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414 adventures found
Cover of Fez II : The Contract
Fez II : The Contract
AD&D
Levels 3–8
40 pages
0  0

The wizard Fez has faith in the abilities of adventurers. But Mephistopheles isn't as confident. So a pact was made between the wizard and the demon. As each bargained madly to outdo the other's bet, Fez was trapped in a magical sleep. More than just a wizard's pact is at stake as you strive to accomplish the seven "impossible" tasks. FEZ II is a module which will challenge your ability to overcome dangers, solve problems, and adjust quickly to the unexpected. It was the wizard Fez that made the deal with the demon, but it is you who must make good on ...

Cover of The Wizard's Amulet
The Wizard's Amulet
5th Edition
Level 1
25 pages
0  1

The Wizard’s Amulet is a short, introductory adventure for six newly created good-aligned 1st-level characters. The adventure revolves around Corian, a fledgling Sorcerer. While an apprentice, Corian discovered a letter written by a wizard named Eralion, who it is said some years ago attempted to become a lich—and failed. Accompanying the letter was a mysterious amulet with strange markings. Joined by newfound companions, Corian set off in search of Eralion’s keep and his supposedly unguarded treasure. But Corian is not alone in desiring to unlock the mystery of Eralion’s fate. Darker, more evil forces have designs on the secrets reputedly hidden with Eralion—forces willing to stop at nothing to obtain… The Wizard’s Amulet.

Cover of B12 - Queen's Harvest
B12 - Queen's Harvest
BECMI
Levels 1–2
36 pages
0  0

The wizard Kavorquian is dead. But certain items belonging to his adopted son were in the wizard's keeping at the time of his demise. Now someone must venture into the silent vaults of Kavorquian's stronghold and recover the missing property. Queen's Harvest picks up its story where B11, King's Festival, left off. It can be played as a sequel to that adventure or as a complete adventure in itself. It is tailored for beginning Dungeon Masters and players and contains helpful hints on adventuring and the land of Karameikos. The story develops simply, but ultimately leads the player characters into the nether reaches of Penhaligon's politics to confront Ilyana Penhaligon, mad pretender to the throne! TSR 9261

Cover of Fall of Whitecliff
Fall of Whitecliff
Pathfinder
Levels 1–2
22 pages
0  0

Beginning in the prison of the Castellan of Whitecliff, this campaign arc takes the players from level one to four, presented as a sandbox area in a lonely and gritty peninsula full of villains and opportunities for the players to explore. Much like Stonehell, but for regional play. Published by Coldlight Press

Cover of I2 Tomb of the Lizard King
I2 Tomb of the Lizard King
AD&D
Levels 5–7
32 pages
1  0

"The southlands of Eor are being despoiled. Merchants will no longer run their caravans on the main highway past the quiet village of Waycombe. The peasants are fleeing their lands, and all are demanding protection from the powerful Count of Eor. The goodly count has sent a troop of his trusted fighters to exterminate the brigands believed responsible for these outrages, but weeks have passed, and still there is no word from this force. Now John Brunis, Count of Eor, has turned to you for aid. After taking counsel with the High Priest of Eor, he believes that a small party of cunning, bold adventurers may succeed where armed might has failed. You find yourselves faced with many mysteries! Why has robbery suddenly erupted in the peaceful southlands? How could mere brigands be as powerful as the foes described to you by their numerous victims? Is this really mere robbery? Or is there some truth to the rumors, told only in hushed whispers, about the beginnings of a hideous plot being hatched by an ancient, vile, and evil foe of all mankind?" Eor is beset by marauders and lizardmen of a boldness not seen in years. Hired by the Count of Eor, the party is tasked with tracing the source of these foes and eliminating them for the safety of the realm. After a set piece combat in Count Brunis's castle, the party must trek across Eor's wilderness, eventually coming to the Great Southern Swamp beyond the village of Waycombe. With further exploration they can locate the Ancient Temple which serves as the tomb and stronghold of Sakathas, the vampiric LIZARD KING! TSR 9055

Cover of Plaguebearers
Plaguebearers
5th Edition
Levels 3–5
16 pages
0  0

You are hired by the Greenskull orc clan as merceneries to assist in the eradication of a firblog settlement from the swamp the orcs need to conquer in order to survive. You are first sent in to retrieve the bodies of scouts that never returned, but you soon realize that something wicked is going on in the swamp. Will you escape with your lives, or will you also become a victim of the Druid's Curse?

