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372 adventures found
Cover of Terror in Freeport
Terror in Freeport
3.5 Edition
Levels 2–5
47 pages
0

This adventure can be used as stand-alone or continuing the arc started by Death in Freeport. Terror in Freeport leads the PCs deeper into the intrigue they began to glimpse in Death in Freeport. The investigation takes them from the corridors of power to the bowels of the underworld, with terrifying insights into who really controls the city. They discover that the Brotherhood of the Yellow Sign has its claws in the town's power elite, but thanks to some clever camouflage by Sea Lord Drac. they may not find out just whom the serpents control until it's too late. As the adventure begins, the PCs are contacted once more by a very nervous Brother Egil. He tells them that while staying with Lucius one evening, he awoke to find a burglar in the roomstealing a scroll. Egil is certain that the Brotherhood have penetrated further into Freeport than anyone imagines. He wants the PCs to investigate Milos's other ties to the city and find out what's being done about the temple of the Unspeakable One. The PCs search the cultist's lodgings and discover it has been carefully gone over, and several possibly incriminating books are missing. But the burglars overlooked one thing: a Tome with a diagram of the Lighthouse of Drac sketched onto the back page, marked with the letter V. Upon leaving Milos's lodgings, the PCs come upon a gang of orcs beating up a hapless messenger. They lend a hand, only to discover they've been tricked - the messenger makes off with Milos's book! A chase through the back streets leads them to the boarded-up building the y discovered in Death What they find isn't encouraging. There is a guard posted out front, courtesy of "V"- -Verlaine. head of the Captains' Council. Meanwhile, down below, the cultists continue to have the run of the caverns-— in fact, they have been shipping their unholy relics to Verlaine's own home!

Cover of Dungeon Crawl Classics #24: Legend of the Ripper
Dungeon Crawl Classics #24: Legend of the Ripper
3.5 Edition
Levels 1–3
40 pages
0

The city is gripped in fear! The Ripper has returned after a 125-year absence and is once again carving a trail of blood through the slums of Millers Court. Also returned is the ghost of Mari Kell, his last victim from more than a century ago, and she haunts the streets where she was killed. The city watch is at a loss to solve this supernatural mystery, much less apprehend the Ripper himself. All the clues point back to the hovel where Mari Kell was slain long ago. If the heroes are brave enough to enter, will they find the Ripper himself there?

Cover of CM9 Legacy of Blood
CM9 Legacy of Blood
BECMI
Levels 15–19
32 pages
0

Your cousin Rolph is dead - and while there is cause for sadness, there is also cause for celebration. As his heir, you were willed his dominion: Fenhold. Of course, the Deep Swamp is threatening to engulf all of your new holding. People are seeing ghosts and disappearing mysteriously. Animals die without reason, and crops are suddenly blighted. The farmers don't like the swampdwellers, the swampdwellers don't like the farmers, and no one likes the halflings. The entire civil service of the dominion seems to have either worked for the failure of the dominion or resigned due to actions of the others. It's going to be tough task to make all this ship-shape once again, but you're 15th level now. Isn't it about time you settled down? TSR 9210

Cover of C17- 2 - Moscow Mule
C17- 2 - Moscow Mule
5th Edition
Level 4
17 pages
0

While sitting around your favorite tavern, a loud explosion shatters the serene mood of Moscow. You sprint to the source and discover the distillery has exploded. The glum populace grumble loudly. With winter setting in and nothing to do the citizens rely on the libations from this business to cheer them up. You are approached to scour the canyon area before the winter sets in to find a few extra kegs for the people.

Cover of The Siege of Grimm Iron Peaks
The Siege of Grimm Iron Peaks
5th Edition
Level 5
31 pages
0

This adventure has been designed as a one shot adventure for 4-8 players, pregen 5th level characters included, in 4-6 hours. It tells a classic story of the "good" races oppressing the "dark" races, with their warlike expansionist ways.

Cover of 1 on 1 Adventures #1: Gambler's Quest
1 on 1 Adventures #1: Gambler's Quest
Pathfinder
Levels 2–4
24 pages
0

Something is amiss in the town of Rhiannon. Recently raided by a band of vile creatures, the citizens of Rhiannon were shocked to find their lord at the root of the incident. And now Lord Kent is holding a competition for “all walks of life with a propensity for the gambling arts.” Will the PC aid the citizens of Rhiannon and uncover the truth about the mysterious Lord Kent? Or will the PC take this opportunity to line her own pockets? Either way, the answers lie inside the walls of Lord Kent’s keep and the gamblers within.

