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Cover of Towers of Evil
Towers of Evil
BECMI
Levels 3–5
16 pages
1

Devastated in a war with a nearby wizards' school, the Fighters' Academy has since been surrounded by a foul and dank swamp - the Gloomfens. Since the climatctic battle between the wizards and fighters, the tower has decayed. The spirit of the head of the academy haunts the building, eternally plotting his revenge on the wizards who killed him. his loyal sutdents remain faithful to him even in death. Other foul undead have made their home in the rotting, spacious academy. From their lair, they make forays into farmsteads near the swamp in search of victims to feed their unspeakable appetites. The Problem of these terrible attacks by the savage undead will not stop until the evil that has found a home at the tower is burned from the face of the land forever. Will your party heed the call and help the town of Melinir? Will they be able to clear the former Academy of its undead? Towers of Evil is the second in a three part adventure, The Haunted Tower. Or, it can be ran as a stand alone adventure. The choice is up to you. Part of TSR 1081 The Haunted Tower

Cover of Shadows Under Emystrell
Shadows Under Emystrell
5th Edition
Levels 2–3
110 pages
0

For months, the dreams of the people of Emystrell have become dark and terrible. It seems their nightmares have come to life as in recent weeks, people have mysteriously gone missing, vanishing in the night without a trace! Everyone is too paralyzed by their own despair to do anything or venture far from the safety of their homes. Emystrell is on the brink of collapse. The baron is offering a handsome reward to anyone who can show proof of the end of whatever evil curse that has taken hold of their town. This adventure is designed for a party of 3-5 heroic characters from the 2nd to 3rd level. It has elements of mystery and investigation in the first section which can be detailed and highly involved for groups that enjoy the process of searching for clues and solving mysteries or just as easily glossed over for groups that are more tactics focused. The second section of the adventure features the dungeon: a labyrinthine complex of an ancient elven crypt which the thieves guild has used as a base of operations for a decade...until the serpent worshipping cult arrived. The third section of this book is the detailed map and notes on the town and surrounding area of Emystrell. Roleplaying notes are kept light to allow for room for your own interpretations and details to NPCs remain as free to do with as you choose unless I felt inspired and hoped to give you a cool idea. This adventure has hooks for Dungeon Masters interested in a larger campaign involving the sinister plots of the Yuan-Ti (snake people) as well as other interesting adventure hooks (such as the giants in the nearby mountains or the stolen gem: The Eye of the Dragon). These plot points are intentionally left vague for you to fill in the gaps based on what your players seem interested in. You are invited to use this as a launch point adventure to lead your heroes on a larger adventure that might someday set them against an Anathema Serpent demigod, or it may simply be the adventure that begins their journeys and the evil of Yargoth stops here at Emystrell. If your campaign is set in a pre-published setting, this town of Emystrell can be replaced or fit into any campaign with a few tweaks to local gods and names. If you are playing in Dragonlance, you could replace Yargoth the Dread Serpent with Tiamat, or Dendar in Fearun. The local goddess, Tyr, could be the Tyr from the Forgotten Realms or even Norse myth if that is your campaign setting.

The Forgotten Man
AD&D
Levels 6–8
22 pages
0

"When the adventurers decide to help a man who has lost his memory, little do they realize he’s Gethirah Kugothan, the notorious anti-paladin! Can the man they know as “Michael” leave his evil past behind and become a champion of good? The answer lies in Gethirah’s former stronghold, a magnificent castle perched atop a waterfall." - Christopher Perkins From the magazine: "The Forgotten Man" is an AD&D adventure designed for 4-5 PCs of levels 6-8 (about 35 total levels)... This adventure focuses on Gethirah Kugothan (also known as Michael), a formerly evil man whose memory has since taken up residence in a church of the god of rebirth and renewal. The premise of the adventure hinges on the possibility that such a man can be turned from the path of evil and become good. The main goal of the PCs is to keep Gethirah from becoming the man he used to be.

