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595 adventures found
Cover of The Elven Guild
The Elven Guild
5th Edition
Level 2
14 pages
0

A short adventure that can be used as part of a larger campaign or run as a one shot for 3-4 Tier I or II characters. An all elven guild has taken on a large job for an unknown character. They are doing everything they can to fulfil the contract regardless of who gets hurt in the process. On this short adventure the characters will run into and a foul of the Elven Guild. Can they stop them from finalizing their plan. This adventure includes hooks for additional adventures that can be run after this adventure is completed.

Cover of Waterdeep: The Plowing And Running
Waterdeep: The Plowing And Running
5th Edition
Levels 4–6
17 pages
0

Spring in the city of Waterdeep is a spectacular time of year. The crowds are gathering for the annual races celebrating the Plowing and Running festival. Behind the scenes, an unknown conspirator works to disrupt the day's festivities. One of the racers has disappeared under mysterious circumstances and threatens to turn the joyous occasion into a scene of chaos. Those organizing the event are looking for brave and discreet volunteers to locate the missing racer and find out who is behind the plot to disrupt the event. Can the adventurers solve the mystery before it's too late? This adventure includes: * A kidnapping mystery with several clues leading to different ways for the characters to solve it. * Mechanics for players to participate in a race at the holiday event. * Two optional bonus objectives, including one that has the players exploring the city of Waterdeep and another that allows characters and players to explore their creative sides.

Cover of Spears of Glip Dak: Four Adventures
Spears of Glip Dak: Four Adventures
5th Edition
Levels 1–10
124 pages
0

Inside this full-color, 124-page anthology you’ll find four best-selling Adventurer’s League quests for level 1-10 characters set in the hobgoblin fortress of Glip Dak. Also included are instructions on how to weave these adventures into an ongoing story arc as part of your campaign. Tier 1 (Level 1-4): Glip Dak (CCC_GLIP-01-01) The Kroth Magg hobgoblins run the trade city of Glip Dak in the Troll Hills of Thar. From there they have taken control of the trade routes along the northern Moonsea. A young noble has been captured for refusing to pay their tariffs and his house looks to hire adventurers to rescue him. Beneath Glip Dak (CCC_GLIP-01-02) A series of unusual heists has both the thieves’ guild and city guard scrambling to uncover the culprits before the burglaries destabilize the thriving trade within the city, threatening the budding kingdom the Kroth Magg have fought and died to forge. Citadel of Vlaakith (CCC_GLIP-01-03) The adventurers are tasked with rescuing a group of heroes who vanished in the pearlescent fortress that manifested on the border between the Kroth Magg kingdom and the Varkonin empire in the Steppes of Thar. Tier 2 (Level 5-10): Blue Scales (CCC_GLIP-02-01) A behir has been hired to destroy the herds of aurochs necessary to feed the hobgoblin city of Glip Dak. Patrols and scouts continue to go missing, forcing the hobgoblins to hire mercenaries to track this behir as they recall their troops to the capital to maintain order as food riots break out.

Cover of Ashes of Evil
Ashes of Evil
5th Edition
Levels 5–6
47 pages
0

A sequel to the Lost Mine of Phandelver adventure for 5th and 6th level characters. An ancient forgotten evil threatens the Sword Coast once again! Our party of intrepid adventurers returns to Phandalin and Wave Echo Cave for what is at first glance a rescue and exploration mission. Prospectors for the Rockseeker mining concern have disappeared deep inside the flooded caverns that give the cave its name. The peril extends much deeper than mere lost explorers though, as the party stumbles upon an ancient, long-forgotten struggle between good and evil. Inexplicable cultists hide in ambush at every turn. A risky raft ride through treacherous underground waterways leads to an ominous discovery. Ancient ruins tell a story of the terrors of the night and a noble alliance sworn to fight them. A search for a powerful weapon of light leads the party on a mind-blowing, sky-high ascent into the unknown. Then, a whirlwind of danger: A rumbling volcano. Legions of undead. A desperate battle for the survival of the region. This adventure was designed as part of “The Next Adventure” Design Jam at the DMs Guild. It works best for a party that has just completed the Lost Mine of Phandelver adventure, but it can easily be inserted into any campaign. It is designed for a party of four to six 5th or 6th level characters and, based on playtesting, will take an average of about 3 sessions to complete.

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 The Raiders of Galath's Roost
The Raiders of Galath's Roost
3rd Edition
Levels 1–2
32 pages
0

This adventure focuses on a Zhentarim attempt to spread terror in Mistledale, although it is suitable for almost any lightly settled area northwest of the Sea of Fallen Stars. "The Raiders of Galath's Roost" is suitable for four 1st-level characters, but PCs should be at least 2nd level before tackling the adventure's second half, the Zhentarim Citadel. Even in the first half of the adventure, many of the encounters are quite formidable for 1st-level characters, and the PCs might find it necessary to withdraw and recover one or more times before completely exploring the ruins.

