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1498 adventures found
Cover of Greenwood of the Fey Sovereign
Greenwood of the Fey Sovereign
Dungeon Crawl Classics RPG
Levels 0–1
20 pages
0

War is looming between Nanch and the Fey. Those on the border are caught between two dangerous dynasts. Pressed into duty for lord and country, the peasants and gong farmers of Nanch find themselves in a strange and unnerving forest full of denizens older than the practice of naming. In this new world, the rules of life and death are a game of whimsy practiced by fantastic forces, and bizarre ancient feuds re-ignite in the chaos of war. Those errant attendants of Nanch will be fortunate to survive the madness of either ruler! The adventure spans a series of strange and otherworldly encounters with the magical and surreal denizens of Greenwood—while under the incompetence, cowardice, and bullying of Pertrub (one of the King’s footmen). As the encounters continue, signs of the Earl’s fate are everywhere. The players must pick up clues and begin to grasp the realities behind them! The adventure features a number of visual puzzles with handouts to help the players solve them. This 20-page, stand-alone adventure includes a new class: the Wild Elf. The adventure is for low-level characters. It is not setting specific and can be placed near any ancient woodlands.

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 AS1 - Artifact at Gegios
AS1 - Artifact at Gegios
5th Edition
Levels 8–12
18 pages
0

After hunting for the Pirates of Ebor along the coastline, you witness a strange event. A great colossus is seen as you travel along the coastline and you are informed that it is the “Artifact at Gegios”. As you put into port, you make inquiries and decide to investigate further, after all, an artifact is usually useful! Is your party strong enough to uncover the truth of this legend?

Cover of Into the Underdark - Part 4 Of Dragons Deep
Into the Underdark - Part 4 Of Dragons Deep
5th Edition
Levels 4–6
16 pages
0

In the fourth installment of the Into the Underdark adventure series, characters come face to face with the heretofor unseen puppet master behind most of the strife and chaos in the Shadowed Hallows, Gyldrith the Chosen, a dreaded deep dragon! Includes: Three all new maps of Gyldrith's lair, and those of her minions Two all new monsters, the Ancient Deep Dragon and her Warlock of the Deep Dragon A new player option, the Deep Dragon patron for the Warlock Class. Unnumbered maps suitable for use in your favorite VTT Continues the story from Into the Underdark Part 1 - The Descent with areas and NPCs from The Shadowed Hollows Gazetteer

Cover of Survival of the Fittest
Survival of the Fittest
OSR
Level 1
8 pages
0

An adventure for starting characters When vicious bandits waylay a caravan bound for an outpost on the edge of civilization, the player characters are the only survivors, trapped and lost in a hostile wilderness. If they would live to see another day, they must learn to work together and discover the people they might one day become. This adventure is designed for a group of starting characters and is especially suited to new players. Published by Schwalb Entertainment.

Cover of The Sylvan Harp
The Sylvan Harp
5th Edition
Levels 1–4
34 pages
0

The Thorn Hag, an ancient evil thought vanquished by the Elf Queen and her heroic companions many years ago, has arisen from the dead. A fey harp, created from the heart of the treant that perished in the battle, has gone missing from Satyrs' Glen and the Thorn Hag seems to be behind it. The PCs must track the missing harp through a warped and eerie wood and into an unseelie area of the Feywild to stop the Thorn Hag wreaking revenge upon the Elf Queen before it's too late - the clock is ticking. The Sylvan Harp is a D&D 5e adventure for 4-5 PCs of the 1st tier (Levels 1-4). The adventure has been designed with suitable alternatives to run the adventure for 1st, 2nd, 3rd or 4th-level characters, including advice for adapting creature numbers and/or powers to suit the level of your party. The adventure is estimated to take 8-12 hours to run. A timeline of events, and guidelines on how the actions of the PCs can affect those events, is included. The adventure includes nine new creatures: gwerthin, satyr bard, ash guardian, light guardian, treant spirit, pixie rot zombie, green dragon skeleton, thorn hag and thorn hag's hut. It also includes two new magical items: a powerful magical harp with a dark hidden secret and a crystal ball of clairvoyance. Also includes a player handout of the rhyming riddle of the fey, and maps of the area and a darkling tomb. Requires Volo's Guide to Monsters.

