In the peaceful village of Auchendale, the local blacksmiths have lost their enchanted forgehammer. Trickery is afoot and soon enough, the adventurers will have to embark on a chase, in a comedy of errors and misfortune. Follow the path of the Forgehammer from a rural village, through the summery farmlands and deep into the forest and its shadowy undergrowth – all in one gameplay session, in a generic setting easily adapted to all manner of worlds. Designed for introducing your group to D&D with a focused 3-4 hour questline. This adventure fits best with a level 3-4 party. Includes hand-drawn illustrations and maps. Published by: Green Bird RPGS
Do you want to fight a moon? The Matter of an Overmind is an epic space-faring Draw Steel adventure for three to six 4th-level heroes. When the heroes follow a protean ship through the ethereal void, they encounter a rogue planetoid which turns out to be a living overmind! How do you even fight something that size? At 4th level! Hop aboard your starsail and find out! Over the course of 2-3 sessions of play, the heroes can earn up to 8 Victories. This adventure includes: - Four combat encounters of varying difficulty - A negotiation and a high-action montage test - 10 new monsters, 1 retainer, and a new title to claim!
A routine recovery job, bread and butter work for any party of sell-respecting adventurers. What could go wrong? A few bugbears aren't going to cause any difficulty, are they?
Hunt for a Legendary Treasure! Deep beneath a peaceful valley lies the vault of the legendary drow adventurer Larin Karr. Rumor has it Larin Karr has gone, but his vast treasure acquired from years of plundering hordes in the Underdark still remains. Can you find and loot the impenetrable vault? The Vault of Larin Karr details Quail Valley, its residents and monsters, and the twisting tunnels of the Underdark that stretch beneath it. The Vault of Larin Karr takes PCs from 4th to 9th level, during which time they fight dragons, find a missing statue for a band of renegade elves, save the village of Pembrose from scheming hobgoblins, and explore the Underdark and its many dungeons - including the legendary Vault itself! Contains new monsters and magic items! 2003 ENnie Award Silver Winner: Best Adventure
Baron Ketterall’s lands are beset by a plague of marauding goblins! Goblins you say? Pah! Who's afraid of few poxy goblins? But two experienced parties have already gone looking for the goblin lair – never to be heard of again. Poxy goblins you say? Be afraid, be very afraid… The scenario is designed to be an extremely challenging adventure that might undermine a player’s bravado in dealing with low-level monsters such as goblins. Unusual traps, tricks and special weapons are used by the inhabitants of the dungeon to cause the party as much trouble as possible. Published by Dunromin University Press.
The leader of all the Shadow Guilds, the Ceta Consortium is gone, wiped out in a single night, without warning or witnesses. Their empire of control, secrecy, and soft-handed rule has vanished, leaving behind only rumors and blood. Now, the city of Lumina stands on the edge of something new... and something dangerous. Shadow Guilds is a system-agnostic tabletop campaign setting built for fantasy games that blur the line between ambition and morality. Set in a bustling metropolis of vice, corruption, and uneasy power, it invites players to step into the roles of underworld mafiosos, trying to make their mark—or just survive the fallout. Inside, you’ll find everything you need to run a campaign focused on gang politics, black-market enterprise, and the slow scramble toward power in a world that rewards the bold and punishes the careless. You’ll build a crew, carve out territory, and navigate a world where magic is outlawed, alliances are temporary, and opportunity lurks behind every closed door. This is not a story of chosen heroes or grand prophecies. It’s a story of clever rogues, ruthless enforcers, and ambitious criminals rising into the vacuum left by the old guard. The game leans into roleplay, style, and smart decision-making—but it doesn’t shy away from trouble when it finds you. Start small. Lie often. Watch your back. Shadow Guilds is a system-neutral campaign setting designed to drop into any fantasy world where criminal syndicates thrive in the shadows of power. Whether you're running a long-form campaign, a gritty one-shot, or threading a criminal conspiracy into your existing world, this guide provides the building blocks for a dangerous, decadent underworld full of secrets, turf wars, and moral gray areas. This setting assumes a single sprawling metropolis, where various criminal guilds operate openly or in secret. It leans into noir fantasy, urban intrigue, prohibition, and the uncomfortable alliances forged when justice fails.
