Deep within the heart of the slums, in the rat-ridden city of Punjar, the Beggar-King weaves his plots. Unearthing rites best left forgotten and offering up sacrifices to the loathsome Lords of Shade, the Beggar-King’s ambitions threaten to unleash a horde of shadow-horrors upon Punjar’s huddled masses. You and your fellow companions must bring the reign of the Beggar-King to an end. Your quest will take you from the rooftops of Punjar to its filthiest alleys, and beneath the streets of Punjar to the fetid heart of the city, where even the bravest of sellswords will tremble before the fell secrets of the Beggar-King of Punjar. An introductory adventure designed specifically for first level characters, Sellswords of Punjar is an urban Dungeon Crawl Classic unlike any other. It includes a full-color double-sided battle map to allow your characters to fully experience the perils of Punjar! This stand-alone adventure can also be used to launch a campaign in the epic fantasy world of Áereth.
The Iron Route, an important trade road east of Phlan, is beset by competing bandits. An exiled Black Fist officer leads his band of mercenaries turned cloaked ruffians, while a mysterious dragonborn sorcerer commands screaming savages from the north. In this war over the trade route, the beleaguered merchants are the victims, and Phlan suffers from a lack of supplies. It’s up to adventurers to strike out and reopen this vital route.
A vast, sprawling mega-dungeon beneath the ruins of a nearby castle. Reports have surfaced of stockpiles of wealth within the passages. Regions previously devoid of monsters are reported to teem with renewed activity. Magical and mundane traps have brought foolhardy explorers to their doom. Changes within the passages and chambers have rendered old maps and knowledge dangerously unreliable if not outright useless. To the bold and daring, only one message needs to be heard: the castle and its dungeons are once more ripe for exploration, and new legends are ready to be made. Note: This adventure requires three books for it to be complete (sold as a package): Adventure Book, Map Book, and Illustration Book. Published by BRW Games
"Few brave souls dare to visit the City of the Dead at night. Some might say that tales of nighttime horrors are for children, but the wise folk know better" Three members of the Jackals gang, a famous grave robbers, are found murdered in the City of the Dead cemetery in Waterdeep. Their wounds are horrible, and their jaws are completely destroyed. City Watch is looking for heroes who are willing to stand up for their city and investigate this murder which has a clear supernatural influence. This adventure can be used as a faction mission for Waterdeep: Dragon Heist as well as a standalone one-shot. Sins of the Past features: - Investigation of a mysterious murder, which leads to uncovering one of Waterdeep’s families dark secret - Old family mausoleum full of dangers and secrets - Famous Mirror of Life Trapping with enemies trapped inside, which adventurers should face - Encounters with various undead creatures like will-o-wisps, zombies, specters, and ghosts - Moral dilemma characters should solve and two possible outcomes
Something strange is afoot within the Quivering Forest. So much so that even the elves of Greenhall have left their homes to seek out help from their newfound neighbors. But, their tales of a strange beast are not earning them any favors; especially among the Vistani, whom the elves suspect are to blame for their ills. Return once more to the Quivering Forest and learn the terrifying truth! Part Two of Misty Fortunes and Absent Hearts.
