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1555 adventures found
Cover of A Race Against Time
A Race Against Time
AD&D
Levels 1–3
18 pages
0

Ka-boom! A mad bomber terrorizes the city of Red Fern. Can you unravel the string of clues and bring this criminal to justice? A follow up to Dungeon Magazine #79 The Best Laid Plans Pgs. 12-27 & 86

Cover of Fosc Anansi - Shadow of the Spider Goddess
Fosc Anansi - Shadow of the Spider Goddess
5th Edition
Level 6
52 pages
0

Silent crawlers with a venomous bite. Web spinners, creating sticky, beautiful homes that double as deadly traps. Nature’s most artistic killers. What fools would grow these tiny killing machines into the size of ponies or even larger? Gnomes! Opportunistic dark gnomes, looking for profit, who stumbled upon an inter-dimensional substance—experimental, yet undoubtedly powerful. Then something came creeping down the strand that connected the spiders to the inter-dimensional world, a shadow—the Shadow of the Spider Goddess! This adventure is designed for 5e for 4-6 characters of 6th level. The adventure is designed to link to the Lands of Lunacy setting from Fail Squad Games, but has been adapted to be run in any setting with no additional GM or player effort. The hold of Nevnooblin contains steam technology and creatures.

Cover of Far11 - Archives of Steinhäuser
Far11 - Archives of Steinhäuser
5th Edition
Levels 4–7
19 pages
0

In their previous adventure they discovered a strange magic item that no one in Fort Myers can identify. After receiving the suggestion that a trip to the capital may be in order, a different tip points out that there is Steinhäuser. This location is known as a vast repository of knowledge. You set out and quickly realize that the Grey Cloaks, a group of evil knights, is ahead of you yet again…

Cover of Horror at Devil's Run
Horror at Devil's Run
5th Edition
Levels 3–7
18 pages
0

"I can’t stand to lose again..." The small farming village of Devil’s Run is about to have its yearly pumpkin festival. Unbeknownst to many, Old Pete Barker, a pumpkin farmer of many years, was having difficulty growing his pumpkins. Pete doesn’t have an ample water source, unlike Molly Simms, his primary rival for the festival's coveted largest pumpkin award, whose farm lays near a stream. Fixated on winning the grand prize, Old Pete made a deal with a dark force, the Feeder of Desires, but the deed cost him and the village dearly. “Plant me in the ground and I will make you strong." Peter Barker's body transformed into a vine-like creature with a jack-o-lantern head, and he now ‘waters’ his thriving pumpkin fields with the blood of kidnapped villagers, binding them below the earth while the pumpkin vines burrow into their flesh and feed. These vines have started to enter the town, creating pumpkin-vine creatures which snatch villagers and drag them to his underground lair. Will the adventurers save the village of Devil's Run and put a stop to Pete's pumpkin-patched plots? Let the Pumpkin Festival Commence! ►2– to 4–hour adventure for three to five characters ►Scalable for 3rd—7th level (optimized for 5th) ►5 beautifully mapped areas for your adventurers to explore ►7 new monster stat blocks, including the Pumpkin Terror, Vine Hound, and pumpkin-headed Pete Barker himself! ►Ripe for Halloween, Thanksgiving, or Fall adventuring! PDF Purchaser Bonuses ►HDR map files for each area (both gridded and gridless) ►Virtual Tabletop Tokens for the monsters Also for Roll20 and Foundry VTT

Cover of Sangkon Bhet
Sangkon Bhet
3.5 Edition
6 pages
0

Beneath the jungle-covered ruins of an ancient human temple lies a small outpost of grell that have taken to hunting the nearby area by night. Sangkon Bhet is a fairly typical example of a small grell outpost; the monsters occupy convenient ruins or caverns for a time as they search out new places to move a colony that has over hunted its previous locale. Pgs. 115-120

Cover of Cult of The Glutton
Cult of The Glutton
5th Edition
Levels 5–10
14 pages
0

A temple once devoted to Solonor Thelandira deep in the elvish lands has been taken over by troglodytes during troubled times. Whilst the heroes of the realm were fighting elsewhere, a dark, abyssal evil was summoned into being. Can the characters purge the evil from the once sacred shrine? Will they be devoured by The Glutton?

Cover of The Sunken Temple
The Sunken Temple
OSR
Levels 4–6
20 pages
0

A 20-page adventure for OSE Save the wizard! A sunken cathedral on a quiet mountain lake hides a long forgotten temple to Mathanoga, God of Knowledge and wizardry. Abandoned by Man for centuries , but protected by the legend of man-eating fishmen lurking in it. Or until a few weeks ago the young wizad Elric embarked on its expedition. With help from the accademy of Greykeep he found the temple and began to explore it, hoping to uncover its ancient magical secrets. Now the wizard is missing and the accademy has put a bounty on its head: its weight in silver to whoever will find him and bring him home alive and well. Find magical secrets! Deep inside the temple are stashed many magical items, all sacred to the fishmen dwelling there, all worth dying for. Save Elric and the treasures will be yours! The Sunken Temple is an expert level Old School Essentials adventure for a party of 1-4 players. Perfect for a one shot or a random encounter in an hex crawl.

