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179 adventures found
Cover of Jackal's Rift
Jackal's Rift
OSR
Levels 1–10
1 pages
0

A unique skill-challenge focused adventure on a perilous cliff wall! A rift descending adventure where certain doom is mere inches away at any given moment.

Cover of A Ghastly Mess
A Ghastly Mess
5th Edition
Level 3
39 pages
0

A Ghastly Mess is a one-shot adventure for a group of 3rd-level characters that takes place in a haunted mansion Unlike your regular haunted house, the inhabitants of this building are far from scary. The ghosts of the former staff still live in it—or, well, unlive—not realizing they’re deceased and unable to move on because of it. The Lord of the mansion still awaits the return of his beloved, Lenore, for which he has commanded the staff to have the house in pristine condition. Help the only alive member of the staff, a sleepwalking old-man, clean the house, defeat any and all monsters that might be lurking in the somewhat abandoned building and help the ghosts pass on to the great beyond in this short but exciting adventure! The story includes a host of interesting characters for your players to meet, each with their own unique personalities and accompanying art; an array of unique monsters specially designed to challenge your party in more ways than one; and an intriguing mystery surrounding Lenore’s fate and what happened to the members of the staff. Now, you might be thinking “hey, this ain’t spooky at all, what gives?” and to that I say: how dare you?! Nothing is scarier than doing your chores! That’s why we built an adventure around it! That being said, A Ghastly Mess is not meant to be a scary story, but rather an interesting mystery-type of social adventure. Most combats can be resolved by running away, the stakes are low, and the NPCs don’t think of the situation as anything more than a normal day in their lives. The tragic aspects of the story have already happened by the times the characters show up, and the intent is for everything to go well from there.

Cover of FT - Bixatel
FT - Bixatel
AD&D
Levels 1–7
16 pages
0

Set in the Plains of Dorack the large, frontier town of Bixatel offers an oasis in the land of the Plains people. This community offers a safe haven for all travelers including multiple tribe members as long as they maintain the peace. The residents of Bixatel have decreed that the town itself is a neutral location and no tribal hostilities are permitted within the town walls. This town rests between between the Imperial Realm and the bulk of the plains.

Cover of Adventure One: Trouble in Threshold
Adventure One: Trouble in Threshold
AD&D
Level 1
14 pages
0

The Heroes are relaxing in an inn when they hear a scream, rushing outside they find that a local merchant has been kidnapped! The merchant's wife saw the assailants drag him into an alley, where the heroes give chase. Following the villains through a maze of natural fissures, tunnels, and ancient ruins they encounter a number of monsters, traps, and puzzles. Eventually they make their way to the kidnappers hideout, where they confront the kidnappers in a final climatic battle to rescue the merchant and uncover a criminal gang.

Cover of Bugbear Fight Pit
Bugbear Fight Pit
3rd Edition
Levels 3–5
3 pages
0

Bugbear Fight Pit is a mini-adventure with a single main encounter that follow the Bugbear Jeeshank tricking the players into a trap with the challenge of single combat to stop his activities. If the players fall for it, they will be faced with a large number of ranged attacks, and additional clever tactics and use of the terrain. Pgs. 15-17

Cover of Campfire Tales: In-Between Encounters
Campfire Tales: In-Between Encounters
5th Edition
Levels 1–20
44 pages
0

Settling down as the sky turns black with rest, you gather by the heated campfire and swap stories to pass the night. You hear tales of wonder and worry, descriptions of distant lands, plants, and beasts. Exchanged this night are stories of thieving travellers, worried giants, and godly squabbles. Ever wanted small stories to make travel more interesting than random encounters? Ever just wanted to run shorter games? Maybe you’re just low on prep time for your next session. In this volume of campfire tales you’ll find eight half-a-session length adventures that help with all these classic DM worries. Also included is an in-depth appendix of fauna, flora, locations, and more to help boost your game.

Cover of OP23 - Treehouse Troubles
OP23 - Treehouse Troubles
5th Edition
Levels 1–2
2 pages
0

A message delivery? That's your first "adventure"? Oh well, a quick trip to the woods and drop off a missive to an Elven Bard and you can do real hero stuff! Upon your arrival problems present themselves because, well you are in Filbar afterall!