Cover of The Pit in the Forest
The Pit in the Forest
OSR
Levels 2–3
32 pages
0

In Claine Forest near Padduck Village there has appeared a pit. No-one knows where it came from, it just did. It is not so deep that you cannot see the bottom, but people fear it and avoid it. No-one who has climbed into it has come back, having been dragged beneath the surface by unseen hands. A necromancer has come to the forest, seeking the pit. She does not quite know what she expects from it, but what she hopes for is protection from death. Player-characters may wish to get involved, and thus this constitutes an adventure for old-school systems, for 5-6 PCs of 2nd level 2 or slightly fewer of 3rd. The PCs won’t necessarily all die, and the players will almost certainly survive. Reviews elsewhere: "It pours out flavour in nearly every word, creating delicious situations for the party to interact with. ... We got a village, two rival groups of adventurers, a weird-ass forest, and somewhere in the forest a pit, your final destination. From this, joy is made. Each one of those elements has their component parts well done and, because of this the whole is a wonder." — Bryce Lynch of tenfootpole

Cover of The Artisan's Tomb
The Artisan's Tomb
AD&D
Levels 3–5
3 pages
0

Everything would be fine if the person you're trying to help wasn't already dead. The requirements of honor reach even beyond the grave. A spirit asks the party to help grant it passage to the afterlife. Pgs. 9-11

Cover of Kidnap the Archpriest
Kidnap the Archpriest
OSR
Levels 1–2
54 pages
0

The Archpriest, leader of the Church, has defied a summons to the Immortal Capital. You have been chosen to retrieve the recalcitrant pontiff. Kidnap the Archpriest is designed to be an implicit tutorial for diplomacy, stealth, theft, bluffing, and cunning. It is a system-less, setting-less heist module featuring: a city (with a map) a fortress (with interior and exterior maps) two hectic days and nights a guide to designing your own heists. glorious black and white art by Luka Rejec scheming cardinals, frantic servants, and secret plots By the author of the CoinsandScrolls blog and Tomb of the Serpent Kings.

Cover of BSOLO Ghost of Lion Castle
BSOLO Ghost of Lion Castle
BECMI
Levels 1–3
32 pages
0

"A great cat sits upon the northern grasslands, my friend, waiting to pounce on adventurers just like you." As you part the tall grass with your sword, the words of the tavernkeeper echo in your head. "He was the mightiest wizard we'd ever known, and that Lion Castle was his home." Your friends' voices mingle with the tavernkeeper's. "He's but a ghost now, haunting those halls, and waiting for an heir." The ground rises slightly. A strong wind rushes through the field. Suddenly, the grasses part, and Lion Castle rises majestically before you! "Magical riches await those who enter!" "Beware of man-beasts!" Voices flood your head again. Will you brave the haunted castle? Can you afford not to? It's all up to you in this D&D Solo Adventure. Ghost of Lion Castle is for one player only, but that one player makes all of the choices and enjoys all of the rewards. An entire castle and courtyard await your exploration. The adventure also includes a complete solo combat system. TSR 9097

Cover of Lorn Song of the Bachelor
Lorn Song of the Bachelor
OSR
48 pages
0

Weeds trail the water. The sandbar just off the shore shifts. A reptile rumble, a splash. Now a gaping maw. A roar. Claws splintering wood. The boat capsizes. You are in the river, now. He is the Bachelor: a pale crocodile, as long as five men lying end to end. He swallows hunters, families, trading skiffs. Prospectors fear to go out. Witches mutter. They say he causes landslips. They say he is a god, a curse -- an old, old sin, staining the river. They say he has been killed, before. He is pulling you under. Lorn Song of the Bachelor is a 48-page riverine adventure and dungeon crawl module, inspired by the crocodile stories of Southeast Asia -- particularly Sarawak. It features: Tragedy, a bloody curse, and a love gone very sour Open-ended factional interplay between local villagers, a foreign merchant Company, and a giant supernatural crocodile -- and its motivating spirits Multiple random tables, including: magical fabrics woven by god-possessed craftspersons; trinkets of a now-fallen Monkey Empire; medicinal herbs and animals 19 new creatures, including: mind-controlling catfish; golems made of teeth; a pregnant tiger spirit Wilderness travel up an enchanted river An extraplanar dungeon complex that can change the surrounding environment A morally complex treatment of colonialism, within the framework of an adventure module A giant crocodile who really wants to eat you

