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409 adventures found
Cover of Caves of Shadow
Caves of Shadow
3rd Edition
Level 1
15 pages
0

A "Fast Play" introductory adventure to Dungeons & Dragons. Rather than requiring a d20, it is written for 3d6, and is meants specifically to teach new players how to play the game. The story is a simple dungeon crawl: players enter a small cave system to investigate an orc attack. After defeating a few orcs, they find an ogre's den, and must fight the ogre.

Cover of Tomb of Horrors (super-adventure)
Tomb of Horrors (super-adventure)
4th Edition
Levels 8–22
160 pages
0

In the aftermath of AD&D Second Edition's "Return to the Tomb of Horrors," the demilich Acererak was thought destroyed. In truth, his spirit lingered and now after eons he schemes once more to achieve divinity. The characters must travel to three extraplanar dungeons, in addition to the remains of the original Tomb, in order to stop this from coming to pass.

Cover of Curse of the Rusty Walrus
Curse of the Rusty Walrus
3.5 Edition
Level 8
7 pages
0

A "web Enhancement" adventure for the D&D 3.5 Frostburn supplement. Arctic / Frostfell / Cold Several decades ago, a down-on-his-luck half-elf known as Captain Kerakes lost his ship after a run of bad luck in a game of dice. So when an investor approached him with an offer of a new ship and three-month mission, he jumped at the chance. His new employer was a rich but somewhat miserly nobleman named Jarren Skein. Having heard rumors of the glacier dwarves and their amazing weaponcraft, he had become obsessed with obtaining some of their weapons as trophies. Skein made Kerakes the captain of a ship called the Rusty Walrus and promised him a sizeable commission upon his return with the desired glacier dwarf weapons. The PCs must board the wreck of the Rusty Walrus and defeat the undead that infest it. Later, the ghost of Captain Kerakes begins to wreak vengeance on Jarren Skein s heirs. The PCs must determine the reason for the string of murders and track down the perpetrator.

Cover of DDAL05-02 The Black Road
DDAL05-02 The Black Road
5th Edition
Levels 1–4
45 pages
0

Caravans are having a difficult time getting through to Parnast via the Black Road. Organized attacks by orcs and other monstrous humanoids working in concert with one another have folks baffled. Little do they know that an unusually intelligent hill giant, going by the name of Bad Fruul is to blame. SEER has sent her emissary Hsing, to task your group to accompany a caravan with a very special cargo destined for the Shrine of Axes in Parnast, and to figure out who is responsible. A Two Hour Adventure for 1st-4th Level Characters

Cover of DDAL04-14 The Dark Lord
DDAL04-14 The Dark Lord
5th Edition
Levels 5–10
25 pages
0

A four-hour adventure for 5th-10th level characters. The enemy is revealed, but time short and if you are not successful in your mission to Mount Baratok, love will never die. Part fourteen and the finale of Misty Fortunes and Absent Hearts. In an effort to locate the evil witch Esmae Amarantha, the party must work to enable a tarot card reading by Jeny Greenteeth, a quixotic hag. However, finding casters to aid Jeny in her ritual is its own ordeal, and even if they succeed, there is still the task of venturing to Esmae's ritual site and putting a stop to her plans.

Cover of DDEX02-14 The Sword of Selfaril
DDEX02-14 The Sword of Selfaril
5th Edition
Levels 5–10
33 pages
0

The fabled sword of Selfaril is told to bestow wisdom and power upon whomever wields it, so naturally its discovery has caused quite a stir in Mulmaster. All of this is complicated when a masked benefactor claims to not only know the truth about the blade, but also how it can be used to benefit the oppressed people of Mulmaster. Can it truly change Mulmaster for the better?

