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28 adventures found
Cover of Lady of the Lake
Lady of the Lake
AD&D
Level 1
8 pages
0

Who is the dying woman? Where is the lake that can save her? Even ladies in distress aren't all that they seem. Ideally, there should be at least a cleric, a magic-user, and a ranger in the party. Pgs. 11-18

Cover of Into the Dragon's Lair
Into the Dragon's Lair
3rd Edition
Level 10
96 pages
0

Into the Dragon's Lair takes place in the Forgotten Realms setting, and takes place after the novels The High Road and The Death of a Dragon by Troy Denning. The nation of Cormyr tries to rebuild after the death of King Azoun IV, and seeks the treasure hoard of a dragon to fund these efforts and keep the kingdom from falling into chaos. The player characters must find this treasure before all the other seekers.

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 Citadel by the Sea
Citadel by the Sea
AD&D
Levels 1–3
16 pages
0

Citadel by the Sea is an AD&D gaming module for 4-8 characters, each of 1st to 3rd level. The fewer the characters available, the higher their levels should be. Characters should be well equipped, with at least one magical weapon apiece, but do not need any particular game experience. It is recommended that at least one ranger character and one elf character be members of the adventuring party, and that no player character be a half-orc. The Dungeon Master should read the entire module carefully before running this adventure; the events are laid out in the approximate order in which characters would normally encounter them, and the text builds the adventure as one reads through it.

Cover of DDEX02-05 Flames of Kythorn
DDEX02-05 Flames of Kythorn
5th Edition
Levels 1–4
30 pages
0

During a summer drought, Mulmaster is threatened by a series of arson attacks. As the populace riots, accusations fly blaming Thayans, residents of the ghettos, rowdy sailors, the refugees from Phlan and dozens of others. Can you solve the mystery before the city burns?

Cover of Pathfinder Society Scenario #13: The Prince of Augustana
Pathfinder Society Scenario #13: The Prince of Augustana
3.5 Edition
Levels 1–5
17 pages
0

When an old beggar shows up filthy and injured on the doorstep of the Augustana Pathfinder Lodge in Andoran and demands to be recognized as Andoran's one true Emperor, Venture-Captain Wallace is inclined to chase him off. But when the old beggar reveals a wayfinder and tells a tale of demons and portals to another world beneath the streets of Augustana, Wallace summons you from Absalom to investigate. Will you make it through sewers, swarms, and sanctuaries to uncover the truth or will the dangers of the Augustana underworld consume you forever?

Cover of GameMastery Module D2: Seven Swords of Sin
GameMastery Module D2: Seven Swords of Sin
3.5 Edition
Level 7
32 pages
0

Long hidden away in remote vaults and guarded by powerful wards, the ancient Seven Swords of Sin have been stolen and brought together again for a terrible cause. Seven Swords of Sin is a lethal adventure that pits players against a vile enchantress, Tirana, in a trap-laden and monster-guarded dungeon. Only the brave (and perhaps foolish) can survive Tirana's lair and rescue the fabled Seven Swords of Sin from her heinous plot to unlock their deadly powers.

Cover of DDIA-MORD Rrakkma
DDIA-MORD Rrakkma
5th Edition
Level 9
44 pages
0

You stand before the Sha’sal Khou elders as the most diverse gith hunting party ever assembled. Are you powerful enough to keep the mind flayers from enslaving your people once again? You’ll have to race across the planes to find out. A six to eight‐hour adventure for six players. Pregenerated 9th level characters provided.

Cover of The Magus Sanctum
The Magus Sanctum
5th Edition
Levels 12–20
4 pages
0

Have you ever wondered what it would be like to actually encounter an area where someone has used Guards & Wards, Symbol, and other spells to actually fortify a location against casual intrusion and thievery? If you want to find out just how deadly a wizard's "getaway cabin" in the mountains can be when the owner isn't there to let you in, this is the adventure for you and your players. Suitable for a single session of play (unless characters get killed, forcing a retreat and later return), there's only one combat encounter, but the traps are deadly. Not recommended for parties below level 12. All of the defenses are based on actual PHB spells, although a couple are assumed to have been bound into items or interactions within the dungeon. This dungeon is originally from the "Against the Idol of the Sun" high-level hexcrawl campaign.

