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3413 adventures found
Cover of Pathfinder Adventure Path #68: The Shackled Hut (Reign of Winter 2 of 6)
Pathfinder Adventure Path #68: The Shackled Hut (Reign of Winter 2 of 6)
Pathfinder
Levels 4–5
96 pages
0

The winter portal has closed, but the heroes now find themselves trapped in the frozen land of lrrisen with an urgent quest-to find Baba Yaga! In order to track down the missing Queen of Witches, the heroes must brave the monster-infested capital city ofWhitethrone, where Baba Yaga's Dancin9 Hut has been captured and put on display. Will possession of the miraculous artifact lead them to the Witch Queen, or will they die a cold death at the hands of lrrisen's White Witches ?

Cover of The Pod-Caverns of the Sinister Shroom (AA#1)
The Pod-Caverns of the Sinister Shroom (AA#1)
OSR
Levels 2–4
14 pages
0

Strange doings are underfoot in the wild hills bordering the realm of decent and civilized folks. Villagers and cattle have gone missing; woodcutters have disappeared; misshapen beings have been seen shuffling through the forests. Some brave villagers have tracked a group of stolen oxen as far as the rocky banks of a small river in the hills. The trail disappeared down into a fissure in the limestone rock, where a fast-running stream plunges down to the dark caverns below. Gird your loins, stand behind the dwarf, and get ready to face The Pod-Caverns of the Sinister Shroom!

Cover of DDAL05-01 Treasure of the Broken Hoard
DDAL05-01 Treasure of the Broken Hoard
5th Edition
Levels 1–2
36 pages
0

A famous relic hunter seeks adventurers to help her find caches of treasure hidden by the now-defeated followers of the Cult of the Dragon. Her maps and notes may lead the way to great wealth—or a terrible death. And do other parties have designs on the treasure as well?

Cover of Verdant Corruption
Verdant Corruption
5th Edition
Level 4
7 pages
0

A mysterious adventurer stumbles into an inn in the night, looking for an escort to the nearest temple. Before the night is over, he inexplicably disappears, leaving a trail of corruption leading into the nearby woods as packs of twisted forest creatures emerge to plague travellers. Pgs. 83-89

Cover of A3 The Pit
A3 The Pit
BECMI
Levels 1–3
32 pages
0

A prequel adventure for Xumoria Megadungeon. “The famed archaeologist Jonas “Greytooth” Walker discovered a strange pit upon an expedition to the Dead City. A spiral staircase descended into this pit, leading to a series of rooms carved from the rock. Each room lay behind a closed door and their mysteries have not been unveiled. The entrance is marked by a large portal made of black basalt. There is a belief that this underground complex may hide information about the mythical city of Xumoria, which is rumored to be located on the Isle of the Ancients. There are inscriptions at this site indicating the presence of an ancient wizard named Arne “Sacre” Nissen, a well-known Xumorian scholar and great explorer of Artrusia. Adventurers seeking the entrance got and haven’t returned yet. Exploratory expeditions are leaving Crimsonwater, heading for The Dead City. Dare you go down into The Pit?" About Our Adventure Voxelhouse and Elevated Pachyderm are proud to present The Pit, a prequel to our forthcoming Xumoria Megadungeon. The Pit will give you an introduction to our gameworld of Artrusia and the powerful sorcerer, Berdolock. Our goal is to get you acquainted with our game material, and bring a whole bunch of new stuff to your OSR table. This adventure is fully compatible with OSE, BX, BECMI, and with minor adaptations, DCC. In The Pit, your character will explore a small dungeon, in search of the map that will lead them to fabled Xumoria. This is an introductory adventure for players who want to explore our Megadungeon. Details of what you can expect in Xumoria are coming soon, but for now we hope that you’ll have fun with our module.