Cover of The Twofold Talisman Adventure One: The Heart of Light
The Twofold Talisman Adventure One: The Heart of Light
AD&D
Levels 6–7
11 pages
0

The players are tasked by a mysterious Wizard's servant quest to recover the two gems of the Twofold Talisman: the Heart of Light and the Ebon Stone. The quest for the Heart of Light takes the adventurers to the Wizard's own mansion. Pgs. 43-54

Cover of Goblin Heist
Goblin Heist
5th Edition
Levels 1–4
16 pages
0

Ever feel like you just want to snatch all the blankets and pillows you can find and hide in your own warm little nest? Goblin Heist is a chaotic Tier 1 adventure where 1-6 players take control of goblin characters on a mission to steal as many cozy things as they can from the sleepy winter village of Little Humbleton. But be wary... the town has hired an adventurer to stop you! Can you and your goblin gang survive the cold, sneak into houses, steal the cozies, and escape before daybreak all without being caught? Goblin Heist is highly replayable, and features: - A choice of four adventurers protecting the town, each adding their own difficulty and flavour to the game - Variable weather conditions - Pursuit mechanics - Randomly generated challenges - Cozies - Stuffing sweets in your face

Cover of Dark Legacy of Evard
Dark Legacy of Evard
4th Edition
Levels 1–3
63 pages
0

Many years ago, Evard came to Duponde to destroy his rival Vontarin, a powerful wizard who lived in a manor at the edge of town. The two mages met near the walls of the abbey of St. Avarthil and dueled all night long with black spells, laying the old monastery in ruins with their magic. In the morning, the surviving friars found Evard dead in the wreckage and buried him in the town’s graveyard. Vontarin was never seen again. Now, almost fifty years after his death, Evard’s final curse is about to descend on the town and everyone within it. Also available in Dungeon Magazine #219 Pgs. 30-90

Cover of OA3 Ochimo The Spirit Warrior
OA3 Ochimo The Spirit Warrior
AD&D
Levels 5–7
48 pages
0

Your family and those of your friends are deeply indebted to the Ko family, a clan of merchants from distant and alien Shou Lung. The Ko have been instructed by their emperor to develop an island possession to extend the Glorious Empire of Shou Lung. The colony there is failing because of fell spirits and dire hauntings. The Ko family is calling in old favors to discover who is responsible for these evil sendlings. And if the Ko have a problem, you have a prolem.... So you and your companions are bound for the island of Akari, a small pebble in the Celestial Sea. There you will find a land rich in ancient lore and guarded by the sword of a spectral samurai - Ochimo, the spirit warrior. Yet this is only the first taste of the adventures that await you. Ochimo: The Spirit Warrior is an adventure for characters of levels 5-7 and uses the AD&D Oriental Adventures rule book. The module includes descriptions of Akari Island, as well as much information on the lifestyles, attitudes, and history of the most civilized nation in the world: Shou Lung. TSR 9195

Cover of GameMastery Module D2: Seven Swords of Sin
GameMastery Module D2: Seven Swords of Sin
3.5 Edition
Level 7
32 pages
0

Long hidden away in remote vaults and guarded by powerful wards, the ancient Seven Swords of Sin have been stolen and brought together again for a terrible cause. Seven Swords of Sin is a lethal adventure that pits players against a vile enchantress, Tirana, in a trap-laden and monster-guarded dungeon. Only the brave (and perhaps foolish) can survive Tirana's lair and rescue the fabled Seven Swords of Sin from her heinous plot to unlock their deadly powers.

Cover of Under Dovla Mountain
Under Dovla Mountain
5th Edition
Levels 9–12
24 pages
0

The Kierhammer clan of dwarves pride themselves as excellent excavators, but the respective families are not without friction. While clearing the entrance to the tomb of an ancient king, tensions rose following the death of one of the Kierhammers, who seemingly fell accidentally. It is your job to ensure the clan stays united, and when disease strikes, to make sure resources are managed properly, so that the mission is complete and you all return alive. A wicked force, however has other plans...

Cover of Dark Waters Rising
Dark Waters Rising
Pathfinder
Level 5
38 pages
0

Catastrophe strikes the frontier village of Swallowfeld! With a grinding groan, the town’s mill slews into the Kilian River and breaks through the ceiling of an ancient subterranean dungeon. This accident frees a long-imprisoned evil to prey upon the shocked townsfolk. When several Swallowfeld residents—some innocent and some not so innocent—are spirited away into the rapidly flooding dungeon, it falls to a brave group of heroes to venture underground and rescue the missing before dark, rising waters seal their fate.

