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289 adventures found
Search and Destroy
3.5 Edition
Levels 6–7
17 pages
0

An adventure for the Midnight campaign setting from Fantasy Flight Games. The adventurers rise as Fell, intent on finishing their final mission.

Cover of The Maze of Zayene M2 - Dimensions of Flight
The Maze of Zayene M2 - Dimensions of Flight
3.5 Edition
Levels 9–12
52 pages
0

The characters have escaped the maze only to find themselves in strange dimensions of fire, stone and ice, and a strange idyllic hunting ground where all is not as it appears.

Cover of Not a Creature Was Stirring
Not a Creature Was Stirring
5th Edition
Level 1
19 pages
0

This Christmas themed adventure is a straightforward adventure for level one PCs. Players adventure from a town where they are attacked in their sleep by animated presents, travel up a nearby mountain and discover a hermit's house where they fight snow elementals, living trees and explore the hermit's home. Eventually they discover the evil hermit in a secret room below the home. This adventure contains a lot of help for newer DMs.

Cover of I12 Egg of the Phoenix
I12 Egg of the Phoenix
AD&D
Levels 5–9
100 pages
0

"Come on," they said, "It won't be so tough, just stopping a slavery ring," they said. "I don't know," you said. "Those slaves aren't even entirely human! How do we know they won't try to kill us?" But you went, and now you're having second thoughts. There were the thieves in the lost crypts of Empyrea, raising hundreds of - no, that's too disturbing to think about. There were the three daughters who - no, that's too painful to remember. Now there's this Egg of the Phoenix. What does that have to do with anything? This was supposed to be a cut-and-dried stop-the-slavers job. Who said anything about retrieving lost artifacts? Trudging through forests, traipsing through castles, trotting throug dungeons, traveling through other planes: this has turned into more than your run-of-the-mill adventure. The compensation had better be worth it! Provided, of course, you're around at the end to collect your share. TSR 9201

Cover of The Palace of Pain's Pleasures
The Palace of Pain's Pleasures
5th Edition
Levels 2–3
21 pages
0

A galvanice weird has torn apart an Izzet laboratory in the Blistercoils. The weird’s path of destruction leads to Tin Street where the weird was spotted being subdued and taken aboard the notorious Palace of Pain’s Pleasures, a mobile Cult of Rakdos performance stage. To return the weird to its proper owner and discover the mystery behind its bizarre behavior the party must brave The Palace of Pain’s Pleasures! The Palace of Pain’s Pleasures is a 2-hour Guildmasters' Guide to Ravnica adventure for 2nd - 3rd level characters. Picking up where Off to a Weird Start left off, this adventure is designed to be part of an ongoing campaign. For Dungeon Masters who wish to incorporate The Palace of Pain’s Pleasures independently from the ongoing story, 20 Adventure Hooks (two for each guild) are included, giving The Palace of Pain’s Pleasures flexibility for one-shot play or for inclusion in your own campaign! The Palace of Pain’s Pleasures contains: A new location that is also a magical construct. New trinket tables for the Cult of Rakdos. A new NPC antagonist (or contact), Ophyira, the star performer of the Palace! Two new magic items. One new spell. Discover the secrets of The Palace of Pain’s Pleasures TODAY!

Cover of Nemoren's Vault
Nemoren's Vault
Pathfinder
Levels 1–5
67 pages
0

The last of his line, Baron Paytro NeMoren has left his dark secret sealed for decades in the family's underground vault. Now, years after his death, a group of stalwart heroes has gathered according to the baron's final wishes. At last, the seal will be broken and the secrets of the vault revealed. Can all sins be forgiven? The adventure is designed to kick-off a campaign, as it provides for an interesting way to get the party together. Instead of meeting at a tavern or being recruited by the local militia, each party member starts with a key to the NeMoren's vault, a key that was handed down by a friend or given as a gift for some good deed peformed in the past. The executor of the estate has gathered together all of the key-holders so that they could claim the contents of the vault. The vault can only be opened with all of the keys in unison. The vault is protected by a number of minor traps and tricks, but it also became the final resting place for the Baron's ex-lover, Lisette, and her brothers--all three of whom had attempted to blackmail the Baron. They were buried alive and are now undead. To complicate matters, a young umber hulk made its way to the vault, leaving some crude tunnels that were later exploited by hobgoblins coming from another surface entrance. The party will need to deal with the hobgoblins, the undead, the traps, and possibly the young umber hulk. There is a side-plot of poisoned groundwater in the nearby town that the party can also resolve by clearing out the undead and properly disposing of the putrid corpses leaking into the groundwater from the vault. Produced by Fiery Dragon Productions

Cover of The Anthropophagi of Xambaala
The Anthropophagi of Xambaala
OSR
Levels 1–3
66 pages
0

