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3424 adventures found
Cover of The House of Long Knives
The House of Long Knives
AD&D
Level 10
9 pages
0

Characters strike a blow against evil when they take on orcs and assassins in these scenarios. Included in I13 Adventure Pack I - https://www.adventurelookup.com/adventures/i13-adventure-pack-i TSR 9202

Cover of The Sorrows of Southsward Keep
The Sorrows of Southsward Keep
5th Edition
Levels 3–5
24 pages
0

A one-shot adventure of dark fantasy, tragedy, and horror... - 4-6 hour adventure for 3rd - 5th level characters. - 24 pages of an elegant, easy to read PDF. - 4 custom handouts that pair with the adventure. - 2 custom monsters. - 10+ trinkets and magic items for handing out to your players. - 6 gorgeous free battle maps that can be found here: https://www.dmsguild.com/product/434359/Map-Pack-01--The-Sorrows-of-Southsward-Keep

Cover of FT - City of Filbar
FT - City of Filbar
AD&D
Levels 1–9
49 pages
0

The jewel of the Duchy, the great city of Filbar can be utilized as a home base for adventurers or as a goal to go see. This city has over 130 points of interest and is the home to the Duke of Filbar. Rumor has it that if you can't find it in Filbar, it can't be found anywhere...short of artifacts that is! The walled city has decorative fountains and artisans of every kind. Mages can visit the towers of magic and multiple potion shops. The grand courtyard south of the castle is the home of festivals and carnivals every month. All in all, this city is large enough to provide residence or adventure to almost every adventurer. At 49 pages long there is plenty to explore!

Cover of FV12 - Monteleone Chariot
FV12 - Monteleone Chariot
5th Edition
Levels 4–6
24 pages
0

Sometimes only a hint of an adventure is given to players and more information is required. In FV12 - Monteleone Chariot this is just such a case. As the party reaches town they begin to hear of a mysterious relic from the past civilization and both information and backers must be investigated. Will your party be able to determine facts from fables? Whose interest will they serve in their investigation or will they just try and locate the item for themselves?

Cover of The House That Cannith Built
The House That Cannith Built
5th Edition
Levels 3–4
37 pages
0

Amidst the misty, mournful waste stands a house unaffected by time. The secrets hidden inside could change the world or remain buried in obscurity. The mission of your party is to head there and retrieve all valuable papers and artifacts. But what could await on the way through the lands of distorted magic? Nobody knows for certain. This adventure is designed for a team of four 3rd-level characters. Estimated time: 2–3 sessions, 4–6 hours each. This adventure is focuses on exploration of the Mournland, all that is left from the kingdom of Cyre.

How to Scare a Crow
5th Edition
Levels 1–2
5 pages
0

This adventure sees the party tumbling between two mad goblin inventors. This is the first time the characters will meet Professor Passifou and his inventions. Also available in French

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 A Test of Faith
A Test of Faith
5th Edition
Levels 5–6
11 pages
0

Marek the Stalwart, Paladin of the Knights of the Eternal order has stolen a powerful magical artifact. Fleeing the order’s keep he has left several slain paladins of the order in his wake. Our adventurers have been charged with returning Marek, preferably alive, and the artifact to the Knights of the Eternal Order so he can face trial for his crimes This adventure is designed for 4-6 characters of level 4-5. I would love to hear any feedback you have after looking over/running the adventure. Cover art provided by Marco Ortiz https://www.facebook.com/marcosartcommissions/

Cover of Wild in the Street
Wild in the Street
AD&D
Levels 1–3
4 pages
0

Don't feed the animals. Be kind to animals or else. The party is shown a rare set of baby monsters that they must face. Pgs. 56-59

Cover of The Vault of Larin Karr
The Vault of Larin Karr
3.5 Edition
Levels 4–9
113 pages
0

