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Cover of Tangled Braids
Tangled Braids
5th Edition
Levels 2–5
7 pages
0

A spirit is attacking a town — no one knows why, but they’re determined to be rid of her. The adventuring party is recruited to investigate. However, what appears to be a simple haunting turns into a story of justice. Pgs. 43-59

Cover of B3 Palace of the Silver Princess (green)
B3 Palace of the Silver Princess (green)
BECMI
Levels 1–3
32 pages
0

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

Cover of Mind Prison
Mind Prison
5th Edition
Level 10
19 pages
0

Infiltration of a ruined archive; the players--beseeched by a mysterious psionic calling--work to uncover the machinations of the Nalar and hopefully free their captive held far below...

Cover of Rising Sands
Rising Sands
5th Edition
Levels 6–8
17 pages
0

The heroes have been captured by Alaethryia, a blue dragon caught in a centuries-old war with a mummy lord. With Alaethryia at their backs, the heroes must put the mummy to rest and escape the Tomb of the Defiler in this classic dungeon crawl.

Cover of What Skitters Beneath? (DC-POA-PND-2)
What Skitters Beneath? (DC-POA-PND-2)
5th Edition
Levels 1–4
17 pages
0

DC-POA-PND-2 What Skitters Beneath? (Part 1 of the Strange Case of Erland Forsk) Strange things have been happening near the Wet Trout Tavern by the Easthaven docks. Mysterious lights, missing items, missing people, and now the bartender swears he saw a ghost! Can you help get to the bottom of this? Two-Hour Adventure for Tier 1 Characters. Optimized for APL 3 Using the DungeonCraft seed Burrowing Borrowers Don't go into the Basement! The Strange Case of Erland Forsk is a four part series of DungeonCraft adventures, each 2-hours long. DC-POA-PND-2 What Skitters Beneath? (tier 1) DC-POA-PND-3 The Watcher in the Attic (tier 1) DC-POA-PND-4 Eateat Go Home? (tier 2) DC-POA-PND-5 What Stalks the Night? (tier 2) ``` Where the cockroaches dance You can wallow in romance But don't go in the basement! Oh! You may think that it's deluxe To ride the banister filled with rust Oh, don't, don’t, don’t, don't go! Don't go in the basement! —Danny Elfman, Don’t Go in the Basement ```

Cover of FV6 - Sewers of Evil
FV6 - Sewers of Evil
5th Edition
Levels 1–5
24 pages
0

The Walled City of Vandosia sits on the bay and is surrounded on three sides by water. One of the more interesting features of this city is its massive sewer system that keeps water and waste flowing out of the city. Rumors have it that these tunnels are home to special problems of its own. Are your players ready to brave the gritty underside of Vandosia?

Cover of The Sunbathers
The Sunbathers
OSR
Level 3
16 pages
0

A level 3 temple incursion adventure by Brad Kerr. In a golden temple of healing on a sundrenched island, blissful amnesiac patients are held prisoner by monstrous caretakers. Intruding PCs will need their wits and their swords to unravel the temple’s secrets, snatch its treasures, and escape. For Old-School Essentials (OSE) Included as one of four adventures in "Old-School Essentials Adventure Anthology 1"

Cover of DDA4 The Dymrak Dread
DDA4 The Dymrak Dread
BECMI
Levels 1–3
16 pages
0

Adventure Lies Ahead, Deep in the Heart of the Dymrak Forest Are you ready to meet the Lord Forester's challenge: to put an end to needless death and destruction by doing away with the goblin war chieftain, Kosivikh, and his evil band of raiders? Eager to prove yourselves as new adventurers and to collect a sizable bounty, you travel to the goblins' dungeon in the Dymrak Forest - a place that has captivated your interest for years, a place where few have dared to venture. Only you and your fellow adventurers can put an end to the rampant bloodshed and return peace to the territory. This module is recommended especially for beginner Dungeon Masters and players who are interested in dungeon exploration. Can be used as a follow-up to the DDA3, Eye of Traldar module or it can stand alone Features easy-to-follow rules on dungeon adventuring in the heart of the Dymrak Forest. TSR 9272

Cover of ROS3 Curse of the Violet Corruption!
ROS3 Curse of the Violet Corruption!
AD&D
Levels 5–7
40 pages
0

What began as a subtle sickness has now spread into a full-blown contagion of magical origins around Roslof Keep! Although protected from the outbreak by their Mithel Standard, the Company of the Ivory Scimitar is now challenged with not only continuing their quest to defeat the Dungeon but also saving the town that they have grown to love. With unlikely allies forming from the other Mithel Companies, as well as unforeseen help within the labyrinth itself, the Ivory Scimitar must now take on the perilous task of curing the Violet Corruption while trying to discern the nature of its cause from somewhere deep within Mithelvanr's mad dungeon of self-propagating monstrosities! This adventure is formatted to both 1E & 5E gaming rules. Also available in PDF.

