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Adventure modules

Below are all our published adventure modules. We primarily write system neutral modules, but make sure they are easy to convert to your system of choice.
They work equally well with DnD 5e, Adventurous, Cairn, OSE and Shadowdark.

How we make our modules work for any system

System neutral modules can often be so vaguely written that it requires significant time invested by the GM to add in the necessary details. We don’t write them that way.

We make sure our modules are easy to pick up and run with any fantasy TTRPG system by following these procedures:

  • We write in a clear and deliberate manner. Avoiding phrases like: “a heavily armored figure“, instead writing: “The knight wears plate mail and a tower shield“. There is no need to be vague when plate mail and tower shields are mechanically identical in 95% of all systems.
  • We choose well known monsters. Rather than writing: “Four wolf-like creatures” live in the cave, we write “Four wolves live in the cave”, because wolves are present in the bestiary of more or less all fantasy TTRPGs, making it easy to look up the stats of your system of choice. We use the bestiary from Old School Essentials (OSE), Shadowdark and Adventurous when designing our adventures, and use those creature names for maximum familiarity.
  • We add guidance when it comes to difficulty classes. All systems don’t use DCs, and many systems differ when it comes to what DC is considered “Hard” or “Easy”. We always write guiding details like: “The Dwarven master forged padlock is Hard to pick” or “Walking across the slippery plank is doable by most”. This should make it easy for you to decide on a suitable DC.
  • Bestiary and treasury as inspiration. All modules contain a bestiary and treasury adapted to the Adventurous system, this will give you additional information to help you flesh out any details that might still be unclear.
rpg modules adventures

The Serpent Cult

The Serpent Cult is a short adventure module designed to be playable in one session.

The adventure is built system neutral but contains a bestiary and treasure section tailored for the Adventurous ttrpg.

The adventure contains

  • A small region, The Windswept Coast.
  • The small town of Haven.
  • 4 Unique NPC:s, complete with goals, fears and quirks to make them easy to run.
  • A dungeon, The Sunken Temple.
  • A random encounter table for when traveling The Windswept Coast.
  • Much more.

Briefly about the scenario

The adventure takes place on The Windswept Coast, where a newly formed cult has awakened a sleeping hydra which has wreaked havoc along the coast, creating trouble for the peaceful fishing village of Haven. The adventurers are now tasked with making the coast safe again

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The Crimson Monastery

The Crimson Monastery is a medium length adventure module. It is designed to be played in two to three sessions.

The adventure is built system neutral but contains a bestiary and treasure section tailored for the Adventurous ttrpg.

The adventure contains

  • A region, The Shaded Valley.
  • The small town of Lakeview.
  • 7 Unique NPC:s, complete with goals, fears and quirks to make them easy to run.
  • A faction, the Crimson Crusade.
  • Two dungeons, The Flooded Tomb and the Wyvern nest.
  • Random encounter table for when traveling The Shaded Valley.
  • Rumor table.
  • 9 Unique magic items.
  • A bestiary containing 13 monsters and opponents, all with unique abilities.

And much more!

Briefly about the scenario

The adventure takes place in the Shaded Valley, where the village of Lakeview is located.

The Crimson Crusade is a fanatical religious order that have recently arrived in the valley, and made an old monastery their home. At first they kept to themselves, but about a month ago they started to violently interrogate the locals, suspecting them all to be undead in disguise. Which is of course false.

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