Local villagers whisper of a mysterious place deep in the marsh - a place shrouded in mist and dotted with barrow mounds, ruined columns, and standing stones. The tomb-robbers who explore beneath the mounds - or rather the few who return - tell tales of labyrinthine passages, magnificent grave goods, and terrifying creatures waiting in the dark. Are you brave (or foolish) enough to enter Barrowmaze? Barrowmaze Complete (BMC) is a classic megadungeon for use with any old school fantasy role-playing game. BMC includes everything in Barrowmaze I and II in the same book in addition to new material, art, layout, and cover art by Ex-TSR artist Erol Otus. Barrowmaze Complete will keep your players on their toes and your campaign going strong. BMC is brought to you by the Old School Renaissance (so don’t forget your 10’ pole). This edition includes art by the aforementioned TSR artists Erol Otus, as well as Tim Truman, Jim Holloway. New old-school artists include Peter Pagano, Cory Hamel, Stefan Poag, Zhu Bajie, Stephan Thompson, and others.
This morning, the forces of Law and Chaos clashed at Castle Yennagor. The battle raged all day, but as darkness fell, a cataclysmic explosion destroyed most of the castle and leveled both armies. Now, as night claims the vale, flickers of life return. Survivors make camp, flee the field, or continue the fight. Scavengers creep over the dead. And one question remains unanswered: what happened inside the castle? This is a dark sandbox adventure. Players take the role of battlefield survivors. They can choose which side they are on (or neither), and they can choose their goal, such as to escape the field with their lives, to plunder the dead, or to reach the castle and finish the mission. ADVENTURE TYPE: Mid Level / Combat / Diplomancy / Battlefield / War / Dark Fantasy / Factions DESIGN NOTES This adventure is intended for mid-level characters around Level 6-7 Players navigate a battlefield full of competing factions and gruesome situations 30 unique encounter locations 70+ original magic items 30+ original monsters One map and multiple illustrations Estimated play time: 1-4 sessions (4-16 hours)
This adventure is more of a classic dungeon crawl, themed around the accidentally terrifying dreamscape of an elven girl trapped in a nightmare of her own making. The dungeon shifts and exits move about as the party explores, making each run through the dungeon a unique experience and allowing for infinite replays of the same adventure.
Under the Temple Crypt is the first in a series of site-based, Swords & Wizardry** compatible, “micro modules” that can be dropped into just about any campaign (especially a sandbox-style campaign). No underlying story-hook or rationale for exploring the site is given here. This dungeon assumes that there is a temple somewhere with a mysterious walled-in doorframe in the basement crypt. The walled-in doorframe predates the temple itself and leads to ancient subterranean structures that hint of an older civilization as well as an expansive underworld.
Lured by a scroll where the long dead sorcerer Urgaan boasts about treasures hidden in his tower, the PCs arrive at the outpost near the Awaroth Woods. A 1 page adventure for OSR style games.
Designed to remedy the lack of "end game" content for Old School-style gaming, The Dreams of Ruin is a setting-neutral adventure supplement aimed at characters of level 12 to 16. The material can be used with groups from level 8 to max level (and beyond, if the system supports ascent to divinity for high-level character). Capable of challenging even the most experienced players and most powerful characters, The Dreams of Ruin are an unforgettable addition to any high-level campaign. But beware! The dreams are mighty and can overwhelm even fearsome warlords and powerful wizard-kings. One touch of them, and your campaign world will never be the same.
"An ancient temple to the forgotten god of swords lies hidden behind a waterfall. Great piles of swords choke its halls and spill out into nearby streams and waterways. What strangeness still treads and what swords will you draw in the Temple of 1000 Swords? -A tarot-inspired fantasy RPG dungeon delve for 3rd level characters -Created for Old-School Essentials (B/X), compatible with RPGs with old-school sensibilities -A 19 room, keyed dungeon, easily insertable into a fantasy RPG campaign, sandbox, or “west marches” style table -d100 weird, magic, and cursed swords to discover. Roll to search the piles! -Anything is a sword--create weird sword creations through the temple's cursed magic -New monsters, factions, spirits, and curses -Includes a high-resolution unlabeled map for VTT use" "Temple of 1000 Swords" is set in a mystical temple filled with countless swords and intriguing magic. It offers a dense, exploration-heavy dungeon experience with unique mechanics and a rich backdrop of ongoing conflicts. Players can choose to ally with the Drukks (humanoid carnivorous ducks) or Merfolk (jocks) and manipulate both for their ends, or try to avoid conflict altogether. Gladio, the god of swords, issues quests that can alter the course of the adventure, demanding moral and strategic decisions from the players.