Cover of DDIA-XGE Underworld Speculation
DDIA-XGE Underworld Speculation
5th Edition
Levels 1–4
29 pages
1  1

Operating as secret agents for the Lords of Waterdeep, a promising lead takes you deep into the world of the Xanathar, but what will it take for you to return?

Cover of Goblin Trouble
Goblin Trouble
5th Edition
Levels 1–3
85 pages
0  0

Social conflict and negotiations, combat, random encounters, treasure, and dungeon delving — all the elements of a classic D&D adventure in 4 hours. Don’t be put off by the 80+ pages! Half of it is maps and character sheets! Goblin Trouble is a short adventure for four 1st level characters. Written for the Dungeon Masters who are running their very first game, it is full of useful advice and tips on how to prepare for the sessions and how to run the game, easing everyone into the game mechanics along the way More advanced Dungeon Masters and players have the option to use extra options for most encounters that make the game a bit more challenging and fun. In the adventure, the party visits a small village in the Green Forest. There they learn about nasty goblins that terrorize anyone who enters too far into the forest... Is the party up to the challenge? This adventure is also a perfect choice for Dungeon Masters who are looking to expand Lost Mines of Phandelver. With this purchase you’ll get: A beautifully-illustrated 4-hour adventure in PDF format Four unique color maps in both Player and DM versions. All the maps are available as separate files, so they’re easily imported into Roll20 or another VTT. A special Adventure Tracking Sheet that helps you prepare for the game and track your progress 12 ready-to-play, slightly simplified 1st-level characters with backstories so you and your players can immediately jump into the adventure! The players also get a short guide that helps them choose the perfect hero for them. Goblin trouble must be solved. Time to set off on a grand adventure! Would you like to know what the supplement looks like inside? Click the preview under the cover picture above!

Cover of Red Hand Trail
Red Hand Trail
BECMI
Low Level
16 pages
0  0

Part of TSR 1076 The Goblin's Lair

Cover of Cretaceous Park: When the Wards Fail
Cretaceous Park: When the Wards Fail
5th Edition
Levels 2–3
104 pages
0  0

Silas Cusk built a menagerie of magically reconstructed saurians on a tropical island and sold tickets to it. The party arrives as VIP guests on preview day — the same morning Cusk's former partner steals the diamond that powers every containment ward on the island. The wards go dark, the cages open, and the island has two hours before its magical foundations give out and it slides into the sea. A complete, ready-to-run one-shot for a small table: 2–3 players, levels 2–3, one 2–3 hour session, zero prep. Eighteen named scenes across four acts, with a branching second act (a subterranean stealth route or an exposed aerial one) that reconverges so nothing is gated behind the choice. A visible 0–10 tension meter — the Containment Instability Index — climbs as the island fails and sets the severity of the finale. The apex predator is not a villain: it is a construct whose control collar overloaded when the diamond was stolen, and it is in agony, not hunger. The three-phase boss has a discoverable weak point and ends in a single-round choice between three fully written endings — destroy the island's heart, restore containment, or free the beast — none of them clean. Includes 8 SRD 5.1 creature stat blocks, 4 NPCs, 4 ready-made characters (any two form a viable party), 6 battle maps, 6 opening hooks, 6 contingencies, and 5 campaign seeds. Every encounter is tuned and stress-tested for the worst-case small table.

Cover of Trouble Below
Trouble Below
BECMI
Low Level
16 pages
0  0

A goblin warband has found the secret tunnel which leads from the dwarven keep of Hearth-Home to the nearby hills. The tunnel is intended to be a means of escape if the keep ever falls to attackers, but now it has provided goblins with an easy way into the Underkeep. So far, the goblins have confined their attentions to the various underground rooms that make up the Underkeep, but sooner or later they will find a way to the surface. They pose a serious threat to Hearth-Home - the goblins must be cleared out of the Underkeep so this breach in security can be repaired before the orcs hear of it and overrun the dwarven keep. This adventure is slightly more challenging than Red Hand Trail, and it is recommended that it is played after that quest and before Palace of Dread. However, the scenario in Trouble Below can easily be played independently from the rest. Part of TSR 1076 The Goblin's Lair

Cover of From Shore to Sea
From Shore to Sea
Pathfinder
Level 6
32 pages
0  0

The deep waters of the Hellmouth Gulf have long concealed ancient mysteries, both wondrous and terrible. But these secrets have been submerged for too long, and the remote coastal village of Blackcove has accidentally awoken a slumbering horror from a bygone age. Strange creatures now venture from beneath the waves to steal townsfolk away in the dark of night.

