophecies of doom, and a threat unlike any other draw the heroes to Aston Point. In this small frontier town, the fate of the world will be decided. If the heroes and their strange new allies defeat the invaders, they must then pass through a portal to another battleground, a metal city on a far-distant world, where aliens fight desperately against death machines that threaten to overwhelm all organic life. So trade in your sword for a blaster rifle, your sling stones for a few high-explosive grenades, and see what happens when you mix magic with high technology. This box contains A 32-page book, The Cast and Props, describing new, high-tech equipment, detailing the battleground of the Rael-Overseer war, and explaining how to mix fantasy and science under the AD&D game system. Two 64-page books, The Tale Begins and Crossing Over, presenting the grand adventure that is the Tale of the Comet. Eight sheets of charts, maps, art, and statistics for the players and the DM. Two posters, one a double-sided map of the regions where the action takes place and the other an illustration of all the technological terrors the heroes will have to face in the course of the adventure. TSR 1143, From 1997

Cover of Tears at Bitter Manor
Tears at Bitter Manor
Pathfinder
Level 5
64 pages
0

Bleak days have come to the Taldan city of Cassomir and nearby settlements, with a wave of depression and rage sparking horrific acts of violence. When retired adventurer Taergan Flinn doesn’t show up to meet with his old companions, the PCs are called upon to investigate, leading them into a swirling maelstrom of horror and tragedy.

Cover of Find a Wind Crystal of Quintessence
Find a Wind Crystal of Quintessence
Draw Steel
Level 1
24 pages
0

After news of your heroic deeds have circulated, a letter made its way to your hands. "Heroes, I need your help. For years I have been working on a plan to rescue my companions from Ajax's torment. I need your assistance with retrieving the missing piece. Meet me at the High 'n Dry in the village of Moerasby. - Torma" - Combat: Medium to High Depending on if the optional combats are done. - Exploration: Low - Medium There will be a travel montage test. - Interpersonal: Low You will interact with some NPCs and RP, one potential negotiation. - Intrigue: Low No faction dealings or hidden power plays are happening here. In this Side Quest Adventure, the players can start in an inn to meet each other and the Questgiver, then travel through the swamp to an abandoned teleportation structure and reactivate it. It takes them to a derelict space base built into an asteroid floating through the timescape.

Cover of Tomb Robbers of the Crystal Frontier
Tomb Robbers of the Crystal Frontier
OSR
Level 1
72 pages
0

Adventure in a desolate magic-stained wasteland where fabulous crystal spires and fortresses plummet from the skies to tempt the desperate and the bold with magical gems and golden treasures. Find your fortune or find your death as you plunder the fallen sky tomb of an Empyrean despot. SCHEME with the unnatural denizens of the Crystal Tomb! UNRAVEL the secrets of the Dead King and his realm of misrule! LOOT strange magics and Opulent Treasures from beyond the sky's vault! A complete adventure for Level 1 characters and an introduction to both the dungeon crawl style play and the Crystal Frontier setting. Written with the new referee and players unfamiliar with older style games in mind, Tomb Robbers of the Crystal Frontier is built to start a campaign, use as a one-shot, or to drop in as an adventure locale in almost any fantasy world. The adventure has been designed for and tested with OSE, but is easy to use with any of the wayward offspring of the early editions of the first fantasy roleplaying game. Tomb Robbers of the Crystal Frontier emphasizes problem solving, faction intrigue, and exploration in the tradition of classic dungeon crawl adventures, but with a phantasmagoric fantasy Western aesthetic. NOW AVAILABLE FOR ERRANT AND OLD SCHOOL ESSENTIALS!