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3391 adventures found
Cover of EQ1 The Cursed Ring
EQ1 The Cursed Ring
OSR
Levels 1–3
8 pages
0

(EQ1) The Cursed Ring is a generic fantasy short adventure for low-level players, themed around puzzle hunting, traps, and monster combat. It is designed to be solved in approximately 5-6 hours, depending on the size of the party and skill of the players. This adventure takes place in a cursed fortress, where they must find a powerful mythical ring capable of granting great power, in exchange for enormous sacrifices. Players must recover the ring and get out of this dangerous place alive.

Cover of Killer Kobolds!
Killer Kobolds!
5th Edition
Levels 8–12
39 pages
0

A high octane, edge of your seat, seat of your pants, run and gun thrill ride for your 5th Edition Dungeons and Dragons game. Life was peaceful in the pleasant village of Thornyfoot… until the Kobolds of nearby Crag Canyon started kidnapping their kids! Now the distraught villagers turn to a rag tag group of adventurers, who just happened to be having a drink at the local inn, to save the day. Do your heroes have what it takes, the right stuff, the metal, the intestinal fortitude, to fend off the Kobold Hunting Drakes, face the Kobold Commandos, take down the Kobold Air Cavalry and yes… defeat the Kobold Covergirl with the Gun? Will they climb the treacherous canyon, survive the forest gauntlet, storm the fortified keep, raid the dastardly dungeon and thwart the big bad evil nefarious kobold plot? Or will they die a horrible, brutal, violent, traumatic, explosive death? There’s only one way to find out. Killer Kobolds! Action just leveled up. Killer Kobolds is designed for a party of four to eight characters of levels 8 through 12, but could readily be tweaked to accommodate parties of lesser or greater strength. Intentionally set in an entirely generic small village in need, Killer Kobolds can be easily dropped into any Dungeons and Dragons setting. Recently updated with a Yawning Portal cameo, the content within fits perfectly into any Tales of the Yawning Portal campaign, slotting perfectly between White Plume Mountain and Against the Giants. Additionally, it could readily be worked in to your Tyranny of Dragons, Elemental Evil, Rage of Demons or Storm King’s Thunder campaign.

Cover of The Tale of Wretched Molly
The Tale of Wretched Molly
5th Edition
Level 5
24 pages
0

Terror Under the Sea The peaceful undersea village of Sequavia has been mysteriously abandoned. It looks like all of its Cheltarian residents have just stopped what they were doing and left. It’s up to a party of stalwart undersea adventurers to find where they all went, and bring them home. This Tales of the Valiant Compatible One Shot Adventure Provides: • A small dungeon for PC’s to explore • Statblocks for important NPCs. • 8 magic items that aren’t what they seem

The Ettin's Riddle
3.5 Edition
Levels 2–3
16 pages
0

An ettin has begun terrorizing the hamlet of Newkeep, stealing cattle and smashing homes—and flattening anyone who tries to stop him. Meanwhile, a mysterious riddle has appeared on the walls of the local shrine—a riddle which may hold the key to vanquishing the ettin.

Cover of Factions of Phandalin - Old Owl Well
Factions of Phandalin - Old Owl Well
5th Edition
Level 5
29 pages
0

This book goes over the various rules around the faction of the Order of the Gauntlet in Phandalin and the Forgotten Realms, making it easy for any new or veteran DMs to integrate it more into the core stories being told, and making the faction feel more useful for the players that choose to join. In the adventure, the characters are tasked with exploring the depths of the Old Owl Well.

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 Dungeon Crawl Classics #97: The Queen of Elfland's Son
Dungeon Crawl Classics #97: The Queen of Elfland's Son
Dungeon Crawl Classics RPG
Level 1
20 pages
0

Strange attacks in the night plague the people of Eng. Slaughter and shadows keep the villagers inside after dark. Mighty adventurers are needed to seek out the source of these threats and stop them for good. This quest will take the heroes to the very borders of Elfland and pit them against the cruelty of the Unseelie Court of Faerie. Will the heroes overcome the machinations of the Queen of Elfland or will they fall victim to the glamours and wiles of Elfland’s malicious nobility?

Cover of DQ1 - Yoke of the Slavers
DQ1 - Yoke of the Slavers
5th Edition
Levels 1–3
17 pages
0

Today we bring out a scenario for a pair of budding first level adventurers. Originally used to teach D&D to a novice, this fleshed out into a trio of adventures set on the northern island of Esaq off the coast of the ancient Greyloch Kingdom. Home to a Halfling population, the adventure takes two young people on a thrilling adventure after the duo’s home is raided by slavers. The novice delvers head east to rescue their family and fellow villagers!

