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413 adventures found
Cover of MV1 Midnight on Dagger Alley
MV1 Midnight on Dagger Alley
AD&D
Levels 4–6
8 pages
0

As darkness presses into the narrow, muddy alleys of Goldstar, silent shadows slip out of hiding. Now is the hour for cutpurses and cutthroats to creep into the night to do their work. Would-be victims bar their doors and lie sleepless in their dingy hovels waiting for dawn. Your task sends you into this dismal, dangerous place after sundown. No moon lights your steps as you scurry past yowling cats in smoke, fog-filled alleys. Above you and beneath you lurk unseen encounters. Somewhere ahead in the despairing gloom lies your goal, if you can survive Midnight on Dagger Alley. TSR 9104

Cover of AC1 The Shady Dragon Inn
AC1 The Shady Dragon Inn
BECMI
Any Level
32 pages
0

The Shady Dragon Inn is a set of pre-generated characters for use with the Dungeons & Dragons game. This player's aid comes in two parts: each character appears first in a section devoted to his or her character class. They appear again in the second section as members of a party. As a DM or as a player, you may use either or both sections; over a hundred characters await you! Each character has a brief biography that will help you to create backgrounds for PCs or NPCs as needed. Also included is a rough physical description, and a list of items owned by each character. The Shady Dragon Inn also contains the D&D statistics for those special characters who are presented by figures in the D&D and AD&D toy line, and provides a tavern setting from which players may start adventures or gather party members. TSR 9100

Cover of DSQ1 Road to Urik
DSQ1 Road to Urik
AD&D
Levels 4–7
122 pages
0

"Tyr is free! Tyr is free!" Such is the heady cry that echoes from the darkest warrens to the gleaming chambers of the Council in that ancient city. Now is your chance to savor life released from the oppressive gloom of the sorcerer-kings-but for how long? New forces threaten the newly-born independence of Tyr, as outside forces march upon the city. King Tithian is determined to resist, but there are others on the Council of Advisors less eager to risk their wealth and lives for the cause of independence. It falls upon you to help mobilize and lead the citizen-army of Tyr on the road to Urik. In Road to Urik, the city-State of Tyr has thrown off the yoke of the sorcerer-king Kalak and declared all slaves free, but the neighboring city-state of Urik is amassing its own armies to conquer Tyr. In the first part of the adventure, the PCs must negotiate with various factions of the city in order to win their support for the war effort. In the second part the PCs leading a scouting force ahead of the main army, and the choices and successes in the first part will affect the troops they lead here. Finally, they will need to fight and lure away the Urik army's own scouting force, letting the army of Tyr ambush them. The second and third part make heavy use of the Battlesystem rules, which were pushed pretty heavily in the early Dark Sun books. Like many Dark Sun adventures, the module makes heavy use of handouts that come in a flip-book along with the main adventure. This adventure is a sequel to Freedom. It stands on its own, but the plot of the adventure is based on the events of Freedom and the novel the Verdant Passage, so you can't really run them in reverse order. Much like Freedom took place concurrently with The Verdant Passage, Road to Urik takes place just before the events of The Crimson Legion, the second novel in the Prism Pentad. TSR 2406

Cover of Ravager part 1 The Darkcrypt
Ravager part 1 The Darkcrypt
AD&D
Levels 5–7
12 pages
0

An army has appeared from the desert wastes led by a sorcerer said to be immortal. Fearing imminent attack, the Border Kingdoms have sent assassins to slay this so called Ravager and find this terrible rumor is true. You are tasked with discovering the secret to the sorcerer's immortality, hidden amidst an ancient crypt.

Cover of Escape from Wheloon
Escape from Wheloon
5th Edition
Levels 1–4
21 pages
0

The walled city of Wheloon holds the criminal population of Cormyr. The residents of that place are bound to it forever and cut off from the outside world. Inside, plans are made and malcontents pool their resources – and outside, forces influence the innocent to ensure that a dire plot can be realized without interference from the knights and mages that guard the realm. Now you’re here with no memory of what brought you to Wheloon, and all you can think of is finding out why!

Cover of GC16 - Legend of Pula Noa
GC16 - Legend of Pula Noa
5th Edition
Levels 4–6
51 pages
0

After resupplying equipment, health, and morale, you have heard of a job opportunity available at a nearby pub. After first missing out on the chance, your fortunes change and get the job. After boarding the Gnome airship, the “Marietta”, you head off across the sea to locate the captain’s missing brother. You find out you will be going into the jungles of the lost Pula Noa tribe. Rumor and legend surround these natives as having streets and buildings paved in gold, silver, and death! This adventure setting was designed for 5th Edition rules D&D for the Filbar Campaign for mid-level adventurers and DM. This adventure is easily adaptable to most any game and system. Save yourself some time and utilize it for a one shot adventure or a continuing campaign!