Cover of FD3 - Crisis at Marstan
FD3 - Crisis at Marstan
AD&D
Levels 2–5
19 pages
0

After the last adventure you are now on a quest to find a warm bed and good food. Passing travelers have pointed out that you are quite close to the Thorp of Marstan, a small settlement in the area under the control of the Earl of Sakov. His troops are well known for their horsemanship skills and after all your walking perhaps you may find proper mounts! What the party will find is a community fearful from recent humanoid attacks but with the passing of a guard unit they have hope….except the guard unit hasn’t been heard from since.

Cover of Ruins of the Immortal Warlord
Ruins of the Immortal Warlord
OSR
Level 3
8 pages
0

Standing 100 feet off the shores of the vast Sapphire Lake are the ruins of a small fortress standing atop a rocky islet. The fortress belonged to a lich posing as a warlord from the Kingdom of Old Hagada, but fell rapidly into ruin when the Shrouded Hero was able to pierce the lich with the Blade of Five Seals. The lich cursed the assassin and his incompetent guards with his final breath. He cursed them to the same fate, their bodies petrifying and all of their souls being sealed in the Sheath of Five Seals. Afterwards, the warlord’s armies were defeated on the battlefield and the fortress became abandoned. In this short 3rd level dungeon crawl, the party investigate a ruined island fortress to solve a mysterious puzzle box. You can run this as a one-shot or plop this into your campaign world with minimal effort. The adventure is designed for Shadowdark RPG and references the core rulebook. If you're an experienced game master, you could convert the adventure to whatever system you prefer.

Cover of Citadel Of Fire
Citadel Of Fire
AD&D
Levels 10–14
32 pages
0

Adventure into the Ancient Stronghold of the Sorcerer Yrammag. Includes six story tower and five dungeon levels. Designed for high-level characters and filled with wizard apprentices, their creations and undead. Please note: The link for this adventure on Amazon is for a reprint of the original.

War Dogs in the Woods
Draw Steel
Level 1
8 pages
0

War Dogs in the Woods is an adventure that scales between 4 to 6 first-level characters. There are three combat encounters and one skill montage, yielding up to four victories. The antagonists are a group of War Dogs preparing to assault a town. It can work as the kickoff for a War Dogs focused campaign, or to inject a little variety into an existing campaign. During a respite at an inn, a man barges in, declaring: ‘I found another one.’ It’s the latest instance of dismembered bodies in the woods. The townspeople ask the heroes to investigate what they think is a pack of dark wolves assaulting travelers. An examination of the site reveals dark wolf tracks, but also a new trail leading into the woods. During the first encounter in the woods, several unknown contacts, represented by “blips,” advance towards the heroes, and are eventually revealed as War Dogs. The heroes learn the War Dogs are part of a camp gathering to assault the town. From there, the heroes journey deeper into the forests, eventually finding and destroying the War Dog camp.

Cover of FQ5 - Journey to Oblivion
FQ5 - Journey to Oblivion
AD&D
Levels 4–7
25 pages
0

FQ5 – Journey to Oblivion continues the Filbar Quest Series and begins in The Knolls with word that Baron Wizzel requests your assistance. A humanoid threat has been growing near the small town of Oblivion. The baron will speak with the party and offer them a large reward to perform a scouting mission. The baron and other nobles are attempting to gather their forces but would like an idea of what they are going to face. With the reputation of the PCs the baron feels that the group is more than capable of the mission.

Cover of Sanguine Sacrament
Sanguine Sacrament
5th Edition
Levels 5–10
12 pages
0

The Godless Depths For the first time in eons, ancient aberrations are emerging from the deep ocean. Driven by some otherworldly fervour, they encroach upon the local villages, searching with beady eyes for anyone linked to the Gods. Even now you hear rumours of kidnap, men and women dragged kicking and screaming into the depths.

