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3151 adventures found
Cover of M1 Blizzard Pass
M1 Blizzard Pass
BECMI
Levels 1–3
32 pages
0

A SOLO adventure for thieves level 1-3 or Group play level 1-3 The storm sweeps off the mountaintops without warning, as if conjured by some supernatural power. Within minutes, huge drifts of snow have halted the caravan, and the snow falls so hard it is impossible to see more than five feet. You huddle next to the sledge, trying to shelter for you numb face from the icy winds. A dozen half-human forms march into view out of the raging blizzard. The little man-things carry wooden spears or long, unsheathed swords in bony, gnarled hands. Their blood-red eyes quickly fall upon your sledge and the ugly creatures turn toward your hiding place. Will you survive to uncover the secret of Blizzard Pass? This module contains all you need to solve the riddle of Blizzard Pass, including 14 maps, an invisible ink marking pen, a complete solo adventure, a pre-rolled character, and an outline for group play! TSR 9067

Cover of OP14 - Mission from Mars
OP14 - Mission from Mars
5th Edition
Levels 3–4
2 pages
0

An older man named Mars Barz approaches you and your associate as you wander the small town of Senja. He is a local alchemist and purveyor of elixirs and has a delivery mission he needs fulfilled. You’ve got time to kill…why not!

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 BASIC03: A Giving Time
BASIC03: A Giving Time
5th Edition
Level 3
? pages
0

The long cold is approaching! As food grows scarcer, monsters grow more desperate – and before long a peaceful monastery is besieged by savage beasts of the forest. It’s come down to the stalwart heroes-in-training of Exallizar Preparatory Academy to save the day again! “A Giving Time” includes: The third part of an ongoing adventure path The return of Ronius, Willow, Meeris, and Kale, pre-generated PCs ready for instant play and fully upgraded for level 3 A new breed of monster that is sure to be an instant seasonal classic A grading system to let you know how well you’ve done at the end of the adventure Maps for VTT

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 F1 The Perils of the Co-Kan Run!
F1 The Perils of the Co-Kan Run!
OSR
16 pages
0

On the border of Colorado and Kansas lies the infamous stretch of old Route 385 known as The Co-Kan Run. Few are foolhardy enough to brave that gauntlet of roving gangs, walking dead, and Combine forces, but now a girl in need and an old friend force your hand. Signing up with a wasteland convoy, you'll drop the hammer and head eastbound and down, loaded up and truckin, and you're about to do what they say can' be done. This is a Savage Worlds, Deadlands: Hell on Earth adventure module for Seasoned Characters. Product includes removable cover, 3D maps, 2D blue maps, and two interior booklets (Field Guide & Adventure). Official Savage Worlds Licensed Product.

Cover of Waterdeep: The Plowing And Running
Waterdeep: The Plowing And Running
5th Edition
Levels 4–6
17 pages
0

Spring in the city of Waterdeep is a spectacular time of year. The crowds are gathering for the annual races celebrating the Plowing and Running festival. Behind the scenes, an unknown conspirator works to disrupt the day's festivities. One of the racers has disappeared under mysterious circumstances and threatens to turn the joyous occasion into a scene of chaos. Those organizing the event are looking for brave and discreet volunteers to locate the missing racer and find out who is behind the plot to disrupt the event. Can the adventurers solve the mystery before it's too late? This adventure includes: * A kidnapping mystery with several clues leading to different ways for the characters to solve it. * Mechanics for players to participate in a race at the holiday event. * Two optional bonus objectives, including one that has the players exploring the city of Waterdeep and another that allows characters and players to explore their creative sides.

Cover of The Hidden Halls of Hazakor
The Hidden Halls of Hazakor
5th Edition
Level 1
74 pages
0

In the frontier stronghold of Purdey’s Rest, rumors of mysterious lost ruins lead a group of young adventurers into the wilderness — and the forgotten dungeons of a legendary dark mage. Facing off against evil bandits, foul undead, and ravenous monsters, the characters seek the rewards of wealth and fame. But before they can claim either, they must survive all the deadly threats of Hazakor’s lost halls. The Hidden Halls of Hazakor is a starter adventure for fifth edition fantasy roleplaying, written with a special focus on young, beginning Gamemasters of ages twelve and up. In a friendly and straightforward fashion, this adventure explores some of the ways a good fantasy RPG dungeon crawl can be put together. It offers advice on how to just let things happen during a game session, and how to not be overwhelmed by all the directions in which an adventure can go. It talks about how to bring nonplayer characters to life, how to have fun running monsters, and how to challenge the other players and their characters alike. The Hidden Halls of Hazakor is for any player who’s ready to sit in the GM’s chair for the first time — and who is ready to learn some of the tricks and techniques that help all GMs run great games. The PDF download also includes untagged maps for Purdey's Rest and the Hidden Halls of Hazakor dungeon, making it easy to run the adventure in a virtual tabletop setup. These maps are missing the number key and any features that should initially be known only to the GM (including traps and secret doors). The publisher's website offers free pregenerated characters for the adventure, but they are not included in the adventure. The website also has a free GM Guide as well. Insane Angel Studios

