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830 adventures found
Cover of Blue Alley
Blue Alley
5th Edition
Levels 1–4
13 pages
1

Blue Alley lies hidden in the heart of Waterdeep. Built by a secretive wizard, it is a magic maze full of tricks, traps, strange monsters, and rich treasure. Countless adventurers have ventured inside to test their bravery and skill, yet few have returned. And now it is your turn… Blue Alley is a 3-4 hour Dungeons & Dragons adventure for characters of 1st to 4th level. It expands upon the material presented in Waterdeep: Dragon Heist, but can be played on its own or as part of any D&D campaign.

Cover of WE-1: Red Dawn
WE-1: Red Dawn
5th Edition
Levels 1–4
67 pages
0

WE-1: Red Dawn: An Eberron adventure about the end of the world. The year is 1019 YK, and the world is ending. Twenty-three years ago, the nations that were once Galifar signed the Treaty of Thronehold and ended the Last War. Now, the drums of war rumble once again. The peace that lasted a generation is threatened, and Eberron may go to war once again. As a member of the Scions of the Second Dawn, a secretive order dedicated to studying the Draconic Prophecy, this is merely background to you. Or, it was, until the eve of your initiation as full Scions. You emerged from the rite to find your monastery destroyed, bandits looting it, and all your friends and allies slain. You are the last survivors of your order, and the world is ending. You cannot stop the end of the world. But you can rebuild it. Can you escape the wreck of your secret order’s monastery, journey across the mountains in winter, search the mountain valley to unlock the cipher, and discover how to rebuild the world? Or will your frozen bodies join those of your fellows? Will you fall to fatalism and ennui, or will you fight to save what can be saved and rebuild what can be rebuilt? Find out, in the light of this RED DAWN.

Cover of Saving Commodore Krux, a Spelljammer Adventure
Saving Commodore Krux, a Spelljammer Adventure
5th Edition
Level 6
11 pages
0

The party seeks out Commodore Krux at the Happy Beholder. After speaking with the patrons, the party learns that Krux has disappeared and gets a lead to check out his ship, the Second Wind. At the ship, the party learns from Fel Ardra and Flinch that Krux is being held prisoner by the Amoebros in a cave on the underside of the Rock of Bral. The party infiltrates the Amoebros’ lair, gets past the guards, and learns of the animal experimentation performed by the gang. In a final climactic scene, the party rescues Krux from Ripples, the wicked boss of the plasmoid gang.

Cover of The Goblins Below
The Goblins Below
5th Edition
Level 2
11 pages
0

Below the streets of Waterdeep a new gang of goblins have moved in and have started stealing anything and everything. It now has become incumbent on the characters to go into their lair and deal with this rogue band of goblins.

Cover of Of Water, Tentacles, and Bones
Of Water, Tentacles, and Bones
5th Edition
Levels 5–10
18 pages
0

An ancient power has started to rise and threatens a small town. Venture into dark caves and put an end to the power creating the skeletons within. Intended for 6 characters level 5-10 Approximately 6 hours of play Featuring 7 new monsters A transforming boss encounter Easily set in your own world, Theros, or Ferun Can be run with the basic rules Full of unique art a map handout for your players and maps for your VTT You can lean into horror or you can keep it PG. Suitable for gamers young and old for one long session or three shorter sessions.

Cover of The Swamp Beast
The Swamp Beast
5th Edition
Level 4
13 pages
0

Some weeks ago, a tiny sliver of shadow crept into Yarralanya Swamp. It fed on the worms, then on the fish and snakes, growing larger over time until it threatened the lives of the swamp folk, who took up their weapons and fought back, to no avail. In order to buy time for a second attempt, the swamp folk began to steal livestock from the nearby village to satiate the beast’s hunger. After all, who but those villagers could be responsible for unleashing this threat? Soon after, a band of adventurers visiting Rishel’s Hollow find themselves tasked with a simple mission: end the theft of cattle by whatever means necessary. This adventure should run for 3-5 hours, either as a standalone one-shot or as part of an existing campaign, especially one featuring creatures from the Shadowfell or the experiments of a mage. Encounters assume a party of 4-6 level 4 characters.

