This is a list of all D&D 5E adventures I know about. It does not include the playtest adventures, which have their own list, as those adventures had significantly different monster stats and rules.
D&D Adventurer League adventures are on their own pages.
Recent Updates: Dan Hass Endeavors
Publishers: Wizards of the Coast | Alea Publishing Group | Arcadian Games | Art of the Genre | Assassin Games | Chubby Monster Games | Dan Hass Endeavors | EN Publishing | Frog God Games/Necromancer Games | Genius Loci Games | Goodman Games | John Ross Rossomangno | Late Knight Games | Legendary Games | Mithgarthr Entertainment | R&D D&D Adventures | Sacrosanct Games | Ten Red Crows Press | WanderLOST Adventures | Fan Adventures
Wizards of the Coast
Lost Mine of Phandelver. Levels 1-4. (Amazon)
The adventurers are hired to escort supplies to the mining village of Phandelver, but intrigues and conflict swirl around the town as factions fight over a long-lost mine: the magical Wave Echo Cave.
Tyranny of Dragons
Hoard of the Dragon Queen by Wolfgang Baur and Steve Winter. Levels 1-7. Aug 19, 2014. (Amazon)
In an audacious bid for power the Cult of the Dragon, along with its dragon allies and the Red Wizards of Thay, seek to bring Tiamat from her prison in the Nine Hells to Faerun. To this end, they are sweeping from town to town, laying waste to all those who oppose them and gathering a hoard of riches for their dread queen. The threat of annihilation has become so dire that groups as disparate as the Harpers and Zhentarim are banding together in the fight against the cult. Never before has the need for heroes been so desperate.
The Rise of Tiamat by Wolfgang Baur and Steve Winter. Levels 8-15. Oct 21, 2014. (Amazon)
The Cult of the Dragon leads the charge in an unholy crusade to bring Tiamat back to the Realms, and the situation grows more perilous for good people with each passing moment. The battle becomes increasingly political as opportunities to gather allies and gain advantage present themselves. From Waterdeep to the Sea of Moving Ice to Thay, it is a race against Evil. Succeed or succumb to the oppression of draconic tyranny. Win or lose, things will never be the same again.
D&D Expeditions – Tyranny of Dragons. Levels 1-10. (List of Adventures)
Various adventures available through the D&D Adventurers League
Princes of the Apocalypse. Levels 1-15. Apr 07, 2015. (Amazon)
Called by the Elder Elemental Eye to serve, four corrupt prophets have risen from the depths of anonymity to claim mighty weapons with direct links to the power of the elemental princes. Each of these prophets has assembled a cadre of cultists and creatures to serve them in the construction of four elemental temples of lethal design. It is up to adventurers from heroic factions such as the Emerald Enclave and the Order of the Gauntlet to discover where the true power of each prophet lay, and dismantle it before it comes boiling up to obliterate the Realms.
D&D Expeditions – Princes of the Apocalypse. Levels 1-10. (List of Adventures)
Various adventures available through the D&D Adventurers League
Alea Publishing Group
Desperate herdsmen call upon the old gods of their ances-tors only to realize it could cost them their livelihood. Gift of the Gnarled One is a short adventure for four to five player characters. Although designed for the Feudal Lords Campaign™, this adventure is suitable for any me-dieval fantasy setting.
A rogue magus preys upon the hearts of travelers while he picks their pockets. The Cry of a Daughter is a short adventure for four to five player characters. Although designed for the Feudal Lords Campaign ™, this adventure is suitable for any me-dieval fantasy setting.
The Shadow of Flame by Joshua Raynick. Level 10. Jan 07, 2015. (APG)
An ancient dragon returns to an age-old lair to bind its wounds. The Shadow of Flame is a short adventure for four to five player 10th-level characters. Although designed for the Feudal Lords Campaign ™, this adventure is suitable for any medieval fantasy setting. This wilderness encounter is best set in a mountainous region within a forested valley.
The Empire of Sarvania is spreading its wings and opening up a new land for exploration. A land about which little is known. A past civilisation, long lost to the mists of time holds the key to new prosperity for the brave and adventurous. But danger waits within this new domain. Evil forces plague the countryside – a harbinger of a rising menace. Weapons are forged and forces are raised. An ancient power, born in the age of myth and legend stirs and calls on its supporters to open the gateway to the Material Plane – to reclaim a land once subjugated and lost. A band of brave heroes heads unknowing eastward into this new territory – unaware of great peril ahead and of the great role they are to play in this unfolding story.