Cover of Trials of the Softoy Valley
Trials of the Softoy Valley
5th Edition
Level 5
4 pages
0

Long ago, the eight tribes of the Softoy Valley put aside their differences and united in peace to erect a great monument to test the mettle of their young men and women. Only by defeating the challenges and guardian of the monolith could a child demonstrate their strength and wisdom to complete their coming of age in the community. All of the tests can be defeated by mind or might in recognition that each member of the tribe has unique skills that can benefit everyone. Although the tribes are long since gone, the monolith remains for adventurers to test their skills.

Cover of A Hitch in Time
A Hitch in Time
AD&D
Levels 7–10
11 pages
0

A trap that perhaps works too well. No matter how much loot you take, you never took anything at all. Confused? Wait until you try this dungeon. The players are hired to investigate and clear a tomb of a time wizard. This tomb is heavily guarded both by creatures and traps, and some sages are concerned that the defenses are lasting longer than they were supposed to. Unknown to the sages, the wizard, Sur-in Am, bound a time elemental to guard the treasures of the tomb. This guardian's duty is to frustrate robbers by returning stolen items to their original place and also reset traps in the tomb. Pgs. 26-36

Cover of Sword of Air
Sword of Air
Pathfinder
Level 1
522 pages
0

What is the Lost Lands? The Lost Lands is the home campaign world of Necromancer Game's and Frog God Game's own Bill Webb. This campaign has been continuously running since 1977. Many of the adventures published by Necromancer Games and Frog God Games are directly inspired by this campaign. They have evolved over the decades, and more material continues to flow from it as the dice keep rolling. Sages and wizards of legend speak of the Lost Lands—many of the players who have lived and died in Bill's campaign over the years now have a place in history (in the books). Frac Cher the dwarf, Flail the Great, Bannor the Paladin, Speigle the Mage, and Helman the Halfling are well known to the fans of Bill's work. This is the game world, and these are the adventures in which the players of these famous characters lived and died. Hundreds of players over the past 35 years have experienced the thrills and terrors of this world. The Sword of Air is the centerpiece of the Lost Lands. Currently, this epic tome consists of several parts: 1. The Hel’s Temple Dungeon—kind of like Tomb of Horrors on crack. This six-level, trap-and-puzzle infested dungeon formed the basis of Bill's game through his high school and college years. Clark Peterson’s very own Bannor the Paladin spent several real life months in the place, and, sadly, finished the objective. This is where the fragments of the fabled Sword of Air can be found…perhaps. 2. The Wilderness of the Lost Lands extending to the humanoid-infested Deepfells Mountains and providing detail about the nearby Wizard’s Wall. This so-called “wall” was raised by the archmages Margon and Alycthron harnessing the Spirit of the Stoneheart Mountains to raise the land itself, creating a massive escarpment to block invaders from the Haunted Steppes. These archmages are actual player characters from the early 1980s who live on in the legends of the Lost Lands. Over 70 unique encounter areas are detailed, and each one is a mini-adventure in itself. New wilderness areas may be added based on bonus goals described below! 3. The Ruined City of Tsen. Legend has it the city was destroyed by a falling meteor. This place forms an aboveground dungeon area the size of a city, with over 100 detailed encounter areas. It’s a very dark place…even at noon. 4. The Wizard’s Feud—This campaign-style adventure pits the players in a long-running series of intrigues and battles between two archmages. Which side will they take? Their actions all play into the overall quest, and could well determine which side wins. Law and Chaos are not always what they seem, and if the wrong decisions are made, the entire ordeal could fail. Remember, one of the wizards WANTS Tsathogga to win. 5. New monsters, new demons, new spells, and new rules for various aspects of play. 6. The Tower of Bells. This dungeon is the result of the workshop Bill ran at PaizoCon 2013, where the participants assisted him in building an old-school dungeon. Visit the tower and discover the secrets of the “artist” within. Beware: those entering may never come out!

