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1542 adventures found
Cover of Greenskin Diplomacy
Greenskin Diplomacy
5th Edition
Level 1
24 pages
0

When a band of orcs attacks the town of West Fork, will you and your party bravely defend the townsfolk, and strike back? This adventure is intended to be used in any campaign setting and at any party level (see ‘Instructions’). This particular adventure takes place in a medium-sized village or small town. Most of the NPCs within this adventure are human, but they can easily be substituted for other common races to best suit your campaign. Published by Nord Games

Cover of The Artisan's Tomb
The Artisan's Tomb
AD&D
Levels 3–5
3 pages
0

Everything would be fine if the person you're trying to help wasn't already dead. The requirements of honor reach even beyond the grave. A spirit asks the party to help grant it passage to the afterlife. Pgs. 9-11

Cover of The Night Auction
The Night Auction
5th Edition
Level 10
17 pages
0

Adventure Synopsys: The players are hired to investigate the death of the drowned sailor. Following the clues, the PCs discover more deaths, all linked to an event happening that very night, The Night Auction. The prized item of the night, the Demon Egg, has the power of birthing a powerful fiend into the mortal realm. As the PCs follow the trail of blood, they finally encounter the mysterious Houndmaster. As men die and bids raise the price of mortal life, who will remain to snatch the egg and claim the demon’s might? GM’s word: This adventure features social, investigative, puzzle and combat challenges, all wrapped in an exciting noir story. The villain designed for this adventure posses new unique abilities to test your players’ combat prowess. There are drawings, NPC portraits and puzzle handouts! Last but not least, The Night Auction features 5 brand new original and wicked items!

Cover of Moon over Graymoor
Moon over Graymoor
5th Edition
Level 1
17 pages
0

Moon over Graymoor is a short adventure written for Dungeons and Dragons 5th Edition, for first level player characters. It is intended to be a good first adventure to run; something for new players, or even a new Dungeon Master to try. The players are turned loose in a hamlet that has suffered a handful of vicious murders, and it’s up to them to investigate. Players will gather clues, canvass the villagers, and if they’re smart, pick up a few things along the way that might just give them enough bite to face off against the beast, and survive.

Cover of Of Water, Tentacles, and Bones
Of Water, Tentacles, and Bones
5th Edition
Levels 5–10
18 pages
0

An ancient power has started to rise and threatens a small town. Venture into dark caves and put an end to the power creating the skeletons within. Intended for 6 characters level 5-10 Approximately 6 hours of play Featuring 7 new monsters A transforming boss encounter Easily set in your own world, Theros, or Ferun Can be run with the basic rules Full of unique art a map handout for your players and maps for your VTT You can lean into horror or you can keep it PG. Suitable for gamers young and old for one long session or three shorter sessions.

Catching Guinea Pigs
5th Edition
Levels 1–5
7 pages
0

In this level 1-5 adventure for 3-5 players the party is tasked with the rpg standard mission a.k.a. catching rats in a cellar, only in this case they are not rats but guinea pigs. However this is all a big ruse to get some test subjects together, because the mage who gave them the job actually wants to start a gameshow. People from around the world can compete here for prizes in front of a live audience. However the games will have to be tested and that's where your brave adventurers come in. This adventure contains 10 different puzzles, 10 different rewards and tips on how to adjust the encounters for players of higher and lower levels than the recommended level of 3.

Cover of Unhallowed Ground
Unhallowed Ground
AD&D
Levels 2–5
11 pages
0

A monster amonkst us... The monastery of Montelegro was once a major center of academia, but it fell out of favor when its library burned to the ground some 20 years ago. (The fire is rumored to have been started by the candle of a monk who fell asleep while reading.) Without books to attract scholars and patrons, the order of monks that run the monastery has dwindled. Now the monastery is a mere shell, its once-thriving halls empty. Only 21 monks remain. The order that runs Montelegro supports a number of scribes dedicated to copying and illuminating books of all kinds. The most talented of these illuminators was Brother Abel of Corbone, a young monk fresh out of the university. A few days prior to the adventure, Brother Abel witnessed a miraculous sight. While walking about on the outskirts of the monastery, he beheld a vision of his god. The vision instructed him to build a well upon the spot where he stood. If Abel did this, the god promised prosperity would return to Montelegro. Unfortunately Brother Abel was unable to fulfill his god's vision and appears to have taken his own life.... Or was there Murder in the Monastery? Pgs. 8-17 & 55

Cover of The Summer Games: A Feywild Adventure
The Summer Games: A Feywild Adventure
5th Edition
Levels 5–7
7 pages
0

There are many entrances to the Feywild, but none so grand as appearing before the throne of seelie fey, the Summer Court. The Summer Games, a bestselling mini-arc intended for 5th level characters, introduces a party to court intrigue in the Feywild, headed by Queen Titania with King Oberon at her side. In the tourney the party must navigate unknown dangers, asked by the Summer Queen "How will you win? With skill? With truth? With wit? With wager? Or without? These five tasks lie before you, and you must complete them all to continue." In the hunt your characters must quest for a magical, talking beast. But in the end, will they catch the White Hare, or will they wish they had? In the maze players must navigate a shifting labyrinth riddled with pit traps and Feywild nasties. At the feast the party is presented with their reward for their trials, the payment for being the entertainment at this courtly gathering… or perhaps they’re on the menu. This mini-arc references stat blocks presented in Mordenkainen’s Tome of Foes and the Monster Manual. Also provided within the PDF: download links to VTT and tabletop compatible maps relevant to scenes presented in the Summer Games.

