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1513 adventures found
Cover of Ring Out, Wild Bells
Ring Out, Wild Bells
5th Edition
Level 3
19 pages
0

For the past 9 years the small town of Haren’s Watch has been plagued by a wicked fey spirit known only as Mr. Grin. Every year the creature and its fiendish little minions torment the town over the course of three nights, culminating in the kidnap and transmutation of one of the village children into a lifeless statue made entirely of coal. It is the tenth year of Haren’s Watch suffering this calamity and this year, amidst a raging blizzard, a weary party of adventurers seeks refuge in the small village... The adventure favours characters and players who enjoy roleplaying and exploration but contains additional optional encounters for players who enjoy more combat focused play.

Cover of The Low Crater
The Low Crater
5th Edition
Level 6
16 pages
0

Will You Venture Into the Low Crater? When the party stumbles across a ragged, battle-scarred band of knights they are amazed to hear that the hardy veterans were soundly beaten by mere kobolds. The crafty little fiends have set up in the rubble of a fallen Earthmote thought to be home to a long-dead dragon and - more importantly - its horde. When the Sable Spears charged in to drive them out, however, they were confronted with ambushes, traps and a whole lot of pain. Dare you venture where the Sable Spears failed, and explore the Low Crater in search of treasure, glory and adventure? Or will you join the sheepish ranks of adventurers turned aside by the prospect of tangling with Kobolds? Take your party through an adventure that will teach them that CR isn't everything, and that even the weakest foe can prove dangerous when they're cornered (though having the power to animate long-dead dragon bones helps too, of course).

Cover of Sharla's Zoo
Sharla's Zoo
AD&D
Levels 4–6
8 pages
0

A walk in the woods, a trip to the zoo, a day at the circus - harmless enough, right? Wrong, as players will discover when things are not as they appear to be. Included in I13 Adventure Pack I - https://www.adventurelookup.com/adventures/i13-adventure-pack-i TSR 9202

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 Winding Paths
Winding Paths
5th Edition
Level 5
7 pages
0

Not every journey follows a simple road, and some groups find themselves needing to take the path entirely untraveled to reach their next destination. There are rumors of a treasure deep within the forest, but no one has made it out alive to recount their tales. Compelled by the prospect of a quick journey and the chance of treasure, the party decides to risk a journey through the forest. Little do they know that their chosen route is ruled by a trio of lilitu, who are eager to play with the new toys walking willingly into their grasp. Wits, wiles, and wind hide in the forest, and the lilitu are eager for amusement. This adventure is intended for 5th level characters but can be scaled up or down. It is setting-neutral, and can fit into any published or homebrew location. This is intended as a puzzle-based adventure but could be used as a combat encounter. Pgs. 129-135

Cover of FD6 - Ossuary of the Bear
FD6 - Ossuary of the Bear
AD&D
Levels 2–5
19 pages
0

Picking up where the adventures left off in Sordack Valley, the PCs gain information on areas with potential treasure. Several ruins are just within reach and at least one may be the burial site known as the Ossuary of the Bear! A magical crozier was said to be buried there and has never been found. Are your players ready to make themselves legends?

Cover of The Dragon and the Spell book
The Dragon and the Spell book
5th Edition
Levels 1–3
12 pages
0

A print friendly 2-4hr adventure PDF for 3-4 level 1 players. Designed with new Dungeon Masters in mind. In a far away village, an anxious priest sends out ravens, requesting aid from anyone willing to help the gaurdian of his village. The reward, well not much, the village is poor but can offer what little gold it has. More importantly though, is the promise of a bards tale and the first step on the road to becoming a famous adventurer. Compatable with the starter set and the WOTC free official basic rules (links provided) Pre Gens provided via link. Hook provided for adventure to be ran as a prequel to the Lost mines of Phandelver Includes 3 colour tactical maps

Cover of Dungeon Short- Spider Isle
Dungeon Short- Spider Isle
5th Edition
Levels 4–10
17 pages
0

In this small 20 page adventure module, discover an island infested with giant spiders and hope that you don't get caught too deep in their web... Spider Isle- a 5e SRD adventure for levels 4, 7 or 10. In James Grammaticus' Dungeon Short series, James explores fantasy worlds and settings in short bite-sized one shot adventures that be used on their own, can spring off into a larger campaign, or can be used as a side-adventure in a campaign. Featuring 4 original statblocks, and a new playable race, find out what terrors await your players in Spider Isle. An Island Adventure Dungeon Short.

