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1550 adventures found
Cover of Lord of Gloomthrone
Lord of Gloomthrone
5th Edition
Level 12
27 pages
0

Agents of evil are attempting to complete a dark ritual in the icy depths of Gloomthrone Citadel, a ritual that would surely spell disaster for the kingdom if completed! Led by the priestess Z'ress Baenre, a coterie of drow have overtaken the abandoned tower and fortified it with their minions. It's a race against time for the PCs to make their way through Gloomthrone's defenses, and put an end to Z'ress and the foul magic she is using.

Cover of Above and Below
Above and Below
5th Edition
Level 3
12 pages
0

Haggofik the dwarven prospector has a nose for ore. And he believes he's found a vein of rare metal up in the mountains. The only problem is that this territory is claimed by a tribe of birdmen. A two-hour adventure for 3rd level characters,. Includes the 5th edition writeup of the thoqqua.

Cover of FN8 - Codic Keep
FN8 - Codic Keep
AD&D
Levels 4–7
15 pages
0

While the name Codic Keep used to have prestige associated with it in the past, it is now a crumbling fortress blasted years ago by a large tornado. Now the ruin sits next to a swamp and is pretty much left ignored. Recently word has reached Feastelburg that strange lights have been noticed near the keep and many have wondered if the wanted criminal relative has returned to reclaim the property. Wanted posters of “Si” Codic have been circulating for quite some time with a reward of 1500 gp for his capture. Who’s up for a swamp trip?

Cover of Diamond Dash
Diamond Dash
5th Edition
Levels 9–19
6 pages
0

This quest is for a party looking to acquire diamonds to use as components for higher-level resurrection spells. To gather what they need, the characters embark on a brief expedition to the Elemental Plane of Earth where diamonds are fairly abundant. However, the party only has an hour to gather as many diamonds as they can before the portal—and the entire cave area—collapses. Includes a quest-related NPC that a player can control if they're waiting for their character to be resurrected.

Cover of Meltdown in the Mire
Meltdown in the Mire
5th Edition
Levels 5–12
14 pages
0

The Dysmal Swamp is a coastal wetland that stretches over 100 square miles. Devoid of any urbanization, the ecosystem enjoyed its dank sanctuary. A community of bullywugs called the swamp home for generations, hunting and maintaining the balance of the land. The land also appealed to the Belange Company, a wicked fey-run enterprise making cheap magic items, who needed a secluded location far from both thieves and oversight. When the Belange Company established their magical workshop in the swamp, the bullywugs attempted to drive them off. However, the Belange Company’s supply of magical items provided enough firepower to protect their endeavor, and many bullywugs fell in the initial conflicts. The Belange Company began crafting scores of magical items to be sold across the region, using a cheap alchemical process that produced a nasty liquid byproduct glowing with chaotic magical energies. Rather than devise a new process, the Director decided to discharge the waste into the swamp. As production increased, so did the pollution, and the sludge began to warp the wetland. The region’s typically reclusive bungisngis population became aggressive. It is only a matter of time before these mutated swamp giants lay waste to bullywugs.

Cover of FD6 - Ossuary of the Bear
FD6 - Ossuary of the Bear
AD&D
Levels 2–5
19 pages
0

Picking up where the adventures left off in Sordack Valley, the PCs gain information on areas with potential treasure. Several ruins are just within reach and at least one may be the burial site known as the Ossuary of the Bear! A magical crozier was said to be buried there and has never been found. Are your players ready to make themselves legends?

Cover of A Rose for Talakara
A Rose for Talakara
AD&D
Levels 8–12
26 pages
0

Red for love, white for purity, black for death. He was thoughtful, obedient, and trustworthy - the epitome of a traitor. All he needed were some heroes. A powerful undead knight, Agrovale, wants to be released from a necromancer named Talakara. He sets in motion an elaborate plan to get the players involved in overthrowing Talakara in her bid to become a goddess. He frames the necromancer for a kidnapping and murder and leaves a trail of clues to lead the players to her stronghold. The party travels through an extensive stronghold filled with many different monsters, finishing with a fight with the demigod Talakara and subsequently the freedom-seeking Agrovale. Pgs. 38-63

Cover of Mechica
Mechica
AD&D
Levels 4–7
12 pages
0

This module is based on pre-Columbian Meso-America. Some changes from historical reality have been made to make the transition from reality to fantasy easy to accomplish. It is recommended that the DM research one or more of several historical works in order to more accurately recreate the atmosphere established in this adventure.

Cover of The 384th Incarnation of Bigby's Tomb
The 384th Incarnation of Bigby's Tomb
AD&D
Levels 15–25
10 pages
0

You possess a map to the tomb of the cursed archmage Bigby. Legend has it that the dungeon itself changes, altered by a powerful artifact and changed each time the tomb is entered. Some tales say that Bigby is trapped in magical stasis seeking something to prolong his life. All agree that great treasure and magic lie within if you are brave enough to face the hazards.

Cover of In The Black Midwinter
In The Black Midwinter
5th Edition
Levels 3–5
44 pages
0

In The Black Midwinter is a Festive adventure, designed to be played in one session. The PCs battle an ancient evil threatening a remote village in the subarctic north. Very much the same as most D&D adventures, only this time, it’s Christmas themed! The adventure includes a new Legendary Item, The Deck of Merry Things (with full printable art to create a prop deck), five new monsters including Krampus (obviously) and The Yule Lads (not so obviously, unless you're really into Finnish Christmas Folklore), ten additional magic items and four new alignments (really!). This adventure is ideal for a one off, not entirely serious game separate from your regular campaign. Mulled wine, stupid hats and holiday cheer not included, but very highly recommended.

