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Adventures for Characters of all Levels
Adventure Name Lev Author - Description Size File
Bandits 2-3* Bert Van de Merckt - In this adventure, the (preferably good-aligned) PC's will be hired to solve a series of attacks on the farms on the outskirts of some small farming communities (originally set in Mistledale). It all appears pretty straightforward, when the PC's will follow the clues provided. But what is really going on? 6k bandits.zip
Bend Sinister 4-6* David Roe - This is a Plot Outline for a tournament 7k sinister.zip
Black Pyramid of the Ancient Cloakers 8 R.J.H.A. Broekman - Almost ten years ago the wizard Knoedag accidently discovered the existence of the pyramid. The exact location of the pyramid however was a total mystery to him as no human knows it. Yet Knoedag succeeded in creating a special Teleport spell that would bring him almost exactly at the pyramid. Just to be sure, Knoedag made a copy of this spell on a scroll so someone would be able to come and help him if things might go wrong. Ever since the moment Knoedag entered the pyramid he was marked to die. Because the AnC had a little time to spare, they let Knoedag live to create some extra defenses for their home. Now, after about ten years, the time has come for Knoedag to die. Only a few firm heroes will have a chance to save Knoedag from dying. 29k cloakers.zip
Bloodbane Keep 7-9 Dru Pagliassotti - Strategic adventure. The adventurers must decide how to rescue a group of kidnapped children from a remote and well-protected castle, and what to do with them afterwards. Suggested level 7-9, although the problems are mostly strategic. 26k bloodkp.zip
Demon's Return 6-10 Keven Simmons - In recent years, a small following of Pestula has located the ruined temple that was once Zagaroth's private sanctuary and is now his place of imprisonment. They believe (correctly) that their Goddess's son lies trapped nearby, but have not been able to uncover the way to gain entrance to his inner sanctum. This has not stopped them from trying to free him, but so far their efforts have been fruitless. At the same time they have been trying to track down a copy of Kunglaren Hargrath's epic poem that details Zagaroth's rise and fall. The first part of the poem is common knowledge, but the second half has been lost for ages and it is this second half that contains the riddle that reveals how to free (or destroy) Zagaroth. Finally, the cult has heard that an ancient collection of poems transcribed by the great bard and scribe Brader of the Dell, contains Hargrath's poem in its entirety. They have succeeded in locating the collection and have sent one of their members, Dara, a cleric/assassin to steal the tome an 62k demon.zip
Dhowin's Rest 5-6* Unknown Author - No description available. 37k dhowin.zip
Disaster Within 6-9 Unknown Author - Disaster Within, is an AD&D adventure intended for six to eight dwarven player characters of levels 6-9 (about 55-60 total levels). The party should include at least one cleric, a few strong fighter types and be of neutral or good alignment. The party should be one that works well together. The entire adventure is set in a vast northern mountain range, home to a remote kingdom of dwarves; known as the "Halls of Thorlin". The adventure can take place in any campaign world the DM desires. 13k disaster.zip
Ecclesias' Bane (Ver.2) 3-5 Keven Simmons - Ecclesias is, or rather was, a reclusive wizard who lived in a large manor house set deep in a sylvan forest. Several years ago, he noticed that the young daughter of his cook seemed to have the potential to become a competent wizard and so took her on as his apprentice. Since then she has advanced to the sixth level of mastery and has proven to be quite adept at her craft. 31k ecclesia.zip
Facade 6-8 Unknown Author - Two weeks ago, a company of thugs managed to intercept a wagon on its way to a wizard's keep, and to their surprise and delight discovered it chock-full of magic items. Understandably, these bandits showed no restraint in bragging about their good fortune, and soon everyone in the area knew what had occurred. This event disturbed the local governments the most, who had been aware of the mysterious and regular transports to the home of this reclusive wizard, Fasahd the Changer (Wizard Extremis), but were never emboldened enough to ask about them. Now their worst fears had been realized, and they were certain that this wizard was stockpiling magic weapons, with plans to arm the humanoid tribes around his home for conquest. 44k facade.zip
Family secrets 2-4 Bill Sweeny - Many years ago, when you were but children growing up in the peaceful countryside north of Waterdeep, you would spend your long summer days playing near the warm banks of the Neverwinter River, laughing and enjoying the company of your friends as you pretended you were powerful adventurers exploring the all the hidden nooks and crannies along the riverside. During many of those early summers, wealthy children from the noble families of Waterdeep would travel up to Neverwinter to get out of the City of Splendors during the hottest months of the year, to live with the relatives and friends of their affluent parents. Many of these children were spoiled rotten and you and the poorer children of Neverwinter decidedly played far away from them. However, one of these young nobles did find her way into your group of make-believe adventurers, a young girl named Lythis Mhairuun who had long golden hair and a kind heart that matched her smile. 25k family.zip
