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48 adventures found
Cover of DDA1 Arena of Thyatis
DDA1 Arena of Thyatis
BECMI
Levels 2–3
32 pages
0

It's party time in Thyatis... And simply everyone is going to the magnificent Villa Osteropolus, home of the wealthy old senator, Helenites. Raucous fun, exotic food, and even advanced betting on the upcoming Arena games are expected. Even adventurers just in from the outlands may meet the powerful here. So don your festive togas, for in Thyatis City there are important connections to be made and deeds to be done, duels to be fought and fame to be won. (But beware, oh Adventurer! The politics of Thyatis can be as labyrinthine as mazes beneath the Coliseum...) This module is designed especially for the DM who wants to sharpen his interactive skills. Presenting the detailed layout of a Thyatian noble's mansion and maps of the multi-level Coliseum of Thyatis. Four four to six characters, levels 2-3 Brief guide to Thyatis legal system New optional class, the Rake Fast unarmed combat system, including disarming attacks Special appendix on creating Thyatian names Featuring the DM's Guide to Winging It TSR 9284

Cover of To Cure a Kingdom
To Cure a Kingdom
AD&D
Levels 5–8
18 pages
0

A prescription for evil. The king's question is, "Do you make house calls?" To Cure a Kingdom is an adventure for ADnD, set in and around a small city state that is suffering from a deadly disease of magical origin. The party must set out into the swamps in search of a cure. Features monsters with psychic powers as well as extra-dimensional travel. Adventure may be connected to further Underdark adventures with relative ease. Pgs. 8-25

Cover of Night Swarm
Night Swarm
AD&D
Levels 5–7
10 pages
0

Synopsis: A swamp village is plagued by swarms of insects; several villagers have died from it. It turns out that the local herbalist is actually a vampire who takes the form of a swarm of mosquitoes. Talk to villagers and get rumors, visit the herbalist, suffer through some dreams, get ambushed by the herbalists minions, chase him into the basement to kill him and rescue the villagers. The mosquito vampire and, maybe, the role play involved in convincing the villagers to dig up the graveyard (to find empty coffins filled with sand!) should be fun. The rest of this is pretty simple.

Cover of Stonefast
Stonefast
BECMI
Low Level
11 pages
0

Introductory adventure included with the 1991 "Black Box" edition of D&D

Cover of The Necropolis of Nuromen
The Necropolis of Nuromen
OSR
Level 1
19 pages
0

The Necropolis of Nuromen is a modular quest designed to let the referee introduce a group of 1st level characters to the thrills of Underworld exploration as they attempt to unravel they secrets of the evil necromancer’s lair and deal with some bandits, too. The Necropolis of Nuromen is set in a fantasy realm, beginning near the small town of Camlann Castle and leading adventurers to explore the sinister Necropolis of Nuromen. The narrative unfolds around Nuromen the Necromancer, who fell to ruin by dabbling in forbidden magic, leading to the downfall of his tower and the town known as Law's End. The adventure includes exploration of a haunted forest, encounters with various creatures, and a quest for lost treasures and magical artifacts hidden within the depths of the necropolis. To play this adventure you also require the BLUEHOLME™ Prentice Rules or the BLUEHOLME™ Journeymanne Rules. This is an updated Version of "Maze of Nuromen" from 2013.

Cover of Carcass Fracas!
Carcass Fracas!
AD&D
Level 1
2 pages
0

It's only a flesh wound. This roadkill isn't as harmless as it looks. Reports abound of brigands and hobgoblins attacking travelers in the area. Though there were brigands, the attacks are the work of a Thoul (magical combination of a hobgoblin, ghoul, and troll). The Thoul is playing dead in the road to attract prey. It has been doing this successfully for a number of days now with the help of its mate, a second Thoul hiding nearby. The PCs must defeat the Thouls to keep the road safe for travelers between the local towns. Pgs. 26-27

Cover of Grimmsgate
Grimmsgate
OSR
Levels 1–3
23 pages
0

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.

Cover of B4 The Lost City
B4 The Lost City
BECMI
Levels 1–3
32 pages
0

The Lost City is a low-level adventure, in which the only hope of the PCs' survival can be found in a ruined city slowly rising out of the sands. The adventure is set inside a huge step pyramid, with the lower pyramid only sketched out and the city itself described with a list of the major areas and a map. The adventure’s main villain is Zargon, a giant one-eyed monster and his minions. The entire double pyramid, not including the city, contains over 100 rooms. The module is designed to give novice Dungeon Masters experience fleshing out adventures and is only partially complete. Later TSR material hints that this adventure possibly takes place in Mystara, but the material is largely setting-neutral. TSR #9049