Hunt for a Legendary Treasure! Deep beneath a peaceful valley lies the vault of the legendary drow adventurer Larin Karr. Rumor has it Larin Karr has gone, but his vast treasure acquired from years of plundering hordes in the Underdark still remains. Can you find and loot the impenetrable vault? The Vault of Larin Karr details Quail Valley, its residents and monsters, and the twisting tunnels of the Underdark that stretch beneath it. The Vault of Larin Karr takes PCs from 4th to 9th level, during which time they fight dragons, find a missing statue for a band of renegade elves, save the village of Pembrose from scheming hobgoblins, and explore the Underdark and its many dungeons - including the legendary Vault itself! Contains new monsters and magic items! 2003 ENnie Award Silver Winner: Best Adventure

Cover of The Queen of Spades
The Queen of Spades
5th Edition
Levels 5–10
77 pages
0

Six murders in a single night! A major city in the Forgotten Realms is rocked by a series of gruesomely bizarre deaths of notable citizens. What mysterious murderer could have slain six people in different corners of the city? Why did the criminal leave a playing card at each scene? Could a high-stakes card game that happened ten years ago explain the goings-on? And, most importantly, is the goddess of misfortune personally involved?

Cover of A25: Flute of the Four Winds
A25: Flute of the Four Winds
5th Edition
Level 4
? pages
0

The majestic tree of the Four Winds grew in the forest west of the village of Rybalka, revered by the Vikmordere druids of the Snoqua tribe for its power to control the weather and hold balance with nature. When the Klavek Kingdom invaded the area, a powerful druid named Manahzo transferred the essence of the tree into a magi­cal flute to keep its power safe from the threat of the militaristic Empire. Entrusted with the flute by the Snoqua, he and his wife sought to hide the flute from the reach of the invaders. As they fought the Klavek military they found themselves forced into an old cave system in the mountains of the Vikmordere Valley where they faced not only the Klavek soldiers, but ancient primal horrors. While Manahzo kept the flute out of the invaders hands, he lost his wife in the battle. Manahzo now seeks revenge on the Klavek Kingdom and its citizens located in the village of Rybalka. The PCs find themselves in the midst of an attack on Rybalka by Manahzo and a group of rogue Snoqua warriors. They must fight beside the citizens of Rybalka to repel the attack, and then seek out the Snoqua to find a means to deal with Manahzo and his rogue companions. In the forests outside Rybalka they will face a demonic wolf ally of Manahzo’s before finally engaging him in a direct battle as he executes a final attack on Rybalka. Even if the PCs succeed in defeating Manahzo, the threat does not end as his thirst for vengeance continues even after his passing in the form of haunt on the village. Directed by the Snoqua on how to end the haunt, the PCs must venture to the caves where Manahzo’s wife died to confront the ancient horrors that were responsible for her demise and recover her body in order to give her a proper burial to calm Manahzo’s vengeful spirit once and for all and bring peace to the village of Rybalka. Also included in “Flute of the Four Winds”: Roleplaying opportunities to interact with various NPCs in Rybalka, the heart of the Aventyr campaign setting Two new monsters – The hive-minded Tunnel Horrors and their carnivorous primal kin, the Anglers High resolution encounter maps in a new location, the coal mines north of Rybalka

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 Crypt of Lyzandred the Mad
Crypt of Lyzandred the Mad
AD&D
Levels 6–9
48 pages
0

Lost Tombs, Volume 2 The lich Lyzandred: a madman, an undead archmage, a survivor of the twin cataclysms that destroyed tow great empires. His name invokes fear in the hears of the smallest children, the bravest warriors, and the wisest sages. Like a malicious cat, the lich toys with all who stumble into his maze, tormenting them with strange puzzles and obscure riddles, monsters and demons, weird traps and dangerous magics. All who enter the crypt of Lyzandred find themselves scarred with his rune, proof of their visit -- and their folly. But there is a method to the madness of Lyzandred, a purpose to his twisted games. If you're lucky, you might even live to learn about it. The Lost Tombs series begins with Star Cairns (Volume 1) and concludes with The Doomgrinder (Volume 3). Each adventure is playable separately, or they can be linked to form an epic-length story. TSR 9580