Cover of WGS2 Howl From the North
WGS2 Howl From the North
AD&D
Levels 8–10
66 pages
0

Barbarian legends tell of five magical blades of measureless power. The more civilized cultures of warmer climes believe these tales to be nothing more than delirious dreams of frost-bitten brains. "Those frozen louts- they're trying to scare respect out of us!" At least that's what they want to believe. Three of the legendary blades of Corusk have been unearthed, and their powers have proven to be all that the tales claimed. You have been given these to use in the quest for the remaining two blades. However, word has spread to the peoples of the neighboring areas, and two groups are working against you to prevent your securing these swords. Beware the Hold of the Stonefist and the Rovers of the Barren! Only so much time remains for you to locate the last two Blades of Corusk ... and your enemies are on the horizon. Find the blades, and reclaim your birthright of honor and respect; fail, and be outcast from your tribes for life. The choice is yours. TSR 9337

Cover of M2 Vengeance of Alphaks
M2 Vengeance of Alphaks
BECMI
Levels 28–32
32 pages
0

Centuries ago, the despotic Alphaks, ruler of Alphatia, was banished to another world. From his own sphere of entropy he learned to manipulate men, and now seeks revenge against the human race. The volatile region of Norworld, a perennial battleground between Thyatis and Alphaita, draws Alphaks's attention. The already existing frictions, small-time political players, and petty vengeances are the sparks Alphaks will use to ignite a huge war that will destroy man-kind. This is an adventure of politics and diplomacy, of treachery and treason. Only courageous and bold actions can save Norworld from the horrors of war and liberate its people from oppression. The Vengeance of Alphaks may be played as a sequel to module M1, Into the Maelstrom, or separately. The D&D Master Set Rules are necessary for running this game. TSR 9148

The Cursed Crypt of Lochinvoor
AD&D
Levels 2–4
30 pages
0

Complete dungeon which can be used as a standalone game or used in a campaign.

Cover of To the End of Time
To the End of Time
5th Edition
Level 20
20 pages
0

An Epic Adventure They're some of the greatest heroes the world has ever seen, but when they are plucked from their own time and tasked with saving the world - and possibly much more besides - one last time, will they be up to the challenge? Taking D&D to the Limit Epic-level D&D is something that every gamer should get to play around with at least once. However, this is something that most groups struggle to achieve. Most committed players have some sort of idealized character hanging round in the back of their head, designed to take advantage of all the abilities on offer when you get 20 levels under your belt, but they rarely get to use them. Which is where To the End of Time comes in. What is This Adventure? This one-shot is designed to give players a taste of epic level adventuring without the need for two years of campaigning first. It can be completed in a single long session, or two or three shorter ones and should be relatively straightforward to run. The players get to pick from pre-generated epic-level heroes (downloadable free from winghornpress.com) or create their own, complete with backstories of valor and adventure. At the very moment of their death, these titanic heroes are plucked from their own time by a powerful angel and tasked with saving the world - and possibly much more besides - one last time. Over the course of their adventure the party will encounter all manner of powerful creatures far beyond the reach of regular adventurers, and face tasks that would leave even stout-hearted heroes dumbstruck. So sit down and grab some dice… it’s going to be a long night.

Cover of The Great Thaw of Gryzmithrak Spire
The Great Thaw of Gryzmithrak Spire
Draw Steel
Level 1
34 pages
0