Fire and Ice 7-9 Bill Sweeny - Long ago, in a time when the world of Faerun was much younger, men lived in gleaming cities on the shores of great inland seas, and wizards ruled on high, experimenting with magics unknown to men today. This was the time of ancient Netheril, when magical carpets and flying castles filled the skies and men still warred with elf and dwarf alike. The common people of the land were little more than slaves to their magic-using masters, wizards who dabbled in the search for immortality. Over centuries, the wizards of Netheril grew powerful, mighty enough to challenge even the gods of the heavens with the ancient secrets they had discovered. The gods of old looked down on Netheril and the foolish pride of its rulers and chose to curse the land in punishment for the wizards' pride. 25k fireice.zip
Haunted Tower of Ashaf Any akdunign@csra.net - This is a side-adventure for use in an existing Red Steel / Savage Coast campaign. I didn't assign levels or numbers of characters. That's so a DM can customize this adventure to suit a group of 1st level rookies or a group of 10th level hardened vets. I know this adventure lacks rigid structure, but I made it that was so a DM can do pretty much whatever he/she wants to do with it. If you want to throw 1000 zombies in the tower or 2 dust-bunnies, go for it! 5k ashaf.zip
Holy Order of the Eternal 5-7 Unknown Author - A Glabrezu named Kh'teesh was brought to this failing temple of Anubis by a power-hungry alcolyte named Babel. Recognizing the potential for exploitation, Kh'teesh created the religion of "the Eternal," fabricating a palatable history that would prey on the greed of mortals. The alcolyte Babel was elevated to the vaunted position of High Priest, and has met with remarkable success spreading his "word" 52k eternal.zip
Law vs. Chaos (3 parts) 5-12 The DWC - The last age of this world ended in a great battle between Law and Chaos. This battle resulted in an land of Law, 'floating' in the mists of Chaos. This land's integrity is preserved only by the age-long dedication of one of the lawful lords, Lord Habeas. Lord Habeas was assisted by the sword of power, Juris Est. This sword contains the greatest powers of the other Lords of law, and enabled Lord Habeas to resist the encroachment of Chaos. 57k lc.zip
Molcrum and the Mage 6-10 Keven Simmons - Many years ago, in the duchy of Gersot, a wizard was exiled by the duke for what were documented as "blatant acts of cruelty and evil". Exactly what these acts were was not recorded although the peasants who farmed the Duke's lands believed it involved demon worship. Filantis, the wizard, swore an oath that he would return one day to take out his vengeance on the Gersot family for the shame inflicted upon him. More than 150 years have passed since that time and the story of Filantis has passed into local legend. There are even some who question the truth of the story, at least that is, until now. 50k molcrum.zip
Needle 8-10 Frank Mentzer - Original AD&D Module I11 from TSR. In answer to a notice posted in their guild hall, the player characters volunteer for a special mission for their king. The royal ears have heard rumors of a great magical device, an obelisk, located in a far land. It supposedly lies amidst the ruins of a once-great empire, now a dense jungle. The king wants more information about this rumored empire and the obelisk, if it exists. 1222k needle.zip
Nightstalker of Markesh 6-7* Unknown Author - Characters have to find a terrible murderer in the town areas of Markesh. 37k stalker.zip
No Rest for the Dead 1-2 Unknown Author - A small village is under attack by a group of evil clerics. 24k norest.zip
Orcs of Galazar 3 Lasivian T. Dark - A large band of orcs has been seen roaming the hills for some time. The village has recently become a frequent target of their raids. One week ago The Jewel of Rapan was stolen from its owner, the leader of the elders. The elders will pay 1000gp for the return of the jewel, and the destruction of this threat. 9k galazar.zip
Quest (3 parts) 1-5 Gary J. Sled - The Quest series of modules are designed to take a group of characters from their humble beginnings, through their careers, to a glorious conclusion. Other modules can be played along the way (and, in fact, are expected), but the Quest modules must be played at the appropriate levels, in order to keep a sense of continuity. Each Player Character is introduced, and a hint of his destiny is granted. Of course, it is possible for a Player Character present in the beginning to die, or leave the party during the intervening years, and to be replaced by another. This is okay! Just continue as if this is all part of the prophecy. 630k quest.zip
Rake's Hold 7-9 Dru Pagliassotti - Adventurers are hired to get a cloak from a weaver and end up in the middle of a demon's stronghold. Splatterfantasy with nightmares attached. Suggested level: 7-9, tough fighters required, cleric extremely useful. There are a number of places in which the DM can weaken or toughen the dungeon as desired. 20k rakes.zip
Resurrection 10+* Andreas Hartman - The players hear from a legend that tells the tale of an ancient castle. The lord of this castle vowed he would defend the realm of any danger coming from the south (and in exchange married the beautiful princess, of course), but when danger came in form of an ancient red dragon sweeping to the north over his castle, he and his knights failed to stop him, thus breaking his vow. 8k resurrec.zip