Cover of The Misfit Maggot Five
The Misfit Maggot Five
5th Edition
Level 2
23 pages
0

Warchief Grog Bloodloaf has sounded the horn of war. Elf scum have stolen orc lands and the tasty halfling herds. For generations the Maggotsmasher Clan has watched and waited from the icy caves of the frozen mountains but that wait is over. Warchief Bloodloaf needs only the totem of leadership, the Dragon Crown of Durge Maggotsmasher, to unite the clans and begin his war. Five misfits have answered the call to brave the Caves of Throllorat and return with the crown. With a little luck, these five maggots will kill a few of the beasts within Throllorat before dying, making it easier for real warriors to complete the quest. The Misfit Maggot Five is a comdedic adventure where five rejects from the Maggotsmasher Clan are called upon to retrieve the famed Dragon Crown of Durge Maggotsmasher from the dreaded caves of Throllorat. Each of the characters are fully developed with their own unique personality that will give any Dungeons and Dragons group hours of laughs! The Misfit Maggot Five is a 5th edition comedy adventure for 2nd level monstrous humanoid characters. Published by The Pickled Dragon Press

Cover of The Jeweler’s Sanctum
The Jeweler’s Sanctum
OSR
Levels 1–3
12 pages
0

A level 1–3 dungeon adventure by Giuseppe Rotondo. The secret workshop of a long-dead jeweler-magician is now open, as his grandson wants the place finally cleared of all dangers. What treasures might remain within, and what might be watching over them? This adventure combines classic dungeon crawl elements with the intrigue of uncovering a magician’s legacy, making it a rich experience for both new and seasoned players. For Old-School Essentials (OSE) Included as one of four adventures in "Old-School Essentials Adventure Anthology 1"

Cover of Lady of the Lake
Lady of the Lake
AD&D
Level 1
8 pages
0

Who is the dying woman? Where is the lake that can save her? Even ladies in distress aren't all that they seem. Ideally, there should be at least a cleric, a magic-user, and a ranger in the party. Pgs. 11-18

Cover of Hunted!
Hunted!
5th Edition
Levels 5–7
26 pages
0

The people of Northwood’s Rest need help. Winter is coming, and something’s been slaughtering the livestock. Surely it must be the orcs of the Northwood! Heroes are needed to hunt them down. Will you answer the call? Welcome to Hunted! The latest adventure from the critically acclaimed platinum best-selling author Tony Petrecca. Hey, that’s me! I’ll stop with the 3rd person talk now. My last release, Killer Kobolds, was all about unadulterated, non-stop run and gun action, and quite purposefully contained absolutely no moral quandaries. Its theme was simple - Kidnapping Kobolds needed killing… now go! The result was an absolute blast, but with Hunted! I wanted to explore notably different themes. With Hunted! Exploration, investigation, and role play go hand in hand with unexpected twists and turns to present an adventure I’m quite proud of. Worry not, action hounds, as there’s plenty of combat to be had, but with Hunted! mindless murder hobo’s need not apply. Set in the frontier town of Northwood's Rest, a simple thorpe on the edge of a forest, Hunted! lends itself to easy insertion into any campaign setting and would make an excellent side quest for Storm King's Thunder. With direct tie ins to Acererak, Hunted! fits naturally within any Tales of the Yawning Portal campaign. Scaled for a party of 4-6 adventurers of levels 5-7, Hunted! can be easily tweaked to accommodate parties of lesser or greater strength. Featuring gorgeous cartography by Ennie award winner Elven Tower Cartography, beautiful art, a bevy of new creatures, new locations, several potential plot twists and a fun new magic item, Hunted! should provide six to ten hours of outstanding Dungeons and Dragons 5th Edition adventuring fun.