Art of the Genre
ROS1 Beneath Roslof Keep by Scott Taylor. Levels 3-6. (Kickstarter)
Beneath an ancient keep on the borderlands, reclaimed from the ruins of a lost civilization, there is a dark and deadly tournament being held… Can your party take up on eof the relic banners and face the challenge of the dungeon as well as the lethal competition from other companies seeking the prize?
ROS2 The Lair of the Yellow Teeth by Scott Taylor. Levels 3-6. (Kickstarter)
The concept is to allow gamers a starting point for adventure that can be modified to their liking while providing excellent reference content and framework.
Ten very short adventures meant to be dropped into an existing campaign, each playable in a single session. Also includes chase and hazard rules.
Chubby Monster Games
This short adventure covers a temple hidden deep in the mountains with a horrible past and an even more horrible present. Deadly, vicious and certainly a challenge to anyone that dares to enter, the temple is a place of horror and death. Adventure contains three new deadly creatures to toss at your players.
Dan Hass Endeavors
A dungeon; a dragon (well, dragonish)… Away we go!!! Fortune (or fate) has brought together a fugitive dragon cultist, and an alien creature which has been terrorizing the surrounding communities. It is time for heroes to emerge to set the situation right.
Some books are so important that when a noble loses it, he has to find special help fast to recover it. And if a rival earldom discovers the noble is in such a precarious position, things can get complicated.
A dragon’s hoard you say? He has the knowledge, but not the resources; maybe you have the resources and an agreement can be reached.
DG1-3 Beginning Adventure Pack by Dan Hass. Levels 1-2. Jan 26, 2015. (DriveThruRPG)
Compilation of DG1 "Secrets in the Dark", DG2 "The Lost Tome" and DG3 "The Archaeologist" with additional campaign material.
Elves have never mingled with the other races of Dimgaard. They have secreted themselves in hidden sylvan communities for millennia – proud and independent. So when the elven prince sends an emissary seeking aid, something big must be afoot. This is the first episode of the Red Blade War series of adventures.
The Red Blade orcs have displaced the Horned Skull goblins. The goblin tribe is now on the move bringing disease and violence with them. The line between refugees and raiders can be faint indeed. Regardless, the goblins are a problem that must be dealt with immediately, but circumstances have the established communities too weak to address the Horned Skulls through conventional means. Heroes must be found to perform the tasks that must be done.
With the fever epidemic raging, resources are stretched thin amid rumors of war from the south. The communities of the Alshon region have learned to rely on a group of hardy adventurers as leaders and heroes. Someone must make the dangerous journey to the isolated dwarves of the northeast in order to recover vital spell components; otherwise the stability of the entire region is compromised.
As the epidemic subsides, and with some allies in place, it is time for a foray into Red Blades territory. And intelligence has provided a target that could undermine the orcs’ effectiveness if taken out. So the job falls on the shoulders of adventurers.
DG4-7 Start of the Red Blade War by Dan Hass. Levels 2-3. Feb 20, 2015. (DriveThruRPG)
Compilation of DG4 “And the Elf Prince Wept”, DG5 “And the Goblin Boss Wailed”, DG6 “And the Dwarf Thane Slept”, and DG7 “The Poison Works” with additional campaign material
The Red Blade orcs have expanded to the point that they must engage the human communities of the Alshon region. The recent raid on Fashat Xom is bound to elicit a response from the orc khan, but what form will it take. The human leadership prepares feverishly as it waits nervously for the Red Blades next move. A Dungeons and Dragons 5th Edition Adventure for 1-8 third level characters. This is the fifth episode in the Red Blade War series.
DG9 The Siege of Mardleton by Dan Hass. Level 3. Mar 22, 2015. (DriveThruRPG)
The Red Blades orcs’ Great Khan Zugbu sent an ambassador with a promise of peace. But it was not a promise for perpetual peace, and the Red Blades now seek to take by force what was denied them through diplomacy. The communities of Mardleton and Neilsfort have always been the bastions against the threats from the Farwood, but unless heroic action is taken immediately, these villages will become the latest conquests of the Red Blades
DG10 Red Blades Infiltration by Dan Hass. Level 3. Mar 22, 2015. (DriveThruRPG)
Wars are not always won or lost on the front line. Even an overwhelming army must be fed and resupplied, and sometimes the most important action is behind the frontline by commandos and spies.