Cover of DC-PoA-RH01 The Chronographers Curse
DC-PoA-RH01 The Chronographers Curse
5th Edition
Levels 1–4
35 pages
0

In the town of Easthaven, a group of adventurers is tasked on a routine mission to resupply an expedition to the Reghed Glacier. But everything is not quite as it seems, and it's not long before the chronographer's misfortunes become apparent.

Cover of Fever-Dreaming Marlinko
Fever-Dreaming Marlinko
OSR
Levels 2–4
72 pages
0

Visit Marlinko, a borderlands city where life takes a strange fever-dream cast, in this 72-page urban adventure fantasy supplement. Part city-setting, part full-blown adventure, Fever-Dreaming Marlinko is a stand-alone companion to the Slavic acid fantasy weirdness of the Slumbering Ursine Dunes. Contains background and hooks for the city's four city quarters, two complete dungeon adventure sites, two new players classes (Mountebank and Robodwarf), Chaos Index with escalating events/triggers scattered throughout the city, news generator with full news briefs and hooks, and tiger-wrestling mini-game.

Cover of FV4 - Ziggurat of Narvi
FV4 - Ziggurat of Narvi
5th Edition
Levels 2–4
25 pages
0

As the fledgling adventurers continue their movement throughout the area they begin to head towards the bustling Port City of Kak. To get to there from the Dy’oe Grasslands the party will need to navigate a river running along an overgrown section of the frontier. After obtaining the services of a strange riverboat captain the party heads down the river and into adventure! Between the wildlife, a mysterious old temple, and river pirates the party discovers getting to Kak is easier said than done!

Cover of The Ghost of Harrow Hill
The Ghost of Harrow Hill
AD&D
Level 1
17 pages
0

Part of the First Quest Box Set TSR1105, this is an adventure designed to introduce new players and DMs to AD&D. Ever want to spend a night in a haunted house? Want to know what it would be like to meet a ghost? Well, doom creeps closer and closer with each hour your heroes spend in the old house on Harrow Hill! Are they brave enough to make it through the night? Or will the ghost claim some new victims? First Quest Adventure Book Pgs. 28-44

Cover of Wearers of Flesh
Wearers of Flesh
5th Edition
Level 3
32 pages
0

Did you know there’s a skeleton inside each of us? The players will find themselves in a community of scared anthropomorphic rabbits and exploring the lair of undead wizards looking for flesh to wear. There are opportunities for combat, roll play, puzzle-solving and exploration. This was written as a submission for the Summer Adventure Design Contest over at Bryce's Adventure Design Forum.

Cover of Pathfinder Adventure Path #48: Shadows of Gallowspire (Carrion Crown 6 of 6)
Pathfinder Adventure Path #48: Shadows of Gallowspire (Carrion Crown 6 of 6)
Pathfinder
Level 13
96 pages
0

A mad plot to unleash the greatest necromancer the world has ever known draws to its sinister end. As the murderous cultists of the Whispering Way retreat to their profane sanctuary, the powers of death align to resurrect their fallen champion. Bold adventurers pursue these villains, but can their bravery survive the haunted wasteland of Virlych, the accursed cathedral of Renchurch, and ultimately the towering crypt of Gallowspire? And will their boldness be enough to stop the Whispering Tyrant, the infamous lich-king locked away beneath Ustalav’s deadliest ruin, from being reborn upon a defenseless world? The heroes must test their courage against the servants of death itself in this, the climactic final chapter of the Carrion Crown Adventure Path. This volume of Pathfinder Adventure Path includes: “Shadows of Gallowspire,” a Pathfinder RPG adventure for 13th-level characters, by Brandon Hodge Nefarious plots and macabre menaces to prolong the terrors of your Carrion Crown campaign, by F. Wesley Schneider An investigation into the most infamous liches plotting dooms across the Inner Sea region, by Adam Daigle Laurel Cylphra’s attempt to save a soul in the Pathfinder’s Journal, by F. Wesley Schneider Five new monsters by Adam Daigle, Crystal Frasier, and F. Wesley Schneider

Cover of A19: Incandium's Eruption, Saatman's Empire 3 of 4
A19: Incandium's Eruption, Saatman's Empire 3 of 4
5th Edition
Level 10
? pages
0

Incandium’s youth was fairly typical, at least for a half-dragon raised amongst dragons, filled with years of endless physical and mental abuse. It was always clear he was different than his clutch-mates, though his mother only claimed it was because he was ‘special’, never explaining what latent power his elemental blood held. And so, after studying magic and drawing on untold power, he slew his mother and claimed control over the volcano he called home, which he has ruled with an iron fist ever since. Now, however, he sees the PCs as a threat to his plans, and he calls them to the field of battle! Even if he is defeated, can the party stop his machinations to unleash a wave of dragons on Klavek’s western border? Also included in “Incandium’s Erruption”: A new magic item, the  bracer of shields Two new alchemical solutions, azure powder and engraving solution A new spell,  redirect teleport A new deity, Hado, the god of summer and judgement Details on Elemental Princes, and the blessings and curses they can bestow on characters Details on the Serpins Sanguis cult, including their origins and goals Maps and Illustrations by 3x ENnie Award winning Cartographer Todd Gamble