"Barrow of the Elf King" is an evocative and intricate adventure module, specifically tailored for a party of 3-4 level one adventurers using "The Vanilla Game" rule set. This adventure delves into the mystical and eerie depths of an ancient barrow deep within the Old Forest, a place shrouded in darkness and mystery. It offers an experience that combines puzzles, combat, moral choices, and exploration, all set within a hauntingly atmospheric setting. "Deep in the Old Forest, where the trees grow tall and thick, where the sun rarely pierces the canopy, is an earthen mound. No birds sing in this part of the forest, no wind blows. The leaves of the trees seem larger, the canopy thicker. Even at mid-day, it is almost too dark to see" The HTML web version is free.
Greed blinds the eyes of contentment Dwarf miners discovered a precious stone deposit. Unfortunately, their greed led them to dig tunnels too deep. Upon breaching the walls of an unholy temple, the miners unleashed a bizarre creature that decimated them all. 'They Dug Too Deep' is a system-agnostic one-page dungeon about exploring an abandoned and mysterious dwarven mine. As characters delve into the site, they'll uncover that not everything is as it seems – a sealed entrance from the inside, the corpses of dwarves scattered around, strange messages on the walls... Play to discover what really happened! 2023 Winners' Circle One-page Dungeon! 'They Dug Too Deep' was awarded as one of the top 10 one-page dungeons in the 2023 One Page Dungeon Contest! To celebrate, we offer you some extra stuff to enhance your play experience. There is more underground than just precious stones... What you'll find here: A complete 18-room one-page dungeon with easy preparation. A GM's Pamphlet containing tips on how to run the adventure and compiling the most relevant information. 4 character sheets using the Vagari RPG rules system. 5 custom tokens for use in your favorite VTT. Mini-hexcrawl map (NEW!)
"Put those dark elves back in their box and get your gonzo on! Riches, glory, and super-science await the bold and the clever in the deep places under the ground. This module describes the dinosaur- and wizard-infested future of the Earth, the city of Denethix, and the first level of the megadungeon that beckons from below: the Anomalous Subsurface Environment." Set in a post-apocalyptic future where Earth's remains are explored through dungeons filled with ancient tech, magic, and bizarre ecosystems, inhabited by various factions with their own agendas. This setting blends sci-fi and fantasy with a touch of the absurd, offering a playground for imaginative gameplay and storytelling. The module includes a gatehouse and the first level of the Anomalous Subsurface Environment, each designed with multiple pathways. Unique twists on monsters and magic items. Written for Labyrinth Lord
The Submerged Spire of Sarpedon the Shaper lies to the west of the Isle of the Dismemberer. On the northwestern shore of this island, crumbling steps spill from the shore directly into the sea. There, a seaweed choked stone path can be glimpsed winding down into the depths. At low tide, a quarter mile along the path, a lone onion dome may be seen poking through the waves. In the twilight of the sorcerer lords, The Submerged Spire was the jewel of the Shattered Isles. Within his submarine redoubt, Sarpedon penetrated ever deeper into the organic mysteries. Now, its for- lorn dome the roost of seagulls, its secrets slumber beneath the waves.
More than a mile away from the sweaty market town that bears his name, Merchant Lord Salmo spends most of his time in his formidable manse, luxuriating in wealth and style...wealth that nobody, not his slaves, nor his workmen, nor his rivals, would mind him losing... The Great Mansion Heist is an infiltration and theft adventure written for first or second level characters. In it players are set to raid the isolated country mansion of Merchant Lord Salmo, the thoroughly detestable local rich ruler. The adventure is designed to function as a one shot but can also be seeded into any campaign where the local ruler just needs a good burgling.
It's like a 'Legend of Zelda' puzzle dungeon, but instead of Link, you play as a group of grubby grave robbers. Also, there's way more eyeball stuff. Puzzle Dungeon: The Seers Sanctum is a system neutral adventure for characters of level 1 to 4. It will work with any old school games like Old School Essentials or B/X or the most recent version of the world's most popular roleplaying game. What's in it: * 10 room dungeon crawl where each location has its own mysteries to poke and experiment with * Cohesive puzzles that build on each other * Lets players to discover their own solutions in true OSR fashion * Magic items and equipment that change how the players interact with their environment and previously explored areas * Use as a 4-6 hour one-shot or the start to a planar hopping campaign for wherever you'd like to go
A little cave-borne adventure about harvesting valuable cysts from a sleeping creature, trying not to be killed by the horribly mutated infectious things that already tried that, and helping a wizard who recently lost all his friends and just wants to get his spellbook back. For use with your fantasy RPG of choice. How would I use this thing? -As a terrible one-shot without consequences! -Drop "Find the wizard Felix Longworm cowering by stones and a mournful tree" into your mountainous random encounter table of choice, and pull this out when the fates decide. -If the cave is ignored something else will eventually be birthed out of it, so you get free campaign fodder if your players shake their heads and say "nope". Apart from the adventure it also contains a glorious suit of cursed armour, horrific explosives, four new spells, an adorable cut-out map for your players to put together as they explore, and some pretty neat light tracking mechanics, so there's that.
