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1365 adventures found
Cover of Into the Witchwood
Into the Witchwood
5th Edition
Level 1
11 pages
0

Many of the local lords had gathered for a peace moot. A perfect opportunity for the demon-possessed Aeldrith Forkbeard to murder them all in cold blood. The PCs, attending the moot, must now flee for their lives. Harried by a Northlander warband, the party is forced to flee into the dreaded Witchwood. To reach the safety of the Kingdom of Marshes they must traverse the depths of the forest, avoiding Northlander raiders and the strange creatures of the Witchwood. The adventure also takes the PCs into the Feywild, where time runs strangely and memories are fragile. Finally, they must face the chilling Gatekeeper guarding the Feywild portal that allows the PCs to return to the Material Plane. Into the Witchwood is a generic adventure suitable for use in the Moonshae Isles. The adventure includes a map of the area, three new creatures and a new legendary magic item, the Circle of the Forest God.

Cover of Red Witch Doomsday
Red Witch Doomsday
5th Edition
Levels 2–3
11 pages
0

“...when the floor trembled and the whole town shook, the people knew Mario had been found a couple of minutes later the dust settled again on the buildings and streets. Silence. The people’s wait to see who came out of the sewers, who would emerge victoriously was agonizing. The fate of the town swung on the outcome of the battle…” Extracts from The Witch Doomsday in Master Bard Blue Barry’s Tales of Silver. This adventure is designed for four to six 2nd- to 3rd level characters and is optimized for five characters. Designed to be a one-shot to play between four and six hours. A band of deep goblins settled in the sewers of Red Witch Cove and took the towns as hostages. They take what they want when they want it without regard for the people around them and their acts are bringing the doom of the town that the merchants were holding back. The package contains: -Color version. -Black and White version. -Maps and battle maps.

Cover of The Tale of Two Sphinxes
The Tale of Two Sphinxes
5th Edition
Levels 17–20
7 pages
0

In the beginning, a pair of sphinxes — one male and one female — guarded a desert temple in relative peace. They watched over a vault that held a magical ring that could change the world. The androsphinx — Bazymoros — succumbed to corruption; he denounced the trickster god who created him. Bazymoros forged a pact with the demon god, Baphomet, becoming violent and sought to claim the item in the name of his patron. In an effort to save the world, the gynosphinx Asmuzi defeated him. She locked Bazymoros away, never again to see the light of day. The androsphinx remained as an example of what not to become. It has been so long since this battle that much of the knowledge of Bazymoros has disappeared from the collective memory of the races that inhabit the world. All that remains is the knowledge of the dangerous gynosphinx made from the flesh of human and creature. . . and the treasure she keeps.

Cover of C5 The Bane of Llywelyn
C5 The Bane of Llywelyn
AD&D
Levels 4–7
32 pages
0

Excitement and unrest grip the land of Pellham. Two hundred years ago, the royal line of kings was deposed and replaced by a High Council. The current council is well-meaning but hopelessly incompetent. Everyone agrees that a drastic change is needed for the kingdom to survive. The ancient Prophecy of Brie foretells that in Pellham's darkest hour, a king from the past will return to restore the kingdom. The time of the prophecy is now. All is in readiness: the symbols of the ancient kings have been recovered, the keys to the royal tomb are in hand, powerful magics to revive the long-dead king have been secured at great cost. Only one problem remains... no one knows where the king is buried! The Bane of Llywelyn concludes the epic adventure of the Prophecy of Brie -- can YOU insure that the quest will be a success? The adventure can be played as a separate adventure or as the second part of the Prophecy of Brie series. TSR 9109

Cover of Ptolus: Queen of Lies
Ptolus: Queen of Lies
3.5 Edition
Level 11
48 pages
0

