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3398 adventures found
Cover of FQ2 - Poisoning of the Elba River
FQ2 - Poisoning of the Elba River
AD&D
Levels 2–4
29 pages
0

Your group of adventurers has come together from a successful adventure in the old ruins seeking more fame and glory. As they travel they come upon the small community of Kamortha. Recently a problem occurred when the Witch of Margrove Swamp cursed the community as she left. Now the people have developed some strange facial malady and they want a cure. Can your party of adventurers discover the secret of the plague and resolve it for the fine people of Kamortha?

Cover of Tower of the Chronomancer
Tower of the Chronomancer
5th Edition
Levels 5–6
40 pages
0

The Tower. Standing on a grassy hilltop, it seems unremarkable from a distance. Two stories high, cylindrical, thatched roof. Simple and idyllic. There's even a whisper on the breeze, or maybe a thought in the back of your mind: There's nothing to see here. What brought you in the first place? Just turn around and go back. Those that venture nearer find that it's much more than meets the eye. The closer you get, the taller the tower seems to be... until standing at its base, the tower rises dozens of floors and pierces the sky. Do you have the courage to enter the unknown sanctum? What could possibly await you within? Gather your allies and find out!

Cover of DDAL05-06 Beneath the Fetid Chelimber
DDAL05-06 Beneath the Fetid Chelimber
5th Edition
Levels 1–4
20 pages
0

The ruined wizard tower in the Marsh of Chelimber may hold a clue to defeating the super-intelligent hill giant, Bad Fruul, and prevent him troubling the town of Parnast. To find the tower, adventurers must overcome the watery magic of the fetid marsh and discover or clear a route to the ruins of a previously lost tower.

Cover of Dark Heart of Mithrendain
Dark Heart of Mithrendain
4th Edition
Level 12
25 pages
0

When the PCs stumble into the Feywild, they find themselves in the middle of Mithrendain— a glorious eladrin city of grace and beauty. But as the heroes find themselves the target of mysterious attacks, they begin to discover that something rotten lurks in the city’s heart. Sunlight bathes the soaring towers of the eladrin city of Mithrendain. Gentle breezes swirl through wooded parks and along well-kept streets, and in the ancient settlement whos golden hues have seen it named the Autumn City, thousands live in peace and prosperity. For centuries, the fomorian chasms deep beneath the city have stood silent below the great magical seals that closed them in the wanting days of the eladrin empire. Over long years, the folk of Mithrendain have forgotten the dark threats of old, becoming complacent in their tranquility. And so none suspect that corruption lurks at the heart of the city, spreading out from the shadows to taint all it touches. Pgs. 104-128

Cover of M2 Vengeance of Alphaks
M2 Vengeance of Alphaks
BECMI
Levels 28–32
32 pages
0

Centuries ago, the despotic Alphaks, ruler of Alphatia, was banished to another world. From his own sphere of entropy he learned to manipulate men, and now seeks revenge against the human race. The volatile region of Norworld, a perennial battleground between Thyatis and Alphaita, draws Alphaks's attention. The already existing frictions, small-time political players, and petty vengeances are the sparks Alphaks will use to ignite a huge war that will destroy man-kind. This is an adventure of politics and diplomacy, of treachery and treason. Only courageous and bold actions can save Norworld from the horrors of war and liberate its people from oppression. The Vengeance of Alphaks may be played as a sequel to module M1, Into the Maelstrom, or separately. The D&D Master Set Rules are necessary for running this game. TSR 9148

The Approaching Swarm - Episode Three: Stalking Prey
3rd Edition
Levels 8–10
3 pages
0

The Approaching Swarm is a short adventure for four 9th-level characters. The party can consist of any mix of classes, but it should include at least one character that is good in wilderness settings, such as a druid, ranger, or barbarian, and at least one cleric. This scenario should prove a reasonable challenge for characters from 8th to 10th level. The adventure takes place in a swampland that is near a small settlement. The characters were lead into a trap -- a lair of giant spiders. With one or more of their members injured and poisoned, and the trail of their quarry now cold, the characters most likely return to Crivdall.