Cover of Temple of the Zealots
Temple of the Zealots
4th Edition
Level 6
6 pages
0

A group of snaketongue cultists has occupied an abandoned, partially sunken temple near a swamp. They grow impatient waiting for their yuan-ti master to join them, unaware that he has been slain by a rival faction of yuan-ti. Frustrated, the cult strikes against nearby villages in the hope of drawing the favor of Zehir. Investigating rumors of a serpent cult harassing a nearby town, the PCs have explored the swamp and discovered the overgrown temple. Its once-ornate stone door now hangs off its hinges, providing a narrow space for one character at a time to squeeze through. Pgs. 42-47

Cover of UK6 All That Glitters...
UK6 All That Glitters...
AD&D
Levels 5–7
32 pages
0

Jungle, tomb rading style adventure that sets the group to a new locale, with it's own eco systems and cultures. Exploration adventure, with glint of gold as a catalyst. The adventurers accidently find a map, which leads them to this unknown land. "Can you unravel the map's mysteries and find your way to the promised treasure? Or will your dreams end only in death and an unmarked grave far from home! Only the bravest characters of levels 3-5 will live to discover that all that glitters is not gold, but much, much more!" TSR 9126

Cover of The Catacombs of Koptila
The Catacombs of Koptila
4th Edition
Level 7
6 pages
0

Long ago, before the arrival of civilized humanoids, a large colony of ogres thrived in the local area. When a great invasion from another dimension threatened this colony, their king, Koptila, prayed for his people to be spared. The gods heard these pleas, but commanded Koptila to sacrifice himself. The leader did so, and the clan disappeared—whisked away by the gods and lost to time. Over the years, a city grew up above the former subterranean home of the ogres, and no aspect of Koptila’s ancient bargain was preserved or remembered. Even so, the stars are aligned for the return of Koptila and his people. These powerful repatriates are unlikely to appreciate the changes in their old home. A sage has found dusty documents prophesying this return, and he asks the PCs to investigate the catacombs to defeat the potential threat to the city. The PCs travel down through city sewers and subterranean passages before finding the catacombs that the ogre colony once called home. Pgs. 48-53

Cover of The Anthropophagi of Xambaala
The Anthropophagi of Xambaala
OSR
Levels 1–3
66 pages
0

Ancient port city on the edge of a desert. The city is stratified by social class and some of the slaves have formed a cannibal cult to Kthulhu. City + hexcrawl + dungeon. The Anthropophagi of Xambaala™ takes players into an action-packed realm of adventure: the mythical world of Hyperborea, a sword-and-sorcery campaign setting inspired by the fantastic fiction of Robert E. Howard, H.P. Lovecraft, Clark Ashton Smith, and others. This adventure is inspired by Robert E. Howard’s “The Man-Eaters of Zamboula” and by various short tales of H.P. Lovecraft and Clark Ashton Smith. It is designed for use with Astonishing Swordsmen & Sorcerers of Hyperborea ™(AS&SH™), a role-playing game descended from the original 1974 fantasy wargame and miniatures campaign rules as conceived by E. Gary Gygax and Dave Arneson. AS&SH is compatible with most traditional fantasy role-playing games (c. 1974 to 1999) and their modern simulacra, such as OSRIC™ and Swords & Wizardry™. This work is both a setting and an adventure. The setting describes the town of Xambaala, noting key people, locations, and local lore. The adventure proper provides players with a variety of environments and the several factions fighting over them for their own goals. With a bit of skill and luck, stalwart adventurers may emerge richer and maybe wiser. The situation that will develop in Xambaala will be determined by the players’ choices.

Cover of The Sepulchre of Seven
The Sepulchre of Seven
OSR
Levels 5–7
70 pages
0

NEVER MEET FORGOTTEN HEROES! Long ago a half-elf, half deer-centaur named Jayne led a small guerilla band against the armies of an evil fae witch. They prevailed at terrible cost. Monsters moved into her hideout-turned-sepulchre, still haunted by Jayne’s ennemies and companions, and a ghost longing to complete his vengeance... Adventurers will discover the fates and true faces of unremembered heres. Will they get out with forgotten riches, or become the latest victims of a centuries-old tragedy? A 39-room OSR dungeon module for character levels 5-7. Designed for use with the Old-School Essentials ruleset, compatible with most old-school pen-and-paper RPGs.