Cover of Strike Back
Strike Back
5th Edition
Level 4
24 pages
0

𝐓𝐡𝐞 𝐬𝐞𝐜𝐨𝐧𝐝 𝐚𝐝𝐯𝐞𝐧𝐭𝐮𝐫𝐞 𝐢𝐧 𝐭𝐡𝐞 𝐔𝐩𝐫𝐢𝐬𝐢𝐧𝐠 𝐒𝐚𝐠𝐚. An orcish emissary is travelling the lands south of the dwarven stronghold of Nirzumbil, attempting to keep the tribes in line and focused upon harassing the dwarves. If the PCs can defeat the emissary before he can complete his rounds, they might be able to splinter a part of the orcish alliance. A sandbox-style adventure for a party of 4th level player characters. Includes 5th edition writeups of the giant stag beetle and the krenshar.

Cover of Bitterbark's Circus
Bitterbark's Circus
OSR
Levels 8–9
30 pages
0

Hurry! Hurry! Hurry! Step right up, ladies and gentlemen, and behold the greatest circus in the land! Behold the skilled mummers performing at The Stage; you’ll literally feel like you’re part of the play! Thrill to the death-defying acts (and audience) in the two rings under the Big Top! Laugh at the antics of the baleful buffoons, harmful harlequins, and malevolent merrymakers of Clown Alley! Gaze in wonder at the wild beasts of the Menagerie, (just make sure you know which side of the bars you’re on)! All this and more, for the small price of a single admission, to Bitterbark’s Magnificent Circus! The circus is in town! But there’s something not quite right about it. There are rumors of missing children, evil plots, and more. Can you discover the secrets hidden inside Bitterbark’s Magnificent Circus? Intended as a stand-alone adventure, but there are notes on how to include it as part of the Castle of the Mad Archmage mega-dungeon adventure. Published by BRW Games

Cover of FN3 - Warrens of the Trog King
FN3 - Warrens of the Trog King
AD&D
Levels 3–5
11 pages
0

Local farmers have been coming into Feastelburg recently recounting harrowing stories of a growing number of attacks upon the land. Farmers and travelers have decidedly noted that the creatures causing the problems are troglodytes. The creatures seem to be becoming bolder in their attacks as initially they were at night under cover of darkness. The last several attacks have occurred during daylight and the recent reports have included chasing down and murdering farmers and pilgrims alike. Several farms have been put to the torch and it has the town on edge.

Cover of The Magus Sanctum
The Magus Sanctum
5th Edition
Levels 12–20
4 pages
0

Have you ever wondered what it would be like to actually encounter an area where someone has used Guards & Wards, Symbol, and other spells to actually fortify a location against casual intrusion and thievery? If you want to find out just how deadly a wizard's "getaway cabin" in the mountains can be when the owner isn't there to let you in, this is the adventure for you and your players. Suitable for a single session of play (unless characters get killed, forcing a retreat and later return), there's only one combat encounter, but the traps are deadly. Not recommended for parties below level 12. All of the defenses are based on actual PHB spells, although a couple are assumed to have been bound into items or interactions within the dungeon. This dungeon is originally from the "Against the Idol of the Sun" high-level hexcrawl campaign.