Cover of The Gribbits Detective Agency
The Gribbits Detective Agency
5th Edition
Level 1
15 pages
0

Janos Meer, the powerful underworld figure known as the Beggar King, has vanished. Gribbits - Meer’s right-hand goblin - has tasked a group of neophyte adventurers with getting to the bottom of where his boss has gone, and why. This is easier said than done, of course. The explosive destruction quite accidentally meted out by the Dragon Friends some months prior has made their city a dangerous place. It’s up to the adventurers to follow the clues through the urban chaos, unravel the mystery of the missing Meer, and maybe - just maybe - expose a conspiracy greater than any of them expected. The Gribbits Detective Agency is a Dungeons & Dragons adventure for four 1st-level characters.

Cover of Bridge of Fallen Men
Bridge of Fallen Men
5th Edition
Levels 3–4
52 pages
0

Nightmares that kill, a mysterious thief that only steals knick-knacks, tales of a huge beast terrorising fisherfolk, an inn with disappearing guests, discoveries of hidden magic portals and rumours of an assassin at large: None of these things are enough to stop the ever-flowing tide of traders and travellers crossing the Bridge of Fallen Men, but its protectors - Cormyr's Purple Dragons - are short on time, and courage... ...will adventurers answer the call?

Cover of Factions of Phandalin - Iniarv's Tower
Factions of Phandalin - Iniarv's Tower
5th Edition
Level 5
29 pages
0

This book goes over the various rules around the faction of the Harpers in Phandalin and the Forgotten Realms, making it easy for any new or veteran DMs to integrate it more into the core stories being told, and making the faction feel more useful for the players that choose to join. The adventure sees the characters on a mission to Iniarv's Tower, sent to search for the artifact, Bowgentle's Spellbook, and rescue the fellow Harper member, Brodven.

Cover of Baldur's Gate: Descent into Avernus
Baldur's Gate: Descent into Avernus
5th Edition
Level 1
256 pages
0

Welcome to Baldur's Gate, a city of ambition and corruption. You’ve just started your adventuring career, but already find yourself embroiled in a plot that sprawls from the shadows of Baldur's Gate to the front lines of the planes-spanning Blood War! Do you have what it takes to turn infernal war machines and nefarious contracts against the archdevil Zariel and her diabolical hordes? And can you ever hope to find your way home safely when pitted against the infinite evils of the Nine Hells?

Cover of Drums at Daggerford
Drums at Daggerford
5th Edition
Level 5
160 pages
0

5e Solo Gamebooks presents Drums at Daggerford, the fifth in our continual series of solo adventures set in the Forgotten Realms. This quest enables you to experience D&D without a dungeon master! Simply roll up a level 5 PC and get playing. Drums at Daggerford is the way you must experience solo adventuring. Players and DMs beware, a new standard has been set. This solo adventure continues the story arc first begun in Death Knight’s Squire, developed further in Tyrant of Zhentil Keep & Citadel of the Raven, and left in The Tortured Land. Drums at Daggerford’s ability to echo a Tolkien spirit reverberates throughout the narrative no matter which path you may choose. But choose wisely because a razor’s edge separates peril from glory. Over a year in the writing, this latest instalment in our solo adventure series is a mini sandbox campaign that will give you anywhere up to 8 hours of solo adventuring enjoyment. Completionists and those who like to replay these adventures will get even more gametime. There are mysteries to be uncovered, items and sidekicks to be gained, codewords to unlock and villains to conquer! With lots of exploration, meaningful decisions, hard fights, and a variety of rewards and stories, Drums at Daggerford will continue to resonate with you long after solving the big mystery behind Krond Vikkurk’s malevolent plans.

