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3424 adventures found
Cover of WGS2 Howl From the North
WGS2 Howl From the North
AD&D
Levels 8–10
66 pages
0

Barbarian legends tell of five magical blades of measureless power. The more civilized cultures of warmer climes believe these tales to be nothing more than delirious dreams of frost-bitten brains. "Those frozen louts- they're trying to scare respect out of us!" At least that's what they want to believe. Three of the legendary blades of Corusk have been unearthed, and their powers have proven to be all that the tales claimed. You have been given these to use in the quest for the remaining two blades. However, word has spread to the peoples of the neighboring areas, and two groups are working against you to prevent your securing these swords. Beware the Hold of the Stonefist and the Rovers of the Barren! Only so much time remains for you to locate the last two Blades of Corusk ... and your enemies are on the horizon. Find the blades, and reclaim your birthright of honor and respect; fail, and be outcast from your tribes for life. The choice is yours. TSR 9337

Cover of Curse of the Rusty Walrus
Curse of the Rusty Walrus
3.5 Edition
Level 8
7 pages
0

A "web Enhancement" adventure for the D&D 3.5 Frostburn supplement. Arctic / Frostfell / Cold Several decades ago, a down-on-his-luck half-elf known as Captain Kerakes lost his ship after a run of bad luck in a game of dice. So when an investor approached him with an offer of a new ship and three-month mission, he jumped at the chance. His new employer was a rich but somewhat miserly nobleman named Jarren Skein. Having heard rumors of the glacier dwarves and their amazing weaponcraft, he had become obsessed with obtaining some of their weapons as trophies. Skein made Kerakes the captain of a ship called the Rusty Walrus and promised him a sizeable commission upon his return with the desired glacier dwarf weapons. The PCs must board the wreck of the Rusty Walrus and defeat the undead that infest it. Later, the ghost of Captain Kerakes begins to wreak vengeance on Jarren Skein s heirs. The PCs must determine the reason for the string of murders and track down the perpetrator.

Cover of The Tomb of Tarraketh
The Tomb of Tarraketh
5th Edition
Levels 7–11
15 pages
0

This is an incredibly deadly dungeon that will strain the limits of any party that dares to tread within. I consider this to be a challenge dungeon of sorts, and I would suggest it as a dungeon to throw at players if they ever want to run a gauntlet with new characters. This dungeons is filled to the brim with traps, puzzles, and vicious creatures. It is also quite a long dungeon - be prepared to spend at least two sessions working through the pathways of this horrifying Tomb.

Cover of NC10 - Submission of Rodo
NC10 - Submission of Rodo
5th Edition
Levels 6–8
26 pages
0

The Denali Monarchy has been toppled and the citizens have formed a new government. The new head of the government, called The Hona, has requested additional help from the party. For a long time an island to the east called Rodo has been a source of goods for the land. The Hona wants to make sure that local regent, Lord Karlock, is going to continue to be a part of Denali or if he has other “thoughts” on the matter. Is your party ready for a diplomatic relations mission?

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 DDAL07-04 A Walk in the Park
DDAL07-04 A Walk in the Park
5th Edition
Levels 1–4
17 pages
0

A mysterious clue has led you outside of the safety of the city’s walls and into the jungle beyond. You have been asked to venture into the jungle and seek out the wisdom of some of the native humanoids in the area—perhaps they will be able to shed some light on the situation and provide some insight on who is behind it all. Part Two of The Jungle Has Fangs Trilogy.

Cover of FV12 - Monteleone Chariot
FV12 - Monteleone Chariot
5th Edition
Levels 4–6
24 pages
0

Sometimes only a hint of an adventure is given to players and more information is required. In FV12 - Monteleone Chariot this is just such a case. As the party reaches town they begin to hear of a mysterious relic from the past civilization and both information and backers must be investigated. Will your party be able to determine facts from fables? Whose interest will they serve in their investigation or will they just try and locate the item for themselves?

Cover of The Obsidian Pass
The Obsidian Pass
5th Edition
Levels 14–15
2 pages
1

Once, we were friends. She used her spells to ward our grove against the darkness in the woods. It was the mirror that turned her mind to covetous thoughts; she saw its power and changed. We have kept the mirror safe for an era, but her soldiers grow strong—and now something makes for our tree we cannot repel. If her aberration reaches the grove, the mirror will be hers, and then we will all know what lies at the tip of the wickedest branches.