Cover of F´chelrak´s Tomb
F´chelrak´s Tomb
BECMI
4 pages
0

Adventure in a wizard's highly magical tomb. While still in college, Jennell Jaquays, writing as Paul, started The Dungeoneer fanzine. For the first issue, Jaquays wrote F’Chelrak’s Tomb. The pioneering adventure and its successors proved memorable. Looking back at The Dungeoneer, Jaquays said, “It’s the adventures that stand out, and not simply because no one else was doing mini-adventures in 1976. When I read comments about the magazine or talk to fans (old and new), no one talks about the monsters, or the art, or the magic items and rules variants. It’s always the adventures.”

Cover of The Stolen Power
The Stolen Power
AD&D
Levels 1–3
9 pages
0

An evil cult with a trick up its sleeve. A missing tome, a trail of clues and an unusual cult. Lawful-good characters, especially paladins are recommended for this adventure. Clerics of Aphrodite, Hanali Celanil, Hera, and lshtar have a special interest in despoiling the cult of Shami-Amourae. [Note: Adventure contains statistics for the Demigod Succubus, Shami-Amourae] Pgs. 19-27

Cover of Brewery of Lost Time
Brewery of Lost Time
5th Edition
Levels 5–6
24 pages
0

Unravel the Mystery of the Darkside Brewery. Designed to be a fun, 5E adventure themed (loosely) around Cinco de Mayo... and the time magic called chronomancy. The Story. Nearly thirteen years ago, a powerful magic gripped the Darkside Brewery and sealed its doors. No one went in. No one came out. A few days ago, those doors reopened, releasing a silver mist that temporarily aged all it touched. Yet nothing else emerged. What happened to all the workers and visitors within? What could have caused the silvery mists? How could the doors have remained sealed for so long, and why have they reopened? Do you have the courage to figure out what happened within the Darkside Brewery? Gather your allies and find out!

Cover of The Forbidden Caverns of Archaia
The Forbidden Caverns of Archaia
OSR
Level 1
295 pages
0

The lost city of Archaia - an ancient ruin sunken into the earth - lies deep in the badlands. In recent years, caravans from Eastdale have come under attack from orcs, goblins, and worse. Some say these blood-thirsty warbands have made lairs in the deep caves and ruins. Sill others say the ancient halls are filled with magnificent treasures left by the Archaians. Are you brave (or foolish) enough to delve The Forbidden Caverns of Archaia? The Forbidden Caverns of Archaia (FCoA) is a 296-page classic megadungeon for use with any old school fantasy role-playing game. The pages of Forbidden Caverns are crammed full with new material, maps, amazing art (including special surprizes by former TSR artists), as well as an amazing colour cover art by Ex-TSR artist Erol Otus that matches Barrowmaze Complete as a sister-book. The Forbidden Caverns of Archaia will keep your players on their toes and your campaign going strong for years. FCoA is brought to you by the Old School Renaissance (so don’t forget your 10’ pole).

Cover of Terrible Trouble at Tragidore
Terrible Trouble at Tragidore
AD&D
Levels 5–8
16 pages
0

Terrible Trouble at Tragidore is a 16 page tournament module for 5th to 8th level characters. Notorious for being one of the worst modules of all time, with implausible background and encounters and a railroad of a plot.

Cover of Ghost Town
Ghost Town
5th Edition
Levels 1–3
8 pages
0

Ghost Town is a one-shot-adventure for 3-5 players of level 1-3. It is set around the small town of Stone Village, but the adventure is easy to adapt into your own world or campaiign. A disease has broken out in the small town of Stone Village. Only a mage who lives deep in the Old Forest can safe the town. But there are heroes needed to get to the mage and bring him the news.

