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826 adventures found
Cover of Kobold King's Labyrinth (WBW-DC-LAB-01)
Kobold King's Labyrinth (WBW-DC-LAB-01)
5th Edition
Levels 1–4
28 pages
0

"Can you solve the Labyrinth within 13 hours and get back what was stolen from you?" A 4-Hour Adventure for Tier 1 characters optimized for APL 3 taking place in the Feywild Domain of Delight, Labyrinth, where everything seems possible and nothing is what it seems. This adventure takes place when the characters have been abruptly teleported into the Feywild Domain of Delight, Labyrinth. The Kobold King has given the characters thirteen hours to solve the labyrinth, or they will lose what he stole from them forever. "It's only forever, not long at all..." Pillars of Play: Skill challenges and exploration. Minimal/optional combat. Content warning: Non-consensual theft Adventure Inspiration: Jim Henson's Labyrinth (1986)

Cover of Temple of the Sphinx Queen
Temple of the Sphinx Queen
5th Edition
Level 1
15 pages
0

Buried in the desert sands of Mulhorand, near the city of Mishtan, lies an ancient stone statue of a sphinx queen. After a fierce sandstorm reveals a huge tablet etched with hieroglyphs between the statue’s paws, the PCs must translate the strange writing to find the secret entrance into the Temple of the Sphinx Queen. The conclusion offers three optional endings for DMs to choose from to suit their players, including a wicked trap, a twist that leads to further adventures, or a tough climactic combat suitable for a one-shot. Included are: Five new Egyptian-themed monsters: The Sphinx Queen, Black Lion Guardian, Zombie Scarabs, Snake of Set and Desert Spirit. A new weapon, the khopesh Four new magic items: Statue of Set, Guardian Khopesh of Set, Warded Puzzle Box and Minor Concoction of Healing Two hieroglyphic puzzle player handouts and a DMs translator sheet

Cover of Stormwing’s Fury – A Level 2 Adventure of Storm and Sky
Stormwing’s Fury – A Level 2 Adventure of Storm and Sky
5th Edition
Levels 2–4
9 pages
0

A storm brews on the cliffs, and thunder takes wing. Near a remote coastal village, livestock vanish and tempests rage without warning. Locals whisper of a legendary beast: the Stormwing—a massive eagle wreathed in lightning, said to nest high among the windswept cliffs. But is the creature truly a menace… or merely a misunderstood force of nature? Dare your party scale the perilous cliffside, brave elemental hazards, and confront the Stormwing atop its thunder-blasted perch? Inside This Adventure: ✅ A lightning-charged dungeon crawl through cliffs, caves, and stormy ledges. ✅ A dramatic final encounter with the Stormwing—can your party fight, negotiate, or outwit it? ✅ A thunderous environment with gusts, static surges, and dangerous terrain challenges. ✅ Unique rewards, including the Gloves of Conducting, a magic item that crackles with power. ✅ Multiple adventure hooks for easy campaign integration. This adventure is part of Thirsty Tiger Tales, an ongoing collection of thrilling one-shots for D&D 5e! Perfect for a one-shot or a side quest in any elemental, coastal, or storm-themed campaign. Pay What You Want until the end of May! Suggested price: $1.00 Will your party tame the skies—or be cast down by the storm?

Cover of Undermountain: Caverns of the Many-Legged
Undermountain: Caverns of the Many-Legged
5th Edition
Levels 12–13
27 pages
0

Undermountain: The Caverns of the Many-Legged is an adventure detailing a hidden mini-level for Dungeon of the Mad Mage for characters of levels 12-13. It uses some of the story and lore of that book, but it can be incorporated or dropped into any setting or homebrew campaign. In a hidden part of Undermountain, former slaves feed their fat, monstrous queen who is fixated on revenge. A broken drow house has finally found a place to call home – only to become abominations. And a massive beast slithers, hunting for anything to satiate its hunger and quell its madness. Welcome to the Caverns of the Many-Legged. Which side, if any, will adventurers choose as they explore this hidden mini-level for Dungeon of the Mad Mage? In this adventure, you will find: a mini-level that can be easily incorporated into Dungeon of the Mad Mage a vivid cast of unique monsters and NPCs, including chitine warriors, a choldrith queen, a spellcasting draegloth, a mad yuan-ti anathema, and others (stat blocks provided for all creatures not in the Monster Manual) locations that could be used or adapted elsewhere, such as a chitine colony and a drider-controlled drow fortress a combination of roleplay, exploration, and combat encounters

Cover of The Spectre of Sanguine Isle
The Spectre of Sanguine Isle
5th Edition
Levels 1–5
57 pages
0

"The Spectre of Sanguine Isle" is an adventure included in the product "Calpurnia's Guide to Practical Traps". It's an adventure that features traps from the document. The isolated town of Cupidinum has been shaken by a senseless murder. The culprit has fled to Sanguine Isle, and it's up to the heroes to find him and bring him to justice. But the fugitive doesn't want to be caught, and he knows a thing or two about guerilla warfare. Can the heroes catch their elusive prey? And was his crime quite as straight-forward as it was made out to be?

