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130 adventures found
Cover of In the Shadows of Spinecastle
In the Shadows of Spinecastle
3.5 Edition
Level 9
24 pages
0

The PCs must infiltrate a city ruled by monsters to search for the spymaster that holds the key to saving a besiged nation. Pgs. 26-50

Cover of Enemies of my Enemy
Enemies of my Enemy
3.5 Edition
Levels 19–20
46 pages
0

Iggwilv. Orcus. Maleanthet. Obox-Ob. Charon. These names are among the most notorious in the multiverse, appellations belonging to some of the most dangerous and powerful creatures on the lower planes. Heroes from countless worlds have raised their arms against these immortal foes and, in most cases, these heroes have perished to their soul-blasting, life-ending might. Their lairs are notorious as they are: the River Styx, beautiful but deadly Shendilavri, the Gray Wastes of Hades, frozen Thanatos, and mind-numbing Zionyn. Simply entering one of these scions of evil is akin to suicide. Yet now, as the Prince of Demons begins the final rituals to bring the savage tide to the Material Plane, heroes must approach these immortal villains not as enemies, but as allies. "Enemies of My Enemy" is the eleventh chapter in the Savage Tide Adventure Path, a complete campaign consisting of 12 adventures appearing in Dungeon magazine. For additional aid in running this campaign, check out Dragon magazine's monthly "Savage Tidings" articles, a series that helps players and DMs prepare for and expand on the campaign. Issue #358 of Dragon magazine features a map of the River Styx and advice for those who would use this notorious river as a route in exploring the lower planes. The time draws near for the final assault on Gaping Maw, but first the PCs must recruit allies from the depths of the Abyss to the eladrin Court of Stars. yet will this unlikely alliance of demons and eladrins be enough to stop the Prince of Demons? Pgs. 40-85

Cover of Lost Laboratory of Kwalish
Lost Laboratory of Kwalish
5th Edition
Levels 5–10
61 pages
0

Lost Laboratory of Kwalish explores an alternate expedition into the Barrier Peaks. The legendary inventor disappeared in the peaks eons ago… as it turns out, finding a crashed planar ship and studying its technology to fuel his own experiments—only now, Kwalish’s lost research is desperately needed! This adventure explores two locations within the Barrier Peaks, and includes new monsters, magic items, and spells, plus sci-fi trinkets, random encounters, and even rumors of the area submitted by the player community! Further featuring new art, maps (from Claudio Pozas), and even a cartoon (from Jason Thompson)—as well as the famed suit of powered armor, as edited by Jeremy Crawford on the Dragon+ livestream! Best of all, all monies that Wizards of the Coast receives from sales of this PDF are donated to Extra Life. Your purchase of this adventure goes to a truly great cause!

Cover of L3 Deep Dwarven Delve
L3 Deep Dwarven Delve
AD&D
Levels 3–6
24 pages
0

Your party of stalwart heroes must venture into a lost dwarven mining complex, fighting terrible monsters, bypassing deadly traps, and exploring chambers heavy with the dust of ages. Somewhere deep below the surface lies the heart of darkness--a corrupting evil that must be stopped before its influence can spread! TSR 9844

Cover of Heart of Nightfang Spire
Heart of Nightfang Spire
3rd Edition
Level 10
32 pages
0

In Heart of Nightfang Spire, the player characters are drawn to investigate Nightfang Spire, a lonely stone tower in a barren land. The vampire lord Gulthias, servant of the great dragon Ashardalon, has returned to the tower which was once the main cult temple of Ashardalon. The vampire prepares for the dragon's return by awakening the other cultists who had preserved themselves as undead creatures. Gulthias is a vampire and a level 13 wizard.

Cover of C2 The Ghost Tower of Inverness
C2 The Ghost Tower of Inverness
AD&D
Levels 5–7
36 pages
0

A shadow from the past, the Ghost Tower of Inverness has loomed ever larger in the mind of the great Seer of Urnst, Now he has convinced the Duke that an expedition should be organized to go to the ancient keep and recover its greatest treasure — the fabled Soul Gem. TSR 9038

Cover of Quadripartite
Quadripartite
3.5 Edition
Level 14
28 pages
0

A minion of chaos has come to the Prime Material Plane from the void of the Far Realms to terrorize and conquer in the name of its masters. The PCs must act quickly to assemble a legendary artefact powerful enough to weaken the minion so it can be defeated. Pgs. 20-47

Cover of Return to the Temple of Elemental Evil
Return to the Temple of Elemental Evil
3rd Edition
Levels 3–4
188 pages
0

Years ago, brave heroes put the denizens of the Temple of Elemental Evil to the sword. Now, dark forces whisper again in the shadows of the once-deserted temple - forces far more insidious and dangerous than any sane person could dream. Evil has risen again to threaten the village of Hommlet. A continuation of the original AD&D Temple of Elemental Evil, made for a party of 4th-level adventurers, taking them up to 14th level.