Cover of The Airship Incident
The Airship Incident
5th Edition
Levels 1–3
4 pages
0

The party starts this one-shot falling from the sky aboard an airship. It lands atop a dense cluster of trees, unable to fly, but not destroyed. Now it is up to them to traverse the nearby wilds in search for the parts that fell loose so they can get back to the skies and continue their journey. Unfortunately, they will have to face ogres, apes, bears, blights, and more to retrieve these missing mechanisms.

Cover of Artifices of Quartztoil Tower
Artifices of Quartztoil Tower
5th Edition
Level 1
66 pages
0

It begins in the marketplace or main square of a town when the calm, peaceful day is interrupted by a hulking golem trouncing through town, smashing objects, and attacking townsfolk. The party witnessing this should intervene and stop the rampaging golem with combat or by luring it into a nearby warehouse to trap it so it can be damaged and, eventually, destroyed by the town guards. When the party examines the golem’s remains, they find bones encased in the metal armor and the name 'Quartztoil' written in gnomish script. The town guard explain that this is the eighth construct they have encountered in the area in the past six months. The party can then go on to investigate the name 'Quartztoil', leading them to learn of an old, gnomish, aspiring artificer, Penaral Quartztoil, who had a lab and workshop in a tower in the nearby mountains, but who has not been heard from for close to a century. Published by Nord Games

Cover of UK1 Beyond The Crystal Cave
UK1 Beyond The Crystal Cave
AD&D
Levels 4–7
36 pages
0

Fleeing the rage that consumed their feuding families, Juliana and Orlando fled to the Cave of Echoes, where it is said every wish is granted. Two years have passed, and all attempts to return the lovers to their parents have failed, though some believe them lost in the enchanted garden beyond the cave. Many are the rescuers venturing into that enchanted park; a few have returned after long absences, their minds and memories curiously disturbed. Now, the handsome reward offered for the return of the lovers has tempted you, but who knows that lies beyond the Crystal Cave? TSR 9066

Cover of S2 White Plume Mountain
S2 White Plume Mountain
AD&D
Levels 5–10
16 pages
0

A traditional "funhouse" dungeon, White Plume Mountain begins with the archmage Keraptis stealing three artifacts and leaving cryptic poems with their former owners. The players are hired to recover the items, and find a bizarre dungeon in the side of the eponymous volcano. TSR 9027

Cover of Feast of Dust
Feast of Dust
Pathfinder
Level 11
64 pages
0

A deadly curse known as the Feast of Dust spreads rapidly through the Meraz Desert, driving its victims mad with hunger and a burning desire to flee into the sands. To find the source of this strange affliction, the heroes must investigate the plagued city of Dimayen, challenging fearsome gnoll tribes, nihilistic daemons, and the walking dead to discover the secret of a long-forgotten evil—a powerful daemon harbinger called the Jackal Prince of Famine. Despite the efforts of an ancient secret society, this twisted, unholy monstrosity walks the world again, threatening to spread his apocalyptic curse across all of Golarion! To stop the demigod's return, the heroes must uncover his three vile siblings, now bound within malevolent artifacts, and use their combined powers to stop the Jackal Prince before the entire world feels his corrupting touch.

Cover of I2 Tomb of the Lizard King
I2 Tomb of the Lizard King
AD&D
Levels 5–7
32 pages
0