Cover of The Weathered Well
The Weathered Well
5th Edition
Levels 1–2
66 pages
0

It’s a story as old as time. Boy meets girl. Girl meets abandoned well. Boy chases girl down abandoned well only to find horrors beyond their worst nightmares.. Perhaps those old tales about 'ol Grim Jack and Granny Hentooth lurking in a world below the water weren’t just silly children’s rhymes after all? The Weathered Well is a starting level Tabletop RPG adventure for the 5th edition of the world's greatest roleplaying game, centered around classic themes that feel familiar yet fresh to players of all skill levels. Designed to be easy to add into existing campaign worlds, this module takes the players through 3 levels of social, puzzle, and tactically focused combat encounters, and should take 10-12 hours to complete for a standard party of 1st-2nd level characters. The adventure takes the players through an open area town map, then into a more exploration focused dungeon crawl, and finishes up with a series of cinematic and challenging encounters, which combine enemy forces and the landscape to challenge the party and players alike. Designed for New Players and Game Masters! Getting started in tabletop roleplaying can be a daunting task. Learning the rules, finding the players, and convincing some poor fool to be the GM, all are difficult enough tasks on their own. We felt that there were a lack of adventures truly designed to be "1st level friendly" out there, and so got together to make The Weathered Well for just that purpose. This adventure is designed in a linear low-combat style which is intentionally helpful for low level characters and new players, and includes occasional blocks of DM Notes and tips to also aid Dungeon Masters new at their craft. It can be played both 'pick up and go', with many helpful block text descriptions, or read in advance for more appreciation of the backstory or for customization. The Weathered Well contains: 68 pages of highly illustrated adventure content, with detailed room and encounter descriptions. Three full-color maps printed within the book. The Black Root - a fully playable necromantic druid subclass, and the original builders of the Temple. Use them to create unique NPC's, or maybe even allow one of your players to play as a long lost member rediscovering their ancient temple! 13 new monsters, styled to fit the 'dark druids' theme; including bizarre fey creatures and monstrosities, like the Clawed Butterfly, Bliss Lizards, Weasel-worms, Zombie Oozes, and the vine wrapped crocodillian monster - the Hagator. 12 new magic items, specifically designed for low level characters. A mix of roleplaying, combat, puzzles, and skills designed to challenge but not overwhelm players of all skills. Multiple intro hooks, with matching wrap ups, as well as Further Adventures prompts. Published by Hack Shack Games

Cover of Lost Journal of the Sea King
Lost Journal of the Sea King
5th Edition
Levels 5–6
22 pages
0

After your ship crashed onto a small island you and a few other survivors quickly discover you're not entirely alone. There are creatures slithering in a nearby cave, taking everything they can from the wreckage as they hunt for something. With no other way out, you'll have to trek through the Sahuagin camp, rescue any other survivors and find other means of escaping the island before all is lost.

Cover of The Tomb of Demara
The Tomb of Demara
AD&D
Level 1
11 pages
0

Part of the First Quest Box Set TSR1105, this is an adventure designed to introduce new players and DMs to AD&D. The High Wizard Nethril asks the PCs to enter an old ruin and search it fro his missing apprentice. The ruin is not empty, though! Horrible things have moved in, so the search will be dangerous... First Quest Adventure Book Pgs. 7-17

Cover of To Save A Forest
To Save A Forest
AD&D
Levels 4–6
16 pages
0

Only You can prevent forest curses! The population of a small town have been disappearing and its up to the party to save them and the town from a looming disaster.

Cover of FT - Borgusburg
FT - Borgusburg
5th Edition
Any Level
20 pages
0

FT32 – Borgusburg is our first offering of November and, as always, free! This is a larger, walled village suitable for any campaign. While no scenarios are included, a variety of opportunities abound in this community. Feel free to use it for depth in your own campaign!

Cover of Hidden Oasis - Temple of Thoth
Hidden Oasis - Temple of Thoth
5th Edition
Levels 7–9
19 pages
0

The Hidden Oasis-Temple of Thoth brings the characters to a hidden temple of Thoth, god of knowledge, magic, and travel, where they are confronted with a force of invading extra-dimensional locust creatures and the chance to get their hands on an ancient artifact. What band of heroes could resist the challenge?