Cover of Second Glance
Second Glance
5th Edition
Levels 2–4
28 pages
0

Continue your duet campaign or add something new! Wake up in a druid colony and embark on a quest for trust and truth with plenty of political intrigue, hidden plots, and exciting combat along the way! Second Glance picks up where our first adventure, First Blush, left off and invites the PC to explore their world, test their growing abilities, and get to know their mysterious crystalline companion. However, this adventure can be inserted into any campaign setting and scaled accordingly. Second Glance is part of D&D Duet’s mission to bring you high-quality, ready-to-play material that supports adventuring parties of 1 Player and 1 DM. This adventure is written for a second-level character in a one-on-one 5th edition D&D campaign. It lets the PC explore a druid grove and observe its mysterious residents before traveling to a too-perfect town with twisted secrets. They’ll take on a calculating magistrate, addled cleric, and dark forest creatures but find that other, more ancient mysteries lie in wait just beneath the surface. Everything you need for your own two-person game is inside! This product includes: -A 2nd or 3rd-level adventure adaptable to any setting -Stat blocks for FOUR new creatures and three NPCs -A region map, two settlement maps, and two site maps to aid the PC’s investigations -A fully realized town complete with shops, fleshed out NPCs, and places to explore -Side-quests for curious adventurers or those fond of gold and magical items -Detailed backstory for the ancient warrior sheltered inside the PC’s treasured amulet -A custom magical item And helpful tips for DMing a one-on-one game This adventure is perfect for those looking to begin or continue their duet campaign. It could also serve as a story hook, session zero, or multiclassing narrative for a PC who wants to become a druid. Published by D&D Duet.

Cover of M1 Blizzard Pass
M1 Blizzard Pass
BECMI
Levels 1–3
32 pages
0

A SOLO adventure for thieves level 1-3 or Group play level 1-3 The storm sweeps off the mountaintops without warning, as if conjured by some supernatural power. Within minutes, huge drifts of snow have halted the caravan, and the snow falls so hard it is impossible to see more than five feet. You huddle next to the sledge, trying to shelter for you numb face from the icy winds. A dozen half-human forms march into view out of the raging blizzard. The little man-things carry wooden spears or long, unsheathed swords in bony, gnarled hands. Their blood-red eyes quickly fall upon your sledge and the ugly creatures turn toward your hiding place. Will you survive to uncover the secret of Blizzard Pass? This module contains all you need to solve the riddle of Blizzard Pass, including 14 maps, an invisible ink marking pen, a complete solo adventure, a pre-rolled character, and an outline for group play! TSR 9067

Cover of The Ballad of the Dark Maiden
The Ballad of the Dark Maiden
5th Edition
Levels 1–8
30 pages
0

Over a millennium ago, a clan of dark elves broke away from their evil kin and fled from the city of Menzoberranzan. Though many lives were lost in the initial exodus, the large numbers of the renegade band ensured that they were more successful than any could have hoped. And yet, the drow that finally arrived into the surface world found themselves shunned at every turn by those unable to see past their appearances. Just as their hope was beginning to wane, a song rang out through the night, beckoning the way to the sea and to a silver ship waiting amidst the dark waves. Many years have passed, and little knowledge remains of the strange island that the dark elves came to call their home, but the wicked Lolth forgets nothing. Evil magic converges upon El’tara and begins to steal away the light of hope. Whether through fate, mere coincidence or perhaps divine intervention, a band of adventurers find themselves standing at the shores of this land in the time of its greatest need. This adventure should run for approximately four to five hours and may be played either as a one-shot or as part of an ongoing campaign. It contains guidelines for running the adventure at any level from 1st to 8th and for a variety of group sizes.

Cover of The Tomb of the Daughter
The Tomb of the Daughter
OSR
Any Level
8 pages
0

The adventure text was written by a neural network (Talk to Transformer) and compiled by a human editor. It is surprisingly usable. The adventure is centered upon the dangerous and thoroughly weird Tomb of the Daughter, the burial place and temple of an ancient Goddess. Explore several rooms connected by teleport systems, fight strange creatures, and perhaps thwart a demon summoning.

Cover of 1 on 1 Adventures #7: Eyes of the Dragon
1 on 1 Adventures #7: Eyes of the Dragon
Pathfinder
Levels 7–9
21 pages
0

Sacred relics of the monastery, the eyes of the dragon, have been stolen from their rightful place in the eyes of the Ascendant Dragon statue. The elders have chosen one from among their ranks to go and retrieve these two fist-sized emeralds and bring them home.

Cover of OP13 - Pursuit of Jessy Jane
OP13 - Pursuit of Jessy Jane
5th Edition
Levels 4–5
2 pages
0

Your time at the Riverside Cafe is cut short as you witness the wanted criminal Jessy Jane tearing through the area. As the guards fumble the pursuit you recall a hefty reward for this nefarious woman. What the hell, the Etharia Tea was too hot anyway. Rising from your seat, you head off after the woman!