Written by the setting’s creator, incomparable RPG author Monte Cook, Ptolus: Queen of Lies is an action-packed fantasy adventure painstakingly re-designed for Ptolus: Monte Cook’s City by the Spire. Involving numerous challenging scenarios for characters of 11th level, Queen of Lies is filled with dozens of dark elf personalities, cunningly showcasing their alien culture—a world of merciless betrayal and sinister lusts. Deep below the surface, in the sunless lands of the Netherdeep, creatures of darkness build weapons and amass armies, dreaming of invasion. An attack on a peaceful elven shrine in Emerald Hill sends the heroes on a quest to retrieve stolen artifacts and kidnapped friends. All signs point to the actions of the dark elves of Ul-Drakkan, far below the city of Ptolus. However, even within that ancient fortress, there exists a deeper darkness.... Underground enemies lurk beyond every twisting passage, and strange creatures abound. The foul culture of the dark elves is both decadent and cruel, and the heroes may discover that they’ve stumbled into a web of deceit and treachery spun by the self-styled queen of the dark elves. Can the player characters complete their mission without being discovered, or will they find out, perhaps too late, that their actions been orchestrated all along by the wicked Queen of Lies? Published by Fiery Dragon Productions

Cover of Descent Into Dreams
Descent Into Dreams
5th Edition
Levels 1–5
10 pages
0

The lord of a local realm is having his council members systematically killed or cast out for treason with little to no evidence to support the claims. This has been occurring for some time and a local shaman by the name of Borjah thinks he knows the cause. In his visions, he has seen a strange spirit shifting the shadows, a puppet master using the lord as its personal servant by warping his mind. This entity is slowly gaining power in the city and increasing its dominance over Lord Kestyl. Borjah attempted to warn the council of this corruption, but all those he informed ended up dead a few days later, so now he is taking matters into his own hands . . . with a bit of help from some willing adventurers of course. Borjah has a few strands of Lord Kestyl's hair, enough to create a strange potion for the party to consume. A potion that will link their minds to that of the lord and be able to fight back against the corruption that has taken hold. All they need to do is wait until his mind is at its most vulnerable . . . when he is asleep. Then, and only then, they can plunge into the mind of this once nobleman and drive back the forces of darkness that threaten to destabilize the entire political landscape of the area. The potion is powerful. Dying while in this dream state cause such severe mental trauma that it usually results in the death of that individual in the real world, so the party will need to be careful. The rules of the normal world don't necessarily apply in the realm of dreams, and as they close in on the entity things are sure to grow more and more chaotic and illogical. Find out if your players have what it takes to fight back against an invisible evil using nothing but their strength of will!

Cover of Ghost Town
Ghost Town
5th Edition
Levels 1–3
8 pages
0

Ghost Town is a one-shot-adventure for 3-5 players of level 1-3. It is set around the small town of Stone Village, but the adventure is easy to adapt into your own world or campaiign. A disease has broken out in the small town of Stone Village. Only a mage who lives deep in the Old Forest can safe the town. But there are heroes needed to get to the mage and bring him the news.

Cover of Betrayed!
Betrayed!
AD&D
Levels 3–5
9 pages
0

While resting in the merchant City of Gurdikar, a merchant approaches the party to investigate the disappearance of his nephew, whom he believes was betrayed by a rival house. The party must go into the into the mountain valley to find the missing nephew, return him if alive and discover any evidence of suspected treachery. Pgs. 43-51

Cover of Proudfoot's Trials
Proudfoot's Trials
5th Edition
Levels 1–3
14 pages
0

"Proudfoot’s Trials“ is a D&D5e one shot adventure for 3 to 6 players on level 1-3. The playing time is about 3-6 hours. It is an adventure for beginners, so it contains a few tips for the DM on how to handle various situations. The adventure also offers: - Social interaction - Wilderness challenge - Combat encounters - Traps - Riddles - Adjustment suggestions for higher levels - Sketches - City map "Proudfoot’s Trials“ can also be adapted into an established group and campaign. It provides a varied, but not too complicated plot and can be used to create an enjoyable evening for your group.