Cover of WG7 Castle Greyhawk
WG7 Castle Greyhawk
AD&D
Levels 0–2
130 pages
0

Deep beneath the keep of Castle Greyhawk, a really nasty device is creating mutated, unpleasant monsters that are running wild throughout the castle and the twelve-level dungeon beneath. The call has gone out for heroic, fearless, and perhaps foolish adventures to out-hack, out-slash, and sometimes even out-think hordes of doughmen, headless mice, manic bee queens, really bad dead things, burgermen, crazed chefs, and movie moguls. If they survive these and much odder obstacles, the characters still have to find the nasty monster creator and put it out of business. Castle Greyhawkcontains 13 detailed levels for adventuring and exploration. Each is a separate adventure written by different author and each has its own unique brand of baffling weirdness. Some levels involve solving puzzles and some require good old hacking and slashing. The adventure can be played separately or all together as a grand quest to free Castle Greyhawk from the evil, rotten hordes that are plaguing it. The common theme of this dungeon is that no joke is so old, no pun so bad, and no schtick so obvious that it can't be used to confuse and trip up PCs! 13 Adventures for Character Levels 0 to 25. TSR 9222

Cover of The Tidus Tomb - 5th edition
The Tidus Tomb - 5th edition
Pathfinder
Levels 4–5
11 pages
0

In a small hamlet, things are strangely becoming tidy in the night. Far from being pleased, the citizens are alarmed by these events. A local painter has gone missing, as has a travelling scholar. What is going on here?

Cover of The Dawn Chasers
The Dawn Chasers
5th Edition
Levels 3–4
21 pages
0

Ahoy, mateys! Join Captain Moonlight and her crew aboard the Dawn Chaser for swashbuckling adventures on the high seas. You'll fight pirates, tangle with storms, explore a ship wreck and confront an ancient power on a lost island! This easy-to-run adventure is designed for 3rd-4th level characters, and can be completed in 4-6 hours of play. This adventure was co-created with critically acclaimed DMs Guild author, Anthony Lesink. It includes several original maps by Daniel F. Walthall.

Cover of Polsin's Dagger
Polsin's Dagger
OSR
Levels 2–4
16 pages
0

A 12-page adventure for OSE CONTAIN THE UNDEAD! Between jagged peaks hides a small dagger shaped temple. Inside live the followers of Polsin, half-elf god of vengeance. They spend their days plotting and obsessing over those that wronged them, but at night they tend their great cemetery. A few weeks ago a new adept stole the cemetery key and opened Polsin's tomb to steal his dagger. He died in the attempt, but now the graveyard's denizens have risen from the dead and treathen the outside world. Take the dagger! Face the tomb's defences and retrieve the lost dagger of Polsin, a legendary weapon capable of defeating any kind of undead and bring peace to the cemetery. Polsin's Dagger is a low level Old School Essentials adventure for a party of 1-4 players. Perfect for a one shot or a random encounter in an hex crawl.

Cover of FT - Phillipsburg
FT - Phillipsburg
AD&D
Levels 1–6
17 pages
0

The northwest corner of the Duchy of Bast is ruled by Sir Elwin of Monoth the 4th Earl of Kawall. This pudgy ruler sits in his tower in the small city of Phillipsburg which is a hub of the Caravan trade. The town is rather dirty and mostly considered a backwater area for good reasons. This city is a stopping point on the upcoming release of “FQ4 In the Caravan Service” Get a jump on the next adventure by getting used to one of the main settings. Phillipsburg, along with the Barony of the Knolls are point “A” and point “B” in the next adventure!

Cover of F11 - Prison of Oxidosus
F11 - Prison of Oxidosus
AD&D
Levels 6–9
26 pages
0

As your party closes in on the coast of the Newmack Sea you are greeted by a large group of the duke’s military. After gaining an audience with General Zulta you discover that your reputation has preceded you. The general asks your party if they could assist him in the capture of the rogue mage Oxidosus who is currently trapped in his island fortress. A cautionary note, if the players make poor decisions TPK is a very real possibility!