DG11 The Head of the Snake by Dan Hass. Levels 3-4. Mar 22, 2015. (DriveThruRPG)
The Red Blades orcs have proven to be a formidable force. Even with outside help it is questionable whether the humans and their allies can complete a campaign in the Farwood against a determined, capable enemy native to the jungle. However, a smaller force may be able to penetrate to the interior and end the war with a precision attack.
DG8-11 Conclusion of the Red Blade War by Dan Hass. Levels 3-4. Mar 22, 2015. (DriveThruRPG)
This is a package is designed to progress PCs from 3rd level into 4th level. It includes the 4 adventures: DG8 Red Blades Diplomacy, DG9 The Siege of Mardleton, DG10 Red Blades Infiltration, and DG11 The Head of the Snake. These four adventures are set in the Alshon Region of the Dimgaard campaign, but with some adjustments (described in each adventure) they could be adatped to other campagns. These four mark the conclusion of the conflict between the human communities and the Red Blades orcs (an orc empire modeled on the Mongol's Golden Horde and, less so, Nazi Germany).
DGS4 Spider Butte by Dan Hass. Level 3. Mar 22, 2015. (DriveThruRPG)
Ahhhh… That sweet spider venom. Well, you didn’t think it would be “easy” did you? To secure a giant spider, there is an obvious place to go: Spider Butte. But there are reasons no one else has ventured to this forbidding mesa .
This is a sample adventure for 3-5 characters of levels 2-3. You may download it for free before becoming a patron. The village of Lanidor is suffering from an enchanted "summer of love". Can the PCs figure out what's going on?
Frog God Games/Necromancer Games
The Wizard's Amulet by Clark Peterson and Bill Webb. Level 1. Jul 04, 2014. (Frog God Games)
Six adventurers go in search of the treasure of a dead Wizard. Includes pregenerated characters. The classic adventure returns for a new edition!
Quests of Doom, volume 1 by Various Authors. Feb 23, 2014. (Frog God Games)
We put together a team of some of the best adventure-writers in RPG history to ring in the new fifth edition rules with a host of adventures you’ve never seen before (and a couple that you have, but probably didn’t survive anyway). Volume 1 of Quests of Doom contains 12 adventures in almost 200 pages, by Ed Greenwood (Emeralds of Highfang), Bill Webb (Ra’s Evil Grin, Sorcerer’s Citadel, Hidden Oasis, Pyramid of Amra, Sewers of the Underguild), Matt Finch (Hidden Oasis-Temple of Thoth), Jim Ward (Deep in the Vale), J. Collura (Noble Rot), Michael Curtis (The Dead from Above), Casey Christofferson (Ra’s Evil Grin, Sorcerer’s Citadel, Irtep’s Dish), Skip Williams(Death in Dyrgalas), and Steve Winter (Bad Moon Rising).
Quests of Doom, volume 2 by Various Authors. Feb 23, 2014. (Frog God Games)
For Quests of Doom Volume 1, we brought in some of the biggest stars in adventure-writing history to produce 12 mind-bogglingly insidious adventures for Fifth Edition. This is volume 2, containing six more explorations into “doom or glory” for your players. Once again, the all-star cast of authors delivers what we strive to give you: Adventures Worth Winning! Volume 2 of Quests of Doom contains 6 adventures in 100 pages, by Bill Webb (Of Ants & Men, Pit of Despair, Isle of Eliphaz), Matt Finch (Perils of Ghostwind Pass), Jim Ward (Dread Dragon Temple), Michael Curtis (The Darkening of Namjan Forest), and Casey Christofferson (Pit of Despair).
Genius Loci Games
Orglosh's Tomb by Johua de Santo. Jul 03, 2014. (Genius Loci Games)
The tomb of Orglosh has been over run with a small clan of Kobolds who have defiled the small shrine within the tomb and have been using the relic as a scepter for their chief. The relic is directly tied to the affliction the town of Gravelawn is suffering and the relic will need to be cleansed by a cleric of Thiseir (or an allied deity) before the waters return to their natural state.
The Secret Chapel by Johua de Santo. Jul 07, 2014. (Genius Loci Games)
A new 1 page encounter area for 5th Edition. Has a cat theme but can be easily reskinned. Enjoy!
Trouble at Apegia Station by Johua de Santo. Oct 13, 2014. (Genius Loci Games)
Short adventure consisting of a trading post and the basement – and tunnels beneath it!