The Great Thaw of Gryzmithrak Spire is a level 1 adventure for MCDM's Draw Steel TTRPG in which the heroes confront an ancient evil to stop an impending climate disaster. Deep in the mountains of Vasloria, the Rime Legion kobolds safeguard the frozen heart of the long-dead dragon Gryzmithrak—an artifact responsible for sustaining the snow atop the mountain peaks. No one recognized the first drops of melting snow as a sign that the heart's magic was failing. But everyone remembers the avalanche a week later that left the Rime Legion on the brink of ruin. If Shieldmaiden Voss is to be believed, then a threat approaches much worse than avalanches. Tensions rise as more legionnaires are marked by the Infernal Scar—a symbol of changing times and shifting allegiances. This short adventure is packed with simple, high stakes intrigue and a growing crisis that only the heroes can stop. Can you uncover what's really going on and put a stop to it before it's too late? Included in this Product: - High Stakes Adventure. This level 1 Draw Steel adventure culminating in a climactic fight against an elemental reborn as a red dragon fueled by kobold ambition. - A 6-12 Hour Adventure! This self-contained module has three combat encounters, a Montage Test, a Negotiation, and a collection of other roleplay and skill challenge encounters. - Handcrafted Art and NO AI! A full color PDF with beautiful illustrations fit for Draw Steel - 5 Pregenerated Characters. These pregens were made with an easy-to-use character sheet template originally made by MrMattDollar (thanks for letting us use them, Matt!) - 4 Full Color Maps. Includes 1 beautiful area map for Korrivost and 3 battlemaps with unique obstacles and hazards (available in B&W printable + VTT full-color maps)

Cover of C17-3  York Towers
C17-3 York Towers
AD&D
Level 6
100 pages
0

After handling a bit of diplomacy for the York Republic, the ruling council has asked for more assistance from you. Years before the western edge was not where it is now. A series to protective towers stretched out securing the land. Unfortunately for the country, those towers were taken by Giants of the region and pushed the York-ians to their current border. The council feels that your party is strong enough to go scout out the area and see if the land can be retaken. This adventure setting was designed for both 5th Edition rules AND 1st/2nd Edition D&D for the Filbar Campaign for six, sixth level adventurers and DM. This adventure is easily adaptable to most any game and system. Save yourself some time and utilize it for a one shot adventure or a continuing campaign.

Cover of Ignorance is Bliss - Adventure 2: What Lies Beyond Reason Adventure Path (Pathfinder)
Ignorance is Bliss - Adventure 2: What Lies Beyond Reason Adventure Path (Pathfinder)
Pathfinder
Levels 4–5
57 pages
0

Sometimes its better not to know... Citizens are turning up in the city in catatonic states, alive but devoid of personality. Are they the victims of an illness or disease, or is there something more sinister at work? Encountering one of these poor souls, the characters are drawn into an investigation of politics and treachery, seedy underworld dealings and rooftop chases, culminating in a fiery conclusion. Can they discover the cause of this epidemic before it’s too late?

Cover of B1 In Search of the Unknown
B1 In Search of the Unknown
BECMI
Levels 1–3
32 pages
0

Introductory Adventure that came bundled with some versions of the Holmes Basic version of D&D. Two powerful adventurers, Rogahn the Fearless and Zelligar the Unknown, have apparently deserted the stronghold they once occupied. The PCs have discovered a map which leads to it. First published in 1978, this is a basic dungeon crawl introducing players to many of the dungeoneering tropes. Location descriptions are provided but it is up to the DM to fill in the actual monsters and treasure for each one. TSR 9023

Cover of The Test of High Sorcery
The Test of High Sorcery
5th Edition
Levels 3–4
154 pages
0

So you want to be a Mage of High Sorcery? To join the esteemed organization, you must travel to the Tower of Wayreth and undertake the most important event in your life—the harrowing Test of High Sorcery! If you can survive where so many aspiring mages have failed, you will forever bind your soul to the Gods of Magic and gain access to untold arcane secrets. The Test of High Sorcery is the perfect adventure for new and veteran players looking to experience Dungeons & Dragons in a new way! It is a solo adventure, where your choices have meaningful consequences, but it also provides balanced rules to play with a group or a Dungeon Master. This 154-page tome features: - A sprawling adventure that fits perfectly as an expansion to any Dragonlance campaign, Dragonlance: Shadow of the Dragon Queen, or as a stand-alone replayable experience - A tale full of sorcerous intrigue, featuring many new characters alongside iconic favorites like Fistandantilus, Takhisis, Fizban the Fabulous, and the Gods of Magic - Innovative Destiny and Trait mechanics make your choices really matter—and ensure every mage’s Test of High Sorcery is a unique experience - Over 60 possible outcomes to determine which Order of High Sorcery you join and provide compelling new plot hooks for your character during future adventures - Dozens of unique locations with rich stories and sorcerous challenges that Dungeon Masters can use to create their own version of the Test of High Sorcery - New magic items and stat blocks, with mechanics that support clever use of enemies’ weaknesses and the environment against them - Four gorgeous sample characters, with interactive character sheets designed to be new-player friendly so that you can jump right into the story - A detailed primer on the history of Krynn and how it relates to the Mages of High Sorcery - A community survey when you finish to let you see how you compare to other mages taking their Tests of High Sorcery