Cover of Ghosts of Saltmarsh
Ghosts of Saltmarsh
5th Edition
Level 1
256 pages
0

Nestled on the coast of the Azure Sea is Saltmarsh, a sleepy fishing village that sits on the precipice of destruction. Smugglers guide their ships to hidden coves, willing to slit the throat of anyone foolhardy enough to cross their path. Cruel sahuagin gather beneath the waves, plotting to sweep away coastal cities. Drowned sailors stir to unnatural life, animated by dark magic and sent forth in search of revenge. The cult of a forbidden god extends its reach outward from a decaying port, hungry for fresh victims and willing recruits. While Saltmarsh slumbers, the evils that seek to plunder it grow stronger. Heroes must arise to keep the waves safe! Ghosts of Saltmarsh combines some of the most popular classic adventures from the first edition of Dungeons & Dragons including the classic ‘U’ series and some of the best nautical adventures from Dungeon magazine: The Sinister Secret of Saltmarsh Danger at Dunwater The Final Enemy Salvage Operation Isle of the Abbey Tammeraut’s Fate The Styes All adventures have been faithfully adapted to the fifth edition rules of Dungeons & Dragons. Furthermore, this book includes details on the port town of Saltmarsh, as well as plenty of hooks to kick-off each adventure. Play through each story in a seafaring campaign leading characters from level 1 through level 12, or pull out sections to place in ongoing campaigns in any setting. The appendices also cover mechanics for ship-to-ship combat, new magic items, monsters, and more! “The Saltmarsh series consistently ranks as one of the most popular classic D&D adventures,” said Mike Mearls, franchise creative director of D&D. “With its ties to ocean-based adventuring, it was an obvious step to augment it with additional sea-based adventures and a robust set of rules for managing a nautical campaign.” Hoist your sails, pull up anchor, and set a course for adventure!

Cover of The Light of Xaryxis
The Light of Xaryxis
5th Edition
Levels 5–8
64 pages
0

Light of Xaryxis is a thrilling space adventure set in the Spelljammer: Adventures in Space campaign. Heroes sail through the vast expanse of wildspace, encountering cosmic threats and unraveling mysteries. The Xaryxian menace, fueled by the star Xaryxis, seeks to annihilate the multiverse. As brave spacefarers, your characters must navigate intrigue, battle alien foes, and ultimately decide the fate of worlds. Will they save the realms or face oblivion in the cosmic glow of Xaryxis?

Cover of The Sunless Citadel 5e
The Sunless Citadel 5e
5th Edition
Level 1
21 pages
11  2

This adventure concerns a once-proud fortress that fell into the earth in an age long past. Now known as the Sunless Citadel, its echoing, broken halls house malign creatures. Evil has taken root at the citadel's core, which is deep within a subterranean garden of blighted foliage. Here a terrible tree and its dark shepherd plot in darkness.

Cover of DDEX01-12 Raiders of the Twilight Marsh
DDEX01-12 Raiders of the Twilight Marsh
5th Edition
Levels 5–10
33 pages
0

A black dragon’s treasure hoard has been located in the Twilight Marsh, and within it are secrets that hold interest to the factions. With the dragon marauding over the countryside, the horde is left unguarded. Now is the time to plunder its lair!

Cover of DDAL06-02 The Redemption of Kelvan
DDAL06-02 The Redemption of Kelvan
5th Edition
Levels 5–10
25 pages
0

A strange, foreign wizard calling himself Kelvan has appeared at the same time a mountain materializes out of thin air. He asks you to recover the Gloomblade from a Netherese ruin in order to help him with his research into this strange new mountain. A Two-Hour Adventure for 5th-10th Level Characters. Optimized for five 8th-level characters.

Cover of Temple of the Four Winds
Temple of the Four Winds
4th Edition
Level 19
6 pages
0

Every priest in the city dreamed last night of a forgotten temple carved into the side of a nearby mountain. In the dream, a storm raged deep within the temple, and the dreamers knew instinctively that evil forces sought to unleash that storm upon the surrounding lands. Pgs. 120-125

Cover of Tower Of Zoramadria
Tower Of Zoramadria
4th Edition
Level 23
8 pages
0

The Tower of Zoramadria is hidden away in the Feywild. The tower is an arcane academy under the tutelage of the lich Parthal. Parthal and his students lead serene lives of study and contemplation, except when they engage in a bout of bloody necromantic research that requires innocent souls as vital components. Parthal has a score to settle, and the Feywild itself might shudder and scream before the lich has had his revenge on those who killed his love. Pgs. 104-111

Cover of H2 Thunderspire Labyrinth
H2 Thunderspire Labyrinth
4th Edition
Levels 4–6
96 pages
0

A slaver gang known as the Bloodreavers are terrorizing the countryside from their base deep in the labyrinth under Thunderspire Mountain. But these slavers are only the symptom of a larger threat in the bowels of Thunderspire.