Revenge of the Doppleganger Band 3-4* Marko Picek - Revenge of doppleganger band is adventure set in Shadowdale region. It is almost pure role-playing adventure, so if you wanted dungeon-type of game, this adventure is not for you. There is only one encounter which ends in combat . Everything else is based on player-NPC interaction, role-playing and investigation. 12k revenge.zip
Ruined Temple 1-2 Unknown Author - The PCs are returning home from another campaign, when they are ambushed by seven bugbears. Needless to say, 7 bugbears are too much for a couple low-levels. The PCs aren't supposed to fight--they are driven into the desert by the bugbears, who, having a religious superstition about that desert, will not follow, but will wait for the PCs for about a week or so. The PCs should go ahead and try to make their way through the desert; call it a little detour. 13k rtemple.zip
Shoon's Legacy 7-10 Bill Sweeny - Long ago, the Mage-King of Iltkazar, the Lord-most-mighty Shoon, created a grimoire of his greatest magics. An evil and twisted man, Shoon slew a dozen unicorns and used their blood to magically bind his soul to this workbook. Upon the magical text he spun numerous other enchantments, including one which hides its words from sight and another which imprisons careless perusers. Shoon finally died and his soul came to rest in the grimoire; a large unremarkable spell book with blank pages that had earned the name, the "Tome of the Unicorn". Shoon continued to exist within the book's back cover as a demilich, a rare but powerful undead spirit which is unturnable and practically invincible. The book passed between the hands of many a wizard in the days after Shoon's death, many of these dying as soon as Shoon's new form drained their souls unexpectedly 36k shoons.zip
Survival of the Funniest 2-4 Andrew Rochester - What follows is intended as a light-hearted 2nd edition AD&D adventure for a party of characters levels 2-4 (about 16 levels should be right), so paladins and other sour-pusses should beware! A mixture of character classes will- well, probably not make a lot of difference, frankly, as the main objective is for EVERYONE TO HAVE FUN (especially the DM)! 24k funniest.zip
The Blackrock Brothers Abroad 3-5 Keven Simmons - Brutal Hill giants exiled for their stupidities. Now they wanna bash elsewhere. 82k blackrock.zip
The Displaced 5-7 Gary J. Sled - Approximately 70 years ago, the Dwarves of the Hyrstal Mountain range underwent a major division. The death of the Thane, Curvag Shaleburrow, had thrown the dwarven community into turmoil, as he died without an heir. The Council of Elders consulted for many days, then announced Brionies Edgeclimber as the new Thane. Most dwarves accepted this decision, and greeted Brionies as the new Thane. Some dwarves, however, maintained that Brionies was an evil dwarf, who had actually killed Curvag himself in order to make himself the Thane. Despite protest, Brionies was named the new Thane. His first official act was to exile all who had opposed him. These dwarves obeyed their new Thane, and left their dwarven home, never to return. 24k displaced.zip
The Eldritch Path 6-9 Unknown Author - Find and walk the Eldrich Path, defeat its deadly trials Survive the dangers that await, burn strong the magic fires Wield your spells with care and wit, with nerves of steel and ice The cost is high to attend, come forth and pay the price To keep spellbinders quick and strong, this the test insures For those who fail this mystic walk, mages they never were. 48k eldrich.zip
The Final Exam 1 Jeff Voge - The party (or what is to be the party) is a group of close friends who are going through their respective adventuring schools at the same time. Through the infinite powers of arbitrary coincidence, they are all graduating at approximately the same time. The schools work together to arrange the " final exams " for the graduating students. The type of exam varies. Some involve actual missions, some involve intellectual challenges, and some involve artifical situations mundanely created. Then, there are the final exams for those suicidal twerps who decide to be adventurers. For them, something special is created. 5k finalex.zip
The Secret of Bone Hill 2-4 Lanard Lakofka - Original AD&D Module L1 from TSR. The adventures in this module take place in or near the town of Restenford, a fishing port on the Isle of Lendore's southernmost peninsula. The entire island is not depicted in the maps in this module, but all pertinent features are detailed. Lendore Isle is covered with vegetation of all kinds and enjoys a mild climate, varying from semi-tropical warmth in the north (heated by the prevailing warm-water currents) to a more temperate and seasonal south. The island, as are all the Spindrift chain, is populated by scattered communities of humans, demi-humans, and humanoids. 1459k secret.zip
The Slaver's of Thin-Gala 5-7 Keven Simmons - The Duchy of LaGrange in the kingdom of Tanaska has a problem. Over the past few months, several of its coastal towns have been raided by pirate slavers. They have sacked the towns and taken most of the able-bodied men back aboard their ship in chains. There have been four raids to-date, each about 3 weeks apart, and over 100 people have been taken prisoner. The coastal towns have petitioned the Duke to do something to help but Reginald LaGrange, who is not exactly know for his compassion, has declined to intervene, claiming that without a naval force, there is nothing he can do. A petition for aid was also sent to the King, but the reply declared the problem to be an "internal matter" for the Duchy to deal with. 89k slavers.zip