The ancient world of Harth is dying, but you’re going to die even sooner if you can’t escape from Frostwyck. You’re lost in a frozen forest of deadly predators and mysterious recluses. Your only refuge is the tiny village of Frostwyck, where metal is rare and kindness is rarer. And there are worse things in the shadows than mere bloodthirsty beasts. Witches haunt the groves of the north. Most keep to themselves, content to guard their secrets and powers. But one torments them all. Dama Zhadna has cursed the village so that none can escape. And now you’re trapped here. You’re going to die here... ...unless you can escape from the Witches of Frostwyck. Just a few things players can do: - Escape from a prison barge - Free demon souls from a giant spider-house - Find a charming witch-lord hiding with his pet dragon - Evade a merciless warrior zealot who is hunting them - Discover the ancient secrets of the Elder Fey - Collect the "cunning tools" created by the hedge witches - Collect the eldritch weapons crafted by the ancient elves - Save a little girl made of snow Intense Factions! Will you help the Temple of Virune to eradicate the last of the witches? Will you help the witch-lords retake power over the north? Will you help the Gray Sisters protect the village from the dangers of the forest? Or will you venture underground and help the Elder Fey to escape their prison and take their revenge? Four New Mentors! While in Frostwyck, players can meet many skilled NPCs who might be willing to train a worthy adventurer. If you can complete 3 days of training, you can learn one of 16 skills from either a Hunter, a Fighter, a Priest, or a Witch. New PC Background: The Vulgoth Hedge Witch! In addition to some unusual medicinal gear, select one of 6 creatures of the northern forest as your familiars, as well as one of 6 "cunning" items that you enchanted (and might explode in your face!).
A genius inventor - Anthony Karstark, founder of the "Karstark Inventions", has recently reached a new level of reclusiveness, when he stopped showing up at his company events. A concerned friend and employee, Holly Amberfell, hires an adventuring party, to figure out what happened to him. As adventurers enter and explore the quarantined manor of the great inventor, they have to deal with his mechanic inventions, figure out minor mysteries of past and present, and finally - face Anthony himself, changed by a strange disease into a Slaad-spawn. Guesting at Artifice Manor is an 8-10 hours long mystery and exploration adventure, that should roughly take two playing sessions (or can be squished into one - suggestions on how to do it are inside the book!). It is optimized for 4 to 5 characters of 8-10 levels. This adventure can be used to kick-off a campaign, exploring the origins and history of Slaads.
For decades, Theatre Infernalis offered shocking and frightful entertainment to customers who entered its gaping demonic facade and saw a frightful portrait of the eternal torments that await all sinners. Now rumours tell of the aging and supposedly-cursed proprietor's deteriorating health and the theatre's impending sale, and the Artist's Quarter has been abuzz with those seeking one final fright with a walk through the crucible-licked walls of the infernal house of the macabre before its final curtain call. But are the theatre's smoke-and-mirrors and cheap scares hiding a truly wicked secret? What is the nature of the curse and illness that afflict the owner? And did foul and profane rites once take place between its walls that outside forces now seek to exploit? What happens when the spookshow's fun and games transform into a terrifying reality, threatening to spill forth an infernal malevolence onto the streets of the Blight?
𝐓𝐡𝐞 𝐁𝐥𝐚𝐜𝐤𝐟𝐥𝐚𝐦𝐞 𝐂𝐮𝐫𝐬𝐞 𝐇𝐚𝐬 𝐑𝐞𝐭𝐮𝐫𝐧𝐞𝐝! Step into a town where darkness has taken root, and every shadow hides a deadly secret. In The Return of the Blackflame Curse, you and your party will unravel the twisted mysteries of Whitethorn Rose, a cursed town teetering on the edge of doom. 𝐄𝐱𝐩𝐥𝐨𝐫𝐞 • 36 rooms across 4 floors (Basement, 1st Floor, 2nd Floor, Attic) • 5 detailed maps with day/night and transparent variants Explore the haunted Huxley Manor, a sprawling, intricately detailed estate with 36 rooms and 4 floors, each filled with terrifying encounters and bone-chilling secrets. With 5 beautifully illustrated maps, including day/night variants, you’ll be fully immersed in a tale of fear and survival. 𝐅𝐢𝐠𝐡𝐭 • 13 monster statblocks, each with their own lore • A intense boss fight with the vengeful Morgana Blackflame Face off against 13 custom monsters, each with unique abilities and terrifying backstories. From creeping apparitions to vengeful spirits, every encounter will test your players’ courage and strategy. And when it comes time for the ultimate showdown? Prepare for a climactic boss fight with Morgana Blackflame herself, a ghost hellbent on consuming the town in flames once more. 