Cover of The Ruins of Nol-Daer
The Ruins of Nol-Daer
AD&D
Levels 5–8
16 pages
0

Abandoned and forgotten ruins never are. He left the Abyss to visit his human mother, not realizing he was a century too late. Still, there was a lot he had left to do... An ancient castle, Nol-Daer, has of late become the site of frequent strange occurrences. Gargoyles and Blood Hawks roost in the keep's ruined towers, Dwarves have been disappearing from the nearby area, and a Cambion controls it all from the shadows. Pgs. 3-17 & 64

Cover of Drakthar's Way
Drakthar's Way
3.5 Edition
Levels 3–4
16 pages
0

Wherein a tribe of goblins attracts too much attention and brings unwelcome guests to its master's den.

Cover of Into the Borderlands
Into the Borderlands
5th Edition
Levels 1–5
155 pages
0

The Borderlands. An untamed wild region far flung from the comforts and protection of civilization. A lone fortified Keep is the only bastion of Good desperately striving to maintain the forces of Chaos at bay. But Evil is everywhere, lurking in dark caves, fetid swamps, forlorn forests. Bands of cutthroat brigands and ruthless tribes of humanoids eager to clash with the forces of Food rove the region. The Borderlands hold many secret wondrous locations, and opportunities for fame, prestige, and fortune are plentiful. But equally abundant are the perils, risks, and challenges to those brave enough to explore the wilds. Sharpen your swords and axes. Purchase your iron rations and tinderboxes. And Don't forget at least one 10-foot pole. Adventure awaits those with the mettle to confront Chaos in the Borderlands!

Cover of The Hateful Legacy
The Hateful Legacy
3.5 Edition
Level 12
17 pages
0

At the end of the Hateful Wars, Lord Sandor led his army into the Barrier Peaks in pursuit of a host of goblins and orcs. He and his army vanished, and now a group of adventurers follows his footsteps to discover what doom fell upon him and his men. Pgs. 30-46

Cover of D3 Vault of the Drow
D3 Vault of the Drow
AD&D
Levels 10–14
28 pages
0

As a member of a bold party of adventurers, you and your associates have trekked far into what seems to be a whole underworld of subterranean tunnels -- arteries connecting endless caves and caverns which honeycomb the foundations of the lands beneath the sun. Your expedition has dogged the heels of the Dark Elves who caused great woe and then fled underground. This module can be played alone, as the conclusion to module D1 & D2: "Descent into the Depths of the Earth," or as the third module in a series that forms a special extended adventure (G1-G3: "Against the Giants"; D1-D2: "Descent into the Depths"; and Q1: "Queen of the Demonweb Pits"). TSR 9021

Cover of A1-4 Scourge of the Slavelords
A1-4 Scourge of the Slavelords
AD&D
Levels 7–11
128 pages
0

"... an Adventure to Challenge the Bold..." Screams echo in the night, the charred remnants of a village are mute by day. From the decaying lands of the Pomarj, slavers have struck again! The adventure that began in the Temple of Elemental Evil now sweeps southward across the Wild Coast and into the desolate lands of the inhuman Pomarj. Slave raiders scour the countryside, leaving death and destruction in their wake. Daring adventurers strike into the heartland of the foe to harry the villains and bring retribution and justice to the land. This product contains the completely revised Aerie of the Slavelords series of adventures. Also included are new challenges and new scenarios detailing the Wild Coast, the city of Highport, the blasted lands of the Pomarj and the Drachensgrab Mountains. TSR 9167

Cover of Chambers of Antiquities
Chambers of Antiquities
3.5 Edition
Level 16
26 pages
0

Deep under the ruins of Maure Castle lie the Chambers of Antiquities, vaults designed by ancient wizards to store magic items even they didn't quite understand. A continuation of last year's hit "Maure Castle." This adventure is set under the infamous ruins of Maure Castle, a monolithic edifice of night-black granite built by a powerful family of wizards. The Maures sealed themselves into the dungeons below their castle long ago, and today these dungeons have become one of the most infamous adventuring sites in the land. Although estimates have placed the number of monster-infested and trap-haunted dungeon levels below Maure Castle at 17, there may in fact be even more. This adventure presents one of those dungeon levels in detail. Pgs. 76-101

