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1450 adventures found
Cover of Scourge of Scalabar
Scourge of Scalabar
AD&D
Levels 1–3
18 pages
0

Pirates and powderkegs. An undersea menace has the merchants of Scalabar up in arms. A strange sea monster is plaguing the trade ships near Scalabar, a coastal city. You have arrived in Scalabar at the behest of Sora Calhaigne. The lady of House Calhaigne needs brave heroes to investigate the loss of her galleon, the Morning Star. She has reason to believe that the sea monster is not what it seems. Includes a list of random city encounters, a keyed map of the port city, Scalabar, as well as a simple overland map of the Scalabar coast, a map of a typical two-story warehouse, a keyed map of the pirate caves, and a keyed map of the ship Thresher. Pgs. 10-27

Cover of A Simple Job - Adventure 1: What Lies Beyond Reason Adventure Path (Pathfinder)
A Simple Job - Adventure 1: What Lies Beyond Reason Adventure Path (Pathfinder)
Pathfinder
Levels 2–3
61 pages
0

It was supposed to be a simple job... A strange merchant offers you a simple job – pick up and deliver cargo. You have three days to get it a mere fourteen miles through the city. How hard could it be? A Simple Job is a journey through the city of Anduria, a cascading series of events that takes the heroes to explore strange locales and bargain with even stranger creatures. What secrets does the city hold, buried away for countless centuries?

Cover of The Mines of Madness
The Mines of Madness
5th Edition
Level 3
47 pages
0

The wizard Abracadamus hid the Forever Stone in the darkest depths of a failing mine, coerced monsters into serving as guardians, and rigged the dungeon with traps galore. Then he died, as all good wizards do. Many heroes have fallen prey to the Forever Stone’s lure of immortality. To date, only one stalwart band has plunged into the Mines of Madness and lived to tell the tale. You think you’re better than them? You think you got what it takes to grab life by the stones and conquer the dungeon that won the 2012 Gygaxian Award* for Bonecrushing Awesomeness? We seriously doubt it, but go ahead . . . prove us wrong! Mines of Madness is a Very Special D&D® Next Adventure written for PAX East 2013 and designed for four 3rd-level characters.

Greger's Grotto
5th Edition
Level 1
52 pages
0

Greger’s Grotto is a community of pirates and other criminals, hidden away on a desolate coastline. The players are slaves sold to the Grotto’s owning family and used for manual labour and bloodsport in the arena. In this adventure, the players will need to: * survive harsh prison conditions, including the rivalry between prisoner factions: human, orc, goblin and hobgoblin * fight in arena battles against prisoners and beasts, often with strange twists to entertain the crowd * explore small mini-dungeons attached to the prisoners’ caverns * ultimately escape; whether by force, alliance with fellow prisoners, stealth, cunning or any combination of these Features of this adventure: * Pay-what-you-want (even nothing). * Illustrated with art by Setvasai. * Designed to fit into most campaign worlds. * Simulationist or story-driven: includes information for both. Use random rolls to determine what happens when, or take inspiration from various story hooks. (Or do both.) * 11 unique NPCs, including members of the Grotto’s owning family and leader of the prisoner factions. * Full maps of the Grotto, its arena and prisoner caverns, totalling over 40 rooms.

Cover of Gorgoldand's Gauntlet
Gorgoldand's Gauntlet
3rd Edition
Level 1
13 pages
0

“Gorgoldand’s Gauntlet” takes place in a cave network in the side of a cliff overlooking a lake and can be inserted easily into any campaign. Gorgoldand’s Gauntlet is a site-based adventure with a pre-dominance of puzzles and traps. The PCs discover a map leading to the Gauntlet and explore it looking for treasure. They test their strength and wits against various traps and puzzles created by a gold dragon who converted a cave network into a proving ground to surreptitiously test the abilities of local adventuring bands. If they make it all the way to the end of the Gauntlet, they’ll have the chance to fight a dragon construct made of the dungeon's treasure hoard and have the chance to gain access to a magic item that can have a significant impact on their adventuring careers. Pgs. 39-51

