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Cover of They Dug Too Deep
They Dug Too Deep
OSR
Levels 1–4
3 pages
0

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!)

Cover of DS10 - Probing Black Isle
DS10 - Probing Black Isle
AD&D
Levels 8–10
21 pages
0

A mining operation in the vast desert has failed to check in with the owners of questionable repute. The crime boss “Marmalook” wants to employ the party to go check on the mine and have them explain why there has been no contact. The journey to the mine will not be easy and the party had better pack plenty of water. This item was played at CampCon convention this past year in Pennsylvania last year!

Into the Forsaken Temple's Crypt - Episode Four: The Silent Guardians
3rd Edition
Level 10
3 pages
0

Into the Forsaken Temple's Crypt is a short adventure for four 10th-level characters. The adventure takes place in a buried temple crypt, which has been sealed for centuries. Dungeon Masters can adjust it for higher-level characters by widening the dead magic areas and increasing the number and power of constructs and undead that inhabit the complex. The PCs have entered the Forsaken Temple's crypt and started exploring a bit. They had the opportunity to work with some drow, who warn of some clay golems ahead. Now they face the very golems that killed a drow cleric.

Cover of The Whispering Cairn
The Whispering Cairn
3.5 Edition
Level 1
34 pages
0

A handful of would-be adventurers gathers to explore an ancient tomb, eager to trade their discoveries for a ticket to a better life. What they find within presages the advent of the Age of Worms, an era of darkness, decay, and writhing doom. "The Whispering Cairn" is the first installment of the Age of Worms Adventure Path, a complete campaign consisting of 12 adventures, several "Backdrop" articles to help Dungeon masters run the series, and a handful of poster maps of key locations. For additional aid in running this campaign, check out Dragon's monthly "Worm Food" articles, a series that provides additional materials to help players survive this campaign. Pgs. 14-47

Cover of DDAL05-08 Durlag's Tower
DDAL05-08 Durlag's Tower
5th Edition
Levels 11–16
38 pages
0

East of Beregost, nestled in the outskirts of the Wood of Sharp Teeth, Durlag’s Tower has intrigued and yet stymied adventurers for decades. Stuffed full of mechanical traps and arcane wards, and rumored to be inhabited by fiends, very few have managed to extract any REAL treasure from the former home of Durlag Trollkiller. However, a powerful item in the ancient fight against the giants is said to be housed there, and the cloud giant Baron Rajiram has committed significant resources toward recovering it. After a pleasant tea in her garden, SEER calls upon you to beat him there and put a stop to his efforts! Continued in Durlag's Tomb.

Cover of The Great Trial: Frostbite
The Great Trial: Frostbite
5th Edition
Levels 10–11
42 pages
0

Will your party survive the frostbite Frostbite Gauntlet? A sequel to The Great Trial, this module is an arctic, highly challenging gauntlet focused on exploration and combat, planned for fours 10th-level characters. The adventure can be also run as a one-shot or as part of any campaign for that level. For more information on The Great Trial, see at the end of this page. The module is divided in two parts: Chapter 1 The gauntlet itself, the party will be taken to a demi-plane against their will and from there, they have a simple goal: leave. However, a powerful undead guardian will make things difficult. The party needs to find some of the sources of power of Deathwings, the guardian, to weaken it and have a chance against it. Chapter 2 After leaving, the group will arrive at a cave complex made of stone and ice. A ancient dracolich names Icingdeath will chase the party, squeezing through the tight tunnels, always on the party' heels. Once out, the party is greeted by Aenor and offered their rewards.

Cover of The Low Crater
The Low Crater
5th Edition
Level 6
16 pages
0

Will You Venture Into the Low Crater? When the party stumbles across a ragged, battle-scarred band of knights they are amazed to hear that the hardy veterans were soundly beaten by mere kobolds. The crafty little fiends have set up in the rubble of a fallen Earthmote thought to be home to a long-dead dragon and - more importantly - its horde. When the Sable Spears charged in to drive them out, however, they were confronted with ambushes, traps and a whole lot of pain. Dare you venture where the Sable Spears failed, and explore the Low Crater in search of treasure, glory and adventure? Or will you join the sheepish ranks of adventurers turned aside by the prospect of tangling with Kobolds? Take your party through an adventure that will teach them that CR isn't everything, and that even the weakest foe can prove dangerous when they're cornered (though having the power to animate long-dead dragon bones helps too, of course).

