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3151 adventures found
Cover of The Eyes of Evil
The Eyes of Evil
AD&D
Level 10
6 pages
0

Conquest, not beauty, is in the eyes of this beholder. A promise of adventure and riches, with a hint of total annihilation. The party should also have several powerful magical items, since the challenge that it faces is great. The geographical background and the local population are left vague so that the adventure can fit any campaign setting. Pgs. 39-44

Cover of Realm of the Fellnight Queen
Realm of the Fellnight Queen
Pathfinder
Level 7
32 pages
0

Deep in the forest, something is stirring. An evil fey sorcerer, cast out of the First World millennia ago by her own kin, has found a way to break through the ancient walls of her prison, and carries with her a vengeance too deep to be sated. For the quiet Andoren town of Bellis, busy celebrating a long-awaited marriage, it's a time for joy and laughter. Yet the forest that's always sheltered it is growing dark, and things are moving in the heart of the woods...

Cover of The Undying Tournament
The Undying Tournament
5th Edition
Level 8
6 pages
0

Within the darakhul city of Gonderif, at the nadir of a thousand‑foot‑deep chasm, is the site of a vile tournament where Gonderif ’s most rebellious slaves and war prisoners are forced to fight to the death—and through undeath after undeath—until only one living champion remains. Whether they came as captives or as liberators, the PCs must survive the Undying Tournament.

Cover of Lost Journal of the Sea King
Lost Journal of the Sea King
5th Edition
Levels 5–6
22 pages
0

After your ship crashed onto a small island you and a few other survivors quickly discover you're not entirely alone. There are creatures slithering in a nearby cave, taking everything they can from the wreckage as they hunt for something. With no other way out, you'll have to trek through the Sahuagin camp, rescue any other survivors and find other means of escaping the island before all is lost.

Cover of The Witchfire Curse
The Witchfire Curse
5th Edition
Level 1
32 pages
0

Three months ago the township of Durgon’s Rest exiled Elia Fenfrost for practicing witchcraft. Now as the first harvest approaches there are signs that something is amiss. The crops are failing, local farm animals are becoming sick with disease, and all of the food stores have gone foul. The town’s folk suspect that the accursed blight is the work of Elia - exacting her revenge for casting her out into the wild. The PCs are the villager’s last hope, but can they find Elia and end the evil curse that has been laid upon the town before all comes to ruin?

Cover of Carrion Shrine of Quregth
Carrion Shrine of Quregth
5th Edition
Level 6
6 pages
0

Qorgeth’s fanatical undead followers await a messenger from their dark master. They whisper blasphemous prayers at blood drenched altars in total darkness, their profane chants calling Qorgeth’s demonic emissary to the mortal world. The unspeakable evil that now threatens Midgard’s Western Wastes was awoken by the well intentioned mistakes of a man named Petring, a loving father who was seduced by Qorgeth’s lies. It falls to a party of PCs to undo his cataclysmic mistakes and protect Midgard from the coming of a demon prince.

Cover of In the Phantom's Wake
In the Phantom's Wake
BECMI
Levels 3–5
16 pages
0

Not long age, a magical vortex released into the lands of Thunder Rift a strange and haunted ship from another time and place. A cursed ship, bad luck for those who see it. The party never wanted to see the ship, much less board it. However, the mystical astrolabe they found must have had great power?at least enough to send them here. Too bad it's missing, now. Will the heroes find a way off the haunted ship, or are they doomed to sail strange seas forever? TSR 9436

Cover of Modrons, Mephits & Mayhem!
Modrons, Mephits & Mayhem!
5th Edition
Levels 5–8
70 pages
0