Cover of WGS1 Five Shall Be One
WGS1 Five Shall Be One
AD&D
Levels 7–10
71 pages
0

Adventure in the world of Greyhawk! Powerful forces are set in motion as your party searches for the legendary Blades of Corusk. Take them on the perilous journey from Rookroost to the Lair of the Shadow Dragon in the frozen northlands. Will they survive the ramifications of events that they have initiated? Those who hold the magical blades will not easily give them up. Plucking them from the grasp of a jealous dragon or stealing them from the center of the subterranean City of the Ore Horde will strain your adventurers to their limits! TSR 9317

Cover of A Blight on the Land
A Blight on the Land
AD&D
Levels 8–12
15 pages
0

You say you want a revolution? Monsters are prowling through farmland, people are starving, and the government is on the verge of collapse. But why? The Knights of the Shield have infiltrated the town council of Zazesspur, are are subtly manipulating the countryside around Ithmong by bringing in attacking monsters and making the land unfertile. They hope to make one of their members king of Tethyr! The players are tasked with cleaning up the countryside of Ithmong, finding the source of the increased monsters, and stopping whatever is making the land unfertile. Pgs. 4-18

Cover of A Dungeon and a Dragon
A Dungeon and a Dragon
5th Edition
Levels 11–16
26 pages
0

A Four to Six Hour Adventure for 11th-16th Level Characters in Dungeons and Dragons 5E The Adult Green Dragon Valturnax has attacked the nearby village of Hartsvale, threatening to destroy them completely if they do not submit to his rule by nightfall. To save the town, adventurers must ascend the mountain by climbing through the caves housing the dragon’s minions and face him in his lair – and they need to do so before the sun sets. This adventure is meant to be quite challenging. Enemies know the adventurers are coming and have had time to prepare, and they do so intelligently. This adventure draws some inspiration from Tucker's kobolds. As an added bonus, this adventure is available completely for free.

Cover of The Mad Manor of Astabar
The Mad Manor of Astabar
5th Edition
Levels 1–3
17 pages
0

You have few complaints this night as you rest in the common room of the Crooked Crow Inn. While winter has passed, the night air carries enough of a chill to make any hearth a welcome sight. The village of Havehollow is typical for this part of the realm. Livelihoods made from farming and livestock with a few merchants and the Inn catering to travelers along the kingsroad. Good folk who know that hard work is what's needed to make it through harsh times. As you finish your meal you notice a fellow traveler, a rave haired woman, walk to the front of the common room with lyre in hand. She plucks a few practice cords then breaks into song. Seasons come and go Moons wax and wane Time seems so slow To the spirits of Havehollow... ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ I am not the original creator! The original can be found here: http://www.enworld.org/forum/rpgdownloads.php?do=download&downloadid=1011 As a note, for Astabar himself I found he was an underwhelming boss for 1st level characters, reccomend making him have Flesh Golem stats Published by One-Shot RPG

Cover of S4 The Lost Caverns of Tsojcanth
S4 The Lost Caverns of Tsojcanth
AD&D
Levels 6–10
64 pages
0

In the Yatil Mountains south of Perrenland there is rumored to be a magical hoard of unsurpassed value, a treasure of such fame that scores of adventurers have perished in search of it. Find the perilous Lost Caverns of Tsojanth and you may gain the hidden wealth of the long-dead arch-mage-- if you live. Module S4, this contains a brief wilderness journey to the caverns, but the bulk is underground. The caverns are noted as a previous lair of the Arch-mage Iggwilv- though she is long gone, her Demonomicon remains. This module marks the first appearance of several monsters and items that would later appear in the Monster Manual 2 and Unearthed Arcana. A labyrinth features in the caves. TSR 9061