Cover of FO1 - Ruins of Linthar Keep
FO1 - Ruins of Linthar Keep
AD&D
Levels 3–4
11 pages
0

Word has reached your ears that a relic weapon is nearby and at the ruins of Linthar Keep. Once a bastion of humanity the remains of this fortress is now home to roving bands humanoids that have been attacking nearby communities. Can your young adventurer brave the dungeon of the old keep and find the riches others have been unable to…..the famed SKULLCLEAVER blade!

Cover of Halls of the Blood King
Halls of the Blood King
OSR
Levels 3–5
48 pages
0

With the rising of the Blood Moon, the accursed abode of the Blood King returns to this world. The lord of all vampires comes to claim the blood that is owed to him. His halls contain treasures and secrets that would make any ambitious adventurer abandon reason and caution to seek them out. Will you risk your soul for gold and glory in the Halls of the Blood King?

Cover of The Haunted Hamlet - and other hexes
The Haunted Hamlet - and other hexes
OSR
Low Level
40 pages
0

The Haunted Hamlet and other hexes details four unique modular locations for your game. Made for old school essentials, but can easily be used with other old-school systems or even 5E. The four locations detailed in the zine focus on gameable content and being easy to use at the table. The locations are not connected to one another and can be sprinkled onto your campaign map however you like, or run as one shots. The PDF is graphic and art heavy and utilizes random tables and other tools to make it easier for GMs to run in a pinch. Details: 40 pages Single column text 8.5 x 5.5 aspect Black & White Bookmarks Four hex locations Random tables A rival NPC party A sky merchant A one page town Two hirelings

Cover of The Great Cockatrice Race!
The Great Cockatrice Race!
5th Edition
Levels 1–3
6 pages
0

Your adventurers are in luck! They are stumbling into the town of Larksville just a day before the Annual Cockatrice Race! This event and the revelries surrounding make up a week of pure entertainment for anyone passing through the area. The town is of medium size with a population close to one thousand, but during their Fall Festival that number is nearly tripled as people from all around flood in. The air is constantly filled with music and the smell of delicious foods. There is a bard in every tavern and a drunk passed out in every street. Most buildings are hanging red, gold, and orange decorations (the official colors of the festival) and anyone wearing those colors receive discounts on goods!

Cover of The Death Knight's Tomb
The Death Knight's Tomb
5th Edition
Levels 12–20
12 pages
0

This dungeon is suitable as a one-shot or drop-in for characters between levels 12 and 17. Taken from the Against the Idol of the Sun high-level hexcrawl campaign, the Death Knight's Tomb is a location-based exploration adventure. It features increasing localized time distortions that ultimately pit the party in a fight against an ogre Death Knight and his minions who just destroyed an elven time lab over ten millenia ago, which is just a few seconds ago in relative terms at the bottom level. There are six distinct sections to the dungeon containing four combat encounters of increasing difficulty. As written, the party enters the structure to rescue an overly adventurous Scorpionfolk couple and their rescuers, but they can be omitted or rewritten to any other species.

Cover of AC10 Bestiary of Dragons and Giants
AC10 Bestiary of Dragons and Giants
BECMI
Levels 1–30
75 pages
0

Red dragons. Storm giants. Dragon rulers. Frost giants. They're all here, in this book, in complete, ready-to-play mini-adventures. No matter what level your characters are, there is something here for you (and them). Need a diversion? Want to spice up a long-running campaign? Want to play, but don't have more than an hour or so? This is the book for your gaming group. As DM, you have everything you'll need to play right at your fingertips. As players, you'll have challenges worthy of your characters. This book has something for everyone. This product includes a random spell generator for dragons, complete with instructions. Contains 14 adventures. TSR 9211

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 Sleeping Place of the Feathered Swine
Sleeping Place of the Feathered Swine
OSR
Level 1
36 pages
0

A little cave-borne adventure about harvesting valuable cysts from a sleeping creature, trying not to be killed by the horribly mutated infectious things that already tried that, and helping a wizard who recently lost all his friends and just wants to get his spellbook back. For use with your fantasy RPG of choice. How would I use this thing? -As a terrible one-shot without consequences! -Drop "Find the wizard Felix Longworm cowering by stones and a mournful tree" into your mountainous random encounter table of choice, and pull this out when the fates decide. -If the cave is ignored something else will eventually be birthed out of it, so you get free campaign fodder if your players shake their heads and say "nope". Apart from the adventure it also contains a glorious suit of cursed armour, horrific explosives, four new spells, an adorable cut-out map for your players to put together as they explore, and some pretty neat light tracking mechanics, so there's that.

Cover of Dungeon Crawl Classics #32: The Golden Palace of Zahadran
Dungeon Crawl Classics #32: The Golden Palace of Zahadran
3.5 Edition
Levels 14–16
48 pages
0

While investigating rumors of a dangerous blue dragon wreaking havoc in the deep desert, the heroes tumble under the sands into the magically sealed dome of an ancient palace. The temporarily weakened dome reseals above them, and they are left to explore the golden palace of Zahadran, once seat of power for the legendary Caliph Ardishir the Magnificent. But the dome is weak because it has been assaulted by the mythical storm demon Azi Dahaka and his trapped minions, evil creatures that were sealed under the magical dome to keep them from ravaging an unsuspecting world.

Cover of Forbidden Mountain
Forbidden Mountain
AD&D
Levels 6–8
8 pages
0

A mad venture across the fourth dimension. Hang onto your helmets in this topsy-turvy dungeon. Be warned that the accidental release of the Evil One (described in the text) could have devestating consequences on the PCs, not to mention the local campaign area. The DM should consider alternatives to the Evil One's powers if they are felt to be too destructive. Pgs. 32-39