Cover of WGM1 Border Watch
WGM1 Border Watch
AD&D
Levels 1–3
38 pages
0

Greatwall is in peril - not from military forces of Iuz, but from lack of goods and supplies. Caravans from Willip have ceased thanks to increased dangers on the Willip Critwall Grabford Trail. As the key fort positioned to contain the Iuzian flood, Greatwall is a strategic necessity. Its failure would mean a major incursion along the border. Your characters are hired to escort a caravan from Greatwall to Willip; if its merchants are afraid to come to the fort, the fort will go to them. This should be simple, cut and dried guard job. Right? Of course not. There are many surprises in store for your little caravan, and your characters will need to keep their wits about them day and night in order to make it to the other end. Secret plans are afoot, conspiracies are brewing, and nothing is as it seems while on the Border Watch. This module uses information presented in the From the Ashes boxed set and the Iuz the Evil accessories. However, ownership of these two products is not necessary to play this module. TSR 9406

Cover of The Spire of Long Shadows
The Spire of Long Shadows
3.5 Edition
Level 13
30 pages
0

Centuries ago, the priest-king Kyuss sacrificed his nation to fuel his lust for divinity. He left legions of the hungry dead in his wake, along with a ruined city that now hides the truth behind the coming apocalypse. A man became a god in this worm-eaten city, and the secrets hidden there may hold the key to his defeat. "The Spire of Long Shadows" is the seventh installment of the Age of Worms Adventure Path, a complete campaign consisting of 12 adventures, several "Backdrop" articles to help Dungeon masters run the series, and a handful of poster maps of key locations. For additional aid in running this campaign, check out Dragon's monthly "Worm Food" articles, a series that provides additional materials to help players survive this campaign. Issue #339 of Dragon presents a magical pool owned by Manzorian that can give the PCs just the edge they need to survive what awaits them in the "Spire of Long Shadows." Pgs. 59-89

Cover of The Three Faces of Evil
The Three Faces of Evil
3.5 Edition
Level 3
32 pages
0

Clues discovered in Diamond Lake lead to the Dark Cathedral, a forlorn chamber hidden below a local mine. There the PCs battle the machinations of the Ebon Triad, a cult dedicated to the three vile gods. What does the Ebon Triad know about the Age of Worms, and why are they so desperate to get it started? "The Three Faces of Evil" is the second installment of the Age of Worms Adventure Path, a complete campaign consisting of 12 adventures, several "Backdrop" articles to help Dungeon masters run the series, and a handful of poster maps of key locations. For additional aid in running this campaign, check out Dragon's monthly "Worm Food" articles, a series that provides additional materials to help players survive this campaign. Issue #334 of Dragon provides comprehensive lists of all the things you can find for sale in Diamond Lake's (often) dubious shops. Pgs. 16-47

Cover of The Champion's Belt
The Champion's Belt
3.5 Edition
Level 9
33 pages
0

The hidden masters of the Ebon Triad have something special planned for the culmination of the Champion’s Games: a foul ritual designed to transform the arena into a stage of enormous carnage to honor their dark overgod. To stop them, the PCs must explore the dark complex of the arena’s master, and destroy his pet monster before it’s too late. An Age of Worms Adventure Path Adventure for 9th level characters. "The Champion's Belt" is the fifth installment of the Age of Worms Adventure Path, a complete campaign consisting of 12 adventures, several "Backdrop" articles to help Dungeon masters run the series, and a handful of poster maps of key locations. For additional aid in running this campaign, check out Dragon's monthly "Worm Food" articles, a series that provides additional materials to help players survive this campaign. Check out issue #337 of Dragon for guidelines on what they can purchase in the Free City. Pgs. 30-62

Cover of The Star Cairns
The Star Cairns
AD&D
Levels 5–8
48 pages
0

The Lost Tombs, Volume 1 Derro swarm in the Abbor-Alz. The Doomgrinder windmill's blades approach their zenith. Strange sightings in Hardby and rumors of a bandit empire in the mountains have commoners and nobles concerned. The Circle of Eight hopes that the key to averting this disaster can be found in the mysteries of a group of five ancient crypts, the Star Cairns. But first someone has to find the fifth cairn.... Five separate adventure sites playable individually or linked together, The Star Cairns can provide a diversion for treasure-hungry adventurers - or can be used as the seeds for an extensive campaign. Although the adventures are designed for four to eight characters of levels 5-8, each section can be adjusted for weaker or stronger groups. TSR 9579