Cover of The Fighters' Academy
The Fighters' Academy
BECMI
Levels 3–5
16 pages
0

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? The Fighters' Academy is the first 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 Tomb of the Iron God
Tomb of the Iron God
OSR
Levels 1–2
27 pages
0

"A temple destroyed by divine wrath... An ancient, imprisoned evil and a powerful idol. Mysteries abound in the tombs below the temple of the Iron God, protector of the dead. Discover the dreadful fate of the Iron God's priesthood and the reasons behind their downfall in this intriguing adventure designed for low-level characters. Tomb of the Iron God covers a large catacomb area on two levels, with 58 keyed locations and six new monsters. This is a Swords & Wizardry (0e) dungeon crawl for four to five characters of 1st or 2nd level, by ENNIE-award winning author Matt Finch. The vengeance of an angry god, and treasures untold. The corruption and greed of the monks of the Iron God has brought divine vengeance upon their heads - the ancient monastery was recently destroyed in a cataclysm of fire and lightning, and only the tombs beneath remain intact. Somewhere in the catacombs lies the treasure the monks accumulated before they met their doom. An intrepid band of adventurers, willing to brave the perils of the unknown tombs, could gain riches beyond their wildest dreams. Do you dare to enter the burial catacombs and discover the chilling secrets of ... The Tomb of the Iron God?" Also available for 5E

Cover of Lowdown in Highport
Lowdown in Highport
AD&D
Levels 3–5
26 pages
0

Important: The adventure is 1e but it has monster conversion notes for D&D 4th edition The town of Highport, once a human community overlooking Wooly Bay from its perch on the northern coast of the Pomarj, fell prey to hordes of humanoids swarming out of the jungle-covered hills surrounding the settlement. Though the orcs, goblins, kobolds, ogres, and gnolls razed much of the place in their ferocious rampages, the smoldering ruins they left behind soon became a new kind of community, a place of trade between the humanoid “locals” and the unsavory human traders who have no compunction about doing business with them. Slaves are a commodity in ready supply in Highport’s market, since many pirates raid up and down the coast of the bay, putting fishing villages to the torch and filling their holds with captured refugees. Slavery has become a thriving business in the town, and rumors abound of a cartel of Slave Lords who run things from behind the scenes, filling their coffers in secret from the buying and selling of human chattel. The trade has become so prolific that the good folk to the north have grown tired of these depredations and decided to fight back. Forces of righteousness and honor have recently descended upon Highport, some openly and others in secret, in various attempts to destroy the machinations of the Slave Lords and abolish the abominable enterprise that has taken far too many loved ones from home and hearth. One such doughty servant of goodness is Mikaro Valasteen, a cleric of Trithereon. Mikaro slipped unnoticed past the crumbling walls of Highport with a single mission: to rescue and transport as many slaves to their freedom as possible. Mikaro and a handful of faithful assistants located a number of escaped slaves—as well as rescued a few more not sufficiently restrained and guarded—and shepherded them through the gates and beyond the reach of their humanoid tormentors, returning them to their lands and homes. This covert freedom brigade enjoyed remarkable success early on, since the servants of the Slave Lords were often lax in their vigilance and sloppy in their efforts to prevent loss of the “merchandise.” After one too many shipments never made its destination, the humanoids stepped up their security and the normal channels of escape from Highport closed to Mikaro and his team. He cannot risk exposure by smuggling the freed slaves through the gates as merchandise any longer, since shipments of goods are now regularly stopped and checked. No longer able to free the slaves in that manner, Mikaro began hiding his charges in an abandoned villa in a particularly rundown part of the town. Although they are safe for the moment, their numbers have grown unmanageable, and the priest fears it is only a matter of time before someone slips up and brings slavers to their doorstep. Ever more desperate to find a new means of escape from Highport, Mikaro has started work on a plan that is both daring and dangerous. He intends to use a series of old sewers coupled with natural caverns running beneath the town as an escape route to the sea beyond the walls. But he needs someone to clear out the creatures and pitfalls he knows lie within. Pgs. 2-27

Cover of B5 Horror on the Hill
B5 Horror on the Hill
BECMI
Levels 1–3
32 pages
0

The end of the road. A lonely fort stands on the banks of a mighty river. It is here the hardy bands of adventurers gather to plan their conquests of The Hill, the hulking mass that looms over this tiny settlement. The Hill is filled with monsters, they say, and an evil witch makes her home there. Still, no visitor to The Hill has ever returned to prove the rumors are true or false. The thrill of discovery is too great to pass up, and only the river stands in the way. The adventurer's boat is waiting! This module is designed for use with the D&D Basic Rules. A trip through the wilderness begins a unique challenge for the novice player and Dungeon Master. TSR 9078

Cover of Tortles of the Purple Sage - Part 1
Tortles of the Purple Sage - Part 1
BECMI
Levels 4–10
23 pages
0