Cover of Encounters in the Savage Cities
Encounters in the Savage Cities
5th Edition
Levels 1–11
80 pages
0

Ever needed to spice up a stay in a city? Or, ever needed something to fill the gap between sessions when you are missing a player? Add a little flavor to the adventurers’ city visits with a rampaging mummy, a circus gone wild, a haunted inn, and much, much, more. This 80-page supplement contains 26 encounters written by best-selling Dungeon Masters Guild writers and new writers! Encounters in the Savage Cities includes: •26 unique encounters / mini-adventures ◦A mix of combat, roleplay, and investigation •Scaling Suggestions for CR 1-10 •New creatures •Custom Art •Downloadable Custom Maps (as a separate file) These encounters are location generic and are designed to be easily added to any campaign. Use them to introduce new players, as inspiration for a new campaign, as a one-shot, or whatever else you can think of.

Cover of Escaping Thalamuss Lab
Escaping Thalamuss Lab
5th Edition
Levels 5–7
25 pages
0

Sometimes sneaking into the dungeon, avoiding traps and slaying monsters is the easy part. The hard part is getting back out alive. This is a dungeon crawl adventure with a twist, the adventure starts at the end of the dungeon with the party trying to find their way back to safety.

Cover of The Ritual
The Ritual
5th Edition
Levels 1–3
2 pages
0

Welcome to the town of Talos, where things are fairly peaceful aside from the ritualistic sacrifices that have been occurring lately. Have a lovely dinner that ends with your party being trapped in a cellar, bound and one member short. The clock is ticking to see if they can solve the mystery of the cult and find their missing companion before it is too late.

Cover of In the Black Hours part 2
In the Black Hours part 2
AD&D
Levels 6–9
8 pages
0

After successfully protecting the crown in Part 1, the city council asks you to find and stop the demonic force infecting the thieves guild. Continuation from part 1 found in Polyhedron #22 Pgs. 13-20

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 Call of the Crystal Chasm
Call of the Crystal Chasm
5th Edition
Levels 9–11
25 pages
0

The humble hamlet of Brackinstone is home to a small community of halflings dedicated to the goddess Yondalla. When a raiding force of bullywugs threatens the isolated settlement, the player characters are asked to intervene on Brackinstone's behalf. However, it soon becomes apparent that something sinister is at work in the otherwise innocuous hamlet. What's included: 1 uncanny adventure divided into single-page sections for easy running 3 extra encounters that can be added in to add tension or increase the difficulty 2 fully-colored maps with unlabled versions for players (made with assets from 2-minute Tabletop) 9 custom NPCs with clickable links for quick access to statblocks 4 story hooks to continue the adventure afterwards (depending on the characters' actions) Content Warnings: Violence, death, abduction, psychological manipulation, body horror

Fait Accompli
3.5 Edition
Level 12
14 pages
0

The white dragon Hinterbite has kept the barony of Icenvale ruler-less and poor for centuries. But now his power and that of his secret supporters is threatened by the popularity of an heir who hopes to make a change for the betterment of the people. Can the PCs take on the dragon and his minions and restore power to the barony's rightful ruling line? Download this new adventure by Owen K.C. Stephens and let your PCs face the dangers of the dragon lair! Fait Accompli is suitable for 12th-level characters. At its most basic level of use, Fate Accompli is a straightforward quest to clear a dungeon and slay some dragons in an arctic climate. However, it also includes political elements that you may either may play down or use to expand the scenario into a mini-campaign, as you wish. Fait Accompli is a short adventure for four 12th-level characters. It is set in the wilderness north of a minor border barony that has at best an arms-length relationship with any larger nation. Though the adventure requires all these elements to work, it can be set on the outer edge of any kingdom near an arctic region. As always, feel free to adapt the material presented here as you see fit to make it work with your campaign.