Cover of Kidnap the Archpriest
Kidnap the Archpriest
OSR
Levels 1–2
54 pages
0

The Archpriest, leader of the Church, has defied a summons to the Immortal Capital. You have been chosen to retrieve the recalcitrant pontiff. Kidnap the Archpriest is designed to be an implicit tutorial for diplomacy, stealth, theft, bluffing, and cunning. It is a system-less, setting-less heist module featuring: a city (with a map) a fortress (with interior and exterior maps) two hectic days and nights a guide to designing your own heists. glorious black and white art by Luka Rejec scheming cardinals, frantic servants, and secret plots By the author of the CoinsandScrolls blog and Tomb of the Serpent Kings.

Cover of A08: Search for the Tri-Stone
A08: Search for the Tri-Stone
5th Edition
Levels 6–9
? pages
0

When you are successful , your reputation will spread farther and more widely than you might imagine. And when that reputation reaches those who believe that “the enemy of my enemy is my firend,” you might just find yourself working with and for some interesting people. So when the village go-between for the mayor of Rybalka and local Vikmordere tribespeople asks the party to recover an item, you can’t be sure exactly who you are going to earn your coin from. The PCs find themselves having to tread a very thin line to be successful with this job; the Monachy’s agent in Rybalka is very interested in what they are doing, as are other, less friendly tribes; but the PCs don’t know this. In fact, there is much they don’t know and they will only become aware of some of the implications of their actions when potential problems become reality. Of course, if they’d know they were meant to find a ship buried in a cliff face, defeat its entire crew before finding great beauty in physical and material form, take what belongs to a king and then return unnoticed through territory claimed by old enemies and new allies, they would have prepared quite differently, wouldn’t they? Ah, hindsight is a wonderful thing… Also included in ""Search for the Tri-Stone"": Maps by 3x ENnie Award winning Cartographer Todd Gamble New Runic Language introduced through a Runestick which PCs may use on their journey to decode puzzles and find clues in their search for the Tri-Stone High resolution map of the Thingallor Burial Shrine New Monster: Zombie Handmaidens Numerous New Maps and Illustrations! New Magical Items: Sword and Shield of King Rytan New Artifact!

Cover of Six Faces of Death
Six Faces of Death
5th Edition
Levels 11–13
48 pages
0

An alien being, dark omens, and vanishing ships send the adventurers to a mysterious island newly appeared in the Sea of Swords. But can the characters uncover the mysteries of the Changing Island in time to save Faerûn from a terror from another plane? A dark fantasy adventure for characters of 11th to 13th level.

Cover of Verdant Corruption
Verdant Corruption
5th Edition
Level 4
7 pages
0

A mysterious adventurer stumbles into an inn in the night, looking for an escort to the nearest temple. Before the night is over, he inexplicably disappears, leaving a trail of corruption leading into the nearby woods as packs of twisted forest creatures emerge to plague travellers. Pgs. 83-89

Cover of The Trial of Heroes
The Trial of Heroes
5th Edition
Levels 6–9
6 pages
0

Players must prove their worth in this series of trials. Face the minotaur in his own maze, resist the allure of a crafty nymph, put on a show for the crowd as you face down an incubus / succubus duo in the arena, crawl through the muck and sneak past the demons that lie in wait, and finally use all of your creativity to navigate a glass golem through a gauntlet of traps. Another exciting blend of combat and puzzle-solving.

