Some games aren't played for fun. A friendly little gambling game - with the most bizarre players and rules! Pgs. 24-32
HEAR YE, HERE YE! THE BLACK KNIGHT WILL HOST A TOURNAMENT CHALLENGE! The Black Knight is a mighty warrior. Even though he acts a lot like a bandit, they say he keeps his word. The Black Knight usually raids local towns, but now he is sending out invitations. He offers a tournament, a contest of honor, to all comers. But why would the Black Knight hold a contest? Maybe something more is going on. There is only one way to find out! This module is the first entry-level adventure written especially for a DUNGEON MASTER and a single player. Recommended for one fighter, cleric, dwarf, or elf of levels 1-3 (An option allows for using more characters if you wish). TSR 9387
Includes a Multiplayer version and a Dungeon Master + 1 Player version. A village on the outskirts of the Glimmerwood hires a brave adventurer(s) to destroy the eggs of a green dragon who has taken root in the forest. Although this sounds like a bold and unwise move, the village elders have a second agenda: implicate a menacing band of orcs who also dwell in the forest. There are several ways to use this adventure: •Introduce a new player to the world of Dungeons & Dragons •DM an experienced player through a single character adventure •As a one-shot adventure while DMing a group of new or experienced players
Your time at the Riverside Cafe is cut short as you witness the wanted criminal Jessy Jane tearing through the area. As the guards fumble the pursuit you recall a hefty reward for this nefarious woman. What the hell, the Etharia Tea was too hot anyway. Rising from your seat, you head off after the woman!
Over a millennium ago, a clan of dark elves broke away from their evil kin and fled from the city of Menzoberranzan. Though many lives were lost in the initial exodus, the large numbers of the renegade band ensured that they were more successful than any could have hoped. And yet, the drow that finally arrived into the surface world found themselves shunned at every turn by those unable to see past their appearances. Just as their hope was beginning to wane, a song rang out through the night, beckoning the way to the sea and to a silver ship waiting amidst the dark waves. Many years have passed, and little knowledge remains of the strange island that the dark elves came to call their home, but the wicked Lolth forgets nothing. Evil magic converges upon El’tara and begins to steal away the light of hope. Whether through fate, mere coincidence or perhaps divine intervention, a band of adventurers find themselves standing at the shores of this land in the time of its greatest need. This adventure should run for approximately four to five hours and may be played either as a one-shot or as part of an ongoing campaign. It contains guidelines for running the adventure at any level from 1st to 8th and for a variety of group sizes.
Kelick’s Crossing is a frontier town set on side of the mighty Saint Torgoth’s Causeway. The bridge expanse over the river allows adventurers and traders an easy above water crossing into the frontier. While it has a well-trained guard staff that controls passage across the bridge and protecting the citizens. This setting offers an excellent frontier town where PCs can replenish gear and sell their hard fought loot.
This adventure has a lighter tone but isn’t completely out of place in a serious campaign. The challenges include combat, puzzles, traps and a legendary monster; Jack, in a Box. Does the party need to find something that an evil (and possibly mad) mage may have secluded away in an extra-dimensional space, and ordered an evil Jack-in-the-box and his toy army to protect it at all costs? Well that’s convenient because that is exactly the kind of situation that "Trapped in the Toybox" can help you with. Alternatively maybe that Dragon fight went a little too well for your party, maybe this “cursed chest” could help teach them a little humility. This adventure is designed for 4 (1d6 + 1) adventurers of 8th level who are in possession of a sense of humour. The toybox was created by a chaotic yet playful wizard, in order to hide an enchanted amulet under the protection of Jack. The adventurers should find themselves trapped inside the toybox, and they're in Jack's world now. Jack is the master of this domain and protector of both the amulet he has been entrusted with and the only exit of the toybox. There are a number of ways the adventurers may have come to be inside this toybox, e.g., the toybox may be found as part of the adventurer's loot in a dungeon or dragon's hoard, upon investigation it drags the adventurers inside. Note: This module commemorates our first themed week of Reddit's /r/Monsteraday and ties together this week's monsters in a dungeon designed for four 8th level adventurers. https://www.reddit.com/r/1d6Adventurers/comments/61axk3/trapped_in_the_toybox_adventure_module/ Published by 1d6Adventures
Whilst spending time in Doorstep, the settlement that has grown up around the gates of Gauntlgrym, the town is attacked by an overwhelming force of orcs and you are pushed back into the city. You and your companions are offered an opportunity to escape the mountain through the trap laden, kobold infested, Red Wing Warrens and get help for the besieged city.
Prince Thorgrim rots in jail, wrongly accused by the corrupt sheriff and his cruel gaoler. Whispered rumors speak that those in his keep are tortured and sometimes murdered. Only the truly brave or fantastically foolish would try to storm the jail and free the prince. A Compleat Encounter, scalable to any level, featuring the shackled dwarven prince, the elven sheriff, and his foul gaoler. CURRENTLY UNAVAILABLE FROM THE PUBLISHER!
This setting brings the players to a community with a jungle atmosphere. Based offshore the city of Ru-Marta is a trading depot and religious center. Several independent adventures are also available for those PCs needing just a little more experience points to level up!