Cover of DDAL05-19 Eye of Xxiphu
DDAL05-19 Eye of Xxiphu
5th Edition
Levels 17–20
34 pages
0

Baron Rajiram’s forces have secured the Nelanther Isles and have scoured the Sword Coast for treasures. Now they have begun to explore a mysterious island that recently just popped into existence nearby. SEER seems to believe that an aboleth artifact is their goal. It is up to the adventurers, in competition with the baron, as well as aboleths, the Kraken Society, and the mysterious caretaker of the island, to locate the Eye of Xxiphu and avert catastrophic disaster. A Four-Hour Adventure for 17th-20th Level Characters. Optimized for five 17th-level characters.

Cover of DDEX02-03 The Drowned Tower
DDEX02-03 The Drowned Tower
5th Edition
Levels 5–10
31 pages
0

Stop evil cultists of the Crushing Wave. The party rescues a member of the Brotherhood of the Cloak in Mulmaster (local mage guild); Drayson Fivestar. Drayson asks them to investigate the murder of his colleague. After some urban investigation, the investigation leads to a former guard tower of the Zhentarim, now occupied by elemental cultists. The tower was submerged in mud, but recently uncovered. The party faces of with the cultists. (Large page count, but feasible as a one shot after some editing, will probably take two sessions at most)

Cover of Marauders of the Dune Sea
Marauders of the Dune Sea
4th Edition
Level 2
34 pages
0

Death slithers across the Dunes. Nightmares of desert horrors trouble the dreams of the innocent while raiders grow ever bolder beyond the walls of the great city-state of Tyr. Bandits and merchants chase rumors of a temple hidden in the desert, an ancient shrine to the primordial Ul-Artha said to safeguard a fragment of the artifact known as the Crown of Dust. Can the heroes recover a caravan lost in the wastes, repel the threat of vicious raiders, and win the relic form the perilous temple? Now that Tyr is free of Kalak the Sorcerer-King, opportunity abounds in the city and the surrounding wastes. But some see Kalak's fall as the beginning of Tyr's end, and the unpatrolled deserts nearby are rife with danger. Outlaws openly defy the city's Revolutionary Council and threaten outlying holdings. If Tyr is to thrive, heroes must arise to tame the lawlessness and evil that threatens the free city.

Cover of DDEX03-09 The Waydown
DDEX03-09 The Waydown
5th Edition
Levels 5–10
36 pages
0

The recent discovery of an entrance to the Underdark has set local leaders on edge. In a display of initiative, the First Lord of Hillsfar has ordered the construction of defensive structures surrounding what locals have begun to call "The Waydown." You have been charged with escorting an emissary back to his home in the Underdark without alerting the Red Plumes.

Cover of The Standing Stone
The Standing Stone
3rd Edition
Level 7
32 pages
0

In The Standing Stone, a tiefling sorcerer named Dyson discovers a circle of standing stones constructed centuries ago by druids to hold their annual rituals; the druid community was later destroyed by the great dragon Ashardalon. Dyson uses the magic of the stones to replace people with animals transformed into humanoid form, loyal to him. Dyson encounters the player characters in the village of Ossington and tries to manipulate them into eliminating the remaining enemies standing in his way.

Cover of Kobold Hall
Kobold Hall
4th Edition
Level 1
10 pages
0

The ruined manor now known as Kobold Hall was once a minor lord's proud holding, a walled keep overlooking the old King's Road. That was years ago, and the lord's name and glories he earned are long forgotten. Today, the place is called Kobold Hall after the malicious humanoids that invest the place. Pgs. 210-219