𝐃𝐢𝐬𝐜𝐨𝐯𝐞𝐫 • 13 tragic ghosts, each with chilling backstories • 8-page Ghost Hunting Compendium as a player handout • Solve mysteries and exorcise spirits to lift the curse But it’s not just monsters you’ll have to worry about. The town itself is alive with haunted events and 13 restless ghosts, each carrying a tragic tale. Investigate, exorcise, and piece together the dark history that binds them to this cursed place. To help your players dive deeper into the supernatural, we’ve also included an 8-page Ghost Hunting Compendium as a handy player handout. 𝐏𝐫𝐞𝐩𝐚𝐫𝐞 • 7 homebrew magic items, including a powerful Fated Item with 3 variants • 6 different charms to protect your players from the curse • 9 Magic Item Cards to print and hand out to players, with artwork, in 2.5 x 3.5 inches (MTG-sized) • 43 haunted events to keep players on edge Don’t go into battle unprepared. Arm your adventurers with 7 custom magic items, including 1 Fated Item with 3 powerful variants. Stock up on 6 unique charms to ward off the curse, and keep your party on edge with 43 haunting events that can strike at any time. 𝐑𝐮𝐧 • 17 monster cards for easy reference, with artwork, in 88mm x 125mm (Tiny Epic size) • Ghost Tracking Sheet for smooth management of the adventure • 36 small room cutouts for quick navigation during gameplay • 24 VTT tokens for easy integration into your online games For GMs, we’ve made running the adventure easier than ever. With 24 VTT tokens for monsters and NPCs, a Ghost Tracking Sheet to manage exorcisms, and 17 monster cards for quick reference, everything you need is at your fingertips. Plus, 36 cutouts in the description of every room, provide clear guidance for navigating the sprawling manor. 𝐏𝐫𝐞𝐬𝐞𝐧𝐭 • 7 detailed town locations for investigation • 7 NPC background and roleplay sheets to add depth to the world • 1d12 Superstition Table to bring the town’s eerie atmosphere to life Bring the town of Whitethorn Rose to life with 7 detailed NPC background sheets and 7 town locations, giving your players more ways to explore, interact, and investigate. And for added flavor? A 1d12 Superstition Table to bring out the eerie quirks of the locals. 𝐏𝐥𝐚𝐲 • Battle against the darkness with strategic challenges and eerie storytelling • Solve the murder mystery, lift the curse, and guide your players through an unforgettable experience With The Return of the Blackflame Curse, every decision matters, every room hides a deadly secret, and every ghost has a story to tell. Get your copy now and take your players on a journey into the heart of darkness. This is more than just an adventure—it’s a test of survival.
Fortress, Tomb, and Tower: The Glain Campaign is the second published adventure series for the Basic Fantasy Role-Playing Game. This module includes three distinct adventures designed for a group of low to mid-level player characters, comprising a total of seven dungeon levels: The Fortress of the Iron Duke: On the day before the wedding of the Duke of Freestead to his beloved Kylenne, an explosion engulfed the Palace, and almost overnight the valley fell into ruin. Tomb of Karsma Megalos: The proud Serenhai people were ruled long ago by a seemingly immortal hero, Karsma Megalos. He disappeared in the Cataclysm, and no one knw here his body was laid... until now. Crooked Rock Tower: Once the old tower on the crooked rock was home to the enigmatic Wizard of Clocks; later it was occupied by the evil wizard Walgren. Rumors tell of great treasure buried beneath it... Published by basicfantasy.org
Guilds Town is in the middle of Dravens, a province of the realm of Shrave. 50 years ago, the neighboring dwarven province of Kiernard rebelled and tried to overthrow the green dragon Shrave who rules the realm. They failed and their province was dissolved. Dwarves who left the province mostly fled to Dravens, and are called Nards as both a racial slur and a stigma of their people’s dishonor. Guilds Town are the ones really in control of the province and are the current opposition of the Dravens nobility. In recent times, corruption and crime in the city have risen to new heights as 4 cults compete for control of the city and their citizens. Published by NaturalCrit