Cover of X1 The Isle of Dread
X1 The Isle of Dread
BECMI
Levels 3–7
32 pages
0

One of the original D&D classics, "The Isle of Dread" is a hex crawl wilderness adventure. It focuses on surviving primitive beasts, dinosaurs, and pirates while uncovering the mystery of the island's inland city, where a great treasure awaits. From the cover: "This module contains maps and background material for the Isle, fifteen new monsters, and suggestions for further adventures. In addition, The Isle of Dread contains a map and background information for a large continent, and eleven smaller maps for encounters on the island itself. In this module, players will push their way through dark jungles and treacherous swamps to discover the lost plateau, and the final secrets of - the Isle of Dread!" TSR 9043

Cover of Warrens of the Stone Giant Thane
Warrens of the Stone Giant Thane
4th Edition
Levels 11–17
38 pages
0

To stop a devastating rampage of giants across the land, the party must venture into the lair of the stone giant thane Arnak to uncover the truth about why he has broken his peace with the neighboring dwarves. In the process, they will have the opportunity to retrieve important symbols of the fight against the giants and uncover a dangerous excavation. The adventure is part of the "Against the Giants" series originally by Gary Gygax, hence the writing credit.

Cover of The Mines of Madness
The Mines of Madness
5th Edition
Level 3
47 pages
0

The wizard Abracadamus hid the Forever Stone in the darkest depths of a failing mine, coerced monsters into serving as guardians, and rigged the dungeon with traps galore. Then he died, as all good wizards do. Many heroes have fallen prey to the Forever Stone’s lure of immortality. To date, only one stalwart band has plunged into the Mines of Madness and lived to tell the tale. You think you’re better than them? You think you got what it takes to grab life by the stones and conquer the dungeon that won the 2012 Gygaxian Award* for Bonecrushing Awesomeness? We seriously doubt it, but go ahead . . . prove us wrong! Mines of Madness is a Very Special D&D® Next Adventure written for PAX East 2013 and designed for four 3rd-level characters.

Cover of Wards of Witching Ways
Wards of Witching Ways
AD&D
Levels 3–5
19 pages
0

Surviving the shipwreck is easy; living through the wizardly bet afterward is not. Their game could mean your lives. A storm caused the PCs' vessel to sink and is now forcing them to seek shelter in the keep on the remote isle. Their goal is to locate a boat or some other means of transportation to return to the mainland after the storm has passed. But first, they must survive the tests and traps the island's inhabitants have set for them. Pgs. 45-64

Cover of RM4 House of Strahd
RM4 House of Strahd
AD&D
Levels 6–13
64 pages
0

Far above the village of Barovia sits Castle Ravenloft, the home and fortress of vampire lord Strahd Von Zarovich. Legends claim that Strahd flies with the bats and runs with the wolves to terrorize the countryside. Ancient tales also tell of dungeons and catacombs deep under the castle. Other stories recall the great halls, treasures, and glory of Ravenloft in centuries past. "House of Strahd" is a revision of the classic gothic horror tale I6: Ravenloft, one of the most popular adventures ever produced for the AD&D game. This version is updated for the AD&D 2nd Edition rules, and those from the Ravenloft campaign set. Count Strahd is now more powerful, and his castle is even more terrifying! TSR 9418

Cover of The Fell Pass
The Fell Pass
AD&D
High Level
13 pages
0

Along the caravan routes that tie the Cities of the West to the Kingdoms of the East, many tales are told of the mountains called the Towers of the Sun. One of these legends concerns a dark road said to be hidden among the twisty trails that spiderweb the mountains. Into the earth the road leads, into and through a series of vast caverns filled with treacherous traps and cunning monsters. Yet dangerous though the path is, many a party of adventurers have been tempted to walk it, for the stories say that the loot of a hundred lost caravans lies concealed along that evil way. [Comment: Uncertain for what levels of play this adventure is designed]

Cover of Shadowdale: The Scouring of the Land
Shadowdale: The Scouring of the Land
3.5 Edition
Levels 9–13
159 pages
0

Zhentish soldiers, Maerimydran drow, and Sharran cultists have forged a dark alliance to subjugate the peaceful land of Shadowdale. Elminster's tower lies in ruins, Lord Amcathra governs at the sufferance of the dale's conquerors, and the very Weave of magic in this embattled land seems to fray with each passing day. The Zhentish yoke lies heavy over Shadowdale—but the Dalesfolk are ready to fight for their freedom, if only they can find true heroes to lead the way!