Cover of We Eat in the Dark
We Eat in the Dark
5th Edition
Levels 3–4
13 pages
0

You wake up in a pitch-dark cavern... The stench of bodies fills your nostrils. The crack of bone and the sound of teeth rending flesh are the only sound you hear. Something is feeding nearby...something you can't see. We Eat in the Dark is a deadly adventure for 3rd or 4th level characters. Navigate the caves of the Darkshard Abattoir, where light sources are muted and creatures hid invisibly in the dark. Fight for your life against troglodytes empowered by a mysterious artifact and other cavern hazards. Includes an appendix for limited starting gear for a more lethal challenge. A perfect murder-happy one-shot for your players to question your friendship.

Cover of The Goblin Bathwater Incident
The Goblin Bathwater Incident
5th Edition
Level 1
54 pages
0

Synopsis: Goblin Bathwater, a magical drug, has taken hold in a sleepy coastal town at the edge of the Empire. As the characters investigate the origin of the drug, they uncover an international criminal conspiracy, wild and ancient magic, and a threat to reality itself. Contents: This beautifully made, 54-page adventure offers: A fully fleshed out, setting-agnostic starter area, brimming with colourful NPCs and hooks for adventure. Balanced encounters to bring characters to level 2; then some more devious encounters on their way to level 3. Three mini-dungeons built on the design philosophy of the "5 room dungeon method" Multiple big, cinematic set-piece boss encounters what will make your players feel epic. A facetted intrigue, which does not immediately suggest a simple, ready-made solution but invites the players to come up with their own, personal approach. Why pick this adventure? Hey, my name is Marius. This is my first time publishing on the DMs Guild but I wouldn't call myself a newcomer. I started playing Pathfinder 1e back in 2014. When I took over as our group's DM in 2019, we swapped over to 5e. We have run many, many modules and adventures since. Currently I play three games a week. In short: You could say I'm hooked. I created The Goblin Bathwater Incident as the ideal adventure for in-between your big modules, but it isn't a simple little adventure. With a playtime of about 30 hours, it still manages to hit that sweet-spot, where it establishes context, makes you grow fond of NPCs, and makes those big bossfight wins so much sweeter, all without taking more than a few sessions. The Goblin Bathwater Incident is different from many of the 1st tier adventures in that it pits the characters against traps and monsters, but also asks difficult, open-ended ethical questions, where a simple strategy of "apply sword to head of bad guy" will not cut it.

A Giant Ransom - Episode Two: Giant Trouble
3rd Edition
Level 11
4 pages
0

A Giant Ransom is a short adventure for four 11th-level characters. There are opportunities for diplomacy, stealth, and combat, based on the choices the PCs make, so any mix of classes is appropriate. The adventure can be set in any campaign world, in a frontier region near glacier-covered mountains. In the first episode, the PCs were employed by Duke Ambrinigan to exchange a ransom of 10,000 gp in gems for a golden lion that was taken by frost giants in a recent raid. While waiting for the giants to arrive at the designated meeting place, the PCs watched as the white dragon Whildenstrank attacked the giants and then flew off with the statue. Charged with returning the golden lion statue at all costs, the PCs move to investigate the site of the battle.

Cover of Legend of the White Snake
Legend of the White Snake
5th Edition
Levels 11–16
5 pages
0

The Chinese legend of Lady White Snake, like a serpent shedding its skin, is a tale that’s been renewed many times. At its core, it is a tale of a water snake granted magic and human form when a mortal man drops a god’s gift of immortality into the river. It is a story of friendship in which the white snake saves a green snake’s life and shares her powers. It is a story of jealousy in which a turtle spirit covets their immortality and plots against them. It is a story of selflessness in which the white snake sacrifices all—trapped in a pagoda for eternity—to save, from the turtle spirit, the same mortal man she’s grown to love. But in some retellings, it is a story of evil and good, Lady White Snake, an evil demon, and the turtle, a well-intentioned monk. Or it is a story of treachery, the green snake betraying her closest friend. This adventure embodies the multi-faceted nature of the original legend transformed over centuries. The town’s healer, Lady White, has been captured, and everyone in the village has a different story to tell. It’s up to the characters to decide who they trust, what they believe, and what they’re going to do about it.