Introductory adventure included with the 1991 "Black Box" edition of D&D
Kavalar Coppernight, a dwarf prospector, led a couple of dozen volunteers in a quest for rich veins of ore. Several months ago, they began underground mining operations, as well as a surface excavation for a small keep. Hearing of this development, the mayor of the nearest town sent two veteran militia members to investigate. They should have returned two days ago, and the mayor is growing anxious. The PCs are asked by the mayor to find out what happened to the two militia members. Pgs. 12-17
Three months ago the township of Durgon’s Rest exiled Elia Fenfrost for practicing witchcraft. Now as the first harvest approaches there are signs that something is amiss. The crops are failing, local farm animals are becoming sick with disease, and all of the food stores have gone foul. The town’s folk suspect that the accursed blight is the work of Elia - exacting her revenge for casting her out into the wild. The PCs are the villager’s last hope, but can they find Elia and end the evil curse that has been laid upon the town before all comes to ruin?
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
Adventures in Hawk's Rest is a love letter to low-level D&D: Studio Ghibli meets the Shire meets Lost Mine of Phandelver. An open-world hexcrawl for characters of 1st to 2nd level, Hawk's Rest is intended as a prologue to a longer campaign, with seven keyed adventure sites and fantastic maps by Dungeon Baker (How to Defend Your Lair, The Lazy DM's Companion). Hawk's Rest is written for new and veteran players alike but avoids the usual pitfalls associated with 1st-level adventures: not only are encounters balanced to avoid character death, but most combats can be avoided entirely with clever roleplaying.
The Temple of Draxion is an adventure with 2-3 encounters that uses clever tactics, trickery, and good defensive positions to make low-level monsters challenging. The defenders in the encounter try to deceive the PCs; groups willing to accept anything the DM says at face value will horribly misjudge the actual level of danger they are in. The adventure is set in a partially-collapsed dungeon that was once a temple to Erythnul, but is now the headquarters of a pair of aspiring bandits, and their kobold employees. Pgs. 12-15
Kalzok the Minotaur pirate discovered an old smuggler's hold on a tiny island in the Nelanther Isles, not far from Nemessor. The island sits amid a dangerous archipelago encircled with scores of hidden shoals that is avoided by all but the most daring or foolish navigators. The area's waters are notorious for claiming the ships of unwary sea captains who tried to steer through the gauntlet of hidden reefs. This offering includes an overview of Kalzok's island along with the details of Kalzok's hidden lair.
A mission to find a rare recipe ingredient for a local wizard. The recipe to fashion that magic item calls for a few drops of fey blood. Hmmm...where in the world can that be found?
"I was taken by the evil dogs while camping near Agav's bog. They dragged me into their lair, and it wasn't until I escaped that I knew the truth of the place: a great and bony wing buried in the side of a hill. They chained me in the dark with a candle made from foul wax and forced me to dig at the marrow. Their bonds were poorly made, and I fled several days later while they slept. What purpose did they have in mining that marrow? I cannot say..." The Marrow Mines are dug in and around the fossilized wing of an unnamed leviathan. A small pack of kobolds lives and works in the mines, which are heavily trapped. The kobolds defend the area fiercely and patrol the region around the mine. At night, a handful of urds make aerial surveys of the territory. The urds live in the deep reaches of the wing's tips.
Mount Black. A mountain filled with a myriad of creatures’ lairs, a crippled dragon that wants to control it once again, and a friendly kobold who can guide you to glory - for a price. Pgs. 8-17
In the flooded temple is hidden a great treasure, and the adventures are in race to get there first, but the ancient temple is the home of Death's Messenger and several cults each with their own agenda. Will the adventurers survive or be dragged off to the lands of the dead? The Flooded Temple is a low-level OSR adventure based on the greatest RPG ever written as system agnostic and easily adapted to your favorite version. The adventure was originally written for the Danish Living Campaign The Hinterlands, and it is for the first time presented in English. The adventure introduces the players to a different tradition of adventures, and it one with a focus on exploration and encountering the unknown. The adventure contains several new items to entertain your players, and several challenges for them to overcome as they encounter the residents of the abandoned temple. The Flooded Temple also have a prequel, Tomb of the Dragon's Heart, and a sequel, Grave of the Heartless. Published by Greis Games.