A quest to aid the Knights of the North, who have been overrun by a tribe of orcs, results in a group of 1st level characters learning everything there is to know about the basics of Dungeons and Dragons. This low-level adventure will use EVERY saving throw, ability score check and skill check, and goes over conditions, environments and different actions a player can make in combat.
One page side quest, one page maps. For amusement, twenty years ago, a transient vampire passed its blood curse to a flying squirrel making it undead, intelligent, and immune to aging. The squirrel calls itself Darkfang and mostly enjoys preying on tiny humanoids, favoring halflings, elves, & young humans. DF often relocates as years ago it learned humanoids seek justice. To avoid notice, DF may move lairs after killing a humanoid. Three solid adventure hooks are provided. Published by Wicked Cool Games
SPECIAL DOUBLE ISSUE! The Tabernacle of Ka-Sik-Fal is a 2 in 1 adventure including a TRUE SOLO adventure. This double adventure is actually the same adventure in two formats, one DM & PC, and the other a true do it yourself adventure. This adventure is for a PC of 1-3 level . It follows the Filbar Campaign setting but can be placed in any campaign setting. This adventure takes a single PC into a deserted shrine to discover the whereabouts of missing villagers. At 35 pages this adventure will keep your PC busy. Did I mention a true 1 person solo adventure?
Welcome to Cappadocia! This ruined ancient city is home to a group of shipwrecked Gnome adventurers. For the past several years they have tried to make the best of their situation and are starting to feel at home. This is also a side adventure to FP13 - Odie's Staff. Oh yea and two more words.....Gnome Airship!
A One-on-One Competition Module for Thieves Level 8 Your peaceful evening has been interrupted by an unusual request. As a thief, your skills are unmatched, but can you rise to the challenge of thieving for a powerful and frightening wizard? Do you have a choice? The Gem and the Staff is a special One-on-One competition module designed for one player and on Dungeon Master. The Module contains two separate scenarios, so you can switch roles with the other player after the first adventure. Scoring sheets and encounter summaries are provided for each adventure to make running competitions quick and simple. Character figures and a map book are also provided to help visualize the adventures. The player's maps are designed so you can see the rooms as they would appear. Complete DM's Maps are included. TSR 9050
This horror mystery adventure scenario takes the players to a small village just behind the fog. In a last month, three people went missing from Dormay village and they still haven't been found. The concerned villagers want the players to find the missing folk or at least shed some light on their disappearance. Through investigative work the players will discover that the village has a 100 year old secret, a secret which punishes the wicked. While the villain died over a century ago, he left behind a dreadful design that torments the people to this day. Players' heart and soul will be put to the test as they are ultimately faced with the creature born of sin. Penance for Sin features a short horror mystery adventure scenario. It introduces a new fiendish monster. The adventure favors invastigation and roleplay over combat encounters. "The horror element" section in the adventure gives advice how to make your gaming sessions more frightening. Published by: Adventurer's Inn
Thail Donnodol, an eleven scholar, has been imprisoned for crimes he did not commit. The law is no refuge. Only by breaking into the fortress prison of Granite’s End can the player character save Thail from a lifetime of misery. There’s only one problem: Thail Donnodol does not want to be saved. At least not until he finds the Vengeance of Olindor. Part 3 of the Olindor Trilogy.
If the drought doesn't get you, the goblins will. The river has mysteriously run dry and the farmers' crops are in peril. Locals are convinced a nearby tribe of goblins are responsible, and have offered a reward to anyone brave enough to sort it out. While they were correct about the goblins causing the drought, they were wrong about the reason. The chief of the goblin tribe is an enthusiastic fisher and a particular fish, Salvel the Talking Trout has continually eluded him. This adventure has a humourous tone and emphasises role-playing and negotiating. Pgs. 8-21 & 49
In City Year CY444 the greatest Dwarf mage of all time, Archmage Panzar, mounted his Flying Pig and rode up to the Necklace to do battle with Guth-Targ Greller Ak Terraak, an Efreet, and her army in her asteroid palace. Despite his great magical powers, Panzar failed and his burnt and petrified body fell from the asteroid and crashed down upon a hillside somewhere in the Borderlands. His fall drove a narrow pit into the hillside to a great depth, although neither his body nor his legendary magical equipment were ever recovered. But now a seal ring bearing the mark of the House of Panzar has been found in a riverbed thirty miles west of the border city of Karan. The river is fed by streams emerging from the hill above it – Dol Jint. Could this large hill be the final resting place of the great mage and, more importantly, all his loot? The Pit of Panzar has over 300 encounter locations over 5 levels, this is a MEGA-DUNGEON scenario that follows the Dunromin University Press paradigm of Great Quality at the best possible value for money. The Pit of Panzar is designed for OSR and AD&D 1st and 2nd Edition, or pretty much any TTFRPG, intended for 5 to 8 adventurers of 6th to 9th level
An adventure for the Midnight campaign setting from Fantasy Flight Games. The adventurers make contact with the Baden's Bluff underground to investigate a pair of recent murders. This adventure emphasizes information gathering and deduction, rather than combat.