Cover of A Worrying Outbreak
A Worrying Outbreak
5th Edition
Levels 3–4
3 pages
0

The poor village of Bunting Freely, somewhat off the beaten track, is suffering from an oral health crisis. The villagers are plagued by overly aggressive Tooth Fairies due to a confluence of events in recent history.

Cover of DDAL05-07 Chelimber's Descent
DDAL05-07 Chelimber's Descent
5th Edition
Levels 1–4
33 pages
0

Deep in the Marsh of Chelimber lie the ruins of a great wizard’s tower. SEER has received intelligence, which she imparts via her emissary Hsing, that deep beneath the marsh in the remains of an old tower is knowledge of older magics. This could be just what Parnast needs to resist the onslaught of Bad Fruul and his armies!

Cover of Factions of Sigil - New Cult on the Block
Factions of Sigil - New Cult on the Block
5th Edition
Level 10
6 pages
0

We get it. Factions are an integral part of D&D, but it's not always clear how to use them in your campaigns. Luckily, Factions of Sigil has you covered for each of the twelve main factions found across Sigil and the Outlands! This supplement goes over the various rules and lore around the primary factions found in Sigil and the Outlands, making it easy for any new or veteran DMs to integrate the factions more into the core stories being told, and making them feel more useful for the players that choose to join. A cult of star spawn has popped up in Sigil, and the Hands of Havoc have asked the characters to destroy it.

Cover of MiESSING DOG
MiESSING DOG
5th Edition
Level 1
13 pages
0

Floof went missing somewhere in the City of Towers. Can you help with his search? This short adventure for Level 1 characters familiarizes the players with some essential Eberron concepts: warforged, Sharn's architecture, Cannith arcanic gizmos, and the bitter legacy of the Last War. At the same time, a lighthearted tone of the adventure and a low-risk quest would totally fit novice adventurers.

Cover of Trouble in Wealdham
Trouble in Wealdham
5th Edition
Levels 1–4
24 pages
0

Save an unwitting hamlet from an undead threat! Wealdham is a sleepy, quiet town located in the Westwood. Nothing ever happens in Wealdham, until Waterdeep necromancer Faurius Besk decides to test his latest invention near the town... Trouble in Wealdham is a 4 hour adventure for Tier 1 Characters (optimized for APL 3). It can be run as a one-shot, as part of an existing campaign, or even to launch a new campaign to defeat Faurius. Chapter 5 includes a section on how to weave this adventure into a new or existing campaign. In addition to the full-color 24-page adventure you will also receive: * A printer-friendly version * High-Res Wealdham town map * High-Res Dungeon map * A PDF with pre-generated characters that fit perfectly into the adventure

Cover of The Horns of War
The Horns of War
5th Edition
Level 2
25 pages
0

𝐓𝐡𝐞 𝐟𝐢𝐫𝐬𝐭 𝐚𝐝𝐯𝐞𝐧𝐭𝐮𝐫𝐞 𝐢𝐧 𝐭𝐡𝐞 𝐔𝐩𝐫𝐢𝐬𝐢𝐧𝐠 𝐒𝐚𝐠𝐚. The PCs have escorted a trade caravan to the dwarven stronghold of Nirzumbil and are preparing for a boring trip home. But what is that sound of horns in the distance? And why are the dwarves closing the front gates to the mines? This is an adventure for 2nd level PCs. It is the first in a series of adventures detailing on orc uprising against the dwarves with sinister implications. Includes a 5th edition write up of the Dread Warrior, an undead that previously appeared in Monsters of Faerun.

Cover of Deadly Dungeon Traps - The Umber Eyes
Deadly Dungeon Traps - The Umber Eyes
5th Edition
Level 4
5 pages
0

This is a trapped corridor which can be dropped into any castle, dungeon, ruin or underground adventure. It features full rules on how to scare the living be-jesus out of your adventurers and have sone great fun with them too. Get ready... as the 'Umber Eyes' is ready to receive you...

Cover of Factions of Phandalin - Old Owl Well
Factions of Phandalin - Old Owl Well
5th Edition
Level 5
29 pages
0

This book goes over the various rules around the faction of the Order of the Gauntlet in Phandalin and the Forgotten Realms, making it easy for any new or veteran DMs to integrate it more into the core stories being told, and making the faction feel more useful for the players that choose to join. In the adventure, the characters are tasked with exploring the depths of the Old Owl Well.