Modrons, Mephits & Mayhem is a Dungeons & Dragons 5E tier 2 adventure for three to five characters of levels 5-8. It is primarily set in a modron-designed research facility that has been abandoned by its creators but retains guardians that are still active. Additionally, two groups have broken into the facility with their own goals in mind; the githyanki and their red dragon cohort are antagonistic and provide the main source of combat in this adventure, while a modron traveling with a few mephits may prove friendly although ultimately troublesome. Inspired by adventure games in which the protagonists explore baroque, esoteric technological fortresses, and seeded throughout with factions that sport competing and often bizarre goals, Modrons, Mephits & Mayhem is sure to test the mettle of any group of players, and will provide endless amusement for Dungeon Masters seeking something different from the typical hack-and-slash dungeon crawl. This 70-page adventure features: *Two wilderness areas, random wilderness encounters, and a massive, interlinking 3-level dungeon filled with bizarre puzzles. *Ancient machinery powered by elemental portals, all of which can be activated, turned off, or manipulated by the player characters and the various factions within the modron facility. *Planar creatures like githzerai and githyanki, modrons, mephits, and elemental guardians, skillfully placed into the High Moor area of the Forgotten Realms setting. *Monsters and NPCs that have detailed (yet easy to run!) personalities and goals that will provide tons of roleplaying opportunities. *Notes and sidebars on running the NPCs with added complexity, or simplifying the NPCs' motives to make the adventure more straightforward. *Tactics notes for every single encounter! *An appendix that features all monster stat blocks, and both tagged (DM) and untagged (Player) versions of the dungeon maps. *Wilderness hex map by Elven Tower Cartography! Three interlinked dungeon levels by Dyson Logos...and one of them is a flying fortress! Cover art by Patrick E. Pullen!

Cover of Soul Requisition
Soul Requisition
5th Edition
Levels 9–18
10 pages
0

This quest is for a party looking to regain a character’s soul. A character whose soul has been claimed by another entity cannot be resurrected through standard means. To regain the lost soul, the characters involve themselves in a conflict between a master thief and an archdevil. This quest assumes that the PCs would be willing to form a contract with an infernal entity. Includes a quest-related NPC that a player can control if they're waiting for their character to be resurrected.

Cover of Night Swarm
Night Swarm
AD&D
Levels 5–7
10 pages
0

Synopsis: A swamp village is plagued by swarms of insects; several villagers have died from it. It turns out that the local herbalist is actually a vampire who takes the form of a swarm of mosquitoes. Talk to villagers and get rumors, visit the herbalist, suffer through some dreams, get ambushed by the herbalists minions, chase him into the basement to kill him and rescue the villagers. The mosquito vampire and, maybe, the role play involved in convincing the villagers to dig up the graveyard (to find empty coffins filled with sand!) should be fun. The rest of this is pretty simple.

Cover of Bonds, Wasted Away
Bonds, Wasted Away
5th Edition
Levels 17–20
11 pages
0

A wasting sickness creeps through city streets, powerful spells and cures only pausing the disease. Talona’s name is called out in anger as the possible culprit and in prayer for the disease to be cured. Only she knows the truth: An ancient deity’s corpse, sequestered millenia ago by Talona, floats in the astral sea and is the source of this affliction. Will adventurers be able to stop this sickness at its source? And what will they do with the knowledge they discover?

Cover of DC-PoA-RH01 The Chronographers Curse
DC-PoA-RH01 The Chronographers Curse
5th Edition
Levels 1–4
35 pages
0

In the town of Easthaven, a group of adventurers is tasked on a routine mission to resupply an expedition to the Reghed Glacier. But everything is not quite as it seems, and it's not long before the chronographer's misfortunes become apparent.

Cover of FD2 - Graveyard of the Battle Lord
FD2 - Graveyard of the Battle Lord
AD&D
Levels 2–4
17 pages
0

While many monuments exist to the defunct Adurite culture has been raided, this graveyard has remained undisturbed as it has been in the wilderness for several centuries. Recently a sage came to the area with information pertaining to the resting spot of the famous general and explorer fever has gripped the region. One group of adventurers did discover the resting spot a months ago but also located the trapped gate of the cemetery. Can you two brave adventurers do better?

Cover of The Broken Tower
The Broken Tower
4th Edition
Level 2
6 pages
0

Ages ago, the tower stood as a bastion against banditry and marauders. But civilization has long since retreated from this area, and a band of goblin thieves has taken up residence in the ruined tower. Local woodsfolk beg the PCs to rid the place of the bandits before they are victimized again by the goblins of the Broken Tower. Pgs. 18-23

Cover of The Howling Valley
The Howling Valley
5th Edition
Level 4
10 pages
0

A cry for help by a small village in the Howling Valley. An abandoned monastery on top of the mountain. Hordes of undead pouring into the realms. A mad mage with bad intentions. Will you be able to put an end to the unfortunate events in the valley? The adventure is meant for 3-4 players at 4th level.