Cover of The Midnight Mirror
The Midnight Mirror
Pathfinder
Level 4
32 pages
0

The sleepy town of Karpad in shadow-haunted Nidal has long been overseen by the Boroi family, and until a few weeks ago, the citizens under Baron Stepan Boroi's rule have lived uneventful lives of relative peace. Recently, however, the outbreak of a virulent and fatal disease and a number of mysterious disappearances have left the people of Karpad paranoid and fearful. Even Baron Stepan has been acting strangely, and now the tenuous balance of racial tensions between Karpad's human and fetchling populations stands on the verge of collapsing into total anarchy.

Cover of TB2: The Horror in the Sinks
TB2: The Horror in the Sinks
5th Edition
Levels 3–4
91 pages
0

Lurking in the drowning folly that is the aristocratic enclave of the Sinks, the horrific Asylum, shunned by a citizenry terrified of the revelations it may contain, is where the nobles of the Blight bury their living secrets. But when too many overseers are killed, and in ways more gruesome than even the brutality of that location might evoke, someone must enter to investigate. Those who do soon learn that life — if it can be called that within its walls of that bleak place — is even worse than they feared and the truths that nestle within its inmates are far more distressing than mere madness.

Cover of Breve Heeros Onli!
Breve Heeros Onli!
5th Edition
Levels 7–15
10 pages
0

Mount Black. A mountain filled with a myriad of creatures’ lairs, a crippled dragon that wants to control it once again, and a friendly kobold who can guide you to glory - for a price. Pgs. 8-17

Cover of Guesting at Artifice Manor
Guesting at Artifice Manor
5th Edition
Levels 8–10
56 pages
0

A genius inventor - Anthony Karstark, founder of the "Karstark Inventions", has recently reached a new level of reclusiveness, when he stopped showing up at his company events. A concerned friend and employee, Holly Amberfell, hires an adventuring party, to figure out what happened to him. As adventurers enter and explore the quarantined manor of the great inventor, they have to deal with his mechanic inventions, figure out minor mysteries of past and present, and finally - face Anthony himself, changed by a strange disease into a Slaad-spawn. Guesting at Artifice Manor is an 8-10 hours long mystery and exploration adventure, that should roughly take two playing sessions (or can be squished into one - suggestions on how to do it are inside the book!). It is optimized for 4 to 5 characters of 8-10 levels. This adventure can be used to kick-off a campaign, exploring the origins and history of Slaads.

Cover of Deception Pass
Deception Pass
AD&D
Levels 7–9
23 pages
0

Looks can lie as well as words. Magical minotaurs? Mutant giants? Vampires? One or more of these is preying upon the caravans, and you're going to stop them. A band of ogre magi took over an abandoned dwarven stronghold and have started ambushing merchant caravans. Their leader, Krugii, wants to gain enough power to eventually control a kingdom. In his quest for power, he has bonded a young bronze dragon and has accelerated its growth. The ogre mages all have different personalities and different forms that they prefer to polymorph into. The PCs are hired to take a caravan through Deception Pass and protect it against the random monsters that have been marauding lately (actually ogre mages in disguise). After protecting the caravan, the players track the attacks back to the stronghold of the ogre magi and clear it out. Pgs. 40-62

Cover of City of Golden Death
City of Golden Death
Pathfinder
Level 5
32 pages
0

In the center of Lake Encarthan looms the dreaded Isle of Terror, accursed land of mystery and treachery. Hidden within the island's negative energy storms, the secret treasure city of the wizard-king Tar-Baphon has lain sealed for centuries. Now masked cultists have opened the golden city of Xin-Grafar to claim the wealth of the legendary city for the Living God Razmir. Can the PCs track the cultists through the poisoned swamps and blasted wastelands of the Isle of Terror to the City of Golden Death itself? And what forgotten dangers will oppose them as they struggle to prevent a dark faith from spreading across the world? Part 3 of the Price of Immortality trilogy.