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1008 adventures found
Cover of BMILL 01-02 Finding Kat
BMILL 01-02 Finding Kat
5th Edition
Levels 2–4
24 pages
0

The characters are introduced to the coup occurring in Whitehorn and are tasked with warning a friend, whose family is involved, about it. (characters can choose one instrument as a reward)

Cover of Rank Amateurs
Rank Amateurs
AD&D
Levels 1–3
15 pages
0

Somewhere ogre the rainbow.... You and your fellow humanoids are going to be diplomats! Can you say "disaster?" I knew you could. This module is made for humanoid monster PCs created with GAZ10 (The Orcs of Thar Gazetteer). That module is required to play through this adventure. The players start in the village of Flooshpragh, which acts as the horde center for the Rude Mongrel tribe of goblinoid races. Unknown to the players, the tribe has grown unmanagebly large, and the chief has marked the players as expendable individuals! Many subtle clues exist throughout the module to clue the players into this betrayal. The adventure proceeds through a town with roleplaying opportunities, a tower dungeon, and finishes by the players unknowingly pranking a human wizard. Pgs. 50-64

Cover of SQ3 - Hatadage Cult
SQ3 - Hatadage Cult
5th Edition
Levels 1–3
17 pages
0

SQ3 – Hatadage Cult takes a group of initial adventurers on their first challenge. This short adventure allows a group of new or low level PCs hear news of a kidnapping from a nearby thorp. Role playing will be key to learning more about the disappearance before heading into the hills near some old ruins. This is the site of a group of cultists that have kidnapped the young woman and mean to use her in a sacrifice!

Cover of CCC-UK-3 The Tainted grove
CCC-UK-3 The Tainted grove
5th Edition
Levels 1–4
22 pages
0

Everyone in Moonfern Ford knows to avoid the Tainted Grove, a place of darkness and evil amidst the sylvan beauty of Cormanthor. When a young hunter goes missing in the forest, things in the village take a dark turn. Part 3 of the Elvenflow Saga.

Cover of Encounters in the Savage Frontier
Encounters in the Savage Frontier
5th Edition
Levels 1–8
72 pages
0

What could happen while traveling the vast Savage Frontier? Just about anything! Encounters in the Savage Frontier includes 24 unique encounters of various difficulty that can be used while the adventuring party travels the Savage Frontier. It also includes several new creatures and magic items, digital hand-drawn maps (10 as downloadable .jpg files), and original artwork. Some of the encounters are short and brief, while others may take you a full gaming session to complete. Available for Fantasy Grounds

Cover of CM9 Legacy of Blood
CM9 Legacy of Blood
BECMI
Levels 15–19
32 pages
0

Your cousin Rolph is dead - and while there is cause for sadness, there is also cause for celebration. As his heir, you were willed his dominion: Fenhold. Of course, the Deep Swamp is threatening to engulf all of your new holding. People are seeing ghosts and disappearing mysteriously. Animals die without reason, and crops are suddenly blighted. The farmers don't like the swampdwellers, the swampdwellers don't like the farmers, and no one likes the halflings. The entire civil service of the dominion seems to have either worked for the failure of the dominion or resigned due to actions of the others. It's going to be tough task to make all this ship-shape once again, but you're 15th level now. Isn't it about time you settled down? TSR 9210

Cover of DDAL05-16 Parnast Under Siege
DDAL05-16 Parnast Under Siege
5th Edition
Levels 1–4
46 pages
0

Despite the adventurers’ best efforts, more creatures joined under Bad Fruul’s banner. No longer content to simply attack caravans or isolated homesteads, the hill giant warlord descends upon Parnast at the head of a great force of humanoids. SEER warns the adventurers (directly now) in time to rally the town and prepare defenses, but a heroic effort is required to break the siege.

Cover of FA8 - Numb Island
FA8 - Numb Island
AD&D
Levels 3–6
39 pages
0

Numb Island sits in the north seas and is home to Miles Away a struggling settlement with a variety of problems. This adventure setting has a variety of different side adventures that can be used in a continuing campaign or as individual scenarios. Each of the scenario has a level recommendation so that you, the DM, can pick and choose what the party may be ready for and what adventures are better to pass over. In the Filbar campaign the adventurers found themselves on Numb Island several times during their adventuring career and were not strangers in Miles Away!