Cover of The Submerged Cavern
The Submerged Cavern
5th Edition
Levels 6–9
7 pages
0

In a cavern lying beneath the surface of the ocean is a series of trials awaiting any heroes who think they are worthy. Come meet the ancient tortoise who wants nothing other than to try out his riddles, partake in the bullywug tournament with such exciting events as Wig-Wag-Woe, and face down the wrath of a mindflayer. Contains multiple uniques puzzles and riddles to give your players a challenge beyond combat.

Cover of To the End of Time
To the End of Time
5th Edition
Level 20
20 pages
0

An Epic Adventure They're some of the greatest heroes the world has ever seen, but when they are plucked from their own time and tasked with saving the world - and possibly much more besides - one last time, will they be up to the challenge? Taking D&D to the Limit Epic-level D&D is something that every gamer should get to play around with at least once. However, this is something that most groups struggle to achieve. Most committed players have some sort of idealized character hanging round in the back of their head, designed to take advantage of all the abilities on offer when you get 20 levels under your belt, but they rarely get to use them. Which is where To the End of Time comes in. What is This Adventure? This one-shot is designed to give players a taste of epic level adventuring without the need for two years of campaigning first. It can be completed in a single long session, or two or three shorter ones and should be relatively straightforward to run. The players get to pick from pre-generated epic-level heroes (downloadable free from winghornpress.com) or create their own, complete with backstories of valor and adventure. At the very moment of their death, these titanic heroes are plucked from their own time by a powerful angel and tasked with saving the world - and possibly much more besides - one last time. Over the course of their adventure the party will encounter all manner of powerful creatures far beyond the reach of regular adventurers, and face tasks that would leave even stout-hearted heroes dumbstruck. So sit down and grab some dice… it’s going to be a long night.

Cover of Bitter Waters
Bitter Waters
3rd Edition
Levels 1–3
16 pages
0

Through acrid mists and bitter waters they march. They are quiet, making no sound as they leave the marshland. Spears held high, the warriors scan the fog for signs of the attacker. Every step took them further from their old lands. Every step brings them closer to the lands of their 'allies,' who had abandoned them when teh marsh turned black and foul. Every step churns up more of the poisoned water as it seeps between their scales and below the skin. So many had already died on this march, and after the attack, they had so few left... The mists part in the night. The village's light bathes them in a false welcome. The human guards are unsteady, either from poison or drink. The town celebrates the end of the trade season, but not a man raises a toast to the creatures that died for it. So many had died from the first attack of the beast and from the aftermath, but the humans would suffer for such treachery...

Cover of The Sun Goes Down with a Ruby Smile
The Sun Goes Down with a Ruby Smile
5th Edition
Level 1
17 pages
0

A small port seems the perfect place to dock when a freak storm forces the small trade cog, Sea's Rock, to find solid ground. But the newly discovered port town raises questions: where are all the residents, and are any of them still alive? This module favors investigative and inquisitive playstyles over kicking in the door with swords drawn. Without at least one Medium female humanoid PC or a PC who can speak and read Orc, this may be a difficult module for the players to complete in a cohesive manner. Published by Insomniacs Ink

Cover of The Fey Sisters' Fate
The Fey Sisters' Fate
5th Edition
Level 1
22 pages
0

The cries of battle echo in the rustic wilderness, as a pair of fey sisters defend the ancient Briarwood against invaders. When the town of Bur Hollow sends militia men to support their fey allies, they disappear without a trace. The adventurers must enter the Briarwood and save them!