Cover of Warlock of the Stonecrowns
Warlock of the Stonecrowns
AD&D
Levels 4–10
64 pages
0

High in the Stonecrown Mountains, a new source of dark magic stirs, wakes, and spreads its wings to shroud the land in shadows. The Warlock of the Stonecrowns, an awnshegh regent who is as evil as he is powerful, is draining other regents' sources of magical power, choking their ability to cast the most powerful form of magic of all - realm magic! If that isn't enough, the Warlock threatens to close the only pass connecting the trade-kingdom of Cariele to the rest of Anuire. An army of orogs and ogres is gathering to the Warlock's banner: Are your heroes equal to the challenge of the twisted magic of the Warlock of the Stonecrowns? This open-ended, "adjustable" BIRTHRIGHT adventure is suitable for use with either mid-level (4-6) or high-level (7-10) player characters. TSR 3110

Trapped in the Toybox
5th Edition
Level 8
11 pages
0

This adventure has a lighter tone but isn’t completely out of place in a serious campaign. The challenges include combat, puzzles, traps and a legendary monster; Jack, in a Box. Does the party need to find something that an evil (and possibly mad) mage may have secluded away in an extra-dimensional space, and ordered an evil Jack-in-the-box and his toy army to protect it at all costs? Well that’s convenient because that is exactly the kind of situation that "Trapped in the Toybox" can help you with. Alternatively maybe that Dragon fight went a little too well for your party, maybe this “cursed chest” could help teach them a little humility. This adventure is designed for 4 (1d6 + 1) adventurers of 8th level who are in possession of a sense of humour. The toybox was created by a chaotic yet playful wizard, in order to hide an enchanted amulet under the protection of Jack. The adventurers should find themselves trapped inside the toybox, and they're in Jack's world now. Jack is the master of this domain and protector of both the amulet he has been entrusted with and the only exit of the toybox. There are a number of ways the adventurers may have come to be inside this toybox, e.g., the toybox may be found as part of the adventurer's loot in a dungeon or dragon's hoard, upon investigation it drags the adventurers inside. Note: This module commemorates our first themed week of Reddit's /r/Monsteraday and ties together this week's monsters in a dungeon designed for four 8th level adventurers. https://www.reddit.com/r/1d6Adventurers/comments/61axk3/trapped_in_the_toybox_adventure_module/ Published by 1d6Adventures

Cover of WS4.5 The Final Stand of the Fallen Leaf
WS4.5 The Final Stand of the Fallen Leaf
AD&D
Levels 7–9
12 pages
0

The Final Stand of the Fallen Leaf is a companion adventure made to go along with the events unfolding in Folio #17 (WS4 Samurai's Fall). It contains the information needed to run a side adventure that will finish off the Distant Turtle City story line with the final defeat of the Fallen Leaf Ninja Clan. Distant Turtle City is now free, at least in the aspect of the curse, but a dark power still lives near the old city graveyard, and that power will surely continue to rebuild and spread if not expunged once and for all. This adventure is formatted to both 1E & 5E gaming rules.

Cover of Prison Adventure: The Last Point
Prison Adventure: The Last Point
5th Edition
Levels 1–5
15 pages
0

The Last Point is a prison and outpost of the Corrive Empire, a realm ruled by a cruel green dragon named Lady Corrive. The Corrivians are well known for their hatred of magic users, and their extensive slave trade industry. A forest realm with coasts on three sides and mountains running through the center, Corrive is rich with a variety of resources. However, the rocky northern coast is out of the way of their navy and relies heavily on hired ships to help transport various goods including prisoners and slaves to isolated outposts, training centers, and slave colonies. The northwest coast of Corrive is rocky and many parts of it are elevated, making it isolated from much of the mainland. The Last Point is a recycling center where captives meant for death row who are either deemed “not important enough” to execute publicly or “too disgraceful” to execute publicly are sent to be tortured and then killed. The place seems to operate on sort of a “well, we have too many so some have to go now” policy. The Last Point has no official deadlines for killing.

Cover of Ruins of the Yuan-Ti
Ruins of the Yuan-Ti
5th Edition
Levels 3–5
4 pages
0

Off in the forest is an ancient Yuan-ti Temple that many believe to be abandoned. Of course, a temple makes for fine real estate, but wealthy lords don't do the dirty work of clearing out such a place - that is what they pay adventurers to do. Fight through the halls of this ancient temple against all kinds of Yuan-ti enemies, eventually destroying the false god that has taken refuge within its crumbling walls.