Cover of Khyber's Harvest
Khyber's Harvest
4th Edition
Level 2
30 pages
0

A trek across the Shadow Marches leads weary travellers to Blackroot, a quiet village of ramshackle huts nestled among the darkwood trees. Here, orcs and humans live in peace. However, all is not well. Something evil has crawled up from below, threatening to devour the village and its denizens. Only a party of brave heroes stands in its way. In Khyber’s Harvest, the PCs battle an ancient evil threatening a remote village in the Shadow Marches. The dark power of the planes has grown strong in this place. Depraved cultists and twisted aberrant creatures are dragging innocents down into ancient caverns to undergo a horrific transformation. To save these helpless villagers, the PCs must overcome the terrors of Khyber—a quest that brings them to the attention of the dreadful Belashyrra, the Lord of Eyes.

Cover of Retribution
Retribution
Pathfinder
Level 1
68 pages
0

In the frozen depths of winter, murderous winds mercilessly batter the crumbling Priory of Cymer. Within, trapped by their duty and the heaped snowdrifts that render travel near impossible, the few remaining faithful huddle together and tend the sacred places of their forbears. With the weather worsening, nerves fray and tempers snap as the wind howls its mournful dirge for the forgotten dead of a fallen time. But the worst is yet to come. One of those trapped within holds a murderous grudge that only blood can expunge and as the storm reaches its savage height terrible revenge is wrought amid the frigid halls and faded glories of a bygone age. A 1st level adventure that is so much more than a trip to stop goblins killing cows. Great NPCs and a great location gives this the feel of The Name Of The Rose.

Cover of M5 Talons of Night
M5 Talons of Night
BECMI
Levels 20–25
48 pages
0

As the cream of your crop, your party has been selected to act as diplomats on the Isle of Dawn at a historic meeting between Thyatis and Alphatia, timeless rivals. This could herald the dawning of an age of peace, unknown in the area for years past. However, things are not progressing s smoothly as planned. The powers of Entropy, headed by Alphaks, are out to ensure that this peace treaty is not finalized. Two of the diplomats are kidnaped - and you are framed! It's up to you to prove your innocence. This involves traveling to other dimensions, meeting vampiric spirits, and playing deadly games with the Night Spider. Ultimately, you must find and restore the Peaceful Periapt of Pax to its rightful place. Let the games begin. The events of Talons of Night may be played as a sequel to module M3, The Vengeance of Alphaks, or separately. The D&D Master Set Rules are necessary to run this game. TSR 9214

Cover of First Adventure
First Adventure
5th Edition
Low Level
32 pages
0

Six kids, one heartfelt promise, one incredible exploration! First Adventure is a one-shot designed to be played as a long session of five hours or two shorter sessions of 2-3 hours each. Keep the promise you made to your dying mother! Journey to an old, abandoned mine to search for the gateway to the Faerie Realm! Fail in your first attempt and regroup again 17 years later to keep the promise! A well balanced mix of exploration, role-playing, riddles, combat and tons of fun suited for both DnD newbies and veterans!

Cover of The City That Was
The City That Was
5th Edition
Levels 1–3
16 pages
0

The greatness of a dwarven citadel is measured by its greatness of wealth. The dwarves steadily work mines and forges to fuel the wealth needed to make their presence known throughout the realms. Unfortunately, this also makes them known to those that would seek the opportunity to steal their glory and riches. This story occurs in a place that has experienced this struggle for millennia. New threats emerge as old threats become rivals through the tides of time. This story... your story... is another chapter of this ancient struggle.

Cover of One on One Adventures Compendium
One on One Adventures Compendium
Pathfinder
244 pages
0

This collection of eleven 1 on 1 Adventures is now available in 1 tome-now powered by Pathfinder Roleplaying Game! 1 on 1 Adventures #1: Gambler's Quest 1 on 1 Adventures #2: The Star of Olindor 1 on 1 Adventures #3: The Forbidden Hills 1 on 1 Adventures #4: The Sixth Cavalier 1 on 1 Adventures #5: Vale of the Sepulcher 1 on 1 Adventures #6: The Shroud of Olindor 1 on 1 Adventures #6.66: The Pleasure Prison of the B'thuvian Demon Whore 1 on 1 Adventures #7: Eyes of the Dragon 1 on 1 Adventures #8: Blood Brothers 1 on 1 Adventures #9: Legacy of Darkness 1 on 1 Adventures #10: Vengeance of Olindor

Cover of Dungeon Crawl Classics #32: The Golden Palace of Zahadran
Dungeon Crawl Classics #32: The Golden Palace of Zahadran
3.5 Edition
Levels 14–16
48 pages
0

While investigating rumors of a dangerous blue dragon wreaking havoc in the deep desert, the heroes tumble under the sands into the magically sealed dome of an ancient palace. The temporarily weakened dome reseals above them, and they are left to explore the golden palace of Zahadran, once seat of power for the legendary Caliph Ardishir the Magnificent. But the dome is weak because it has been assaulted by the mythical storm demon Azi Dahaka and his trapped minions, evil creatures that were sealed under the magical dome to keep them from ravaging an unsuspecting world.