Cover of The Silence of Evil
The Silence of Evil
4th Edition
Level 29
6 pages
0

Centuries ago, a green dragon terrorized the civilized lands near its lair. As the beast grew in power, countless cult followers gathered. With the help of its worshipers, the dragon transformed into a runescribed dracolich. The dragon and its cult grew larger and more powerful over the centuries. This, of course, led to war with the surrounding nations. After terrible battles and much loss, the cultists were slaughtered and the dragon destroyed, but its phylactery could not be found. The beast reformed, gathered cultists anew, and again was defeated. The phylactery still could not be found. This time, the powers of civilization decided not to destroy the beast, but to trap it, locking it away and setting various guards. Recently, a divination ritual performed by someone the PCs respect revealed that great peril will arise if a creature lairing in Mount Sorrowspire (the dracolich) is not destroyed. Pgs. 180-185

Cover of Jacob's Well
Jacob's Well
AD&D
Levels 2–4
16 pages
0

Some ports are more dangerous than the storm. It's alive, it's hungry, it's growing. And you're on the menu. Alone, out in the wilds with a savage winter storm bearing down on you, you need shelter to survive. You stumble through the trees and smell wood-smoke. Ahead you spot the small fortified trading outpost known as Jacob's well. You're not the only traveller to find themselves stranded here in the teeth of the storm. The only problem, someone has bought something with them, it's alive, it's growing, it's voracious and you are all on the menu. Think Aliens and The Thing and you're on the right track. Has potential to be scaled to suit a group of adventurers. Pgs. 8-23

Cover of Days Of Blight: An Offering of Innocents
Days Of Blight: An Offering of Innocents
5th Edition
Levels 1–5
34 pages
0

An unceasing rain has settled over the hamlet of Holmford and with it a darkness has fallen. Minister Scrim is dead, livestock and crops wither and rot and now a child is missing. Whispers of an old hate returning feed fear and paranoia. All the while the Hornwood looms hiding it’s vile secret. Light must return to Holmford before history repeats and more innocents perish.

Cover of The Carver's Cave
The Carver's Cave
5th Edition
Levels 3–4
14 pages
0

While searching for a series of missing people in the Galago Hills, the party comes across a cave decorated with disturbingly life-like statues. What lurks in the cave isn’t anything as simple as a monstrous basilisk, however. After all, what evil could possibly be as dark and dangerous as that which lurks in the heart of mortal men?

Cover of The Leopard Men
The Leopard Men
AD&D
Levels 8–10
15 pages
0

A deadly rumble in the jungle. The wicked Leopard Men might have loads of treasure - but no one has ever met one and lived to talk about it. The Leopard Men are a tribal cult in the jungle who worship the wicked leopard god. They stalk at night looking for suitable sacrifices to their god. A merchant asks the PCs to destroy the Leopard Men to improve his trade agreements with other jungle tribes. Their reward for doing so is all the accumulated wealth of this tribe. The party will investigate the cult by travelling through several tribal villages. The cult members are hidden in these villages, watching for future sacrifice victims. The adventure ends with a battle with the leader of the Leopard Men and a spirit of the leopard god that is summoned. Pgs. 13-27

Cover of Uzaglu of the Underdark
Uzaglu of the Underdark
AD&D
Levels 5–10
4 pages
0

"The module takes place in a large cavern that is part of an extensive underground cave network. It can be used as a side-trek encounter in the Undermountain or Night Below campaign." -- from the adventure. Includes a small keyed map of the cavern.

Cover of Against the Cult of the Bat God
Against the Cult of the Bat God
Pathfinder
Level 5
68 pages
0

The Lonely Coast’s most remote village, Oakhurst broods under the dark boughs of the Tangled Woods. Rumours of incest, murder and vile rites during the black of night surround its insular citizens. It is a place most wise people avoid as the very air seems inhospitable to strangers. Yet in the rumours is a grain of truth, for something dark does indeed stir in the shadow haunted trees and hunched homes of Oakhurst. An ancient evil, hungry with the thirst for blood, awakens from its eons long sleep. As disappearances mount and the Lonely Coast can no longer turn a blind eye to the blight that is Oakhurst, heroes are called upon to investigate the foul rumours and mysteries that plague the village. As the search for the truth intensifies, they may find themselves the next victims of a rising, bloodthirsty evil. Can they survive Against the Cult of the Bat God? Although designed for The Lonely Coast, a free mini-campaign setting available from Raging Swan Press, Against the Cult of the Bat God is simple to insert into almost any GM's home campaign.