Cover of Modrons, Mephits & Mayhem!
Modrons, Mephits & Mayhem!
5th Edition
Levels 5–8
70 pages
0

Modrons, Mephits & Mayhem is a Dungeons & Dragons 5E tier 2 adventure for three to five characters of levels 5-8. It is primarily set in a modron-designed research facility that has been abandoned by its creators but retains guardians that are still active. Additionally, two groups have broken into the facility with their own goals in mind; the githyanki and their red dragon cohort are antagonistic and provide the main source of combat in this adventure, while a modron traveling with a few mephits may prove friendly although ultimately troublesome. Inspired by adventure games in which the protagonists explore baroque, esoteric technological fortresses, and seeded throughout with factions that sport competing and often bizarre goals, Modrons, Mephits & Mayhem is sure to test the mettle of any group of players, and will provide endless amusement for Dungeon Masters seeking something different from the typical hack-and-slash dungeon crawl. This 70-page adventure features: *Two wilderness areas, random wilderness encounters, and a massive, interlinking 3-level dungeon filled with bizarre puzzles. *Ancient machinery powered by elemental portals, all of which can be activated, turned off, or manipulated by the player characters and the various factions within the modron facility. *Planar creatures like githzerai and githyanki, modrons, mephits, and elemental guardians, skillfully placed into the High Moor area of the Forgotten Realms setting. *Monsters and NPCs that have detailed (yet easy to run!) personalities and goals that will provide tons of roleplaying opportunities. *Notes and sidebars on running the NPCs with added complexity, or simplifying the NPCs' motives to make the adventure more straightforward. *Tactics notes for every single encounter! *An appendix that features all monster stat blocks, and both tagged (DM) and untagged (Player) versions of the dungeon maps. *Wilderness hex map by Elven Tower Cartography! Three interlinked dungeon levels by Dyson Logos...and one of them is a flying fortress! Cover art by Patrick E. Pullen!

Cover of Unfamiliar Ground
Unfamiliar Ground
3.5 Edition
Level 3
11 pages
0

Hezzrack the imp escaped a prison of stone only by entering a prison of words. His only chance now is for a helpful group of adventurers to rescue him from certain servitude as a goblin adept's familiar. When his wizardly master's tower collapsed ages ago, the imp Hezzrack found himself trapped in the basement for a long, long time. After spending many years playing chess with himself and arranging macabre passion plays with the animated skeletons that survived the collapse, he finally found a way to escape. Unfortunately, that escape required signing a contract with a particularly unpleasant goblin adept; Hezzrack had managed to escape his prison of stone by leaping into a prison of servitude. If only a group of adventurers were to come along and take care of the goblin and release him completely! Pgs. 18-28

Cover of Dead In The Eye
Dead In The Eye
4th Edition
Levels 8–10
16 pages
0

"The Keepers of the Celestian Order, valiant defenders dedicated to destroying horrors from the Far Realm, have trapped a beholder in its lair. However, the evil aberration has proven far more dangerous than expected, and the Keepers need the help of adventurers to end the threat of Omaranthax once and for all. This Dungeons & Dragons Roleplaying Game adventure, created for Free RPG Day 2012, pits player characters against a mutated beholder and its vile underlings. Although set in the Forgotten Realms campaign setting, the adventure can be easily adapted to any* D&D world." *: The adventure mentions that it is suitable for any setting touched by the Spellplague.

Cover of The Ruined Tower of Zenopus
The Ruined Tower of Zenopus
5th Edition
Levels 1–2
20 pages
0