Cover of B2 Keep on the Borderlands
B2 Keep on the Borderlands
BECMI
Levels 1–3
32 pages
0

The heroes arrive at the eponymous Keep on the Borderlands, a fortress on the edge of civilization built to stave off the chaos and evil of the wilderness. Using it as a home base, a party can make forays into the surrounding wilderness, encountering monster and marauder alike. The centerpiece of the adventure is certainly the CAVES OF CHAOS, a network of tunnels and caverns found in the walls of a nearby but isolated ravine. It is here that hordes of evil humanoids have made their home. Through combat and negotiation, the players can try to explore and map out these caves, perhaps with the aim of accumulating valuable treasure or even cleansing the land of evil creatures. However, even the Caves are not all they seem. Beyond the goblins and kobolds lurk dark horrors: cults dedicated to fiendish chaos and a Minotaur's enchanted labyrinth await the unprepared adventurer. But for the hero who is brave, clever, and fortunate in equal and sufficient measure, great treasures and glory await in the Caves of Chaos that lie beyond the Keep on the Borderlands! TSR 9034

Cover of Far7 - Labors of King Homa
Far7 - Labors of King Homa
5th Edition
Levels 4–6
41 pages
0

A job has come up for your party straight from the leader of Phoenix! A trade deal is desired with the leader of an island chain known for Ioun Stones. The Zephyr has requested that your party go and use your skills to negotiate the deal. Upon arrival, your talents serve you well but King Homa requires that your talents serve him...

Cover of Fever Swamp
Fever Swamp
OSR
32 pages
0

The air is moist. The moisture mixes with your sweat — the heat is relentless. The drone of insects gives you headaches, and the fever from the infected wounds has left you delirious. Your raft is damaged, and there are spirits in the trees. You’ve only been here for three days. Fever Swamp is a hex-crawl sandbox adventure compatible with Lamentations of the Flame Princess and most other Dungeons & Dragons clones.

Cover of Neither by Sail, Nor by Oar
Neither by Sail, Nor by Oar
5th Edition
Levels 5–6
3 pages
0

The party arrange for passage on a fast ship called the Silver Slipper. The good Captain Sara agrees to take them aboard for a reasonable fee. The voyage, however, is marred by strange events, and the crew begin whispering about a dark statue taken aboard as cargo. The statue is to be delivered to a port beyond the PCs' destination. When a fog rolls in one night, the ship is attacked by evil agents of a dark god come to claim the statue. In this nautical nightmare, the PCs must travel aboard the ship, interact with the crew, and save themselves from a boarding party of eldritch evil.

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 Winter Yonderland
Winter Yonderland
5th Edition
Levels 5–8
12 pages
0

Beasts in the Blizzard After offending that wizard last night, you awake feeling a strange chill in your bones. Perhaps it’s just a figment of your imagination, a physical manifestation of paranoia. As you rise from your bed and look out the window, you think perhaps not.

Cover of The Lost Temple of New Thundertree
The Lost Temple of New Thundertree
5th Edition
Levels 5–7
9 pages
0

In ruins since the eruption of Mt. Hotenow, Thundertree is finally being rebuilt. The Lords’ Alliance is particularly interested in restarting a lucrative logging trade, but the bureaucratic wood-elf ambassador of Neverwinter Wood isn’t convinced. A mission to check on construction at New Thundertree and help with diplomacy quickly turns into an exciting dungeon delve as the entrance to an ancient temple is discovered! Can your party survive long enough to learn the mystical secrets of Thundertree’s past and claim its riches? Includes maps and a new magic item! The Lost Temple of New Thundertree one-shot is designed for 5th-7th level characters. This thrilling adventure is well-suited for parties who have completed Lost Mine of Phandelver or are roaming the Sword Coast region (ie: Neverwinter, Phandalin, Helm's Hold, Port Llast, Triboar, etc.) as part of Dragon of Icespire Peak or Storm King’s Thunder, but these campaigns are certainly not required. Though it takes place in Thundertree, the adventure can easily be moved to other settings. Content warning: undead; water hazards; tentacles

Cover of DDAL07-04 A Walk in the Park
DDAL07-04 A Walk in the Park
5th Edition
Levels 1–4
17 pages
0

A mysterious clue has led you outside of the safety of the city’s walls and into the jungle beyond. You have been asked to venture into the jungle and seek out the wisdom of some of the native humanoids in the area—perhaps they will be able to shed some light on the situation and provide some insight on who is behind it all. Part Two of The Jungle Has Fangs Trilogy.