Cover of Gorgoldand's Gauntlet
Gorgoldand's Gauntlet
3rd Edition
Level 1
13 pages
0

“Gorgoldand’s Gauntlet” takes place in a cave network in the side of a cliff overlooking a lake and can be inserted easily into any campaign. Gorgoldand’s Gauntlet is a site-based adventure with a pre-dominance of puzzles and traps. The PCs discover a map leading to the Gauntlet and explore it looking for treasure. They test their strength and wits against various traps and puzzles created by a gold dragon who converted a cave network into a proving ground to surreptitiously test the abilities of local adventuring bands. If they make it all the way to the end of the Gauntlet, they’ll have the chance to fight a dragon construct made of the dungeon's treasure hoard and have the chance to gain access to a magic item that can have a significant impact on their adventuring careers. Pgs. 39-51

Cover of The Six Masks of Harmony
The Six Masks of Harmony
OSR
Levels 1–5
2 pages
0

A sorceress discovered how to access the Temple of Harmony. Since then, day and night no longer follow their natural cycle. The sorceress has never been seen again. The adventurers are responsible for solving this problem: by gathering the masks of the entities on an altar, the cycle will be restored, but nothing will be the same as before… 'The Six Masks of Harmony' is a system-agnostic pointcrawl, focusing on social interaction. The players will be transported to a temple in the clouds where the six spirits of day and night once lived in harmony. The delicate balance between the forces of the temple's inhabitants was shattered when an intruder decided to interfere. What really happened here? Will the characters manage to escape alive? Play to find out! What you'll find here: A complete 8-site one-page pointcrawl adventure with easy preparation. A GM's Pamphlet containing tips on how to run the adventure and adding a table of random encounters and 6 magic items (the 6 masks of harmony).

Cover of Scourge of Scalabar
Scourge of Scalabar
AD&D
Levels 1–3
18 pages
0

Pirates and powderkegs. An undersea menace has the merchants of Scalabar up in arms. A strange sea monster is plaguing the trade ships near Scalabar, a coastal city. You have arrived in Scalabar at the behest of Sora Calhaigne. The lady of House Calhaigne needs brave heroes to investigate the loss of her galleon, the Morning Star. She has reason to believe that the sea monster is not what it seems. Includes a list of random city encounters, a keyed map of the port city, Scalabar, as well as a simple overland map of the Scalabar coast, a map of a typical two-story warehouse, a keyed map of the pirate caves, and a keyed map of the ship Thresher. Pgs. 10-27

Cover of The Cube of Vanya
The Cube of Vanya
5th Edition
Level 5
15 pages
0

Inspired by the "Happy Fun Ball" from the web series Critical Role, The Cube of Vanya is a magical adventure through demi-planes created by an ancient wizard, now destabilized by a malevolent dragon. The adventurers find themselves trapped within a series of themed planes with no idea how they got there. Navigating these planes to find a means of escape, they uncover the secrets of the cube while piecing back together their own memory. During the campaign the adventurers may fight shadow demons in an inn which is really a prison, flee a tornado while perched perilously in the sky, forge a weapon within a volcano, and much more. The module is structured in a non linear manner allowing the adventurers to choose their own way, or for the DM to pick and choose their favourite bits to highlight. The adventure was written with four level 5 players in mind but it would be easy to tweak for different sized groups around that level.

Cover of Tower of the Chronomancer
Tower of the Chronomancer
5th Edition
Levels 5–6
40 pages
0

The Tower. Standing on a grassy hilltop, it seems unremarkable from a distance. Two stories high, cylindrical, thatched roof. Simple and idyllic. There's even a whisper on the breeze, or maybe a thought in the back of your mind: There's nothing to see here. What brought you in the first place? Just turn around and go back. Those that venture nearer find that it's much more than meets the eye. The closer you get, the taller the tower seems to be... until standing at its base, the tower rises dozens of floors and pierces the sky. Do you have the courage to enter the unknown sanctum? What could possibly await you within? Gather your allies and find out!

Cover of Witch Hunt
Witch Hunt
5th Edition
Levels 5–8
6 pages
0

This quest is for a party that urgently needs to resurrect a fallen character but lacks the means of casting or accessing standard resurrection spells. With no other options, the party seeks a hag whose preternatural magic can bring the deceased character back to life. However, the characters must save the hag from a misguided group of knights looking to slay her. Includes a quest-related NPC that a player can control if they're waiting for their character to be resurrected.

Cover of Bitterbark's Circus
Bitterbark's Circus
OSR
Levels 8–9
30 pages
0

Hurry! Hurry! Hurry! Step right up, ladies and gentlemen, and behold the greatest circus in the land! Behold the skilled mummers performing at The Stage; you’ll literally feel like you’re part of the play! Thrill to the death-defying acts (and audience) in the two rings under the Big Top! Laugh at the antics of the baleful buffoons, harmful harlequins, and malevolent merrymakers of Clown Alley! Gaze in wonder at the wild beasts of the Menagerie, (just make sure you know which side of the bars you’re on)! All this and more, for the small price of a single admission, to Bitterbark’s Magnificent Circus! The circus is in town! But there’s something not quite right about it. There are rumors of missing children, evil plots, and more. Can you discover the secrets hidden inside Bitterbark’s Magnificent Circus? Intended as a stand-alone adventure, but there are notes on how to include it as part of the Castle of the Mad Archmage mega-dungeon adventure. Published by BRW Games