Cover of Dragon Mountain
Dragon Mountain
AD&D
Levels 10–15
192 pages
0

The rubble-strewn passageway twists and turns, winding ever deeper into the mountain, lower and lower into the bowels of the ancient, forbidding halls of long-dead dwarves. The torchlight flickers, threatening to succumb to the oppressive darkness. Creeping along one striated granite wall, Arikus the warrior moves cautiously toward the great cavern ahead, its sides and walls disappearing into the gloomy distance. Cocking his head to one side to listen, he holds his hand up for a moment, demanding unconditional quiet from from his companions. Then , his arm relaxing in relief, he waves everyone forward and moves into the open. Before him, scattered to the far walls of the enormous cavern, are piles upon piles of glittering treasure - coins from countless kingdoms, sparkling gems, exquisite jewelry, and items of wondrous power - enough for twenty kings' ransoms. Arikus laughs gleefully, thrusting both hands into the nearest cache of coins to let them runs through his fingers. At that moment, a monstrous shadow looms threateningly over him. Looking up, Arikus blanches and stumbles back in horror before the terrible visage of a Great Red Wyrm. The fearsome dragon opens its razor-filled maw and spews forth a gout of white-hot flame, engulfing the hapless warrior.... The ultimate Dungeon Master Fantasy! This is the most deluxe dungeon. Designed to appeal to discriminating and demanding role-players. Adventurers, beware. This is more than just a dragon hunt. Within the lair of the beast lie cruel and deadly traps, befuddling conundrums and puzzles, and cunning minions that will be the end of overconfident or careless adventurers. Comprised of three 64-page books, for two adventures that link to one super-campaign 12 full-color reference cards 16 special player handouts Eight Monstrous Compendium sheets A Sheet of cardstock standups with 24 plastic bases. Six full-color poster maps, two of which link together to make a giant tactical playing surface for use with miniatures or the included cardstock figures. TSR 1089

Cover of Expanded Environments and Additional Actions
Expanded Environments and Additional Actions
5th Edition
Levels 1–100
26 pages
0

Give your game’s locations a character all their own! Build encounter themes, emphasize magic places, and connect it all to the monsters living there with Expanded Environments and Additional Actions. Use traits to make creatures stand out and enhance their bond with the land, then add lair actions to reinforce the connection and escalate the fight. New interactions encourage a race between players and monsters to gain the upper hand using the environment around them with additional options in combat. In non-combat encounters, regional effects keep the feel of magic heightened in the surrounding area. Grab characters’ attention, and limbs, in the clutches of fallen armies on the ancient battlefield. Apply library traits and lair actions to a dragon to create an encounter with a bookwyrm. Tempt characters with the allure of enchanted gold in the treasure hoard. Bend fire itself to your will in the heart of a volcano. With Expanded Environments and Additional Actions ties “where you are” to “what & how you fight” with 21 environment templates for attributes and abilities you can apply to existing monsters and places that include all of the following: 80 lair actions that give the terrain a role, and often a roll, in the fight. 75 traits so familiar monsters gain new tricks and special features. 73 regional effects to add to the wonder of the world between combats 64 interactions for players or monsters to make the most of their surroundings This supplement was designed for dungeon masters who want more dynamic combat and more magical encounters. The collection started as my own expansion of the environments found in MCDM’s Flee, Mortals! but can be used on its own (along with the existing D&D 5e rules).

Cover of Cult of the Gol'Goroth
Cult of the Gol'Goroth
5th Edition
Levels 4–7
9 pages
0

Within the muck and darkness of a cave off in the forest lies an ancient creature. A manifestation of evil and psychosis that causes even devils and demons to turn a blind eye. This monstrosity is known as The Gol'Goroth. Rumors say it has just sockets where there should be eyes, yet it sees everything in this world and in others. It pierces the veil of the mind and inflicts madness on all who come near . . . of course these are surely just rumors. Surely just an excuse to justify the actions of a twisted cult that is ravaging local villages. Surely this is just the manifestation of their crazed minds as they carve their own bones into weapon and slice their own flesh to ribbons - all in the name of the Gol'Goroth

Cover of The Snow Queen's Fury
The Snow Queen's Fury
Draw Steel
Level 1
? pages
0