Cover of Icewind Curses: Hunger
Icewind Curses: Hunger
5th Edition
Levels 1–4
22 pages
0

When a harsh winter turns uneasy neighbors into bitter rivals, or worse, Granny Grimsicle sees an opportunity to spread her unique brand of horror in Hrokstead. Short on food themselves and exhausted from their adventures, our heroes arrive in the frontier settlement to find that something is very wrong. Can they get to the bottom of the threat, and make it out alive? This title stands as a one-shot, but also plants seeds for the ongoing Hags of Hoarfrost anthology. It works great as a supplement to Icewind Dale: Rime of the Frostmaiden, or placed into your own homebrew setting, or run as a standalone adventure. This module includes a detailed battle map and a monster token for use on Virtual Tabletops, and player handouts presented as standalone images for easy distribution to your online players.

Cover of Amarune's Adventures: The Nightmare Web of Adhe Wood
Amarune's Adventures: The Nightmare Web of Adhe Wood
5th Edition
Levels 10–15
17 pages
0

Located in The Vast north of the Sea of Fallen Stars, Adhe Wood is a small but deadly place. Legends swirl of a mysterious temple in Adhe Wood where statues of snakes hold massive emeralds. But the citizens of Sevenecho, the town nearest to Adhe Wood, seem to know nothing of this legend and refuse to speak of it. Travelers into Adhe Wood rarely return, devoured by the mutated spiders that lurk in the trees.

Cover of The Heist at Sly Manor
The Heist at Sly Manor
5th Edition
Level 5
20 pages
0

"You sneak into a museum filled with all sorts of strange displays, from fierce weaponry and intricate jewelry through to demonic statues and a strange obsidian monolith. You begin to take a couple of steps towards the monolith when darkness swirls around you as the museum's protections jump to life..." This is a one-shot heist adventure in which the players must infiltrate a high society event and steal a powerful magical item from right under the nose of an accomplished wizard. They will encounter mind-bending illusory defenses and compete with a secondary heist party, all while avoiding the gaze of the guards. This adventure is for four level 5 players (though adjusting for 3-6 players would be minimal effort) and is expected to take around five hours. It includes: * An exciting heist with several twists * Two new heist-based mechanics: Flashbacks and Guard Alert Level * Two optional objectives for the players to complete * A new monster to fight: the shadow duplicate * Two new items: the rod of illusia and the jade figurine of the deinonychus * Simple rules for running a skill challenge * Detailed maps of the manor as well as schematics for planning

Cover of LP-3 The Lost Places: Iron Keep
LP-3 The Lost Places: Iron Keep
5th Edition
Levels 5–8
30 pages
0

First the bandits attacked then the Roc carried away the guide. Since then you have blindly followed the camels hoping that their instincts would lead you to water or help of some kind. You and your friends are lost in a sea of sand. Plodding along in the shadow of the camels and doing your best to stay alert. Ahead the heat shimmers take shape. This time it is a castle. Blinking away the dryness in your eyes you realize that the tower is not a mirage but it is broken.

Cover of The Coveted Gemstone
The Coveted Gemstone
5th Edition
Levels 1–3
6 pages
0

This adventure is designed as a side quest that can be inserted into an ongoing adventure or campaign. It involves a series of three linking scenes (and an optional fourth research scene between the others) that can be placed in between the action of whatever other event the party is undertaking. Ideally the scenes of this side adventure should be spread out and inserted into the game over several sessions of play.

Cover of Sanguine Sacrament
Sanguine Sacrament
5th Edition
Levels 5–10
12 pages
0

The Godless Depths For the first time in eons, ancient aberrations are emerging from the deep ocean. Driven by some otherworldly fervour, they encroach upon the local villages, searching with beady eyes for anyone linked to the Gods. Even now you hear rumours of kidnap, men and women dragged kicking and screaming into the depths.