Cover of ALQ6 Cities of Bone
ALQ6 Cities of Bone
AD&D
Levels 1–10
96 pages
0

On moonlit nights in the Land of Fate, many adventurers hear the call of long-forgotten cities rich with burial treasure. But is it bravery to breach the tombs of Zakhara's ancients and risk the ire of vengeful spirits, or is it greed? Fate knows the answer and will guide all to their destinies in the Cities of Bone! Shifting sands conceal much from the eyes of man. Winds howling across the rolling dunes peel back the veil of time to reveal aeonic ruins or crumbling tombs, long preserved by a shroud of sand. Wrecked and forbidding, monoliths command attention in many unpredictable locales. The remnants of antique civilizations litter the Land of Fate, where time-ravaged towers and decaying shrines hide in the arid wastes. I am but a humble efreeti, a creature of fire and spirit, but what little I know of theses places of danger and mystery I pass on to you, O' Master of Dungeons Unfathomable. Inside this enchanted box lies my gift to you: an Adventure Book holding six plots of deception and many creatures of intrigue with which to challenge and entertain the players under your care; six cards and a poster, all inscribed with carefully drawn maps; and a short booklet detailing new characters to encounter. This Campaign Guide lying open before you contains background needed to lead the adventures in the official Land of Fate. TSR 9467

Cover of The Great Trial
The Great Trial
5th Edition
Levels 6–7
37 pages
0

The Great Trial is a 5e adventure for characters starting at 7th-level and ending at 10th-level. It's a dungeon consisting in the 3 levels, where the first level is the lowermost one and the last is the uppermost one: First level is composed by mean traps, puzzles and combat; Second level is a labyrinth with a construct Minotaur - the Minotal - and an iron wyvern, brand new creatures; The last and uppermost level is actually a jungle-like demi-place filled with dinosaurs in an open world format. Aenor Gleenwith, a powerful elf wizard, wants to make history alongisde Acererak for his Tomb of Horror and Halaster for his Undermountain. So he created his own dungeon. To test its efficiency, he captures adventurers and puts them in the lowermost level, where they need to work together to survive and leave the dangerous place. At the end, Aenor himself greets the group offering them apologies for the harm caused, to fix all damage caused and also rewarding them for the forced help. This module can be run in any setting, campaign, or as a one-shot. It should take around 10 to 14 hours to complete it since it contains 3 Chapters.

Cover of FC2 - Slaughter at Sengais
FC2 - Slaughter at Sengais
AD&D
Levels 3–5
20 pages
0

After a few scrapes with adventure even novice heroes will need a break and such is the case with this challenge. The young group of PCs will find themselves entering a backwater burg in the hopes of a little R&R (rest and relaxation) but as they come close to town a dead body in the road and the smell of burning foreshadows troubling times ahead. The R&R will have to wait as the young adventurers will be challenged yet again.

Cover of The Titan's Dream
The Titan's Dream
AD&D
Levels 5–9
11 pages
0

A bizarre journey into the realm of sleep. A casual visit to a living, nightmare theater. The King sends the party to speak to the Oracle, a Titan named Andromicus and ask about the fate of the kingdom. But the titan is asleep and sleeping he draws the heroes into his dream! This very weird adventure imagines the titan is dreaming three different five act plays whose stories intertwine and intermix randomly. The heroes find themselves in a random act of a random play and must "solve" the central tension of the act to put the Titan's mind at ease and move on to the next Act. Once they solved five different acts (which may happen out of order and each be from different stories) they exit the dream and the Titan wakes, allowing the players to ask the Titan Oracle a question. Some acts are short roleplaying encounters, some are full on combat scenarios. While the players can earn experience, and might get some cash, any magic items they find are illusory! A unique adventure with a lot of promise for an open-minded DM. Seems very like a classic Star Trek episode and in fact follows many of the same rules about Gods and Dreams. Pgs. 5-15

Cover of The Burning Crater
The Burning Crater
5th Edition
Levels 9–10
2 pages
0

The mountains are the border between our kingdom and the realm of the fire giants. Look far eastward. See how the peaks turn black? Their forges must burn night and day to mark the mountains so. Some mornings, sunrise dims from the smoke and soot. Long have we watched the pass and tallied our fortunes at its stillness. Recently, though, there are signs our luck is turning. Fiery orbs sail through the night skies and land too near these woods. Scouts report deep craters shrouded in smoke and ash. One sits a mere hour’s walk from this outpost. I fear the enemy makes ready some terrible weapon . . .