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Classic Modules Today: Road to Danger (5e)


Welcome to the GM's Day sale! From now through March 10th, this title has been marked down by up to 40%! For more values, visit our GM's Day sale page.

The road to adventure is fraught with danger. Travel swiftly, and guard yourselves well.

For a group of unsung heroes, the challenge begins with six adventures originally presented in Dungeon Adventures magazine:

  • Grakhirt's Lair by John Nephew: The villain responsible for the bloody battle at Nolivari remains at large. Catch him before he attacks again.
  • Trouble At Grag's by Grant and David Boucher: When a crime wave threatens the town of Dagger Rock, a half-ogre innkeeper calls upon brave heroes to find the culprits.
  • The Stolen Power by Robert Kelk: The priests of Highland need help to catch a thief and recover a book of infinite spells from his wilderness retreat.
  • The Matchmakers by Patricia Nead Elrod: A love affair torn by treachery threatens to plunge the city of Povero into civil war.
  • Roarwater Caves by Willie Walsh: A xvart shaman needs brave heroes to attack his own lair, but are the perils worth the reward?
  • The Inheritance by Paul Culotta: A keep on the edge of civilization has fallen to the ruthless Lostafinga tribe. Remove the threat, and claim the castle as your prize!

Road to Danger is a collection of low-level adventures for the Advanced Dungeons & Dragons game. Each adventure stands alone, but any or all of them can be inserted easily into an ongoing AD&D campaign designed to challenge low-level characters and prepare them for even greater dangers down the road!

Product History

"Road to Danger: From the Pages of Dungeon Magazine" (1998), edited by Christopher Perkins, is a collection of six low-level adventures. It was published in August 1998.

This conversion guide allows DMs to run the original modules with 5th Edition rules.

To use this conversion guide you will need a copy of Road to Danger, originally available in hard-copy and now for sale in Digital format here.

Visit for instructions on creating your own classic module conversions and selling them on the DMs Guild.

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tim H February 23, 2020 11:15 am UTC
Clearly, little effort put in here. Trouble at Grog's is an old favorite 2e of mine. This adventure was made for 1st level characters (in fact, it is emphasized in the original that it is really for 0 xp 1st level char).

So, the final boss battle is with a Master Thief (CR 5), an Illusionist (CR 3), and a swashbuckler (CR 3). Hopefully, you despise your players if you're inflicting this on them. Also, one of the basic premises of the adventure is that the villains can not possibly take Grog in a fight (he's much stronger) so they must operate with more subtlety, trying to turn the town against him. In the conversion, he is given the standard half-ogre stat block. Any one of the three villains (particularly the Master Thief), would have little difficulty overpowering him, destroying a basic premise.

This has the feel of being knocked up in about 10 minutes per adventure. At $4, it's less an issue of wasting money, as it is that this is completely useless.
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File Last Updated:
December 04, 2019
This title was added to our catalog on December 04, 2019.