Goblins have returned to the area of Westgate, seeking an ancient magical item constructed for their foul kind. In their search, the goblins attack an imperial convoy secretly disguised as a merchant’s wagon. The knowledge that goblins are near must be kept quiet from the public, thus a small band of adventurers is required to seek out the creatures and the stolen magic item, deep inside the warrens of the great goblin chief! But the adventure does not end there...
An introductory adventure for both new players and Old-School veterans alike. Explore an insect-haunted thieves guild secreted beneath a lighthouse. Claim the loot but beware the Skitterlord! 25 keyed locations Written for the Old-School Essentials (OSE) rule system
A sorceress discovered how to access the Temple of Harmony. Since then, day and night no longer follow their natural cycle. The sorceress has never been seen again. The adventurers are responsible for solving this problem: by gathering the masks of the entities on an altar, the cycle will be restored, but nothing will be the same as before… 'The Six Masks of Harmony' is a system-agnostic pointcrawl, focusing on social interaction. The players will be transported to a temple in the clouds where the six spirits of day and night once lived in harmony. The delicate balance between the forces of the temple's inhabitants was shattered when an intruder decided to interfere. What really happened here? Will the characters manage to escape alive? Play to find out! What you'll find here: A complete 8-site one-page pointcrawl adventure with easy preparation. A GM's Pamphlet containing tips on how to run the adventure and adding a table of random encounters and 6 magic items (the 6 masks of harmony).
An Early-Level Adventure Game Module Suitable For The Osric Rpg System Or Any Other 1e Compatible System. A Shaft Has Been Discovered Below The Old Watchtower Outside Of Town. Worse Yet, A Boy Has Fallen Into It! Your Party Must Race Against Time To Save The Boy And Sift Through The Remains Of The Watchtower On The Hill!
In these lands of eldritch goo, it's a fine line between victory and a sticky situation Tzork, the sentient globe of glass, wasn’t exactly born from a grand spell—it was more of a cosmic "oops". After a backstabbing disciple named Theridus offed his master and snagged the relic, he promised his followers unimaginable power. But instead of turning them into terrifying demons, Tzork turned them into puddles of goo. Now, the once "glorious" cult's mansion is less a temple and more a swamp of melted, failed adventurers, attracting only the most reckless of treasure hunters. 'Morass of the Melting Men' is an adventure for Knave 2e, suitable for low-level PCs. The adventure revolves around an extremely powerful sentient magical item that has gone out of control, melting all the nearby people and turning what was once an evil temple into a swamp of slime, filled with bones and eyeballs. In Morass of the Melting Men, players enter a location flooded with a magical liquid exuding chaotic energy. The longer the PCs remain within the swamp, the more they suffer the unexpected effects of this alien magic. Step inside this morass if you dare — goo and treasure awaits... but mostly goo What you'll find here: A complete 22-page adventure A 20 room dungeon map Several new (and bizarre) magic items such as the magnificent Tray of Force and the powerful Theridus' Head. Several wild random tables of weird and gooey outcomes
The Orc BattleForge is a challenging but traditional Dungeon Hack from Dunromin University Press Designed for 4 to 8 adventurers of 5th to 8th level, this is a large dungeon scenario with a wilderness approach for any OSR and 1st and 2nd Edition D&D. When the Witchking Kzenzakai was defeated his hordes fled but the forward bases for his invasion remained. Even though the war ended a few years ago, the remnants of the Witch-King’s beaten army remain scattered around the western borders of the Land of the Young and far across, and below, the Wild Lands. Before his assault the Witch-King built many forward supply bases in secret. Called Battleforges, these underground cavern systems were supply dumps, resupply depots, barracks and access down into the Darkworld. An Orc Battleforge has been located by a Troll-Hunter in the foothills of the Horn Mountains. Now the King is offering serious gold for some stout-hearted adventurers to go and clear the place out. Are YOU up to the challenge? The Orc Battleforge offers a simply set up slug-fest for an adventuring party with a need for some stress-relieving die-rolling. The design is based on minimal set-up, total carnage, maximum fun. SM11 The Orc Battleforge is available in pdf, softback or hardback Print On Demand at amazing value for such a quality product! But the best quality playing aids at the best possible prices is what we do at Dunromin University Press...