The Margaster Heist
5th Edition
Levels 6–7
14 pages
0

A reclusive widow is in over her head with supernatural forces. Discover the twisted secrets of the Margaster family and put an end to an evil threat before it overruns the city! The party's plans to steal some magic items from a rich noblewoman go awry when they find out she's made a horrible deal with a fiend to smuggle an army of Cambions into the city, bypassing Silverymoon's protective wards. Can the party stop her and defeat the fiends, or will they end up as a few more human sacrifices? This is as an expansion for Storm King's Thunder, but can easily be dropped into any campaign. Made for a party of 3-4 characters around levels 6 or 7. Content Warning! This adventure is pretty dark, and may not be suitable for all tables. The adventure's backstory involves a woman being driven mad by bearing fiendish children.

Cover of Encounters in the Savage Wilderness
Encounters in the Savage Wilderness
5th Edition
Levels 1–10
116 pages
0

Encounters in the Savage Wilderness contains 19 encounters / mini-adventures, a few new creatures and items, and downloadable maps. We've also added suggestions on how to use the encounters in Eberron.

Cover of The Snarlmoth's Loom
The Snarlmoth's Loom
5th Edition
Levels 5–8
16 pages
0

In preparation for the Magister's Masquerade, the students of Strixhaven must create and present themed outfits at the Silverquill Fashion Show. A fellow student offers to design truly unique and magical outfits for the characters, but first he will need special materials infused with magic from the snarls. Recover materials to craft magical fashions within the lair of a brand new creature—the Snarlmoth—in this short adventure set during Year 3 of the Strixhaven campaign.

Cover of Love's Sorrow
Love's Sorrow
5th Edition
Levels 3–4
7 pages
0

The night mist hangs low around von Helter Manor. A man and woman share a tender moment on their balcony after the best night of their lives—a flash of red as they fall. Blood begins pooling around them, staining the earth crimson. A mysterious figure grins in the darkness. The Red Lady has taken her next victim. Pgs. 75-81

Cover of The House of the Midnight Violet
The House of the Midnight Violet
5th Edition
Levels 4–6
23 pages
0

"A well-written adventure through a mansion filled with dark secrets." The party is recruited by an innkeeper to recover a flower from a nearby mansion. He is an alchemist and he is running short on his supply of the Midnight Violet. Town rumors warn the party to stay away. But, that's unlikely given that your heros are mighty and brave. While exploring the mansion, the adventurers will learn the story of the family that once lived there and what caused their demise. That is...if they live that long. Two new creatures and one new magic item are introduced in this adventure.

Cover of A Giant Problem
A Giant Problem
5th Edition
Levels 5–6
6 pages
0

A gang of ogres is raiding a farming community, stealing crops and livestock, and advancing closer and closer to the town, and the townsfolk need your help!

Cover of Ghastly Grins
Ghastly Grins
5th Edition
Levels 13–15
7 pages
0

A city deep in the woods is plagued by a series of beheadings of the leadership. A twisted bargain and a dark secret are threatening to destroy this town forever. Your adventuring party finds themselves brought in to help stop the Dullahan who has been summoned against her will to enact political revenge.

Cover of Sorrow of the Sand Lord
Sorrow of the Sand Lord
5th Edition
Level 1
5 pages
0

Wanderers emerge out of the desert in the dead of night, bending low against the driving sandstorm. They are adventurers, heroes whose tale has yet to begin. And they are in trouble. For he last three days, a raging sandstorm has harried you. Your faces and hands are rubbed raw by the driving sand. Worse, not once has the sun risen in that time: 3 days worth of unbroken night. Finally, something rises out of the yellow-black haze. A massive structure, outlined in moonlight. The heroes are TRAPPED in a cursed land, harried by sandstorms. They stumble apon a ruined city and a DARK TOMB that lies beneath. Can they find a way to escape this land? Or are they doomed to be drowned in the SORROW OF THE SAND LORD?