Cover of The Lost Treasure of Atlantis
The Lost Treasure of Atlantis
OSR
Levels 6–8
? pages
0

An adventure in Hyperborea designed for from four to six characters of 6th through 8th level In the far reaches of Hyperborea’s Crab Archipelago lies a small, mountainous island known as Crystal Point. Passing sailors recently have witnessed a crimson glow in Crystal Point’s waters and beams of russet light shining up from its steep cliffs. Too, unusually frequent lightning storms in the area have torn the sky in blinding flashes, shattering the air with their awesome sound. The seedy wharf taverns of Khromarium and elsewhere buzz with these strange tales—some even speculate that Crystal Point may hold the lost treasure of Atlantis! The Lost Treasure of Atlantis takes players into an action-packed realm of adventure: the mythical world of Hyperborea, a sword-and-sorcery campaign setting inspired by the fantastic fiction of Robert E. Howard, H.P. Lovecraft, Clark Ashton Smith, and others. This adventure is designed for Astonishing Swordsmen & Sorcerers of Hyperborea™ (AS&SH™), a role-playing game descended from the original 1974 fantasy wargame and miniatures campaign rules as conceived by E. Gary Gygax and Dave Arneson. Therefore, AS&SH is compatible with most traditional fantasy role-playing games (c. 1974 to 1999) and their modern simulacra, such as OSRIC™ and Swords & Wizardry™.

Cover of Mellorn Hospitality
Mellorn Hospitality
3.5 Edition
Level 7
22 pages
0

Every seven years, the elven village of Mellorell hosts the Festival of Life, an opportunity to trade, shop, and celebrate with the folk of nearby lands. But a dark secret that could cost the life of fairgoers draws the heroes into a plot that leads all the way to Hades. The core of the adventure is a short thirteen room lair with grimlock guards, a basilisk pet and Malifustal the Night Hag, who guards a portal to Hades. Pgs. 12-33

Cover of Into the Dragon's Lair
Into the Dragon's Lair
3rd Edition
Level 10
96 pages
0

Into the Dragon's Lair takes place in the Forgotten Realms setting, and takes place after the novels The High Road and The Death of a Dragon by Troy Denning. The nation of Cormyr tries to rebuild after the death of King Azoun IV, and seeks the treasure hoard of a dragon to fund these efforts and keep the kingdom from falling into chaos. The player characters must find this treasure before all the other seekers.

Cover of Murder on the Primewater Pleasure
Murder on the Primewater Pleasure
5th Edition
Level 4
38 pages
0

The characters recently did Gellan Primewater, a local merchant from the Town of Saltmarsh, a great service by recovering property deeds worth a large sum of money, that he had long thought lost. In return Gellan throws a party for them on his pleasure ship, the Primewater Pleasure. However, this weekend cruise is plunged into chaos when one of the guests is murdered. The party must dive in and find the murderer before the ship gets back to shore, and the murderer can escape. This is a murder mystery which includes full colour maps of the Primewater Pleasure (player versions included). Fleshed out NPCs with motivations and secrets, as well as clues for your players to find, all in an attempt to uncover the truth. Your characters are trapped on the ship with the murderer and must find them before they strike again. Like all good murder mysteries this one contains a rather dungeons and dragons style twist. The table of contents includes links to all NPCs as well as every chapter for that sweet sweet quality of life improvement. It is designed to fit in with the Ghosts of Saltmarsh campaign but could also fit in to any setting or even be its own standalone adventure. This is my first adventure so all of your support would be greatly appreciated! I hope you enjoy and I welcome any feedback you might have!

Cover of Mists of Akuma: Revenge of the Pale Master
Mists of Akuma: Revenge of the Pale Master
5th Edition
Levels 8–10
62 pages
0

Revenge of the Pale Master plunges the adventurers into the rusted heart of the industrial city of Kizaki on the eve of a great evil’s reawakening. At its heart lies a mystery, and GMs running this module are encouraged to build tension and an aura of danger as the PCs uncover the secret history that casts a long shadow upon the future of this settlement in Gekido Prefecture. Part of the adventure’s tension is based upon the ticking clock—the party arrives as night falls on the eve before the Festival of Falling Hawks, giving them less than 24 hours to uncover the truth and take action against those they believe to be the villains of the story. What's inside Revenge of the Pale Master: The story of the Pale Master and his most recent machinations in the eastern fantasy noir steampunk lands of Soburin The continental map of Soburin by Michael McCarthy Information about Gekido Prefecture where the adventure takes place Rules for the dangerous Mists of Akuma and the new misted condition, as well as the Haitoku and Dignity attributes Dozens of NPCs and oni that play a part in the adventure (as well as several that don't so the GM can insert their own stories and subplots) Lots and lots of maps: the city of Kizaki, the Oyami Tea House, Graveyard of the Damned, and more

Cover of AT3 Playing Down the Dawn
AT3 Playing Down the Dawn
AD&D
Levels 5–7
12 pages
0

The tournament of the bloody stones has come to Taux, and the streets are said to run red with the blood of the combatants. Now, amid the crackdowns of the Sturgeons and the secret duels of the three great fencing schools, the heroes must once and for all solve the mystery of the House Vash blood feud. Taking on the guise of foreign swashbucklers, all must brave bloody single combat, pirates, ravenous cursed lowl, and evne magical reverberations from distant Roslof Keep! Complete the Adventures of the Emperald Serpent trilogy with this module. This adventure is formatted to both 1E & 5E gaming rules. Also available in PDF.