Part 1 of an Expert-level quest into a hostile wilderness. This adventure takes place in the Known World of the D&D game, as outlined throughout the D&D game rule books and modules. The DM may find it useful to consult the Companion and Masters Sets, as well as most of the X-series of Expert Set modules. D&D Expert Set module X9, The Savage Coast, would be especially helpful, as Tortles of the Purple Sage could easily serve and continue that module's direction and plot like, adding a previously undescribed area (the Great Northway) to the Known World. The DM may also place the areas and events of this adventure within an existing campaign setting, as long as the geographical areas of the campaign match those set forth here. Pgs. 40-62

Cover of DDA2 Legions of Thyatis
DDA2 Legions of Thyatis
BECMI
Levels 3–4
32 pages
0

Revolt of the Gladiators! The corrupt Thyatian senator, Helenites Osteropolus, his latest scheme smashed by the adventurers and their gladiator allies, hatches a new plot to destroy the influence of the Order of the Sands (even, perhaps, to attack the Emperor himself!) Yet greater dangers lie ahead. If his plot succeeds, it will remove the guardians that protect the city from the creatures that lurk in the caverns and catacombs below. Can the players block his gambit? Will the wheel of justice grind small, or will the greasy palm of political corruption reach out and save the senator once again? You decide, in the chaotic swirl of the Thyatian capital's politics. This module is designed especially for the DM who wants to sharpen his interactive skills. Recommended for four to six characters, levels 3-4 Includes map of a realistic catacomb complex below Thyatis City Unique role playing climax tests players' integrity and skill New information on the military Legions of Thyatis This module is a stand-alone sequel to DDA1 Arena of Thyatis. TSR 9296

The Siege of Castle Rend
5th Edition
Level 5
50 pages
0

The Siege of Castle Rend is an adventure for the fifth edition of the world’s first roleplaying game, suitable for five 5th-level characters. It takes place over four parts, and each part can be completed in one or two sessions of play, depending on your group’s playstyle and how long you like to play in a single sitting. If all goes according to plan over the course of this adventure, the player characters will expose an usurping lord, fight orcs, acquire a stronghold, defend it from an invading army, win the admiration of a town filled with potential vassals, and make political connections within the Barony of Bedegar. Of course, no adventure goes according to plan. The PCs will invariably throw these well-laid schemes into chaos, and they’ll have to improvise. But if we know how things would have gone if the PCs never showed up (or are cowards), it makes it easier for us GMs to improvise when things go off the rails. Published by MCDM

Cover of The Doom of Cear Ferros
The Doom of Cear Ferros
OSR
Levels 1–2
4 pages
0

"The broken outline of Cear Ferros emerged on the horizon. Its ancient walls stand silent and looming as you approach them, casting long and eerie shadows across the land." An adventure through a cursed castle crawling with undead in search of missing merchants. For Shadowdark Published as part of the Shots in the Dark collection.

Cover of The Jeweler’s Sanctum
The Jeweler’s Sanctum
OSR
Levels 1–3
12 pages
0

A level 1–3 dungeon adventure by Giuseppe Rotondo. The secret workshop of a long-dead jeweler-magician is now open, as his grandson wants the place finally cleared of all dangers. What treasures might remain within, and what might be watching over them? This adventure combines classic dungeon crawl elements with the intrigue of uncovering a magician’s legacy, making it a rich experience for both new and seasoned players. For Old-School Essentials (OSE) Included as one of four adventures in "Old-School Essentials Adventure Anthology 1"

Cover of Eye for an Eye
Eye for an Eye
3rd Edition
Level 3
25 pages
0

A Villain with a Vison A stolen jewel leads to the heart of the swamp, where one man’s thirst for vengeance threatens to destroy an entire town. Pgs. 68-92

Cover of A Wizard's Fate
A Wizard's Fate
AD&D
Levels 1–3
9 pages
0

If love overcomes evil, remember to get rid of the imp! It took only the love of one good woman - and the hatred of one evil familiar. After leading a life a villainy, the wizard Elzid Natholin gradually left his wicked ways, transformed by the true love of a young maiden. His imp familiar was not pleased with this benign transformation and tricked his master into detonating himself and his tower. The players will investigate the tower to determine the nature of the explosion. The imp still guards the treasure in the dungeon, and is waiting for a legion of infernal soldiers to come claim the treasure for their devil lords. Pgs. 20-28

Ridgeway Watch
5th Edition
Level 3
5 pages
0

Long abandoned and all but forgotten, Ridgeway Watch has fallen to lawless hands. Travellers talk of ambushes on the high pass, but few dare challenge Kessel’s gang. Can the heroes reclaim the ruin, or will they join the list of the missing?