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3151 adventures found
Cover of The Bandits of Bunglewood
The Bandits of Bunglewood
AD&D
Levels 1–3
10 pages
0

"The adventure begins shortly after the PCs arrive in the village of Whitebirch, located just one mile outside Bunglewood, a thick forest. Unless the adventurers prefer to camp by the side of the road, the only rooms in town are available at The Swanmay's Song, a local inn. Shortly after nightfall, a wounded traveler staggers into the inn." -- from the module. Includes overland map, ambush site map, and cave system map.

Cover of Pearlescent Temple
Pearlescent Temple
5th Edition
Levels 6–8
17 pages
0

A recent earthquake has brought forth ancient evil from beneath the waves, to terrorize a sleepy coastal town. People are disappearing. The heroes will sail to an ancient, steam-powered temple in the ocean. They'll encounter mad fishmen, deadly traps, and ancient horrors that slumbered until now.

Cover of The Catacombs of Koptila
The Catacombs of Koptila
4th Edition
Level 7
6 pages
0

Long ago, before the arrival of civilized humanoids, a large colony of ogres thrived in the local area. When a great invasion from another dimension threatened this colony, their king, Koptila, prayed for his people to be spared. The gods heard these pleas, but commanded Koptila to sacrifice himself. The leader did so, and the clan disappeared—whisked away by the gods and lost to time. Over the years, a city grew up above the former subterranean home of the ogres, and no aspect of Koptila’s ancient bargain was preserved or remembered. Even so, the stars are aligned for the return of Koptila and his people. These powerful repatriates are unlikely to appreciate the changes in their old home. A sage has found dusty documents prophesying this return, and he asks the PCs to investigate the catacombs to defeat the potential threat to the city. The PCs travel down through city sewers and subterranean passages before finding the catacombs that the ogre colony once called home. Pgs. 48-53

Cover of The Demonplague Part 1: The Frozen Necromancer
The Demonplague Part 1: The Frozen Necromancer
5th Edition
Levels 1–4
162 pages
0

The Frozen Necromancer is a three-part adventure for Fifth Edition that takes player characters from levels 1 to 4. This adventure is the first in a storyline of four modules called The Demonplague that can be used as an entire campaign that takes characters from level 1 to 20. The entire adventure (or just pieces, characters, or encounters from The Frozen Necromancer) can be dropped into any fantasy setting with minimal changes

Cover of I9 Day of Al'Akbar
I9 Day of Al'Akbar
AD&D
Levels 8–10
40 pages
0

The land of Arir - a once peaceful desert country, dotted with oases, teeming with caravans - fell into the hand of infidels. The ruler, the dearly loved Sultan Amhara, was killed in the battle for the capital city of Khaibar. He left behind one of the greatest treasure stores ever amassed - jewels and coins, more than anyone had ever seen before or since - and in addition, the Cup and Talisman of Al'Akbar. A deadly plague sweeps your land. The holy men say that if only they had the Talisman, they could create cures for this dread disease. Many adventurers have tries and failed to find the Cup and Talisman. Now it is your turn. Find these treasures, and save your people! The journey is exciting, but treacherous. Do not be distracted by exotic sights and sounds, the strange foods. You must avoid being discovered by Al'Farzikh and his brigands, as you infiltrate the palace. Be wary - what is most beautiful may be most deadly, and what seems useless may be priceless. TSR 9178

Cover of Bane of the Shadowborn
Bane of the Shadowborn
AD&D
Levels 6–9
21 pages
0

A good deed never goes unpunished in Ravenloft. Evil feeds upon itself - but it also feeds upon the good. Pgs. 54-74

Cover of The Scepter Tower of Spellgard
The Scepter Tower of Spellgard
4th Edition
Levels 2–4
96 pages
0

Protect the Future! At the height of Netheril's power, the fortress of Spellgard held many great secrets of the Empire of Magic. Now, only ruins remain... and one last guardian, the near-mythical Lady Saharel, whose prophetic visions draw the desperate and the doomed from across Faerun. But a dark presence in one of Spellgard's intact towers wants to control the power of prophecy for itself and remake the future in its own image.

Cover of The Field of Nettles
The Field of Nettles
AD&D
Levels 5–8
20 pages
0

The battles of the Blood War have raged for longer than mortals have known life, the conflict's savagery and hatred fueling the dreams, desires and obsessions of the multiverse. One way or another, the war spills through all the layers of existence, and little escapes its influence. Some clashes have consequences that shake the Lower Planes. Others are far less meaningful - they're fought solely for the sake of violence and killing. "The Field of Nettles" is set in the aftermath of an especially pointless battle. The adventure rips the player characters from their comfortable lives and thrusts them into the Blood War full force. The goal is to cross one of the more infamous battlefields, seeing the scope and the power of the fighting - and hopefully coming away with a greater understanding of just how big the Blood War is. The adventure is designed for a party of 4-6 PCs of 5th-8th level. The characters don't get to save the multiverse, nor do they find the key to unlock the dark of any great secrets. But they might come to realize their importance (or lack of it) in the scheme of things. On the fickle borders of the planes, that can be worth almost as much.