Ancient port city on the edge of a desert. The city is stratified by social class and some of the slaves have formed a cannibal cult to Kthulhu. City + hexcrawl + dungeon. The Anthropophagi of Xambaala™ takes players into an action-packed realm of adventure: the mythical world of Hyperborea, a sword-and-sorcery campaign setting inspired by the fantastic fiction of Robert E. Howard, H.P. Lovecraft, Clark Ashton Smith, and others. This adventure is inspired by Robert E. Howard’s “The Man-Eaters of Zamboula” and by various short tales of H.P. Lovecraft and Clark Ashton Smith. It is designed for use with Astonishing Swordsmen & Sorcerers of Hyperborea ™(AS&SH™), a role-playing game descended from the original 1974 fantasy wargame and miniatures campaign rules as conceived by E. Gary Gygax and Dave Arneson. AS&SH is compatible with most traditional fantasy role-playing games (c. 1974 to 1999) and their modern simulacra, such as OSRIC™ and Swords & Wizardry™. This work is both a setting and an adventure. The setting describes the town of Xambaala, noting key people, locations, and local lore. The adventure proper provides players with a variety of environments and the several factions fighting over them for their own goals. With a bit of skill and luck, stalwart adventurers may emerge richer and maybe wiser. The situation that will develop in Xambaala will be determined by the players’ choices.

Cover of Bad Light
Bad Light
3.5 Edition
Level 4
8 pages
0

What's happened to the Pearl Tower -- an ancient lighthouse built to warn ships away from a treacherous reef? Ships are disappearing, and the busy part of the trading season is just about to start. Could someone have taken over the lighthouse and wrecked the ships?

Cover of Grave Titan Harvest
Grave Titan Harvest
5th Edition
Levels 5–8
29 pages
0

Far below the Fields of Petrichor is a vast cavern containing the skeletal remains of a long-dead Sonorous Titan, a whale-like beast that once floated through the skies of a lost age. Amongst the bones are ravines and grottos home to bizarre creatures and lost treasures that are as beautiful and valuable as they are deadly. Ghostly shapes swim through the air. Glowing mushroom groves hide frightened creatures. And the Titan’s bones sing sadly as an ambitious wizard and his weary hirelings dig for its precious marrow... ADVENTURE TYPE: Small Sandbox Dungeon DESIGN NOTES: This adventure is intended for characters levels 5 to 8. It includes several wilderness areas, a ruined village and a mining camp to explore. Each area contains various encounters and unique magical items.There are many opportunities for combat, but it is possible for players to explore most areas and complete many interactions without any combat at all, depending on their choices. INCLUDES: Story hooks, dialogue prompts, creature stat blocks, original creatures and treasures, and dungeon overview map. KEYWORDS: Grave, skeleton, ghost, undead, wizard, miner, puzzle, mushroom, myconid, hag, witch, social, curse, mutation, mutant, soul, insect, termite, scorpion, bat, monk, beetle, chicken

Cover of Find a Wind Crystal of Quintessence
Find a Wind Crystal of Quintessence
Draw Steel
Level 1
24 pages
0

After news of your heroic deeds have circulated, a letter made its way to your hands. "Heroes, I need your help. For years I have been working on a plan to rescue my companions from Ajax's torment. I need your assistance with retrieving the missing piece. Meet me at the High 'n Dry in the village of Moerasby. - Torma" - Combat: Medium to High Depending on if the optional combats are done. - Exploration: Low - Medium There will be a travel montage test. - Interpersonal: Low You will interact with some NPCs and RP, one potential negotiation. - Intrigue: Low No faction dealings or hidden power plays are happening here. In this Side Quest Adventure, the players can start in an inn to meet each other and the Questgiver, then travel through the swamp to an abandoned teleportation structure and reactivate it. It takes them to a derelict space base built into an asteroid floating through the timescape.

Cover of Dungeon Crawl Classics #81: The One Who Watches From Below
Dungeon Crawl Classics #81: The One Who Watches From Below
Dungeon Crawl Classics RPG
Level 1
24 pages
0

The rumors are true! The secret cave of the mystics holds a hoard of treasure vast enough to buy the kingdom seven times over. Gold coins piled as high as snow banks! Gleaming swords and jewel-encrusted wands crackling with arcane energy! Precious gems as large as your fist! The only thing standing between your present circumstances and a life of fabulous wealth is a pesky, slumbering elder god with a penchant for consuming entire worlds, an endless army of vat-grown hybrid monstrosities, a veritable tidal wave of disembodied eyes with awesome powers, giant acid worms, and a curse with the power to rip the still-living eyes from your skull. Do you have the mettle to stare down a god or will your eyes forever adorn the vault of The One Who Watches From Below? The winner of the Mystery Map Adventure Design Competition! In June 2012, Goodman Games sponsored a special adventure design competition. Our Free RPG Day 2012 adventure module included an incomplete adventure map. Readers could complete the map, send in their associated ­adventure proposal, and compete for a $1,000 contract to write that adventure. A panel of distinguished judges read the flood of proposals, and finally whittled the field down to a handful of contenders. After lengthy debate, a winner was chosen. This adventure is the winner of the Mystery Map Adventure Design Competition. There were many great submissions to the competition, but Jobe Bittman’s stood out above them all. This adventure has a strong Appendix N theme, unique encounters that your players will remember for a long time, many highly visual scenes that will stand out in your players’ minds, and some terrific twists and turns. It also features one of the most creative player handouts you have ever seen. Prepare for a very fun time. We think you’ll enjoy this adventure as much as we did.