Cover of Treasure of Talon Pass
Treasure of Talon Pass
4th Edition
Levels 2–3
30 pages
0  0

In Treasure of Talon Pass, the player characters explore an ancient mountain garrison in search of a jade chalice reputed to be worth a small fortune. But the path to the jade chalice isn’t easy. A dragon and its kobold minions have taken up residence in the garrison, and some undead soldiers from long ago still haunt its halls as well. Nor are the PCs the only ones seeking the jade chalice. A band of orc mercenaries known as the Nightfists are after the chalice . . . and they arrived at the dungeon only minutes before the PCs

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  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 Siege of Sâlorium
The Siege of Sâlorium
5th Edition
Levels 1–3
66 pages
0  0

The Siegue of Sâlorium is a lvl 1-3 adventure in a fantasy world for 4-5 players with the characters have to find the origin of the tremendous attacks on Slorium. An adventure with pregenerated characters, suitable to any campaign in a fantasy setting.

Cover of CM5 Mystery of the Snow Pearls
CM5 Mystery of the Snow Pearls
BECMI
Level 10
32 pages
0  0

One of four magical, snow white pearls protecting Tarylon has been stolen! And you, a Companion level elf, are responsible for its safe keeping. Now the very existence of your beautiful village is threatened unless you can find the powerful pearl. Milgor, the evil wizard with an evil sense fo fun, challenges you to find the pearl, and return it to Tarylon. This adventure uses a "Magic Viewer" - a piece of colored film - to reveal the hidden results of the player's choices. This includes encounters, puzzles, and traps. TSR 9128

Cover of The Fall of Blackbottom
The Fall of Blackbottom
Draw Steel
Levels 1–2
87 pages
1  0

The Fall of Blackbottom is an adventure for the Draw Steel roleplaying game for 1st-level heroes. It’s intended for four to six players, including the Director. This fast-paced, high-stakes adventure assumes that players have moderate experience with the Draw Steel system and the game’s core rulebooks. The Fall of Blackbottom begins on a calm morning at the Drunken Fool, a three-story inn renowned for its baths and jaunty atmosphere. When Ajax’s siege plunges the city into chaos, the heroes are instructed by a member of the Chain of Acheron to lead civilians to a safehouse where the Chain will regroup and help the helpless flee the city. When the heroes arrive at the safehouse, however, it becomes clear that no one is coming to help. What’s more, one or more of them are wanted by Ajax, known to the Overlord by name. Their lives—and the lives of everyone they’ve saved—now rest solely on their shoulders.

Cover of OA6 Ronin Challenge
OA6 Ronin Challenge
AD&D
Levels 5–8
96 pages
0  0

It begins as a simple martial arts tournament. Sure, your skills are tested and you might even win a trophy - or learn a lesson or two. But it's still just a tournament.... Until someone starts playing for keeps. When a traitor to the empire is revealed, His Excellency calls loyal and heroic citizens to follow the trail of deception. The scale of the treachery is grand - it seems that an entire army has turned its back on its rightful liege! The trail leads through trackless (or seemingly trackless) mountains, into peaceful (or seemingly peaceful) valleys. The emperor has promised great rewards to heroes who can solve his mystery, but as the journey progresses the heroes find their own reasons for continuing. As a sinister suspicion grow in the minds, the adventure reaches its climax in the ruins of an ancient civilization. Finally, our heroes are faced with an ultimate choice - between success and failure, loyalty and betrayal, even good and evil. On their choice rests the future of nations. TSR 9257

Cover of Stranger Things: The Hunt for Thessalhydra
Stranger Things: The Hunt for Thessalhydra
5th Edition
Levels 3–4
? pages
0  0

Based on the popular Stranger Things Netflix show, this starter set adventure is designed for new players and features pre-generated characters and a simplified DnD 5e rule set.

Cover of I11 Needle
I11 Needle
AD&D
Levels 8–10
48 pages
0  0

The king's notice asked for adventurers to undertake a mission to a far land. It was marked with the rune for "high danger, high reward" so of course you volunteered. The king has heard of a great obelisk that towers over a ruined city in a far country. He wants to know more about the obelisk and its strange powers. Your job is to find the obelisk and bring back a report to the king. The mission seems absurdly easy...until you reach the jungle. Don't think the king is through with you if you get back to the capital city alive. You haven't seen the last of that jungle yet. Is a share in the spoils of an ancient civilization worth the risk? Don't forget to pack you bug repellent! TSR 9187