"The southlands of Eor are being despoiled. Merchants will no longer run their caravans on the main highway past the quiet village of Waycombe. The peasants are fleeing their lands, and all are demanding protection from the powerful Count of Eor. The goodly count has sent a troop of his trusted fighters to exterminate the brigands believed responsible for these outrages, but weeks have passed, and still there is no word from this force. Now John Brunis, Count of Eor, has turned to you for aid. After taking counsel with the High Priest of Eor, he believes that a small party of cunning, bold adventurers may succeed where armed might has failed. You find yourselves faced with many mysteries! Why has robbery suddenly erupted in the peaceful southlands? How could mere brigands be as powerful as the foes described to you by their numerous victims? Is this really mere robbery? Or is there some truth to the rumors, told only in hushed whispers, about the beginnings of a hideous plot being hatched by an ancient, vile, and evil foe of all mankind?" Eor is beset by marauders and lizardmen of a boldness not seen in years. Hired by the Count of Eor, the party is tasked with tracing the source of these foes and eliminating them for the safety of the realm. After a set piece combat in Count Brunis's castle, the party must trek across Eor's wilderness, eventually coming to the Great Southern Swamp beyond the village of Waycombe. With further exploration they can locate the Ancient Temple which serves as the tomb and stronghold of Sakathas, the vampiric LIZARD KING! TSR 9055

Cover of Flowers in the Dead House
Flowers in the Dead House
5th Edition
Levels 1–4
20 pages
0

"An ancient curse has fallen over the righteous Kelemvor's Dead House! Among the infested corpses, a mystery awaits to be solved." Flowers in the Dead House is a 3-4 hour urban adventure for 1st-4th level characters. Adventure features: - A mystery-centered urban adventure. - A setting-neutral proposal, with guidance to play it in Baldur’s Gate or Waterdeep - Scaling guidelines for Average Party Level (APL) - A new item (Kelemvor’s gas mask) - A new creature (Primordial vengeful spirit) - Digital maps for each area with a printer friendly version

Cover of The price of apocrypha
The price of apocrypha
AD&D
Level 1
52 pages
0

Everyone in the city eagerly anticipates The Arena's opening at the end of every month. This month, an unexpected change to the lineup just days before is rife with rumours! The most feared and respected gladiator in history, Imhullu, the Dragon of Marduk, has issued a challenge to an unknown rival—a fight to the death on charges of heresy. Rumours of insults and slander are spreading throughout the Great Market, though the truth remains inscrutable. The crowds gathered outside The Arena are beyond belief; people must have come from every dimension. Gaining entrance to The Arena is going to be next to impossible. Also, you don't have a ticket! Fortunately for you, you haven't spent your youth in a particularly productive manner! Centred around a gigantic arena full of gladiators, your adventurers must brave the depths of The Pits evading and fighting strange, horrifying creatures, in order to gain entrance. Once inside, they must hold strong against social and political pressures in the hopes of finding a seat in time to watch the main event! But have they gotten themselves caught up in secrets best left alone? There’s only one way to find out!

Cover of CCC-SFBAY-04-02 Under Earth & Stone
CCC-SFBAY-04-02 Under Earth & Stone
5th Edition
Levels 5–10
32 pages
0

A Mulmaster refugee named Ani Kuleimatt discovered references to a forgotten mine near the Moonsea, a mine rumored to produce an unexpected export. The adventurers are hired to locate the complex and secure its resources for the Mulmaster Diaspora.

Cover of DDEX03-07 Herald of the Moon
DDEX03-07 Herald of the Moon
5th Edition
Levels 5–10
39 pages
0

Elanil Elassidil, an elf bard of no small legacy, has put out a call for trustworthy agents. It is time, it seems, for a quietly hidden piece of elven history to become known to the world. Meira Faerenduil, lost knight of Myth Drannor, has been dis-covered, and must be brought back to civilization. A four-hour adventure for 5th-10th level characters. **NOTE** As of August 30th this adventure no longer grants an Oathbow in Adventurers League play. It has been changed to award a +2 Longbow per the Adventurers League Content Catalog.