Two Days to Live! Welcome to Om Amarna, and the annual Horse Festival. It is a time of celebration, drinking, haggling, and thanksgiving. Celebrate while you can, because soon the peace will be shattered. And in its wake will come danger, suspicion, and tragedy. In this first adventure in the cursed land of Tieros, beginning characters will be forced to work together in a race against time to find critical answers in a crowded, diverse, and paranoid city. Answers that will satisfy the Dark Guard and the Cult of Justice. Answers that will save their own necks from the gallows. The Sword of Justice introduces Tieros, a land cursed by the acts of an ancient hero, bound by common fate, and diverse in culture and belief. In this adventure characters will become familiar with an exotic new PC race, the dangers of practicing magic in Tieros, the fanatical Cult of Justice who worships Law itself, and the ubiquitous Dark Guard, the military power that protects and enforces peace. Will you survive your first adventure in Tieros, or will it claim your life? Published by MonkeyGod Enterprises
The mountainous lands of the Last Kingdom have long been home to dangerous oni and their foul servitors and kin, but the unification of the Saigoto under the enlightened rulership of the Five Truths has sent them scurrying back into darkness. For years since, they have kept the land shielded from harm. Yet even the great soldiers garrisoned across the Kingdom’s shores and roads cannot stop dissent from boiling up in the shadows. Not everyone embraces the edicts of the land—and while patient teachers, even the Five Truths have their limits. As growing numbers of lastfolk begin to question the traditions of the Last Kingdom, forces far more sinister, preying on the curiosities of mortals, have begun to emerge into the light... Can the PCs discover and end a treacherous plot that threatens to destroy the relative peace of the Last Kingdom?
The Tomb of Firkin is a challenging and varied Dungeon Tomb-Raid from Dunromin University Press Designed for 6 to 10 adventurers of 3rd to 5thlevel, this is a Tomb dungeon scenario with a more to it than just Undead. Suitable for any OSR flavour and 1st and 2nd Edition D&D. Thelkor Boghammer and his band of Dwarven murder-hobos opened up the tomb of the Gnomish Firkin family a few months ago. They had a bad time of it and the sole survivor, Tutlin, is drowning his sorrows and desperate to sell the map he made of the tomb to any eager adventurers he comes across. His map contains a clue to a secret way he never realised was there – can any more noble adventurers decipher the clue and find the riches without being slaughtered by the Undead guardians? Or, failing that, could your characters do it? ;-) The Tomb of Firkin is more than just another tomb; hidden in the depths are a humanoid tribe and a secret cult based on geometry. The adventure is 44 pages with quality maps and illustrations to help you visualise the encounters. The style is based on minimal set-up, total carnage, maximum fun - the Tomb of Firkin would also work as SOLO PLAY! SM13 The Tomb of Firkin 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...
Fallow and abandoned for years, Bloodsworn Vale has long been a dangerous wood separating two kingdoms. A recent call-to-arms asks adventurers from around the world to establish a trade route through this dark and forboding forest.
Trouble darkens the shores of the Vezdali Peninsula when an earthquake hits, sending part of the village of Palma Flora down into the sea. Seizing their chance a tribe of Sahugain descend upon the village, lead by their leader Selachai, a Sahugain Warlock.
In preparation for the Magister's Masquerade, the students of Strixhaven must create and present themed outfits at the Silverquill Fashion Show. A fellow student offers to design truly unique and magical outfits for the characters, but first he will need special materials infused with magic from the snarls. Recover materials to craft magical fashions within the lair of a brand new creature—the Snarlmoth—in this short adventure set during Year 3 of the Strixhaven campaign.
The idyllic town of Evershade is about to get a lot less peaceful. Nestled in a small valley near the border of two kingdoms, Evershade is a small but prosperous town. But ranchers have been finding their livestock slaughtered, with no idea what's behind it. What begins as a simple mission to scare off a predator, turns into a race across hills and mountains to prevent agents of evil from destroying a future force for good. Includes A adventure for 4-5 characters of 3rd to 4th level A regional map of the areas surrounding the town of Evershade Descriptions of the town of Evershade and several of the notable NPCs that live there A map of the dragon's lair on a cliff near the sea Stat blocks for all monsters Unnumbered map suitable for use in your favorite VTT Published by Goblin Scrawl Games
The Bunker transports the party from their starting hex to a destination 2 hexes away. It can be placed anywhere on the Purple Planet map that does not already contain a numbered encounter. It could be hidden beneath the fecund growth of the mushroom forests, lost in the broken lands, amid the Ancestor Peaks, or uncovered by a sand storm in the wastes.