Cover of Killer Kobolds!
Killer Kobolds!
5th Edition
Levels 8–12
39 pages
0

A high octane, edge of your seat, seat of your pants, run and gun thrill ride for your 5th Edition Dungeons and Dragons game. Life was peaceful in the pleasant village of Thornyfoot… until the Kobolds of nearby Crag Canyon started kidnapping their kids! Now the distraught villagers turn to a rag tag group of adventurers, who just happened to be having a drink at the local inn, to save the day. Do your heroes have what it takes, the right stuff, the metal, the intestinal fortitude, to fend off the Kobold Hunting Drakes, face the Kobold Commandos, take down the Kobold Air Cavalry and yes… defeat the Kobold Covergirl with the Gun? Will they climb the treacherous canyon, survive the forest gauntlet, storm the fortified keep, raid the dastardly dungeon and thwart the big bad evil nefarious kobold plot? Or will they die a horrible, brutal, violent, traumatic, explosive death? There’s only one way to find out. Killer Kobolds! Action just leveled up. Killer Kobolds is designed for a party of four to eight characters of levels 8 through 12, but could readily be tweaked to accommodate parties of lesser or greater strength. Intentionally set in an entirely generic small village in need, Killer Kobolds can be easily dropped into any Dungeons and Dragons setting. Recently updated with a Yawning Portal cameo, the content within fits perfectly into any Tales of the Yawning Portal campaign, slotting perfectly between White Plume Mountain and Against the Giants. Additionally, it could readily be worked in to your Tyranny of Dragons, Elemental Evil, Rage of Demons or Storm King’s Thunder campaign.

Cover of N2 The Forest Oracle - Classic Modules Today 5e Conversion
N2 The Forest Oracle - Classic Modules Today 5e Conversion
5th Edition
Levels 2–4
10 pages
0

The land lies under a curse. Fruit drops to the ground, its pulp black and rotten. Leaves curl and wither on the branches. Animals flee the parched vale, or starve. Long ago, the Downs prospered under the care of Druids, but the priests of nature have retreated deep into the woods and rarely show themselves. One old man claims that the Druids have the power to save the valley, if only someone could find their Oracle to seek help. Will you reach the Forest Oracle of the Druids in time? And if you do, can they really lift the curse? Or does the answer lie elsewhere? Only the most daring and cunning adventurers will save the Downs. N2: "The Forest Oracle" (1984), by Carl Smith, is the second AD&D adventure in the novice (N-) series. Unlike its predecessor, it is not intended for 1st-level adventurers, but instead for 2nd level and up. This conversion guide allows DMs to run the original module with 5th Edition rules and provides a reference sheet for encounters. Also contains suggestions for placement in the Forgotten Realms. To use this conversion guide you will need a copy of The Forest Oracle, originally available in hard-copy and now for sale in Digital format on the DMs Guild. Visit Classicmodulestoday.com to find out how you can create your own classic module conversions and sell them on the DMs Guild.

The Approaching Swarm - Episode One: Creepy Crawlies
3rd Edition
Levels 8–10
3 pages
0

The Approaching Swarm is a short adventure for four 9th-level characters. The party can consist of any mix of classes, but it should include at least one character that is good in wilderness settings, such as a druid, ranger, or barbarian, and at least one cleric. This scenario should prove a reasonable challenge for characters from 8th to 10th level. The adventure takes place in a swampland that is near a small settlement. A band of rag-tag settlers have carved out a small settlement, called Crivdall, on the edges of a great swamp that is infamous for its terrible creatures. The area is rich with resources, and the settlers have done well hunting and foraging in the swamps. Unbeknownst to them, however, an insane druid has taken notice of their transgressions and wants them to leave. The druid, Aleretheral, is a half-orc with a curious affinity for insects and vermin. The swamp is home to numerous breeds of monstrous insects, some of which the druid has begun to breed to make them even larger and more aggressive. Through his abilities, Aleretheral has set enormous vermin onto the helpless settlers, preying on them as they venture into the swamp. With autumn rapidly coming to a close, the settlers are becoming desperate as more of their numbers are killed by hordes of marauding vermin.