Cover of Pathfinder Society Quest #2: Unforgiving Fire
Pathfinder Society Quest #2: Unforgiving Fire
Pathfinder 2e
Levels 1–4
20 pages
0

Venture-Captain Rashmivati Melipdra has called for a group of Pathfinders to travel to Jalmeray and assist her in retrieving a stolen relic. A former member of the Monastery of Unblinking Flame, Melipdra was in the process of negotiating with the monastery for custody of some of their most ancient and historically significant training devices. Before the deal could be completed, a rogue monk stole one of the relics and fled the monastery for the island of Veedesha. There, the monk seeks to use her training and the stolen devices to create a new competing monastery. As the PCs travel to a lawless island controlled by bandits and martial artists, they must find a way to retrieve the stolen goods from the new master of the Monastery of Unforgiving Fire.

Cover of The Sinister Secret of Saltmarsh
The Sinister Secret of Saltmarsh
5th Edition
Level 1
24 pages
0

Chapter 2: The Sinister Secret of Saltmarsh In this version of the adventure, the characters find navigational charts and logs aboard the Sea Ghost that implicate its crew as slavers. Ned Shakeshaft is a Scarlet Brotherhood agent. He makes an attempt to foil the characters, but his true intent is to surrender and implicate Gellan Primewater as a key villain. The distraction afforded by the lizardfolk and the looming sahuagin threat gives the Scarlet Brotherhood the opportunity to bring more agents into town. posing as mercenaries brought in by Anders to protect the town. If Gellan can be removed from the council, Solmor might ask one of the characters to take his place.

Cover of Manor of Dread
Manor of Dread
5th Edition
Levels 5–7
28 pages
0

This horror-based adventure takes the characters to a manor shrouded in mists to discover that it is inhabited by deceased victims, arcane experiments, and a ruthless woman looking for new victims. The characters become trapped in the mists and must unravel the history surrounding the dubious deeds that have taken place in the manor. To leave, they must either defeat evil or bargain with it.

Cover of OP2 - Cupid's Arrows
OP2 - Cupid's Arrows
5th Edition
Levels 3–4
2 pages
0

Today's offering is a one-page adventure built for a solo 3rd level character. While in between normal adventures you have been tracking an escapee known as Johan Cupid and believe to have picked up a lead in Jakestown. With the bandit hiding out in an old manor house you see a payday coming. Not a traditional "Valentine's" theme this adventure reminds you that sometimes Cupid's arrows sting!

Cover of NQ18 - Mystery of Conifestatia
NQ18 - Mystery of Conifestatia
5th Edition
Levels 6–8
21 pages
0

Your fame has garnered you more attention than you can handle but a specific job opportunity is one that you cannot pass up on. Two nations have had a peaceful and lucrative trading agreement for years along with the city of Conifestatia. That has recently changed with the appearance of a Green Dragon taking up residence in the area. With your fame on the line, looks like you guys are going Dragon huntin'!

Cover of A3 Assault on the Aerie of the Slave Lords
A3 Assault on the Aerie of the Slave Lords
AD&D
Levels 4–7
32 pages
0

Into the Drachensgrab Mountains! Hot on the trail of the marauding slavers, you and your fellow adventurers plunge deep into hostile hills. Spurred on by your past success, you now seek the heart of the slaver conspiracy. But hurry! Your must move quickly before the slavers recover from your previous forays and attack! This module was originally used for the official Advanced Dungeons & Dragons Tournament at Gen Con XIII and is the third of four in a series of related tournament modules. This module contains a challenging scenario, the tournament scoring system, plus nine pre-rolled, playtested tournament characters. Also included are large scale referee's maps, notes, and background information. A3 is a complete adventure in itself, but it is also a companion to A1 (Slave Pits of the Undercity), A2 (Secret of the Slavers' Stockade), and A4 (In the Dungeons of the Slave Lords). TSR 9041