In a distant dimension of existence, a collective of Modrons run experimental tests to find the answer to one question: What draws adventurers to places known as "Dungeons"? Hijacking the travel of adventuring parties, these Modrons subject them to a series of tests in their artificially created dungeon. Deadly combat, logic puzzles, "moral" challenges, and a plot about a kidnapped "Maiden" Modron by an "Evil Wizard Construct" can be found within. But not all is as it seems... Leading the experiment is a rogue Modron officer named the Creative Director, who has gone mad and morphed the tests into an elaborate death trap for adventurers. Seeking revenge against those it considers responsible for its “imprisonment”, it pits the adventurers against ever escalating challenges. Who will defeat the Creative Director and put an end the mad tests?
At the mercy of Chaos! Abducted by the Court of Chaos, the adventurers face hard choices if they want to return home. The Host of Chaos desires a legendary artifact held by the Scions of Law and need patsies to retrieve it. Faced with an eternity of servitude, the party must sneak into the Plane of Law and steal the Yokeless Egg from under its guardians’ watch. But not all is what it appears when the Court of Chaos is concerned and serving the Host may destroy the party from within. Can they survive the Intrigue At the Court of Chaos?
Just beyond the fields of Orleans a small hole in the earth hides treasure and monsters. The townsfolk are far too scared to delve inside the abandoned cave, but the marquis needs its silver, and right quick. Just a couple of miles away from the town of Orleans, between rolling hills and well maintained forests, a small mine, long abandoned, lies in wait. Once a lucrative silver mine the “little cave” is now shunned by both the miners and its owners, the marquis of Orleans. Local whispers say that a few decades ago its miners stumbled upon something evil that lurked beneath the earth which killed the marquis’s son and twenty miners. Old people tell of a curse that lay on the mine which if reopened would cast doom upon the town. A few even tell of tiny demons, not taller than a housecat, that live in the mine and torment the smiths of the city. True or not these stories have all one thing in common: they have kept people from using the mine and extracting its precious silver ore. This that has plagued the marquises for three generations already and so the last heir of the family, Touvel of Orleans, is looking for brave adventurers, knights, sorcerers and all able bodied folk that wish to brave the mines and secure them from whatever evil may lurk inside them.
When the characters arrive at the fishing town of Estinn, they find it totally abandoned. Can they solve the grisly mystery of what happened to the town and stop a monstrous threat that lurks in the cold, deep waters of the bay? Born in Blood is a Lovecraftian horror one-shot for four or five 9th-level characters. It takes about 4-6 hours to complete and includes: -A gruesome mystery of betrayal and dark rituals -An underwater dungeon hidden beneath the sea floor -A harrowing battle with a newly born godling! -High-quality digital maps for use with virtual table tops
Inspired by the "Happy Fun Ball" from the web series Critical Role, The Cube of Vanya is a magical adventure through demi-planes created by an ancient wizard, now destabilized by a malevolent dragon. The adventurers find themselves trapped within a series of themed planes with no idea how they got there. Navigating these planes to find a means of escape, they uncover the secrets of the cube while piecing back together their own memory. During the campaign the adventurers may fight shadow demons in an inn which is really a prison, flee a tornado while perched perilously in the sky, forge a weapon within a volcano, and much more. The module is structured in a non linear manner allowing the adventurers to choose their own way, or for the DM to pick and choose their favourite bits to highlight. The adventure was written with four level 5 players in mind but it would be easy to tweak for different sized groups around that level.
Adventurers who care where their next meal is coming from will enjoy sinking their teeth into this mystery. Included in I13 Adventure Pack I - https://www.adventurelookup.com/adventures/i13-adventure-pack-i TSR 9202
At the behest of Orcus, Demon Prince of Undeath, a mighty deathpriest hierophant has begun assembling a powerful strike force. He intends to launch the first of many assaults on the world, readying it for his master’s arrival. With the help of potent allies and grand rituals, the PCs have discovered a route to the Abyssal headquarters of this hierophant. This delve begins as the PCs teleport from the world to the first of a complex of interconnected chambers deep in the Abyss, linked only by portals. Pgs. 126-131
The party starts this one-shot falling from the sky aboard an airship. It lands atop a dense cluster of trees, unable to fly, but not destroyed. Now it is up to them to traverse the nearby wilds in search for the parts that fell loose so they can get back to the skies and continue their journey. Unfortunately, they will have to face ogres, apes, bears, blights, and more to retrieve these missing mechanisms.
Thane Tinewiner’s daughter has been kidnapped just before her betrothal and her love slain! Who will avenge this mockery? Can the girl be brought back alive? Is your PC brave enough to face this challenge alone? Surely a handsome reward will be at stake but more so the fame of saving a damsel in distress and the honor to go with it. Few clues are available and most of the Thane’s military are on the hunt for the woman so you’ll need a little bit of luck if you are to grab the honors and save the day.
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.