Cover of DDAL07-14 Fathomless Depths of Ill Intent
DDAL07-14 Fathomless Depths of Ill Intent
5th Edition
Levels 11–16
34 pages
0

The time is now! The yuan-ti lay on the cusp of freeing an ancient being of insurmountable evil from its imprisonment. Should this happen, Faerûn may very well be plunged into an age of darkness. You have traveled the width and breadth of the peninsula and learned what you could about your foe. Now it’s time to put that knowledge to use. Steel yourself, adventurer, there are important deeds to be done! A Four-Hour Adventure for 11th-16th Level Characters

Cover of DDAL05-02 The Black Road
DDAL05-02 The Black Road
5th Edition
Levels 1–4
45 pages
0

Caravans are having a difficult time getting through to Parnast via the Black Road. Organized attacks by orcs and other monstrous humanoids working in concert with one another have folks baffled. Little do they know that an unusually intelligent hill giant, going by the name of Bad Fruul is to blame. SEER has sent her emissary Hsing, to task your group to accompany a caravan with a very special cargo destined for the Shrine of Axes in Parnast, and to figure out who is responsible. A Two Hour Adventure for 1st-4th Level Characters

Cover of Beneath the Twisted Tower
Beneath the Twisted Tower
AD&D
Levels 1–3
48 pages
0

An introductory adventure set in and under Shadowdale after the Time of Troubles. The subject of the adventure is the tunnels connecting to to Tower of Ashaba that are rumored to connect to the underdark.

Cover of CCC-PDXAGE-02-01 The Dark Hunt
CCC-PDXAGE-02-01 The Dark Hunt
5th Edition
Levels 5–10
22 pages
0

The village near Oreclasp Keep has been reporting brutal owlbear attacks that have left people missing or dismembered. Lord Oreclasp has placed a bounty for every owlbear beak brought to Oreclasp Keep. The villagers don’t suspect the deeper problems brewing in the land.

Cover of The Tower Golem
The Tower Golem
5th Edition
Levels 2–4
30 pages
0

Azaketh, a sly and industrious devil, prepares his revenge against his bitter enemy Zirkex. Naturally, the mortals affected by his schemes are mere pawns to further his goals. It is up to the heroes to stop Azaketh in his tracks before he takes control of a powerful weapon – Logrimm’s Tower Golem. The Tower Golem is an adventure designed for 3-7 2nd to 4th level characters and is optimized for five characters with an average party level (APL) of 3. It's the second and final chapter of the saga about Logrimm’s Tower Golem. The first chapter The Soulmonger isn't necessary to play The Tower Golem but it sets up the villian Azaketh and introduces NPCs that can help the characters conquer the Tower. The focus of The Tower Golem is set on roleplaying and interesting fights. In theory, the Tower is an infinite web of rooms and portals that the characters may never escape. However, eventually, the characters reach the end for one final encounter. You can change, interweave, or exchange the different parts as you see fit. There are several proposals and fully fleshed out levels in this document, but you may add your own adventures to the list!

Cover of Raiders of Reitheillaethor
Raiders of Reitheillaethor
5th Edition
Levels 3–5
57 pages
0

This is the second of the "High Forest Factbook" adventures series. The caravans have stopped arriving from the North. Lady Morgwais has asked you to investigate and help reopen the trade routes. What begins as a quick job turns into a race to save a queen. This module includes a detailed description of the Elven village of Reitheillaethor including it's NPCs. It can be run either as a continuation of the adventure started in "Menace of Merric", as an extended stand alone adventure or the three individual tombs included in it can be run as short one-off adventures.

Cover of DDEX03-16 Assault on Maerimydra
DDEX03-16 Assault on Maerimydra
5th Edition
Levels 11–16
83 pages
0

The time has come for the brave and the bold to put an end to the machinations of Maerimydra’s demonic occupiers and their fiendish fire giant ruler. This will be no mean feat; the city is a cesspit of corruption and madness. You will have help, however, as an unlikely group of allies have gathered to your side in the Underdark beneath Faerûn. Danger, glory, and redemption await those brave enough to seize it. With allies gained from denizens of the Underdark, the former drown enclave of Szith Morcane is on the precipice of being retaken. During the battle for Szith Morcane, secrets of the drow community are revealed. What will you do with this knowledge, and how will it affect the outcome of the conflict?

Cover of DDAL05-18 The Mysterious Isle
DDAL05-18 The Mysterious Isle
5th Edition
Levels 17–20
31 pages
0

Baron Rajiram’s forces have secured the Nelanther Isles and have scoured the Sword Coast for treasures. Now they have begun to explore a mysterious island that recently just popped into existence nearby. SEER seems to believe that an aboleth artifact is their goal. It is up to the adventurers, in competition with the baron, as well as aboleths, the Kraken Society, and the mysterious caretaker of the island, to locate the Eye of Xxiphu and avert catastrophic disaster.

Cover of DDEX01-08 Tales Trees Tell
DDEX01-08 Tales Trees Tell
5th Edition
Levels 1–4
28 pages
0

Despite the shaky alliance that exists with the elves of the Quivering Forest, they do not suffer trespass in their realm lightly, especially from common folk from nearby Phlan. A woodworker's recent blunder into the forest might set off a diplomatic incident. Can you help find him and mollify the aggravated elves?