Cover of Quests of Doom: Volume 2 (5e)
Quests of Doom: Volume 2 (5e)
5th Edition
100 pages
0

Quests of Doom Volume 2: 6 MORE Adventures for Fifth Edition Rules, First Edition Feel! For Quests of Doom Volume 1, we brought in some of the biggest stars in adventure-writing history to produce 12 mindbogglingly insidious adventures for Fifth Edition. This is volume 2, containing six more explorations into “doom or glory” for your players. Once again, the all-star cast of authors delivers what we strive to give you: Adventures Worth Winning! Volume 2 of Quests of Doom contains 6 adventures in 100 pages, byBill Webb (Of Ants & Men, Pit of Despair, Isle of Eliphaz), Matt Finch (Perils of Ghostwind Pass), Jim Ward (Dread Dragon Temple), Michael Curtis (The Darkening of Namjan Forest), and Casey Christofferson (Pit of Despair).

Vault of the Wyrm Prince
4th Edition
Level 1
38 pages
0

When the fires smoldered in the belly of an ancient red dragon tyrant, and his thirst had been slaked by the blood of countless innocents, the old wyrm made a deal with a succubus to spawn him a son and ensure his name would live forever. The demon held true, though she imbued the wyrmling with her own infernal blood. Those who fear and serve the abominable spawn of this pact know him as the Wyrm Prince. Cast into the abyss centuries ago by the legendary Three- River Paladin, the Wyrm Prince licked his wounds and recovered his strength. The Three-River Paladin has passed into legend, and the Wyrm Prince has resurfaced, his vengeance awakened along with his hunger. The Wyrm Prince sacked the high city Zhaldanis, slaying its people and claiming the greatest gift from the gods — the Soulstone. At this late hour, you must venture into the catacombs of the Wyrm Prince before the Soulstone loses its power and all mortal souls are damned.

Cover of ASE2-3: Anomalous Subsurface Environment
ASE2-3: Anomalous Subsurface Environment
OSR
Levels 2–4
147 pages
0

"The Anomalous Subsurface Environment is more than just robots and lasers – it's clowns and dinosaurs, too! Levels 2 and 3 of the critically ignored gonzo megadungeon are finally available – with more classes, more tables, and more cruel and unusual ways to die deep beneath the surface of the post-apocalyptic Earth!" "ASE2-3 – Anomalous Subsurface Environment" expands upon the ASE1 module, exploring the second and third levels of a vast underground complex in a unique post-apocalyptic setting blending fantasy, science fiction, and bizarre elements. Extensive list of bizarre and unique items and monsters. Written for Labyrinth Lord

Cover of Glaive of the Revenant King
Glaive of the Revenant King
5th Edition
Level 3
40 pages
0

Deep within the dark recesses of the Tomb of Nihalar, the final resting place of elven kings, the weapon of the wood elves of Imfe Aiqua stirs. Two individuals are drawn to the weapon—but only one can accept it. Who will take up the glaive of the revenant king and become the ruler of the forgotten elven city? Glaive of the Revenant King is a 3rd-level Fifth Edition adventure for 3-5 characters. Characters who survive the adventure should reach the 4th level by the adventure's conclusion. This is the major side quest in the Hand of Eight adventure path. It can be played as the kickoff for the larger adventure setting or as a one-shot adventure for your players. The campaign is intended to be set in the DMDave crowdsourced campaign world of Omeria. However, it can just as easily be inserted into any other mysterious, untamed wilderness. The adventure is written by renown Fifth Edition author, DMDave Hamrick. It's 40 pages of fast-paced fantasy adventure that includes zombie hordes, horrible monsters in dark forests, battles with orcs, and tombs filled with dangerous traps.