Cover of Gifts for Him
Gifts for Him
5th Edition
Levels 1–3
25 pages
0

Gifts for Him is a short, challenging, open-ended, gothic-horror, 5E-compatible Christmas adventure for tier 1 characters to be run in about three sessions, but it can be easily adapted as a one-shot. It contains over 25 pages with original artwork, three original battle maps, three unique monsters, stat blocks for five NPCs, three magic items, and a partridge in a pear tree. ----- The village of Bargrave has a secret. Every year, on Christmas Eve, the villagers cower in their homes while a savage beast prowls the streets, wreaking bloody doom on whomever has not left it a suitable gift on their doorstep. But Elias Buhl has had enough. This year, the old farmer won’t be buying the beast a gift, hoping instead to bait it into attacking him at his homestead, where he will trap and kill it once and for all. But he can’t do it alone. Buhl has hired a band of adventures to help him fortify his home, set traps, and slay the creature. They have three days to prepare, gather allies and equipment, and plan their defense. Or… They can dig a little deeper and uncover what Bargrave has been hiding all these years. Will they slay the beast, as agreed? Might they capture it to use it for their own ends? Can it be redeemed? Or will they die — their blood melting the snow — just the latest victims of the creature’s reign of terror? --- Gifts for Him is a complete, playtested, illustrated adventure that is currently pay what you want.

Cover of The Accursed Tower
The Accursed Tower
AD&D
Levels 1–3
32 pages
0

The PCs begin in the port city of Luskan, where they're hired on by a caravaning merchant to perform guard duty for the long, dangerous journey over the Spine of the World Mountains. If the heroes do well, they reach the small town of Targos, where they hear rumors of a dead mage's lost tower out on the tundra. In order to find it, the PCs must overcome numerous obstacles but may find allies in the peoples of the Ten-Towns region, including a barbarian prince, a sly halfling, and a unique ranger. Not all is as it seems, though, nor can all smiling faces be trusted. Can the PCs separate the truth from the lies, locate the Accursed Tower, determine all its secrets, and survive?

Cover of Carcassay: Titan Rat City
Carcassay: Titan Rat City
OSR
Levels 1–5
130 pages
0

The ancient world of Harth withers beneath its dying sun…but it’s not dead yet. Welcome to the strange and dangerous city of Carcassay, huddled below the skeleton of a titan rat, sprawling above the ruins of countless dead civilizations. This is where folk come to find wealth, power, revenge, secrets, oblivion… and everything in between. Carcassay is a sandbox city adventure. There are many locations to explore in, around, and under the city. Players can explore any place at any time, and may radically reshape the city’s politics, economy, religions, and physical existence. There are standard dungeons stacked under the city, and GMs are encouraged to keep adding more dungeons… all the way down. Tone. It leans more toward low fantasy or sword-and-sorcery. Most shops look like real shops. Most people look like real people. But strange and horrible things lurk everywhere as soon as you start to scratch the surface. This is my Lankhmar. Carcassay is a vast, bizarre city. It has over 100 locations where you can meet Chaos cultists, Lawful knights, retired adventurers, shopkeepers, brewers, musicians, artists, scientists, hermits, royalty, beggars, doctors, space vampires, eldritch horrors, machine priests, crab colonists, mushroom farmers, mummies, assassins, and diplomats from distant lands… and the moon. And every one of them has goods or services to sell, and a quest (or three) to offer. What sort of quests? Fetch a relic, assassinate a rival, find a relative, steal a soul, implant an agent, cure a disease, stop a riot, solve a murder that hasn’t happened yet, hunt a thief, locate a shrine… the list goes on. And for every Quest, there is a specific Reward: money, weapons, relics, Chaos mutations, exclusive memberships, information, Angelic miracles… the list goes on. This is a place where you can make a lot of money, but also where you can spend that money on interesting goods and services. Factions? We have a few. Seven Chaos cults, five knightly orders, two mercenary companies, four wealthy families, six (seven!) Corpse Lords, foreign diplomats, rival innkeepers, rival tavern owners, plus all the dungeon-delving gangs currently mucking about underground. When you grow weary of all the adventures at ground level, there are three classic dungeons buried under the city to explore. This book contains months (if not years) of campaigning. Enjoy the Chaos.

Cover of Castle of Sand
Castle of Sand
5th Edition
Level 4
4 pages
0

A welcoming desert oasis offers respite from the searing wasteland, but this paradise has perils. Castle of Sand is suitable for three to five 4th level characters.