Cover of PL2 - Issue in the Canyon
PL2 - Issue in the Canyon
5th Edition
Levels 2–4
17 pages
0

Adventuring in the Principality of Lockerbie continues with Issue in the Canyon. Your party has enjoyed the advantages of being considered a hero but as the days’ progress, it is back to normal in Gormell. After having a bit of ale at the local tavern you notice a wagon caravan has arrived in town and the people are abuzz over their arrival. Noticing that some of employees are a little beat up, you find yourself in the sheriff’s office being told of a brazen, humanoid attack on the merchants. Looks like you just found a job opportunity!

Cover of Cold Hands of Chaos
Cold Hands of Chaos
4th Edition
Level 20
6 pages
0

At the behest of Orcus, Demon Prince of Undeath, a mighty deathpriest hierophant has begun assembling a powerful strike force. He intends to launch the first of many assaults on the world, readying it for his master’s arrival. With the help of potent allies and grand rituals, the PCs have discovered a route to the Abyssal headquarters of this hierophant. This delve begins as the PCs teleport from the world to the first of a complex of interconnected chambers deep in the Abyss, linked only by portals. Pgs. 126-131

Cover of Ij'Namuj
Ij'Namuj
5th Edition
Levels 1–20
3 pages
0

This adventure is an exploration in creativity for the GM as the players are invited by a stranger in the center of town to play a board game called Ij’Namuj. With a devilish smile he promises a grand reward if they can complete it successfully. Unfortunately, the game unleashes chaos onto the world around it, causing terrifying weather phenomena, death knights to appear and hunt players, or even causing all of the chickens in town to go rabid and attack. The only way to return things to as they were is to complete the game, so best get to rolling those dice!

Cover of Blood Money
Blood Money
4th Edition
Levels 7–9
25 pages
0

The party's objective is to steal the gold that a tyrant would use to pay the mercenaries he has hired to take over the town of Elderwood. The adventure plays out as a caper over three in-game days.

Cover of The Alchemist's Alcove
The Alchemist's Alcove
5th Edition
Levels 4–6
10 pages
0

This is the laboratory of High Alchemist Sureves Epans. He led a group of alchemists in research for many years, but recently there was a bit of a mishap. He discovered his wife was cheating on him with one of his employees and while in a drunken stupor trying to create a discreet potion to deal with the two of them, he let loose an infectious plague on the lab which turned all but a lucky few in the facility into shambling husks of their former selves., fused with their own creations as their minds turned to know but one thought - rage. This dungeon has rules to modify all encounters for a group of players levels 4 through 6 and is intended for a party of four. If you have more players, feel free to adjust the difficulty up one level for each additional player or simply tune the monsters to your needs. This dungeon contains many original enemies, a unique puzzle, and an environment that is meant to bring a sense of terror and anxiety on your players. I consider this to be the Horror-themed adventure of the module so feel free to add some creepy music and extra details along the way to bring the area to life (or death).

Cover of FS5 - Zenobia's Lute
FS5 - Zenobia's Lute
AD&D
Levels 2–4
19 pages
0

As you move throughout the countryside a rider appears in the distance and begins to close quickly. Hand going to your weapons you ready yourself for danger but notice the rider is very young. Timmy Little introduces himself and warns you of a bout of Goblin-Pox at his village. Many people are sick and need help. Timmy says he and other young people have been sent out to find heroes to save the town and asks if you can help. While the boy cannot provide a great deal of information on the malady he advises you that the people of Troburtandban who aren’t sick can help with information. Once you agree he rides off to find additional help.

Cover of Dragonlance: Shadow of the Dragon Queen (DSotDQ)
Dragonlance: Shadow of the Dragon Queen (DSotDQ)
5th Edition
Levels 1–11
? pages
0

Set in the world of Dragonlance (a popular setting that has appeared in numerous previous editions of DnD), this campaign book takes players from Levels 1 to 11 and finds them caught up in a devastating war between the forces of Krynn and an army lead by the ruthless dragon goddess Takhisis. The campaign book also includes new world info, subclasses, races and magic items.

Cover of Upsetting the Balance - A Tome of Foes Adventure
Upsetting the Balance - A Tome of Foes Adventure
5th Edition
Levels 14–16
12 pages
0

When the adventurers are tasked with destroying a symbol of Demogorgon, they end up falling foul of the great mage Mordenkainen himself – or at least a simulacrum of him. Will they agree to help maintain the great Balance of the Blood War, even if means sacrificing innocent lives in the process?