A midwinter adventure for Draw Steel. Battle dangerous ice monsters, explore a strange fey realm, and negotiate with a powerful archfey to save a village from endless winter! This one-shot takes about 3 to 4 hours to complete and is balanced for three to six 1st-level heroes. Includes notes on how to adjust for a shorter session length or for higher-level heroes (up to level 8). Heroes can earn up to 3 victories. The Snow Queen's Fury is designed to introduce players to the core mechanics of Draw Steel—basic power rolls, combat, negotiation, and montages—in an easily digestible order. It's a great beginner one-shot, but would also work well as a seasonal interlude for an ongoing campaign. The adventure includes: - a charming midwinter festival with plenty of roleplay opportunities - one combat - one negotiation - one montage And your files will include: - battlemaps for all combat encounters (including a Christmas variant) - a reference map for the director - custom statblocks (including malice abilities!) for new ice-themed monsters - a PDF version and an Obsidian vault version of the adventure, for easy reference mid-session - a bonus level 10 solo statblock for the Snow Queen herself, just in case your heroes decide to do something really foolish

Cover of Nightshade
Nightshade
AD&D
Levels 1–3
5 pages
0

A "simple errand" is never what it seems. It's a wizard's privilege - and curse - to change his mind. Pgs. 3-7

Cover of FA2 - Springwood Forest
FA2 - Springwood Forest
AD&D
Levels 3–5
11 pages
0

Rumor has it that an evil temple resides in the forest as well as a mad mage who may or may not consume children. While these rumors abound speculation of the existence of such is frequently countered with the tenacity of the elves watching over the forest and how it would be unthinkable for them to allow such issues to occur. Note: This seems an incomplete adventure. While the evil temple is mentioned, there are no maps for it. Also the mad mage is given back ground, there are not stats for an encounter.

Cover of Dungeon Crawl Classics #1: Idylls of the Rat King
Dungeon Crawl Classics #1: Idylls of the Rat King
3.5 Edition
Levels 1–3
36 pages
0

Remember the golden days of role-playing, when adventures were underground, NPCs were there to be killed, and the finale of every dungeon was the dragon on the 20th level? Well, those days are back. Dungeon Crawl Classics feature bloody combat, intriguing dungeons, and no NPCs who aren’t meant to be killed. Each adventure is 100% good, solid dungeon crawl, with the monsters you know, the traps you fear, and the secret doors you know must be there somewhere. In Idylls of the Rat King, goblin bandits are once again attacking the silver caravans, killing innocent miners and stealing cargo. The goblins have taken up residence in an abandoned mine northwest of Silverton. Someone must get rid of them. But this is no ordinary abandoned mine. It was deliberately barricaded generations ago when the Gannu family, founders of Silverton, discovered an unspeakable evil on its lowest levels. And these are no ordinary goblins, for the curse of the Gannu family courses through their veins…

Cover of Into the Dragon's Maw
Into the Dragon's Maw
5th Edition
Level 12
20 pages
0

Your stalwart band treks through the trackless jungle seeking the Dragon's Maw Waterfall. At the base of the falls, behind a massive curtain of water, is rumored to be the cavern lair of a great wyrm. The local Xulmec tribesmen say the great dragon has not been seen in nearly 100 years, so perhaps its hoard lies unguarded and ready for plunder. But what role do the heroes play in a blind shaman's prophecy foretold a century ago?

Cover of NC4 - Xantus - The Ice Lord
NC4 - Xantus - The Ice Lord
5th Edition
Levels 6–9
22 pages
0

Rumor has reached your ears that the legendary Amulet of Rafael is in this region. Further investigation has revealed that a reclusive nobleman in the north called Xantus is currently in possession of the item. While details are sketchy about the item, it is well known that quite powerful in the hands of a mage. You decide that you will go north and locate the “Ice Lord” and see if he is willing to part with the item.

Cover of The Fiddler's Lament
The Fiddler's Lament
Pathfinder
Levels 1–3
13 pages
0

Music hath charms to soothe the savage breast, it's true, but some music truly is the devil's music. This dark fantasy adventure is designed for characters beginning a gothic-themed Adventure Path campaign. An orphan raised by gypsies, now full-grown but still lost and alone, must face once more the tragic curse that destroyed her past. Will her darkling music bring ruin to the village she now calls her home? The adventure can help PCs gain additional experience and much-needed trust with the townsfolk even as they unravel the mystery of the haunted prison overlooking the town.

Cover of The Temple of Pure Water
The Temple of Pure Water
5th Edition
Levels 6–8
10 pages
0

Deep beneath the surface of a lake flourishing with aquatic life is the Temple of Pure Water. Within its walls your players will encounter dangerous aquatic flora, a deadly submerged temple, a sea dragon statue with power lurking within, and even a rapid downhill boat ride with sharks. Water in small doses is an elixir of life, but it large enough quantities your players may be left in over their heads as they make their way through this underwater adventure.

The Fall of Fairhaven
Pathfinder
Levels 4–5
29 pages
0

A free adventure for the Pathfinder RPG, focusing upon a city ravaged by a natural disaster and besieged on all sides. Party levels 4-5 will face off against a half-dragon, half-demon overlord known as Ymial, a demonic seductress, goblin warbands, and drow slavers beneath the ground all while trying to discover the secrets of the city of Fairhaven. Works well for players who are looking to visit a large town and face off in a high-stakes conflict even at low levels. Includes lots of details on the town, from rumors to residents.