Cover of Proudfoot's Trials
Proudfoot's Trials
5th Edition
Levels 1–3
14 pages
0

"Proudfoot’s Trials“ is a D&D5e one shot adventure for 3 to 6 players on level 1-3. The playing time is about 3-6 hours. It is an adventure for beginners, so it contains a few tips for the DM on how to handle various situations. The adventure also offers: - Social interaction - Wilderness challenge - Combat encounters - Traps - Riddles - Adjustment suggestions for higher levels - Sketches - City map "Proudfoot’s Trials“ can also be adapted into an established group and campaign. It provides a varied, but not too complicated plot and can be used to create an enjoyable evening for your group.

Cover of Into Wonderland
Into Wonderland
5th Edition
Levels 8–14
240 pages
0

Into Wonderland is a book detailing an adventure in the Feywild, a setting for Dungeons and Dragons 5th Edition. This book provides player options, encounters, variant rules, and a campaign of expeditions into the unknown centred around the city of Endercoast that has been spirited away from the Material Plane. To survive, you'll need to balance the needs of the displaced city with the mercurial whims of four powerful archfey. What's Included? - Endercoast, a city plucked from its roots and replanted in the Feywild - Quirks of the Feywild, including four powerful archfey, a guide for creating new archfey, rules for travel using emotional truth instead of maps, chaotic seasonal and magical effects, pranks, consequences for getting lost, and 14 weird stops along the way - New races - New subclasses - New backgrounds - New feats - New spells - Fantastical questlines taking a party through the courts of the archfey and on magical journeys inspired by the fairy tales of the Brothers Grimm - A whole heap of chaotic encounters with strange fey creatures - Dozens of new monsters, including 8 ancient beasts, 3 dangerous plants, 4 extremely powerful archfey, a bunch of NPCs based on the new subclasses of the book, creepy new fey like the darkwood stalker and the time vulture, a powerful hag, and more

Cover of Kravenghast Necropolis
Kravenghast Necropolis
4th Edition
Level 19
8 pages
0

Kravenghast Necropolis is hidden in a valley that was formerly part of a now dead city. It consists of a small cemetery that sits atop an abandoned necromancer's laboratory. The necropolis has been refitted as a temple to Vecna, the undead God of secrets. The mausoleum in the cemetery contains a secret spiral staircase that leads to the underground laboratory. The temple is populated by a twisted cult of Vecna, led by the lich-priest Mauthereign. Pgs. 96-103

Cover of Stonehell Dungeon: Into the Heart of Hell
Stonehell Dungeon: Into the Heart of Hell
OSR
168 pages
0

Stonehell Dungeon: Into the Heart of Hell is the long-awaited sequel to Stonehell Dungeon: Down Night-Haunted Halls. This book contains the final levels of the megadungeon, revealing its most terrifying secrets. It contains almost 600 dungeon rooms for the players to explore, more than 70 unique monsters to challenge them, and 13 new magical items to mystify them. Stonehell Dungeon is a classic-style megadungeon intended for use with the Labyrinth Lord™ role-playing game, but adaptable to early versions of the original fantasy role-playing game and its retro-clones. It gives the game master the necessary information to run the dungeon, while offering enormous opportunities to customize the site. Published by Three-Headed Monster Games.

Cover of Ragged Hollow Nightmare
Ragged Hollow Nightmare
5th Edition
Levels 1–3
47 pages
0

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

Cover of True Level Adventure 2 Gate of Web and War
True Level Adventure 2 Gate of Web and War
AD&D
Level 2
6 pages
0

There is no particular overarching story here, just a prospect gate keep dungeon you can drop into your own sandbox and run as you see fit. This adventure is formatted to both 1E & 5E gaming rules.