Frigga's Chosen by Johua de Santo. Levels 4-6. Sep 04, 2014. (Genius Loci Games)
Legends say this artifact that the Cult frantically searches for rests in the Apegia mountains waiting for the command to be spoken. What the command is no one knows, but if spoke the relic has the potential to destroy everything from the City of Nark on the coasts to Icago in the west. Hundreds of miles, thousands of lives and the death of the land itself. Frigga has summoned her last surviving Chosen. A woman who has turned away from her faith, to stop the cult from finding this object.
In the swamp lands of southern Usarm a horn, glowing and bright has erupted from the fetid earth. The town of Backbend has become lost within the swamps it once boarded and its people have vanished. Tyor, Sage of the Mage Academy in Coralius, and his young apprentice Cami have been sent to investigate and discover the nature of the swamp’s encroachment and that of the glowing Southern Horn. What Tyor finds is a town overrun with Dark Elves and strange beings. Cami is taken in the night and Tyor desperate and alone sends a plea over psychic webs. Come to Backbend, breach the horn and discover its secrets and the plans of the Dark Elves … and most of all save the apprentice he regards as a daughter!
The Owl Bear's Cave by Johua de Santo. Level 2. Feb 20, 2015. (Genius Loci Games)
This adventure is a straight forward romp that leaves enough breadcrumbs to the broader Lands of Usarm or to have more fun in the Apegia Mountains region of Usarm.
Centuries ago, the glitterdoom came to the dwarves of Steelhand Clan! This divine curse transformed the dwarves into hellish forms with an insatiable greed for gold. Now, a chance encounter breaks open long-sealed gates to unleash the glitterdoom again. Can your adventurers delve into the forgotten halls to confront the subterranean menace?
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!
John Ross Rossomangno
When the party arrives in the small village of Goldendale they find a shortage of metal goods and a community upset with the lack of production. Despite their admiration for the village blacksmith, folks grow concerned about his inability to complete the simplest jobs even though they hear the ring of his hammer throughout the night… This 24-page sidetrek details the various NPC’s and features in the village of Goldendale as well as the areas (and opposition) the party must investigate to unravel the mystery of the blacksmith’s burden.
Late Knight Games
Dungeons on Demand by Dan Coleman. (Kickstarter)
Pre-made, customizable dungeons for your 5th edition campaign. Offered for varying party levels.
Once a holy site to Alairros, the Soldier God, this temple served as a place of solace, reflection, and worship in a time long past. Today, many of the site’s walls are crumbled stone upon its foundation, and the forest steadily encroaches upon it, threatening to overtake it completely.
Music hath charms to soothe the savage breast, it’s true, but some music truly is the devil’s music. An orphan raised by gypsies, now full-grown but still lost and alone, must face once more the tragic curse that destroyed her past. Will her darkling music bring ruin to the village she now calls her home? Can the heroes earn the townsfolk’s trust, or must innocence be sacrificed for the heroes to save town from the mysterious hauntings that plague a village huddled in the shadow of an accursed ruin?
Sometimes a raven not just a raven, and those who have lost everything may do more than come a-gently tapping upon your chamber door. A missing pet, a ghostly girl, a madman in the woods; what is the strand that binds them all together at The Murmuring Fountain? Can your heroes quell the ghostly emanations of a tragic haunting that threaten to sow madness and tragedy?
The Haunted Hamlet of Raven's Hill by Alistair Rigg and Jason Nelson. Level 1. Aug 14, 2014. (Amazon)
Print edition that combines The Murmuring Fountain and The Fiddler’s Lament. Ravens, fountains, fiddlers and ghosts – all served up with a healthy dose of Lovecraftian horror.
A legacy of death bears bitter fruit in the northern coastlands, as brothers long separated rise to the call of their darkling heritage. A new destiny has arisen in the west that threatens to shake the foundations of an empire half a world away, but not if Ranulfr the White Wolf and his one-eyed sibling can waylay these would-be heroes on their road to destiny! Bandits hound their steps, driving them from danger to danger, until their road reaches its bitter and bloody end – for them or their enemies!
There is no grand story or plot to this dungeon; it is simply somewhere that exists close to town that has an air of mystery to it and PCs can choose to go adventuring in it if they so please.
Stonefast is a pretty straight forward dungeon crawl, headed by a young white dragon. Like the Sylvan Temple I posted, there’s no big grand story. But there are definitely baddies to kill whose stuff you can steal, so it’s got that going for it.