Greatwall is in peril - not from military forces of Iuz, but from lack of goods and supplies. Caravans from Willip have ceased thanks to increased dangers on the Willip Critwall Grabford Trail. As the key fort positioned to contain the Iuzian flood, Greatwall is a strategic necessity. Its failure would mean a major incursion along the border. Your characters are hired to escort a caravan from Greatwall to Willip; if its merchants are afraid to come to the fort, the fort will go to them. This should be simple, cut and dried guard job. Right? Of course not. There are many surprises in store for your little caravan, and your characters will need to keep their wits about them day and night in order to make it to the other end. Secret plans are afoot, conspiracies are brewing, and nothing is as it seems while on the Border Watch. This module uses information presented in the From the Ashes boxed set and the Iuz the Evil accessories. However, ownership of these two products is not necessary to play this module. TSR 9406
Yesterday, young Tobias went to investigate an old tomb by himself. Everyone told him it was a bad idea. Everyone was right. Today, you and your companions awaken to a town in chaos. Why is the temple sealed behind a divine shield? Why are children and worshippers trapped within? How do we get inside? What did Tobias do?! Ragged Hollow is a full-service starting town, full of classic creatures and challenges all updated and brought together for newbies and nostalgia-lovers alike. There are goblins and witches in the woods, a house full of traps, a basement of vermin, kobolds in a cave, bandits on the road, riddling ravens, a 50-room temple dungeon, nursery-rhyme monsters, living nightmares, Lovecraftian horrors, and tons of unique items to find. This is a mystery with lots of relevant side-quests around the town. The heroes can investigate the situation, get into the temple, save the innocents, and stop the monsters. And get some loot! ADVENTURE TYPE: Medium Dungeon / Town / Wilderness Adventure DESIGN NOTES This adventure is intended for characters levels 1 to 4. It includes several wilderness areas (forest, hills, mountain), a bustling town, several local mini-dungeons, and one 50-room temple dungeon. Each area contains various encounters and unique items. There are many opportunities for combat, but it is possible for players to explore most areas and complete many interactions without any combat at all, depending on their choices. INCLUDES: Story hooks, dialogue prompts, random encounters, stat blocks, original creatures and treasures, and maps. KEYWORDS: town, village, forest, goblins, goblin market, witches, hags, hills, bandits, ogres, mountain, kobolds, caves, dwarves, temple, clerics, nightmares, demons, riddles, traps, ghosts, fairy tales, Lovecraft, mutant
The Bell Wood has always been rumored to be a dangerous place, full of strange creatures and odd happenings. Timber from the wood is highly sought after for its reputed magical properties, so brave foresters sometimes dare the wood to harvest trees to finance their futures. But this time, people are dying. Loggers are vanishing, their mutilated bodies recovered from the undergrowth hours or days later. What has changed in the wood? Can anyone solve the mystery? And can they survive the investigation? A Triple Kingdom Adventure.
The land lies under a curse. Fruit drops to the ground, its pulp black and rotten. Leaves curl and wither on the branches. Animals flee the parched vale, or starve. Long ago, the Downs prospered under the care of Druids, but the priests of nature have retreated deep into the woods and rarely show themselves. One old man claims that the Druids have the power to save the valley, if only someone could find their Oracle to seek help. Will you reach the Forest Oracle of the Druids in time? And if you do, can they really lift the curse? Or does the answer lie elsewhere? Only the most daring and cunning adventurers will save the Downs. N2: "The Forest Oracle" (1984), by Carl Smith, is the second AD&D adventure in the novice (N-) series. Unlike its predecessor, it is not intended for 1st-level adventurers, but instead for 2nd level and up. This conversion guide allows DMs to run the original module with 5th Edition rules and provides a reference sheet for encounters. Also contains suggestions for placement in the Forgotten Realms. To use this conversion guide you will need a copy of The Forest Oracle, originally available in hard-copy and now for sale in Digital format on the DMs Guild. Visit Classicmodulestoday.com to find out how you can create your own classic module conversions and sell them on the DMs Guild.
Deep in the wooded wilderness, the village of Grimmsgate is an outpost town on a seldom-traveled trail, right at the edge of nowhere. The village’s half-ruined temple of Law, dilapidated inn, drunken blacksmith, exiled trader and a few fur-trappers are enough to keep the bloody-minded denizens of the dark forest at bay, but nobody really expects the village to still be there in another ten years. The woods have become too dangerous for the trappers who once caught animals for fur, and merchants no longer travel the poorly-maintained road. What great evil and what fabulous treasures are to be found in these lands? A brave band of adventurers might make their fortunes here. Or perhaps they might never return… Grimmsgate is an introductory adventure for the Swords & Wizardry tabletop roleplaying game. The Swords & Wizardry rules are needed to play this adventure.