Cover of Mother Haggle's Noticeboard - The Magic Cow
Mother Haggle's Noticeboard - The Magic Cow
5th Edition
Level 1
9 pages
0

Mother Haggle is an elderly crone who runs a Lost & Found Emporium on the edge of the Misty Forest. The old lady pays her mercenaries well, and attracts all kinds of talent to send on her various errands. Mother Haggle doesn't deal in world shaking problems, but it's uncanny how often simple tasks like "fetch that cow" or "bring me a boggle" end in embarrassment, grievous injury or death. As she always says, it really can't be helped. Using the streamlined Plausible Complications and Unlikely Disasters layout, Mother Haggle's adventures are one-sheet wonders ready to pick up and play with groups of the specified level. Mother Haggle wants her cow back. It seems to get lost a lot, but she doesn't care how much she has to spend as long as her darling gets home safe. Included in Mother Haggles's Notice Board - The Missing Cow are six standalone bovine adventure seeds in which Mother Haggle's cow needs rescuing. She should really keep that cow in a better pen, or lock the gate or something, but who needs common sense when you have money and mercenaries?

Cover of FN12 - Shrine of Ileaeni
FN12 - Shrine of Ileaeni
AD&D
Levels 5–7
25 pages
0

Rumors and legends surround a hidden temple dedicated to the god of Magic, Ileaeni. This lost shrine is supposed to be in the Border Hills but no one, not even a legendary general has been able to locate this famed location. While long rumored to hold a supply of magical items no proof exists of this temple aside from notations in old scrolls. Myth or real you and your party are interested in exploration and treasure…this sounds like it may be right up your alley.

Cover of Against Tsathogga
Against Tsathogga
Pathfinder
Level 16
15 pages
0

Deep in the heart of a forsaken and filthy mire, a great amphibious foe awaits. Led by an ancient evil from the world's history, can you stop thesummoning of the Demon Frog- God? If not, you may face the Devourer of Life! Also available as 5E and Swords & Wizardry.

Cover of The Nerastrim Manor
The Nerastrim Manor
5th Edition
Levels 1–3
14 pages
0

The Nerastrim Manor on the hill once belonged to a wealthy family with great influence in the region; that is until Nathaniel Nerastrim's wife, Helen, decided she was through with the oppression of her rich husband, made a deal with a demon, and took a butcher's cleaver to everyone in the house. In the years since the massacre, the house has remained untouched. The spirit of Helen is still trapped within the house and repels the attempts of any who would cast her out. In this horror-themed adventure, your players have but a single candle to safeguard them against Helen's persisting wrath . . . will it burn long enough for the party to explore the manor and finally send the malevolent spirit of Helen on her way?

Cover of The Showdown in Skalintown
The Showdown in Skalintown
5th Edition
Levels 4–7
13 pages
0

The party makes their way into a small mining village by the name of Skalintown. They quickly realize that the people here are terrified, hiding behind closed doors and peering out through boarded up windows. A gang of criminals that call themselves The Calamity have promised to destroy the city and everyone in it if they don't receive a tribute of twenty thousand gold by the end of the week. This is a poor town and even with everyone's wealth combined, it doesn't come close to that value . . . but they are fighters. Perhaps all they need to hold back these invaders is some help. The deadline is four days away and the closest town that would be able to help is three days travel one-way. Skalintown tried to reach out for aid, but no one cared enough to risk their own lives to help them. Now they must rely on your players for help. The party will need to rally the townsfolk and strategically decide how to prepare for the assault. Do they dig trenches to trip up enemy wolves, do they train the townsfolk to use crossbows, or perhaps they create explosives to detonate when the bandits make it into the city? Each of the party's decisions affect the final battle and means that every group will have a unique experience in their fight against The Calamity. This adventure is heavily influenced by the traditional Wild West shootout. Try to capture that feeling for your players by playing music of that era, in the way the townsfolk act and speak, and the way the town itself is operated. There are thousands of different options for the fight and if your players play their cards right, they make quick work of the gang and earn a pretty penny while they do so.

Cover of The Book With No End
The Book With No End
AD&D
Levels 8–12
24 pages
0

A vanished tome, a faded legend, and the end of the world. Out of the eons, the deadliest artifact. At least one magic-user is required, and fighters and thieves would be very helpful. Magic-users may have a special interest in this quest due to the nature of the item for which they search. Traps and puzzles are a dominant theme, and problem solving is necessary. Pgs. 41-64