The Stone Lord 9-12 Jeff Wrbelis - This is an adventure designed for 5 to 8 characters of levels 9-12. The party should consist of a mix of classes, though there should be several strong warriors and at least one cleric present. Characters should each have several magic items of power appropriate with their level. Items that alter stone will be at a premium during this adventure. In addition to the experience granted for monsters and treasure, successfully completing this difficult quest nets a group experience bonus of 30,000 XP. 102k stone.zip
The Temple of the Chained Demon 4-8 Unknown Author - This is a two-quest campaign. The first quest involves rescuing a princess from a tower controlled by an evil wizard, the second quest involves reaching a certain temple before the wizard's brother can free the Demon locked inside of it. 22k chained.zip
The Tower of Lizards 3-5 Dru Pagliassotti - Romance. Players investigate a series of diamond robberies and get drawn into a romance, complete with rescuing a maiden in a tower. Suggested levels 3-5, good-aligned; magical weapons will be necessary to defeat some of the monsters. 15k lizard.zip
The Tower of Refuge 7+* Unknown Author - About 200 years ago a large fire swept through the town of Narborel. The fire started in the Wizard's Guild, killed a number of towns folk and destroyed almost a quarter of the towns timber buildings before it was put out. For this reason the Town Council told the Wizard's Guild to leave and set up their guild house on the large island in Narborel Bay on the condition that they set up a light at the top of the tower to warn shipping of the rocks in the bay. The wizards felt they were unjustly and harshly treated so they named their new guild headquarters "The Tower Of Refuge". The then leader of the Guild, Lazilan, build the tower, walls and guest house using magic and stone brought in from the quarries around Mt. Barule. 116k refuge.zip
The Vault of Time 7-10 Gary J. Sled - Long ago, a mage named Adder began an adventuring career. Unlike his companions (who sought gold and treasure), Adder adventured to further his pursuit of knowledge. He did not seek power or wealth, except where these tools could increase the information available to him. He and his companions grew powerful and wealthy, but while they spent their fortunes on life's finer pleasures, Adder spent his on books and scrolls. Adder would let little stand between himself and knowledge. A kind, patient man, he became intractable in his pursuit of ancient tomes. A small town, renowned for it's libraries, once denied Adder access to the information contained therein for political reasons. Adder, with the help of his companions, removed the mayor in a bloodless coup, and left him stranded in a town thousands of miles away. They then took over rule of the town. 495k vaulttime.zip
The Winter Beast 3+* Joe Boehn - This is a small adventure outline: Several years ago, a wizard called Thadeous III, son of the town wise-man, and several retainers set off to slay a beast. He returned alone, and wounded, but said that he had found the beast. He vowed to slay it and return with it's secret. The mage never returned, but neither did the beast. He is worshipped in the town as a hero. Can the players do better than him? 5k winter.zip
Thieve's Guild 1 Marko Picek - This adventure is created for 1st level party composed of 3-6 characters. It takes place in Shadowdale after the Times of Troubles. Main goal is to eliminate growing influence of thieves guild in the region. To play this module only revised Forgotten Realms boxed set (#1085) is required. 25k thfguild.zip
Vaspar 2-4* Brad Caldwell - Weary from travel and miserable from a cold downpour, you and your companions come across a little village set in a clearing in the forest. Surrounded by wet fields, are the grey outlines of buildings. A warm glow comes from the largest building in the town (some kind of in, bash, out adventure). 25k vaspar.zip
Vault of Evil Opened 6-9 Keven Simmons - This adventure is designed for 4-6 good-aligned characters of 6th to 9th level and is intended to introduce a new villain (Melengar) and a powerful evil artifact (the Rod of Ruin) into an ongoing campaign. As written, the PCs are not expected to encounter Melengar or the Rod of Ruin during the course of this adventure; rather, after completing this module, the PCs should be aware of the fact that some evil being has recovered an ancient and dangerous artifact. 97k vault.zip
We're off to Kill the Goblins 1-2 Nicotine69@aol.com - This adventure can be set up within a town that has a good trading route nearby, no surrounding wall, and a population of no more than 3,000 permanent residents. This is a simple adventure of going after the goblins that raided this unexpecting town, killing them, collecting their treasure, returning what belongs to the town and collecting your reward. No problems? NOT! 29k goblin.zip
What's the Reason? 3+* Shawn Hately - A tournament adventure outline, seems to be based on a lot role-play and the nobility of the characters. Level is hard to define but the scenario talks about young characters, i'd say at least level 3. 68k reason.zip





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