Dzeebagd: Under Dark and Misty Ground
OSR
Levels 2–4
34 pages
0

Characters track the kidnapped Evanna to a goblin outpost with a dungeon underneath. They must successfully infiltrate the stronghold to rescue her and get out, before the goblins can mount a counter offensive against them.

Cover of D2 Shrine of The Kuo-Toa
D2 Shrine of The Kuo-Toa
AD&D
Levels 9–14
20 pages
0

Having put down a rising of giants, it was discovered that the motivating force behind their depredations was that of long-forgotten evil - the Dark Elves. Determined to seek out these creatures, a body of doughty adventurers mounted an expedition to learn the strength of the Drow and bring retribution to them (DUNGEON MODULE D1, DESCENT INTO THE DEPTHS OF THE EARTH). This module contains background information, a large-scale referee's map with a matching partial map for players, referee's notes, special exploration and encounter pieces, a large map detailing a temple complex area, encounter and map matrix keys, and an additional section pertaining to a pair of unique new creatures for use with this module and the game as a whole. A complete setting for play of ADVANCED DUNGEONS & DRAGONS is contained herein. This module can be played alone, as the second part of a series of three modules (with DESCENT INTO THE DEPTHS OF THE EARTH, D1, and VAULT OF THE DROW, D3), or as the fourth part of a continuing scenario (DUNGEON MODULES G1, G2, G3, D1, D2, D3, and Q1, QUEEN OF THE DEMONWEB PITS). TSR 9020, From 1978

Cover of I6 Ravenloft
I6 Ravenloft
AD&D
Levels 5–7
32 pages
0

Under raging stormclouds, a lone figure stands silhouetted against the ancient walls of castle Ravenloft. Count Strahd von Zarovich stares down a sheer cliff at the village below. A cold, bitter wind spins dead leaves around him, billowing his cape in the darkness. Lightning splits the clouds overhead, casting stark white light across him. Strahd turns to the sky, revealing the angular muscles of his face and hands. He has a look of power - and of madness. His once-handsome face is contorted by a tragedy darker than the night itself. Rumbling thunder pounds the castle spires. The wind's howling increases as Strahd turns his gaze back to the village. Fas below, yet not beyond his keen eyesight, a party of adventurers has just entered his domain. Strahd's face forms a twisted smile as his dark plan unfolds. He knew they were coming, and he knows why they came, all according to his plan. He, the master of Ravenloft, will attend to them. Another lightning flash rips through the darkness, its thunder echoing through the castle's towers. But Strahd is gone. Only the howling of the wind - or perhaps a lone wolf - fills the midnight air. The master of Ravenloft is having guests for dinner. And you are invited. TSR 9075

Cover of UK2 The Sentinel
UK2 The Sentinel
AD&D
Levels 2–5
38 pages
0

Not even memories of past glory live on in the gentle hills around the village of Kusnir. Today its people have more concern for commonplace things, like the harvest, trade, and the threat of death in the night! Kusnir is beset by a skulk. The attentions of such a creature are a curse on any community. Streets and alleys which ring to the voices of children by day become fearful, shadowy places by night. Men go abroad armed and in groups, while women and children stay behind locked doors and even there are not safe. But life goes on. The lot of the peasant is always hard, what cannot be prevented must be endured and, of course, things could be worse. Much worse. The skulk has begun to visit the village more and more often. Sometimes it kills, yet just as often it spares a victim, leaving clear signs of what it might have done had it wished. Its visits are now marked by strange and illegible symbols scrawled in blood on the walls of the buildings. The people are worried, helpless, and desperate. Desperate enough to welcome adventurers. UK2: "The Sentinel" (1983) is the second UK-series adventure, the fifth TSR UK adventure overall, the first solo effort by Morris, and the first half of the two-part Adlerweg series (whew!). It was run as a tournament at the GamesFair '83 Open, then published later in 1983. TSR 9101