Cover of ALQ6 Cities of Bone
ALQ6 Cities of Bone
AD&D
Levels 1–10
96 pages
0

On moonlit nights in the Land of Fate, many adventurers hear the call of long-forgotten cities rich with burial treasure. But is it bravery to breach the tombs of Zakhara's ancients and risk the ire of vengeful spirits, or is it greed? Fate knows the answer and will guide all to their destinies in the Cities of Bone! Shifting sands conceal much from the eyes of man. Winds howling across the rolling dunes peel back the veil of time to reveal aeonic ruins or crumbling tombs, long preserved by a shroud of sand. Wrecked and forbidding, monoliths command attention in many unpredictable locales. The remnants of antique civilizations litter the Land of Fate, where time-ravaged towers and decaying shrines hide in the arid wastes. I am but a humble efreeti, a creature of fire and spirit, but what little I know of theses places of danger and mystery I pass on to you, O' Master of Dungeons Unfathomable. Inside this enchanted box lies my gift to you: an Adventure Book holding six plots of deception and many creatures of intrigue with which to challenge and entertain the players under your care; six cards and a poster, all inscribed with carefully drawn maps; and a short booklet detailing new characters to encounter. This Campaign Guide lying open before you contains background needed to lead the adventures in the official Land of Fate. TSR 9467

Cover of Tyrant of Zhentil Keep
Tyrant of Zhentil Keep
5th Edition
Level 3
167 pages
0

5e Solo Gamebooks presents Tyrant of Zhentil Keep by Paul Bimler, a 160+ page solo adventure for Dungeons and Dragons Fifth Edition. This adventure is designed for one 3rd-level PC of any race or class, without a DM. Tyrant of Zhentil Keep continues the narrative of The Death Knight’s Squire (the first solo adventure in this series) but can be played as a standalone also. It follows the story of your PC as they continue their journey across Faerun, a lone adventurer wandering wherever the wind takes them. Eventually, it takes them to Zhentil Keep in the Moonsea Region, a strange city, full of secrets. There they begin a quest which takes place over two books, this being the first one, part 2 being Citadel of the Raven. Tyrant of Zhentil Keep is a mini-sandbox in gamebook form, with multiple sidequests and locations to explore. Everything leads towards a central story arc that becomes clearer as the book progresses. Where Death Knight’s Squire had a clear-cut mission at its core, this adventure is pure exploration at first, similar to how a game with a Dungeon Master might commence. The nature of your quest becomes clearer as you advance, collecting snippets of information and encountering various NPCs and locations. The adventure builds upon The Death Knight's Squire in several ways, introducing new combat sheets, sidequests and even audio sound FX embedded in the PDF! You have two ways to approach playing this adventure. You could print out the maps booklet and use actual tokens or miniatures (you’ll need access to a printer for this), or you can load individual .png files of the maps (included) into Roll20 or similar applications and place and move tokens on your device.

Cover of Out of the Abyss - DMs Guide
Out of the Abyss - DMs Guide
5th Edition
Levels 1–3
63 pages
0

Elven Tower presents a compilation document of all the content for DMs running Out of the Abyss module. This guide has been very well received by the DMs community. I have gotten great response during the creation of this content. The guide is over 60 pages long and contains hoards of information, guides, suggestions, and general information for DMs running this module. It now has clickable table of contents and bookmarks for all the different chapters for easy navigation. There are maps for Gauntlgrym, Sorcere Tower, Vizeran's Tower, Karazikar's Maw as well as some very needed flowcharts and infographics to better understand the adventure. The guide also features some maps drawn by me (Elven Tower) to supplement the missing illustrations for important locations.

Cover of Misthollow Castle
Misthollow Castle
OSR
Levels 5–10
9 pages
0

An Adventure for Odysseys & Overlords Standing on a lonely, bare mound in the bottom of a dell full of swirling fog, a castle from the time of the Schism crumbles, forgotten. Inside, treasures—and terror—await. A writ of salvage has been posted in Chandra's Haven: 500 gold coins to the brave adventurers who find Misthollow Castle and secure it for Salamon Castos, a wealthy merchant. Castos claims to be the scion of the noble family which ruled Misthollow and built the castle generations ago. Castos grudgingly agrees to allow the characters to keep whatever they find in securing the castle, though he insists on right of first refusal on anything of value. The Odysseys & Overlords Player’s Guide is available at https://www.drivethrurpg.com/product/275042/Odysseys--Overlords-Players-Guide The Odysseys & Overlords Game Master's Guide is available at https://www.drivethrurpg.com/product/275040/Odysseys--Overlords-Game-Masters-Guide