Cover of DDA2 Legions of Thyatis
DDA2 Legions of Thyatis
BECMI
Levels 3–4
32 pages
0

Revolt of the Gladiators! The corrupt Thyatian senator, Helenites Osteropolus, his latest scheme smashed by the adventurers and their gladiator allies, hatches a new plot to destroy the influence of the Order of the Sands (even, perhaps, to attack the Emperor himself!) Yet greater dangers lie ahead. If his plot succeeds, it will remove the guardians that protect the city from the creatures that lurk in the caverns and catacombs below. Can the players block his gambit? Will the wheel of justice grind small, or will the greasy palm of political corruption reach out and save the senator once again? You decide, in the chaotic swirl of the Thyatian capital's politics. This module is designed especially for the DM who wants to sharpen his interactive skills. Recommended for four to six characters, levels 3-4 Includes map of a realistic catacomb complex below Thyatis City Unique role playing climax tests players' integrity and skill New information on the military Legions of Thyatis This module is a stand-alone sequel to DDA1 Arena of Thyatis. TSR 9296

Cover of True Level Adventure 1 The Keep of Stone and Silver
True Level Adventure 1 The Keep of Stone and Silver
AD&D
Level 1
7 pages
0

There is no particular overarching story here, just a prospect dungeon you can drop into your own sandbox and run as you see fit. This adventure is formatted to both 1E & 5E gaming rules.

Cover of Have You No Heart? (WBW-DC-UCON-02)
Have You No Heart? (WBW-DC-UCON-02)
5th Edition
Levels 5–10
32 pages
0

Have You No Heart? is a standalone adventure set in the peculiar village of Basht. Olivia Alfera calls the party back to Basht to help Robin Goodman reunite a girl with her father. A Four-Hour Adventure for Tier 2 characters, Optimized for APL 8. Featuring a new domain: Nepenthe, a domain of forgetting. Content Warnings: Grief, Loss of a Relative, Memory Loss Have You No Heart will debut at U-Con in October 2022 (http://www.ucon-gaming.org/) The story continues shortly after The Party that Split. It continues the tale that started with The Goat Mayor, but each episode can be played on their own. The village of Basht is a little Grimm's Fairy Tale village that was used for several CCCs and DungeonCrafts U-Con. I hope that your players enjoy the whimsy and dark undercurrents as much as mine have, and I would love it if you share your experiences in Basht with me! I've included VTT-friendly maps and handouts in separate files to help with running your games virtually because we can't let a simple thing like physical distance prevent us from sharing our stories. I also have a printer friendly version included for those that prefer their works to be printed on the flesh of dead trees. Please see other adventures written for U-Con: The Goat Mayor (by me, Daniel Chapman) is the first introduction to Basht and it's peculiar traditions The Straw Bears (by me, Daniel Chapman) takes place just a few tendays later, describing the strange annual tradition of the procession of Straw Bears The Party that Split (by Daniel Chapman) takes place before Have You No Heart, and sets up the events that lead to Robin Goodman's current situation. Blood and Fog (by Alan Patrick) was the first CCC written for U-Con and the first mention of the Blood Lord. Rescue Down Under (by Alex Lown) continues the story of Basht and revisits the friendly tinkerer Yul Khahan. If you see any errors or have any suggestions, or just wish to retell the tale of how your group went through the story, feel free to contact the author at: http://hoshisabi.com

Cover of Taarks Tomb
Taarks Tomb
5th Edition
Levels 3–5
6 pages
0

A generic tomb usable for one off adventures or unexpected exploration discovery. An abandoned dwarven tomb has been taken over by goblins.

Cover of Raiders of the Lost Oasis
Raiders of the Lost Oasis
5th Edition
Level 4
28 pages
0

Captured! While trekking across a trackless wasteland, your stalwart band has fallen into the clutches of a nefarious gang of desert raiders. Imprisoned in a subterranean chamber, you are bereft of all of your equipment and magic items, save for a few tattered loincloths. But as chance would have it, an opportunity to escape the cell presents itself. To escape, you must head deeper into an ancient sealed tomb, armed with nothing but your wits and anything you can find along the way. Getting to the surface is just one of many challenges, as you still need to recover your precious equipment, and flee the Lost Oasis, which is surrounded by an inhospitable sea of solid glass!

Cover of Mad God's Key
Mad God's Key
3.5 Edition
Level 1
20 pages
0

A hunt for a missing key leads the heroes from the streets of the city of Greyhawk to the Tomb of Blood Everflowing in the treacherous Cairn Hills. Pgs. 18-20, 22 & 24-39