Cover of DDIA-XGE Underworld Speculation
DDIA-XGE Underworld Speculation
5th Edition
Levels 1–4
29 pages
1

Operating as secret agents for the Lords of Waterdeep, a promising lead takes you deep into the world of the Xanathar, but what will it take for you to return?

Cover of DDEX03-01 Harried in Hillsfar
DDEX03-01 Harried in Hillsfar
5th Edition
Levels 1–2
45 pages
0

In the village of Elventree, near the oppressive city of Hillsfar, a recent string of strange occurrences has the locals on edge. The factions have gathered here on the borders of the forest of Cormanthor to determine what’s happening. Are these the machinations of Hillsfar, or something more?

Cover of Whom Fortune Would Destroy
Whom Fortune Would Destroy
AD&D
Levels 5–8
65 pages
0

This is the first of the three adventures that comprise the Bleak House campaign. It brings the heroes into Ravenloft (if they aren't there already), introduces them to Rudolph van Richten, and starts them on the long trail that eventually brings them to the door of the manor knows as Bleak House Included in Bleak House: The Death of Rudolph van Richten TSR 1141

Cover of The Proving Glade
The Proving Glade
5th Edition
Levels 3–6
15 pages
0

The Proving Glade is a one-shot adventure meant for parties or duets. Your characters arrive in a small settlement that has a big problem. The forest, its lifeblood, has seemingly withdrawn its bounty. Others have gone in, only to return hours later confused about how they got out. Will your party have the wherewithal to navigate the treacherous forest, pass its surprising tests, and uncover what’s truly going on? I wanted a forest adventure that felt alive and busy. I also didn’t want every encounter to be solved with the swing of a sword. The Proving Glade is about questioning value, morality, judgement, and redemption. This adventure was written as part of the Summer 2019 RPG Writer's Workshop. We also submitted In the Heart of the Forest. While these two adventures are not necessarily connected, they both involve navigating difficult and dangerous scenarios in a forest and could naturally be strung together. This Product Includes -A 3 to 4 hour one-shot designed for parties or 1-1 play. -A new Sidekick stat block: Daelin Hoofbane, ranger extraordinaire. -A new custom creature: the mysterious and powerful Alseiad, a glade nymph of incredible beauty. -2 new maps: One region map for the forest around Quaervarr near Silverymoon and one battle map for The Hydra's Mire.

Cover of The Night Comes Down
The Night Comes Down
5th Edition
Level 6
26 pages
0

Deacon Manor used to be a friendly and welcoming place. Often hosting nobles from far and wide as well as supporting the local community of Fettercairn. However, since the return of Lady May, and the unfortunate death of her parents, things have changed. Very few people visit now and those that do never return... Published by Fortiter Games.

Cover of X Marks the Spot
X Marks the Spot
5th Edition
Level 4
28 pages
0

A prison escape for an unlikely group of heroes turns into a race for an ancient relic sought by the Legion of Dusk. Can you brave the unknown and capture the treasure before the enemy does? This Dungeons & Dragons adventure is set on the plane of Ixalan from Magic: The Gathering. It uses 4th-level characters provided with the adventure.

Cover of The Cities of Sorcery
The Cities of Sorcery
AD&D
Levels 1–7
124 pages
0

"Nights on the streets, especially those where walls whisper or ratmen lurk beneath, and never a place for those without purpose. Tonight, amid the gathering shadow, creeping fog, and guttering lamps a lone figure walks with cool intent. Footfalls echoing on the cobbles and a single flare of a pipe, or was that magic, lighting a face that has seen more than its fair share of death..." These are the Cities of Sorcery, Valoria and Taux. Two incredible swords and sorcery settings from the minds of masterful storytellers with a vision born from the works of great masters like Leiber, Howard, and Burroughs. Dare to enter these mean streets where gangs rule, mighty trade houses foster endless vendettas, and dark magic lurks behind the brightest of smiles. Join the adventure in two epic trilogies, a half dozen secondary adventures, and various gazetteers, as you blaze a path to glory and riches among some of the most fabled realms in fantasy. With both 2D & 3D maps, Iconic Characters handouts, campaign characters sheets, and more, this isn't something to miss out on if you are a true hard core gamer. Contains: DF1 The Patina Court DF1.5 Ratmen of the Dead Oak DF2 The Lost Apprentice DF2.5 Gang War! DF3 Forgotten Temple of Tefnu DF3.5 The Creche of Set AT1 The Subtle Revenant AT1.5 Storm Seasons AT2 The King and the Serpent AT2.5 The Part We Must Play AT3 Playing Down the Dawn AT3.5 A Wall beyond Fury The Patina Court Places, 1E and 5E blank Character Sheets, Iconic Characters These adventures are formatted to both 1E & 5E gaming rules.