Cover of The Palace of Pain's Pleasures
The Palace of Pain's Pleasures
5th Edition
Levels 2–3
21 pages
0

A galvanice weird has torn apart an Izzet laboratory in the Blistercoils. The weird’s path of destruction leads to Tin Street where the weird was spotted being subdued and taken aboard the notorious Palace of Pain’s Pleasures, a mobile Cult of Rakdos performance stage. To return the weird to its proper owner and discover the mystery behind its bizarre behavior the party must brave The Palace of Pain’s Pleasures! The Palace of Pain’s Pleasures is a 2-hour Guildmasters' Guide to Ravnica adventure for 2nd - 3rd level characters. Picking up where Off to a Weird Start left off, this adventure is designed to be part of an ongoing campaign. For Dungeon Masters who wish to incorporate The Palace of Pain’s Pleasures independently from the ongoing story, 20 Adventure Hooks (two for each guild) are included, giving The Palace of Pain’s Pleasures flexibility for one-shot play or for inclusion in your own campaign! The Palace of Pain’s Pleasures contains: A new location that is also a magical construct. New trinket tables for the Cult of Rakdos. A new NPC antagonist (or contact), Ophyira, the star performer of the Palace! Two new magic items. One new spell. Discover the secrets of The Palace of Pain’s Pleasures TODAY!

Cover of The Tidus Tomb - 5th edition
The Tidus Tomb - 5th edition
Pathfinder
Levels 4–5
11 pages
0

In a small hamlet, things are strangely becoming tidy in the night. Far from being pleased, the citizens are alarmed by these events. A local painter has gone missing, as has a travelling scholar. What is going on here?

Cover of Saving Sujeira's Soul
Saving Sujeira's Soul
Pathfinder
Levels 1–2
20 pages
0

In this adventure players are set first on a simple task, to solve the disappearance of the local witch before outside forces take an interest. But as the players get deeper, they will rapidly kind themselves on a quest for far more, as they range from an alchemist's lair on a crumbling tower down to a dark swamp full of mystery and danger, seeking a holy relic that might lead them to the outskirts of Hell itself. All in service of the sleepy Village Sujeira and the dusty souls within. 1452: Saving Sujeira’s Soul is an adventure set in northern Portugal on an alternate history Earth during the year 1452, in a world where history is much the same, but for the fact that the Rus are all hirsute dwarves, the hordes that poured out of central Asia were orcish (and half-orcs are mostly janissaries split among the Ottoman Empire’s demesnes), and elves are creatures of rumors and myth. Halflings live among the English and Portuguese in villages and farms, while goblins are pests best left for dead in the wilds between civilized countries. The Church arms its inquisitors with holy blessings, for witches are not mere milk-souring old women but vile devil-pacted souls, and wizards and sorcerers seek human and kine for sacrifices to fuel their darkling magics. There be dragons on the edges of the world, and ogres and sea serpents and giants, but the alchemists of this world know things beyond mortal ken and fight these horrors with science and canny concoctions. Published by Coldlight Press

Cover of FV5 - Xodus Isle
FV5 - Xodus Isle
5th Edition
Levels 3–5
21 pages
0

While strolling through the streets of Kak you notice a pair of men laying in the alley. Upon closer inspection you notice that one of the dead men has a unique tattoo. Peering closer you notice that this man, dressed as a pirate, has a tattoo of an island with an “x” on it! Once this tattoo is discovered the PCs will need to locate a ship to head off on a treasure hunt. Finding a ship captain that is familiar with Xodus Isle will not be difficult but trusting the captain…well that’s a different story entirely.

Cover of The Globe
The Globe
OSR
Medium Level
12 pages
0

Among the snow globes that sit gathering dust there is one quite unlike the others. One is full of sand and an ancient library. Shake it and you’re transported to the dungeon. Here's what it has: Beautiful cartography from Dyson Logos 27 keyed rooms to keep your players busy for a few sessions A new enemy called the Mummies who do no damage but burst into sand that gets into armor and skin, spreading a deadly disease A sand golem Pharaoh who can multiply A twisted lich (or moderately low level) who collects teeth A sphinx searching for the answer to a riddle A few traps (including snakes and skin-burrowing scarabs) A treasure room that has roughly 10,000gp worth of assorted treasures, making it difficult to export It exists inside a magical snow globe, meaning it can fit into your campaign world with ease Has repercussions and ways to continue after the fact Basically this is a dungeon for a more Old School feel.