Cover of G1-2-3 Against The Giants
G1-2-3 Against The Giants
AD&D
Levels 8–12
32 pages
0

This material was originally published as three separate adventures: G1 (STEADING OF THE HILL GIANT CHIEF), G2 (THE GLACIAL RIFT OF THE FROST GIANT JARL), and G3 (HALL OF THE FIRE GIANT KING). Contained herein are referee notes, background information, maps, and exploration keys for three complete adventures using the ADVANCED DUNGEONS & DRAGONS rules. This module can be used alone or as the first in a series of adventures that includes Dungeon Modules D1-2 (DESCENT INTO THE DEPTHS OF THE EARTH), D3 (VAULT OF THE DROW), and Q1 (QUEEN OF THE DEMONWEB PITS). TSR 9058

Cover of Monsterquest
Monsterquest
AD&D
Levels 1–3
10 pages
0

This AD&D scenario is designed to be a humorous departure from regular adventuring. The "heroes" are a fellowship of monsters on a quest to recover a magical item for an orc chieftain whom they have displeased. Having lost the map given to them, they must gain entry to a frontier outpost - probably by sneaking through sewers - and recover the map from a locked safe in the commanders quarters. Once they again have the map, the monsters must travel overland to an abandoned elven witches' temple on the shore of a mountain lake, where they will find the object of their quest. Pgs. 23-32

Cover of Starburn Academy
Starburn Academy
5th Edition
Levels 2–3
18 pages
0

Everyone who’s anyone has heard of Starburn Academy. The elite boarding school is famous for teaching students to excel in magic, history, fighting, and anything else a precocious child in the city of Seledor needs to know. But now, one instructor at the school is using his position to carry out a nefarious plot which is at best unethical and at worst deeply dangerous. The only people standing in his way are a mage with an unreliable reputation and the handful of talented children she picked off the street to infiltrate the school and get the evidence needed to take him down. That is, you.

Cover of Icegate Keep
Icegate Keep
5th Edition
Levels 1–4
32 pages
0

Jarl Aelfric Whitehand of Jotunspine, one of the Moonshae Isles, is not happy. His ward, Cordin Wainthrower, has disappeared. Clues imply that Cordin has headed for a ruined keep deep in the Giantspine Mountains. The characters are tasked by the jarl to track down Cordin and bring him back to safety – the Giantspines are filled with many dangers including the legendary Winter King, a fey of great power. Will the characters force Cordin to return to the keep or help him in his quest to restore a family heirloom? If they help him, they must face the chilling depths of the crypt of Icegate Keep. Icegate Keep is an adventure for the first tier, levels 1 to 4. The adventure includes full scaling recommendations for each level, as well as four pre-generated PCs at each of the four levels. The adventure is designed to be tough for the pre-gen PCs, who have little magic to brave the icy mountains. It is estimated to take 4-6 hours to play. The adventure has several new monsters including Ice Wights, Ice Zombies, Frostsnakes, and the infamous Winter King. New magic items are also included such as the greatsword Frostreaver, the ancient Snowbane dagger, the Horn of the Howling Wolf, and the Throne of the Winter King. There is a player handout outlining the legend of the Winter King and three battlemaps showing separate levels of the small keep.

Cover of The Lost Dungeon of Rickedness: Big Rick Energy
The Lost Dungeon of Rickedness: Big Rick Energy
5th Edition
Level 1
44 pages
0

Listen up! You're in my dungeon now, Morty! On Earth C-141, I'm a LEGENDARY D&D adventure writer! When people think of impossibly difficult dungeons or winding, labyrinthine maps, those things ain't Gygaxian - they're SANCHEZIAN! I do whatever I want over there, and they eat it up! I'm a celebrity Dungeon Master there, too! My livestreamed show, Cynical Troll, gets a billion views a day! It seemed a little selfish to contain all that GREATNESS to a single dimension, so I lifted one of the all-time favorite Sanchezian adventures and snuck it back here to dimension C-132. (Usually that kind of s**t is frowned upon, but it's just a D&D adventure. We're not exactly violating the Prime Directive or whatever.) This is a good old-fashioned dungeon crawl for a party of 1st-level adventurers, whose character sheets in this box should also contain. They'll probably reach 3rd level by the end of it. So here it is. This adventure brought peace to a warring galaxy. What did you ever do? Oh, you picked up this adventure? Good start. And awaaaay we go!