Nordriki, the northern kingdom of the land of Mithgarthr, has been relatively free of dragons for hundreds of years, but recently the locals have been reporting sightings of red, white, and green dragons all throughout the Drekiberg mountains to the north. Recently, a green dragon has taken up residence in an abandoned mine that is close to the city of Valdhum. The surrounding land is rich with wildlife for the beast to feed on, and the lair it has chosen is well protected and secluded.
R&D D&D Adventures
We’re excited to offer the first volume of adventure shorts in our newly launched role-playing game adventure series. These short adventures, written for the new Dungeons & Dragons® fifth edition, can be played as a stand-alone adventures or dropped into an existing campaign. Each adventure includes a few monsters, traps, obstacles and treasure to get your new characters started. Each adventure also includes a map that can be used to set up your own player grid.
For as long as we’ve been gaming, heroes have ventured out and cut their teeth on the various humanoid tribes in an attempt to make a name for themselves and get rich. Now the tables have turned, and it’s the goblinoids chance to get revenge. Part 1 of 2.
This version of X2 is designed for use to be compatible with D&D™ 5th edition, for 4-5 characters of 3rd-5th level. The scope of this adventure is meant to be a few-session break from your current campaign, to play as the monsters for a neat change of pace. While it can be part of a greater campaign, it has not been designed as such, and thus may be a bit linear in design. Part 2 of 2.
It’s been a year since those insipid heroes from the Keep had cleared out the caves for their own purposes. They’ve now been cleaned up and are home to dozens of miners and their families as a vein of silver was discovered. Well, it’s time to take them back. Reclaiming the Caves on the Borderlands is an adventure where you play the role of humanoids (orcs, goblins, etc) or traditional races as mercenaries. You must compete against other humanoid factions in an attempt to reclaim the caves for yourselves. How you do that is up to you. Do you ally with another faction? Do you manage to gain control of the caves before the Keep’s forces manage to rally an attacking force?
We’ve all been there. You’ve created your class you wanted to play without knowing what anyone else is playing, and a session or two into your game, you wished you went a different route. Thus is the inspiration behind RISE OF HEROES. With some house rules of starting and advancing as level 0 PCs, you get to experience the group dynamic before you get locked into a particular class. Let there be no mistake, however. This adventure is a full adventure, designed to be completed after 2-3 sessions, depending on how long you spend on each. There are also a few options for the players to follow the main plotline, rather than get railroaded down one particular path.
Ten Red Crows Press
A Little Bit of Thievery is an unconventional freeform adventure for level 1 characters. The players are contracted to steal a magic item at a noble’s fancy party, and are forced to abandon their weapons and rely on their wits to survive. Mayhem required and violence (mostly) optional. Success might bring the ire of an elite with a panache for vengeance and money to burn. Beats killing giant rats in the safety of a basement for a few silver pieces, right?
The Storm Keep is a simple climbing dungeon crawl adventure. The players find that the keep has been wracked with arcane energies, causing rifts to the elemental planes to open and spew forth denizens bent on wreaking havoc on the area. As they venture further into the structure the players are met by even more difficulties, as the keep itself defends against the unwanted guests. Upon reaching the top floor the characters face against an evil efreeti, which has taken control of an artifact and is using it to sculpt the keep and the surrounding area to his whim.
RH3 Fires of Hell by Ronny Hart. Dec 25, 2014. (Free PDF)
This adventure takes place after a Total Party Kill (TPK). It allows a group of DEAD PCs to earn a second chance by fighting their way through the first layer of Hell to retrieve a stolen artifact. It is unlike other modules in that it is written to accommodate a party of any size and any level (1 to 20).
The Town of Bridgepuddle by frothsof. Levels 5-8. Jul 06, 2014. (Free PDF)
Bridgepuddle is a remote town in northwestern Serd. It thrives as a result of its robust trade in high-quality, uncommon exports. It is a curious place, filled with eccentrics and odd specialty shoppes. It is also about to become ground zero for the zombie apocalypse.
This adventure is set in Breakwater Bay, a small fishing village on the Isle de Mont Deserette along the northen frontier in the Wanderhaven setting. That said, you shouldn’t have any trouble transporting it into a different setting if that better suits your game.
Free 5E adventure by RPG Knights. Level 4. Feb 17, 2015. (RPG Knights)
Here is an adventure for you to take advantage of. i am not going to give any back story to this dungeon as it is something then that you can use in your own game in the way that you want.