𝐍𝐨𝐰 𝐰𝐢𝐭𝐡 𝐚𝐧 𝐢𝐥𝐥𝐮𝐬𝐭𝐫𝐚𝐭𝐢𝐨𝐧 𝐛𝐲 𝐂𝐇𝐑𝐈𝐒 𝐇𝐎𝐋𝐌𝐄𝐒 𝐚𝐧𝐝 𝐚 𝐏𝐑𝐈𝐍𝐓𝐄𝐑-𝐅𝐑𝐈𝐄𝐍𝐃𝐋𝐘 𝐃𝐔𝐍𝐆𝐄𝐎𝐍 𝐌𝐀𝐏! 𝐓𝐇𝐄 𝐑𝐔𝐈𝐍𝐄𝐃 𝐓𝐎𝐖𝐄𝐑 𝐎𝐅 𝐙𝐄𝐍𝐎𝐏𝐔𝐒 is a fifth edition (5E) conversion of the ground-breaking introductory adventure for Dungeons & Dragons that served as a DM aid in the first 𝐃&𝐃 𝐁𝐚𝐬𝐢𝐜 𝐒𝐞𝐭, released by TSR in 1977. This set included a 48-page rulebook covering the first three levels of play, and was skillfully edited by 𝐃𝐫. 𝐉. 𝐄𝐫𝐢𝐜 𝐇𝐨𝐥𝐦𝐞𝐬 from the original 1974 D&D rules written by 𝐆𝐚𝐫𝐲 𝐆𝐲𝐠𝐚𝐱 and 𝐃𝐚𝐯𝐞 𝐀𝐫𝐧𝐞𝐬𝐨𝐧. Holmes advanced the "Sample Dungeon" concept by writing a new thematic dungeon with a strong backstory, creating an adventure that has remained a fan favorite over the decades. Officially, its only title is "Sample Dungeon" but colloquially it goes by various names based on Zenopus, the doomed wizard who built the dungeon under his tower. An adventure for 1st to 2nd level characters; four pregenerated characters are included. Also includes ideas for using it as an adventure site in 𝐆𝐡𝐨𝐬𝐭𝐬 𝐨𝐟 𝐒𝐚𝐥𝐭𝐦𝐚𝐫𝐬𝐡. 𝐍𝐎𝐓𝐄: Using this conversion requires a copy of the original dungeon found in the (1977) Basic D&D rulebook. However, Wizards of the Coast has provided a free pdf of this dungeon since 2008 on their website, see the first page of the pdf for the link. 𝐂𝐎𝐍𝐓𝐄𝐍𝐓𝐒: Introduction, page 2 The Setting, page 3 About the Dungeon, page 4 Dungeon Master's Map, page 5 Areas of the Dungeon, pages 6-13 Appendix A: Further Reading, page 13 Appendix B: Dungeon Factions, page 14 Appendix C: Portown Rumors, pages 15-17 Appendix D: Use with Ghosts of Saltmarsh, pages 18-19 Appendix E: Pre-generated 1st level characters, page 20 𝐈𝐧𝐜𝐥𝐮𝐝𝐞𝐬 𝐭𝐡𝐞 𝐟𝐨𝐥𝐥𝐨𝐰𝐢𝐧𝐠 𝐧𝐞𝐰 𝐦𝐨𝐧𝐬𝐭𝐞𝐫𝐬, 𝐍𝐏𝐂𝐬, 𝐚𝐧𝐝 𝐌𝐚𝐠𝐢𝐜 𝐈𝐭𝐞𝐦𝐬 𝐟𝐨𝐫 𝟓𝐄: Cleaning Cube, Veteran Smuggler, Thaumaturgist, Monstrous Sand Crab, Lemunda, Monstrous Rat, Brazen Head of Zenopus, Verminslayer Longsword, Lesser Wand of Petrification, Scroll of Stone to Flesh The Ruined Tower of Zenopus was featured as part of the "D&D Classics" column in Issue #32 of Dragon+ magazine! Go to 𝐝𝐫𝐚𝐠𝐨𝐧𝐦𝐚𝐠.𝐜𝐨𝐦 or find the link on the Wikipeda page for Dragon magazine. 𝐂𝐑𝐄𝐃𝐈𝐓𝐒: Original Dungeon: J. Eric Holmes Conversion, Added Content & Cartography: Zach Howard Content Review & Editing: Scott McKinley Interior Art: Chris Holmes (“Octopus Attack”, page 9) Cover Art: “Italian Coast Scene with Ruined Tower” by Thomas Cole, 1838. Open Access Image from the National Gallery of Art at images.nga.gov Format: Derived from the “Adventure Template for Open Office/LibreOffice” by Dale Robbins on DMs Guild Dungeon Maps drawn using the application Gridmapper by Alex Schroeder

Cover of FA2 - Springwood Forest
FA2 - Springwood Forest
AD&D
Levels 3–5
11 pages
0

Rumor has it that an evil temple resides in the forest as well as a mad mage who may or may not consume children. While these rumors abound speculation of the existence of such is frequently countered with the tenacity of the elves watching over the forest and how it would be unthinkable for them to allow such issues to occur. Note: This seems an incomplete adventure. While the evil temple is mentioned, there are no maps for it. Also the mad mage is given back ground, there are not stats for an encounter.

Cover of DA4 The Duchy of Ten
DA4 The Duchy of Ten
BECMI
Levels 10–14
48 pages
0

The Well of Souls. . . That's what Zugzul babe the Afridhi call the evil artifact that he had taught them to make. They must call it the Well of Souls, and they must carry it before them into every battle? and they would be mighty. Thus said the god of the Afridhi, Zugzul the One. So the Afridhi did as they were bade. Seeking the volcano called the Hill of the Hammer in the far Barrens of Karsh, they built in its heart a great forge. There, as Zugzul had promised, efreet came to help them make the mighty artifact. There, amid vile, unholy rites, they bound the souls of men into its very substance, and, for the red-handed work that must surely follow hard upon its completion. Many were the men who guarded the Hill of the Hammer during the days of making? for their foes in hated Blackmoor would try to unmake that which they had wrought. Yet, it was not men that would keep the Well of Souls from destruction, but a prophecy? that the artifact would be unmade only by the hand of one as yet unborn! TSR 9205