A famous relic hunter seeks adventurers to help her find caches of treasure hidden by the now-defeated followers of the Cult of the Dragon. Her maps and notes may lead the way to great wealth—or a terrible death. And do other parties have designs on the treasure as well?
The shipping lanes south of Candlekeep have been disrupted. Unknown to anyone, an incredible alliance between a terran and a waterfolk tribe has caused the lamp at Gloomhaze Point lamptower to be extinguished. Merchant ships are being wrecked and plundered. The story unfolds in the nation of Amn. Adventurers will face a formidable kobold tribe that knows how to maximize its tactics, its smaller-than-human size tunnels, and an abundance of unique traps. The bloodthirsty sahaugin won’t be defeated without the adventurers taking a dive.
Moonless Night is an adventure module composed of short adventures which are compatible with both the first and second editions of the Advanced Dungeons and Dragons game.
Ghost Town is a one-shot-adventure for 3-5 players of level 1-3. It is set around the small town of Stone Village, but the adventure is easy to adapt into your own world or campaiign. A disease has broken out in the small town of Stone Village. Only a mage who lives deep in the Old Forest can safe the town. But there are heroes needed to get to the mage and bring him the news.
Founded by a famous dragonslayer, the small town of Belhaim has become a sleepy rural community just off the beaten path, a settlement where everyone knows everyone and strangers are the talk of the town. But when Belhaim’s peace and quiet is shattered by the sudden collapse of the last standing tower of its founder’s castle, things quickly bloom out of control. Why were there bodies of kobolds amid the rubble? What’s the sinister secret behind the strange sounds of flapping wings in the night? And what’s happened to local wizard Balthus Hunclay, who’s not answering knocks on his door? The collapsed tower had long been an eyesore to the cantankerous old man—could he have had something to do with its destruction? And what of the rumors of strange stirrings in nearby Dragonfen? Has Belhaim’s ancient draconic nemesis returned?
The ruined manor now known as Kobold Hall was once a minor lord's proud holding, a walled keep overlooking the old King's Road. That was years ago, and the lord's name and glories he earned are long forgotten. Today, the place is called Kobold Hall after the malicious humanoids that invest the place. Pgs. 210-219
The Dread of Dynwel is an adventure set in the Forgotten Realms and optimized for 4-5 players. The characters start as a down on their luck but somewhat experienced crew of adventurers with a wanted poster which pays a much-needed gold reward. Soon, events in the Sunset Vale are revealed as more dangerous than they seem, sweeping the characters along with them. From the heights of the Sunset Mountains, the alleyways of Scornubel, and depths of the Reaching Wood: The Dread of Dynwel covers levels 2 through 8 and features material which can be played as a full campaign or dropped into an ongoing one.
An introductory adventure for AD&D. Discover the secret fortress! See if your character can survive the Trail by Fire! Use your own characters, or use the fully equipped characters that are provided. Also contains maps of the fortress and a detailed wandering monster table. Exploration into an underground military base, now occupied by monsters.
A sickness has come unto the simple mining community of Duvik’s Pass, poisoning their wells and blighting their crops. With the pestilence leaving the strongest men of the town’s guard a few short days away from death, the burden of descending into the mines and purging the wellspring of whatever evil has settled there falls to an intrepid band of adventurers. Can these noble heroes prevail within the depths of Duvik’s Pass, or will they too fall victim to the perils of The Burning Plague? The Burning Plague is a DUNGEONS & DRAGONS adventure designed for a party of four to six characters of 1st level. Dungeon Masters (DMs) should feel free to adjust the adventure as necessary to accommodate groups not falling within this range. However, given the fairly low power level of the inhabitants of the mines at Duvik’s Pass, it should be noted that parties consisting of 20 or more total levels are unlikely to find satisfactory challenge within The Burning Plague.