The valley of Haven was a peaceful land. Its crops were abundant, its citizens prosperous. Elves, Dwarves, Halflings, and Humans lived together in harmony. Hidden away in the heart of the Thunder Mountains, Haven was a safe place to live. The rivers were sweet and pure; the weather was pleasant and warm. Something terrible has come to pass in Haven - terrified refugees speak of a fabulous ruby uncovered in the mountains and a catastrophe that befell the palace. Whatever the cause, Haven now lies in chaos. Raiding bands of orcs, goblins, and hobgoblins terrorize the countryside. The disaster happened so suddenly that the citizens are confused and helpless. Without their leaders, who are trapped in the palace, they have no courage to fight back. The situation has become desperate. TSR 9044
This 4 hour module takes the characters from a hidden cove near the Moonsea to hidden tunnels leading under the Glacier of the White Worm. What starts as a recovery mission leads to the uncovering of a much more sinister plot. Optimized for a group of level 7's (APL 7), this adventure can be adjusted for any Tier 2 party. Inside you'll find: * Three battlemaps * Introducing the ice encrusted skeleteon, a hardier version of the standard skeleton for colder climates.
Synopsis: Chalk Hill is a lonely village on the edge of the Downs. Nearby barrows contain remains of long-dead kings. As is the local custom, a pair of young newlyweds went to the ancient standing stones for the druids to bless their union. They never came back. The heroes must find and return the couple, who have been taken into the grave of Eorl Wulfstan. The undead Eorl saw the new-wife in a dream, and she is the spit of his long-lost beloved, so he had his servants bring her to him. They slew the young man, who rose as undead under the Eorl’s control. Can the heroes find the survivor and put the dead back to rest? A 4 to 6 hour adventure for 4 to 6 Tier 1 characters—optimized for 5 characters of 3rd level. This adventure came about thanks to the generosity and encouragement of Dyson Logos, cartographer of Waterdeep: Dragon Heist. In it you'll find maps never before seen in a Guild adventure! "Chalk Hill" is an Old School "out and down" dungeon crawl, where brave adventurers venture into the wilderness and pit themselves against horrors which would set a-quiver the flesh of honest folk. It's proof you can have an OSR experience using the 5e rules!
"Lost Halls of Everforge" is a flame dragon wyrmling lair suitable for four or five 3rd level characters. This adventure can be completed in one session.
Who knows why adventurers are drawn together? The lust for gold, a common foe, or the whimsy of fate? Pull up a stool, stoke the hearth, and let YOUR story begin! A Four-Hour Adventure for Tier 1 Characters. Optimized for APL 1.
Special Basic/Expert Transition Module Barely one day's march from Kelven, the uncharted tracts of the Dymrak forest conceal horrors enough to freeze the blood of civilized folk. Those who have ventured there tell how death comes quick to the unwary - for the woods at night are far worse than any dungeon. But you are adventurers, veterans of many battles, and the call of the wild is strong. Will you answer the call, or are you afraid of the dark terrors of the night? The campaign adventure is for characters just beginning Expert play (levels 2-4) and hurls them into the exciting outdoor world which awaits in the Expert rulebook. With a 64 page booklet, 2 double-panel covers, a double-sided, fold-out mapsheet and 120 die-cut counters, this super module provides all you need for epic wilderness and dungeon adventuring. Journey across the Grand Duchy of Karameikos in a desperate race against time and the forces of evil. This adventure is for use with the Dungeons & Dragons Expert Set, which continues and expands the D&D Basic Rules. This adventure cannot be played without the D&D Basic and Expert rules produced by TSR inc. TSR 9149
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.
The village of Orașnou is buried in winter's snows and facing starvation. An unseen beast has ravaged the livestock culled to pay Lord Strahd's tax and the village is thrown into panic and chaos. Can you find the monster and save the village from starvation, or worse? Part eight of Misty Fortunes and Absent Hearts.
The Nobriskovs are a proud and pious noble family beset by troubles they wish to keep quiet. When their angelic daughter is abducted by duergar slavers, the player characters are asked to surreptitiously rescue her from her captors. However, the distinction between predator and prey blurs as they discover the noble scion's secret. What's included? 1 hair-raising adventure divided into single-page sections for easy running 3 fully-colored maps with unlabeled versions for players (made with assets from 2-minute Tabletop) 4 statblock variations for cursed creatures in addition to detailed mechanics on implementing a more virulent strain of lycanthropy 6+ ending permutations based on what the player characters do and how they do them Content Warnings: Violence, death, abduction, slavery, horror
A bandit leader known only as "The Ravager" brings ruin to the Border Kingdoms. The characters must destroy the source of his power and defeat him before he can complete his evil plans. Pgs. 11-21