Cover of 1 on 1 Adventures #11: Unbound Adventures
1 on 1 Adventures #11: Unbound Adventures
Pathfinder
Any Level
21 pages
0

Rules for playing any level with any number of players without a GM! Have you and your friends ever sat around the gaming table wanting an exciting, perilous dungeon adventure but no one wanted to be the Gamemaster? Do you find yourself with little time to read through lengthy adventure modules and memorize them? Do you want to get down into the dungeon as quickly as possible and start killing monsters and finding treasure? Then look no farther than “Unbound Adventures”! In this rules supplement, players will find the information necessary for using the 3.5 d20 core rules without a Gamemaster. Players will form a party, find an adventure, travel to the dungeon (which will be generated for them as they explore) and fight the monsters they find there.

Cover of 1 on 1 Adventures #6: The Shroud of Olindor
1 on 1 Adventures #6: The Shroud of Olindor
Pathfinder
Levels 7–9
24 pages
0

Lord Dragle was set to auction off his most recent discovery, the Shroud of Olindor. The elven relic was certain to make Dragle a wealthy man. Such a pity he had to die. But the plot surrounding Dragle’s death is far more layered than it appears. It is up to the player character to discover the hidden motives and ultimately recover the Shroud of Olindor. Part 2 of the Olindor Trilogy.

Cover of Pathfinder Society Scenario #4: The Frozen Fingers of Midnight
Pathfinder Society Scenario #4: The Frozen Fingers of Midnight
Pathfinder
Levels 1–5
16 pages
0

Skelg the Ripper, envoy from the Land of the Linnorm Kings, lies wasting in his villa on the outskirts of Absalom. A frigid curse followed Skelg from his northern homeland and grips his bearish heart in its frosty embrace. As the bizarre freezing ailment pushes Skelg to the brink of death, the Society dispatches you and your fellow Pathfinders to uncover the secrets of the freezing curse before Absalom falls to its icy grip.

Cover of OP2 - Cupid's Arrows
OP2 - Cupid's Arrows
5th Edition
Levels 3–4
2 pages
0

Today's offering is a one-page adventure built for a solo 3rd level character. While in between normal adventures you have been tracking an escapee known as Johan Cupid and believe to have picked up a lead in Jakestown. With the bandit hiding out in an old manor house you see a payday coming. Not a traditional "Valentine's" theme this adventure reminds you that sometimes Cupid's arrows sting!

Cover of Sword and Shield
Sword and Shield
BECMI
Levels 1–3
16 pages
0

HEAR YE, HERE YE! THE BLACK KNIGHT WILL HOST A TOURNAMENT CHALLENGE! The Black Knight is a mighty warrior. Even though he acts a lot like a bandit, they say he keeps his word. The Black Knight usually raids local towns, but now he is sending out invitations. He offers a tournament, a contest of honor, to all comers. But why would the Black Knight hold a contest? Maybe something more is going on. There is only one way to find out! This module is the first entry-level adventure written especially for a DUNGEON MASTER and a single player. Recommended for one fighter, cleric, dwarf, or elf of levels 1-3 (An option allows for using more characters if you wish). TSR 9387

Cover of CM5 Mystery of the Snow Pearls
CM5 Mystery of the Snow Pearls
BECMI
Level 10
32 pages
0

One of four magical, snow white pearls protecting Tarylon has been stolen! And you, a Companion level elf, are responsible for its safe keeping. Now the very existence of your beautiful village is threatened unless you can find the powerful pearl. Milgor, the evil wizard with an evil sense fo fun, challenges you to find the pearl, and return it to Tarylon. This adventure uses a "Magic Viewer" - a piece of colored film - to reveal the hidden results of the player's choices. This includes encounters, puzzles, and traps. TSR 9128

Cover of MV1 Midnight on Dagger Alley
MV1 Midnight on Dagger Alley
AD&D
Levels 4–6
8 pages
0

As darkness presses into the narrow, muddy alleys of Goldstar, silent shadows slip out of hiding. Now is the hour for cutpurses and cutthroats to creep into the night to do their work. Would-be victims bar their doors and lie sleepless in their dingy hovels waiting for dawn. Your task sends you into this dismal, dangerous place after sundown. No moon lights your steps as you scurry past yowling cats in smoke, fog-filled alleys. Above you and beneath you lurk unseen encounters. Somewhere ahead in the despairing gloom lies your goal, if you can survive Midnight on Dagger Alley. TSR 9104