A barque with a bark; or, You can't be Sirius! Another day, another kidnap victim to rescue - but this victim has four feet and likes old soup bones. An adventure with some bite. Sir Veneti of Chardon's prize mastiff was stolen just before the city's mastiff duel. He knows that it was his biggest rival, Sir Machi. Sir Veneti needs the party to seize Sirius, the mastiff, from a ship called Gale's Teeth. What the party doesn't know is that a pirate stranged in town is also planning a heist on this ship the very same night that they plan to steal back the mastiff! This adventure has opportunities for both combat and roleplaying, and allows for multiple ways for the players to finish the adventure. Pgs. 32-38
Listen up! You're in my dungeon now, Morty! On Earth C-141, I'm a LEGENDARY D&D adventure writer! When people think of impossibly difficult dungeons or winding, labyrinthine maps, those things ain't Gygaxian - they're SANCHEZIAN! I do whatever I want over there, and they eat it up! I'm a celebrity Dungeon Master there, too! My livestreamed show, Cynical Troll, gets a billion views a day! It seemed a little selfish to contain all that GREATNESS to a single dimension, so I lifted one of the all-time favorite Sanchezian adventures and snuck it back here to dimension C-132. (Usually that kind of s**t is frowned upon, but it's just a D&D adventure. We're not exactly violating the Prime Directive or whatever.) This is a good old-fashioned dungeon crawl for a party of 1st-level adventurers, whose character sheets in this box should also contain. They'll probably reach 3rd level by the end of it. So here it is. This adventure brought peace to a warring galaxy. What did you ever do? Oh, you picked up this adventure? Good start. And awaaaay we go!
In their previous adventure they discovered a strange magic item that no one in Fort Myers can identify. After receiving the suggestion that a trip to the capital may be in order, a different tip points out that there is Steinhäuser. This location is known as a vast repository of knowledge. You set out and quickly realize that the Grey Cloaks, a group of evil knights, is ahead of you yet again…
When the wizard's gone, who minds his home? The wizard's gone, and his pets are home alone - but not for long! The wizard, Asflag, has met a horrible fate as a result of a sorcerous accident! Dangerous creatures have since been escaping from his home. The players are hired by the town to stop this danger. Pgs. 8-21
The Temple of Tesh-Yatra is a setting-neutral dungeon delve for a party of 6th level adventurers, inspired by the classic funhouse dungeons of yesteryear. The dungeon takes 6-10 hours to fully explore. It features a high proportion of non-combat encounters: puzzles, exploration, and the occasional deadly centrifuge. The ungodly fusion of a mad scientist’s lab and a planar temple, the dungeon includes an encounter that can launch your players into the Nine Hells – for a price... The Temple of Tesh-Yatra includes two new constructs to use in your game: the sinister Maimers, and the enigmatic Skorverra; as well as a new magic item: the Amulet of Tesh-Yatra, an artisan’s dream! The Temple of Tesh-Yatra also comes with a VTT battlemap (transparent PNG format). The Temple of Tesh-Yatra was originally set in the Outlands, as an extraplanar dungeon. But given its self-contained nature and the Temple's age, it is well-suited to any wildnerness, and would work equally well seeding a hex crawl.
Six kids, one heartfelt promise, one incredible exploration! First Adventure is a one-shot designed to be played as a long session of five hours or two shorter sessions of 2-3 hours each. Keep the promise you made to your dying mother! Journey to an old, abandoned mine to search for the gateway to the Faerie Realm! Fail in your first attempt and regroup again 17 years later to keep the promise! A well balanced mix of exploration, role-playing, riddles, combat and tons of fun suited for both DnD newbies and veterans!
In the frozen depths of winter, murderous winds mercilessly batter the crumbling Priory of Cymer. Within, trapped by their duty and the heaped snowdrifts that render travel near impossible, the few remaining faithful huddle together and tend the sacred places of their forbears. With the weather worsening, nerves fray and tempers snap as the wind howls its mournful dirge for the forgotten dead of a fallen time. But the worst is yet to come. One of those trapped within holds a murderous grudge that only blood can expunge and as the storm reaches its savage height terrible revenge is wrought amid the frigid halls and faded glories of a bygone age. A 1st level adventure that is so much more than a trip to stop goblins killing cows. Great NPCs and a great location gives this the feel of The Name Of The Rose.
Levitt Ansell, a local human celebrity and philanthropist in the town of Askert, wants to recruit a party of adventurers to help him on a mission, so he has put out flyers around the town telling candidates to come to his house on this date, and has arranged a kind of obstacle course in his garden to test their mettle. Contestant teams are invited to enter a pavilion and collect as many eggs as they can. Some need physical skill, others need puzzle-solving, others a little luck, and just a few need combat. Originally designed as a short introductory adventure for a campaign to bring 1st-level characters together.
One bad apple. The brownies would have been fine, except for the addition of one unexpected ingredient. This is a starting adventure for one druid. They set off on a wacky adventure with teh help of their driud master. Pgs. 22-31
Sometimes you can just be in the wrong place at the wrong time... Sheltering from a savage storm, a group of fledgling adventurers find themselves trapped by circumstances and powerful forces from a bygone age. Escaping from dark and dismal caverns, the heroes must brave a nightmarish trek through haunted and hostile terrain, pursued by an mysterious assailant to the very walls of Anduria – home of the greatest civilisation in the world. On the edge between madness and salvation, they must broker a deal with shadowy cults and political powers to determine not only their own fate, but potentially that of the Eternal City itself.