Cover of The Hound of Cabell Manor
The Hound of Cabell Manor
5th Edition
Level 3
6 pages
0

A fearsome hound has been seen prowling the mist-soaked moors surrounding Cabell Manor, but what is the foul beast searching for? Is there any truth to the rumors tying the family to an ancient devilish evil, or is it just a local superstition? If the want to solve the mystery our adventurers will need to keep their wits as sharp as their swords. NOTE: The title of this adventure is incorrect in the store. The version you will receive upon purchase and download is titled as this entry suggests.

Cover of Dungeon Crawl Classics #82: Bride of the Black Manse
Dungeon Crawl Classics #82: Bride of the Black Manse
Dungeon Crawl Classics RPG
Levels 3–5
25 pages
0

Centuries past, Lady Ilse ascended to scion of House Liis by trading the archdevil Mammon what he wanted most: her immortal soul – and a diabolical betrothal. The triumph proved hollow, for every year on the eve of her fell covenant, she was beset by visions of Mammon and her foul promise. Seeking to save herself, she was buried alive, swaddled in the holy symbols of a dozen divergent faiths. This desperate ploy held Mammon at bay for centuries…but a devil can afford to wait a very long time. After hundreds of years, the last of the holy wards has fallen. The devil has come to collect his due. Tonight a storm crashes against the ancient manor house and forgotten spirits rise from the muck and mire. The fallen belfry tolls once more, announcing the hellish fete. As the adventurers arrive to explore the Black Manse, Mammon calls for his winsome bride. He will leave with a soul at the end of the night. The only question is: Whose?

Cover of Par1 - Opportunity to Shine
Par1 - Opportunity to Shine
5th Edition
Levels 1–3
17 pages
0

Par1 – Opportunity to Shine brings your new group of PCs to Jayneville in the country of Pardor. A civil war is raging with neither side able to gain an upper hand. To make matters worse a third faction, “Green skins” has been running around the countryside taking advantage of the chaos. As your party is about to discover, these individuals need to be dealt with, severely!

Cover of Army of the Unseen
Army of the Unseen
5th Edition
Levels 1–4
37 pages
0

A horror themed investigation of an abandoned village in the Moonshae Isles. Little more than an outpost, Dynnegall is the life-blood of resources that flow from Caer Moray, supporting Ffolk townships across the archipelago. But the supply boat is overdue by almost a tenday and hope is difficult to find. With the recent attacks repelled an opportunity exists to send aid, but who dares to venture outside the walls? Players will investigate an empty village haunted by skulks, who are invisible unless viewed through a mirror. The boss is a sorcerer trying to free the souls of the transformed villagers, but he fails and transforms into an Allip. In the end, the adventurers may attempt to finish his work. Along the way they encounter his mother, an elven warrior who may join them, and fight a few lycanthropes.

Cover of Under Our Noses
Under Our Noses
5th Edition
Level 4
8 pages
0

The Thieves Guild Ebonclad has learned of a construct that would make an ideal guardian or soldier. Unfortunately the constructs creator is looking to sell this to The Crown. It is in Ebonclad's best interest to intercept this construct before its abilities can be demonstrated. The party plays the role of a group of saboteurs, required to sabotage or destroy a construct named Marx before it can be demonstrated to The Crown in less than a day’s time. The mission’s primary objective is to locate the construct Marx and destroy or sabotage it. If Marx is destroyed outright, the party will need a patsy to pin the crime on. If possible, the party should steal Eva Dalphane’s schematics for Marx, as well as investigate how the artificer brought the construct into the city undetected.