Cover of The Legacy of the White Dragon
The Legacy of the White Dragon
5th Edition
Levels 1–2
18 pages
0

The village of Silverwell lies at the foot of a mountain range in the icy north. Through most of its history it has enjoyed relative peace, save for its battles with the harsh elements. Recently however, a group of villagers were attacked by bandits while hunting in nearby Rothir’s Pass. The bandits left behind a grim message warning for none to follow. Frightened by the possibility of a larger attack on the village, the headman will happily reward any brave adventurers that can help. Unknown to the inhabitants of the remote village of Silverwell, this new terror pales in comparison to the troubles that have already begun to flood down from the distant Mount Neboria – troubles stemming from the dark wish of a dying dragon. This is an introductory adventure for a group of four or five 1st level characters, which should run for roughly 4 hours of gameplay (excluding preparation time), ending with a quest hook for groups that wish to continue into a full campaign. It includes extra tips and tricks both for new DMs and for interaction with new players.

Cover of Factions of Sigil - WANTED! Dead
Factions of Sigil - WANTED! Dead
5th Edition
Level 10
7 pages
0

We get it. Factions are an integral part of D&D, but it's not always clear how to use them in your campaigns. Luckily, Factions of Sigil has you covered for each of the twelve main factions found across Sigil and the Outlands! This supplement goes over the various rules and lore around the primary factions found in Sigil and the Outlands, making it easy for any new or veteran DMs to integrate the factions more into the core stories being told, and making them feel more useful for the players that choose to join. Mind Flayers are working to escape justice in Sigil, and so the Mercykillers have asked the characters to step in and kill them.

Cover of CCC-UK-1 Call of the Elvenflow
CCC-UK-1 Call of the Elvenflow
5th Edition
Levels 1–4
17 pages
0

Folk tales warn of strange noises from the Cormanthor Forest when winter fogs are thickest and the black of night has no shadows to cast. When such noises are heard on a late summer’s afternoon, perhaps it’s time to turn once again to the old stories? Part 1 of the Evenflow Saga

Cover of Task for the Tyrants - An Eberron Adventure
Task for the Tyrants - An Eberron Adventure
5th Edition
Levels 5–7
28 pages
0

Task for the Tyrants is an intrigue and exploration adventure for a party of 6th level characters. It takes place in the city of Sharn (Eberron), but can be easily adapted to fit any large city in the Eberron setting. A simple reclamation job sends the characters racing across Sharn, from its steam-ridden depths to the operatic splendour of its tallest spires. The characters soon find themselves caught in the midst of a power struggle between the Tyrants, a rogue changeling revolutionary, and the nefarious forces plotting to cast Khorvaire into eternal night: the Dreaming Dark. Will the party reclaim and return the Tyrants’ package, or will they keep it for themselves? In this adventure, you will find: - 22 pages of high-stakes content - 7 to 8 hours of gameplay - A heist on a warehouse filled with goblins and volatile magic - Intriguing side-events to flesh out Sharn - A deal with the Spider, which might cost the players more than just gold…

Cover of The Temple of Dawn
The Temple of Dawn
5th Edition
Levels 3–5
7 pages
0

The temple of dawn was once a place of miracles and wonders, the jewel of its valley. Now it’s nothing more than a folk tale hidden in lullabies and tall tales of boastful hunters. But not everyone has lost faith in the Goddess of Dawn. In this brief adventure, for 3-4 adventurers of level 3-5, Kendrick Rosenbud asks the players to retrive a gem belonging to his family from the temple of Aurora. After some days of travelling the party reaches the temple. from here on out its the players job to discovere the hidden room with the gem and take it back to Kendrick.

Cover of Bolton's Tomb
Bolton's Tomb
5th Edition
Levels 3–5
7 pages
0

A generic tomb usable for one off adventures or unplanned exploration discovery.

Cover of Skyfall
Skyfall
5th Edition
Level 7
63 pages
0

Save Sharn from planar catastrophe in the epic thirteenth and final episode of the Across Eberron: Convergence Manifesto adventure path. This three-part adventure is designed for five 7th-level characters. Your party does not need to have played past episodes to enjoy Skyfall, though previous adventures (see below) with the Clifftop Guild will deepen their experience. Written for use with either Eberron: Rising from the Last War or the Wayfinder's Guide to Eberron by Keith Baker. Adventure Summary: In this climactic conclusion to Across Eberron: Convergence Manifesto, the adventurers are charged with saving the magical metropolis of Sharn before a vengeful academic can destroy its manifest zone using the convergence of Eberron’s 13 planes. Characters must race across the city’s diverse districts in a battle of wits and weapons, locating artifacts linking the 13 planes and disabling the Convergence Engine before it is too late.