Cover of Shadow Guilds: A Noir Fantasy Mafia Campaign Setting
Shadow Guilds: A Noir Fantasy Mafia Campaign Setting
5th Edition
28 pages
0

The leader of all the Shadow Guilds, the Ceta Consortium is gone, wiped out in a single night, without warning or witnesses. Their empire of control, secrecy, and soft-handed rule has vanished, leaving behind only rumors and blood. Now, the city of Lumina stands on the edge of something new... and something dangerous. Shadow Guilds is a system-agnostic tabletop campaign setting built for fantasy games that blur the line between ambition and morality. Set in a bustling metropolis of vice, corruption, and uneasy power, it invites players to step into the roles of underworld mafiosos, trying to make their mark—or just survive the fallout. Inside, you’ll find everything you need to run a campaign focused on gang politics, black-market enterprise, and the slow scramble toward power in a world that rewards the bold and punishes the careless. You’ll build a crew, carve out territory, and navigate a world where magic is outlawed, alliances are temporary, and opportunity lurks behind every closed door. This is not a story of chosen heroes or grand prophecies. It’s a story of clever rogues, ruthless enforcers, and ambitious criminals rising into the vacuum left by the old guard. The game leans into roleplay, style, and smart decision-making—but it doesn’t shy away from trouble when it finds you. Start small. Lie often. Watch your back. Shadow Guilds is a system-neutral campaign setting designed to drop into any fantasy world where criminal syndicates thrive in the shadows of power. Whether you're running a long-form campaign, a gritty one-shot, or threading a criminal conspiracy into your existing world, this guide provides the building blocks for a dangerous, decadent underworld full of secrets, turf wars, and moral gray areas. This setting assumes a single sprawling metropolis, where various criminal guilds operate openly or in secret. It leans into noir fantasy, urban intrigue, prohibition, and the uncomfortable alliances forged when justice fails.

Cover of The Heifer Abductions of Hollow Creek
The Heifer Abductions of Hollow Creek
5th Edition
Levels 2–3
75 pages
0

A self-contained, zero-prep one-shot for 2-3 players at levels 2-3, playable in a single 2-3 hour session. Cattle are vanishing in the night, perfect rings are seared into the fields, and villagers who have seen the lights come back changed. The party investigates a frightened farming hamlet, tracks the lights to a disc-shaped craft half-buried in a crop ring, and boards it to rescue a missing farmer's daughter before confronting the cold intelligence that pilots the vessel and escaping as it climbs. A played-straight horror-comedy: every villager treats the terror as real, and the comedy grows from absurd specifics rather than winking at the premise. Four acts across 18 keyed scenes, four pregenerated characters, six original stat blocks, five battle maps, a genuine branching choice, scaling for 2-4 players, and Game Master guidance throughout.

Cover of Bad Moon Rising
Bad Moon Rising
5th Edition
Levels 4–6
13 pages
0

"A legend has circulated through the Barony of Loup-Montagne for hundreds of years concerning the order of inheritance for the title of baron. The legend holds that if the title is passed to someone who is not the eldest heir, the spirits of the forest will lash out against the people of the barony." Players will find themselves investigating a mystery in the small, superstitious town of Roulune. "As is normal in a gothic horror tale, the true situation in Roulune is different from what it seems. Figuring out the real story and the real connections between people will be key to the player characters’ success in this adventure." "This adventure is meant for characters of levels 4 to 6. The default setting is the Barony of Loup-Montagne, but any remote, heavily wooded principality with highly superstitious residents will do."

Cover of Mists of Akuma: Honorable Wills
Mists of Akuma: Honorable Wills
5th Edition
Level 8
92 pages
0

Andrew Engelbrite's gripping tale of intrigue and honor takes the adventurers from a chance encounter with a kindly elder matron in Hofuku Prefecture, across the sea to the polluted islands of Uragi Prefecture, and into a deathtrap of enslaved water folk under the control of madman! What you'll find in Honorable Wills: Kittiyona and Ikkitongaku: Details for 2 of Soburin's capital cities (including full page maps) 18 new monsters and NPCs ranging from the heirs Torimu to the mythical umibōzu sea monster Cosmetic Augments: A new type of invasive technological enhancement and the Bioartist Monastic Tradition Torimu Keep: A 20 page, 3 level, fully-mapped dungeon An epic module that will end with the PCs reaching 11th level! Published by Storm Bunny Studios

Cover of Dungeon Crawl Classics #72: Beyond the Black Gate
Dungeon Crawl Classics #72: Beyond the Black Gate
Dungeon Crawl Classics RPG
Level 5
24 pages
0

Summoned by a coven of foul witches, the adventurers are bid through the Black Gate and across the multiverse, in pursuit of the crown of the fallen Horned King. There, in the icebound gloom of Thrice-Tenth Kingdom, they must pit their wits and brawn against his dread servants. His sullen citadel looms above the darksome woods and elfin ice caves, ruling over the mystic kingdom. Do you dare to ascend the throne of bones and declare yourself master of the Wild Hunt? Whatever your answer, the land beyond the Black Gate is sure to present a grim challenge for the even the hardiest of adventurers!