Cover of Ten Strokes 'Til Midnight
Ten Strokes 'Til Midnight
5th Edition
Levels 6–12
14 pages
0

Genius rogue artificer Ichabod Russet hired ten of his most brilliant colleagues to collaborate and build the greatest automaton yet invented: a clockwork beholder. He dreamed their invention would catapult him into stardom and wealth. In a secret mountain laboratory under Ichabod's direction, each scientist devoted themself to developing one ray for the creature's mechanical eyes -- but when the mysterious tenth ray was added to the automaton, it became too powerful. The clockwork beholder broke free during QA testing and destroyed half the lab. Only a few of the artificers escaped to tell the tale, and for the most part, they're keeping their mouths shut.

Cover of The Vaka's Curse
The Vaka's Curse
AD&D
Levels 2–7
6 pages
0

"The Vaka's Curse" is a short AD&D adventure for two PCs of at least 7th level, or 4-6 PCs of at least 7th level, or 4-6 PCs of levels 2-4, with a total of at least 14 levels. The adventure is set entirely on board a ship, so it can occur whenever the PCs take a sea voyage. At least one PC should possess a silver or magical weapon.

Cover of Above and Below
Above and Below
5th Edition
Level 3
12 pages
0

Haggofik the dwarven prospector has a nose for ore. And he believes he's found a vein of rare metal up in the mountains. The only problem is that this territory is claimed by a tribe of birdmen. A two-hour adventure for 3rd level characters,. Includes the 5th edition writeup of the thoqqua.

Cover of Dangerous Waters
Dangerous Waters
5th Edition
Level 1
5 pages
0

The small village of Jaromir seems beset by a powerful curse. For the past twelve days anyone who enters the forest is never seen again. There are now six missing all adults, five men and one woman without a trace. The mayor has offered 200 gp and three Dungeoneer’s packs to any who can find the source of the curse and free his town. Pgs. 15-19

Cover of The Wayward Daughter
The Wayward Daughter
5th Edition
Levels 2–4
4 pages
0

Mary Seagrain is looking for her daughter who went missing during the last big storm. She is distraught and losing hope

Cover of Rivers Of Pollin
Rivers Of Pollin
5th Edition
Levels 1–3
12 pages
0

The characters have been summoned to Pollin, a dwarven industrial city which prides itself on innovation and invention. When the Honey River which is source of all the power in the city runs dry they call for the aid of adventurers. The characters are brought before the Industrial Minister as he needs their help to solve the issue and fix the problem.

Cover of A Darkness Gathering
A Darkness Gathering
AD&D
Levels 7–9
32 pages
0

Something is very wrong in Stormport: Corruption runs rampant among city officials, more and more people turn up missing every day, dark prophesies of Change convert new believers, and rumors persist of a demonic beast with a taste for human flesh that stalks the alleyways. Worse yet, spring is overdue; winter refuses to relinquish its icy grip. Only one vile force could cause such chaos: The illithids have risen up once again, ready to enslave the surface races. Now, as never before, the world needs great heroes, mighty adventurers who will challenge the illithids; dark agenda. A Darkness Gathering is the first of an adventure trilogy (continuing with Masters of Eternal Night and concluding in Dawn of the Overmind) that pits brave adventurers against the brain eating mind flayers. Dungeon Masters can run each individual adventure of the trilogy separately, or they can be linked together to form a seamless, epic-length adventure.

Cover of Ice Tower of the Salka
Ice Tower of the Salka
Pathfinder
Levels 8–12
24 pages
1

60 years ago, a wizard's tower was encased in a magical glacier. Now a crack has appeared, exposing the tower for adventures. Inside, a magic artifact turns any who did in the tower to undead, including the PCs.