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Cover of Mortzengersturm, the Mad Manticore of the Prismatic Peak
Mortzengersturm, the Mad Manticore of the Prismatic Peak
5th Edition
Levels 3–4
32 pages
0

After turning himself into a manticore, the self-style wizard-artiste, Mortzengersturm, moved to the crystalline peak of Mount Geegaw to practice his transformation magic without interference. You've been hired to snatch his most prized artifact, the Whim-Wham Stone--or at least some of its eldritch light. A menagerie of magic hybrids, a self-absorbed vampire, more than a few hippogriffs, and of course, the mad manticore himself await! It's like a Rankin-Bass stop motion special--except it could end in a total party kill.

Cover of Shut-In
Shut-In
3.5 Edition
Level 2
11 pages
0

Not all evil spawns in ancient ruins or on fiendish planes. Sometimes, all corruption needs to take root is a jealous memory, cultivated bitterness, and a lonely place to bloom. An elusive killer is leaving a trail of noble blood across the city. When the PCs are recruited to protect an influential spinster, they discover that more is afoot at Dromdal House than anyone suspects. In fact, they may be the ones who need protection, from their aging ward. Pgs. 18-28

Cover of DDAL-CGB Cloud Giant's Bargain
DDAL-CGB Cloud Giant's Bargain
5th Edition
Levels 5–7
33 pages
0

The renowned adventuring company Acquisitions Inc. hires you to infiltrate a castle--but not just any castle. This is a flying fortress built by the cloud giant Count Stratovan, who is currently preparing to destroy the Sword Coast. Your mission is to meet with his son, who claims to want to prevent the war and establish peace between the giants and the small folk. If you can learn whether the son can be trusted, discover the secrets of the castle, and ... well, survive, you too can earn acclaim with Acquisitions Inc.! Released as a Fathom Events exclusive at movie theaters streaming the PAX 2016 Ac. Inc. game. Legal for AL play.

Cover of Sword of Air
Sword of Air
Pathfinder
Level 1
522 pages
0

What is the Lost Lands? The Lost Lands is the home campaign world of Necromancer Game's and Frog God Game's own Bill Webb. This campaign has been continuously running since 1977. Many of the adventures published by Necromancer Games and Frog God Games are directly inspired by this campaign. They have evolved over the decades, and more material continues to flow from it as the dice keep rolling. Sages and wizards of legend speak of the Lost Lands—many of the players who have lived and died in Bill's campaign over the years now have a place in history (in the books). Frac Cher the dwarf, Flail the Great, Bannor the Paladin, Speigle the Mage, and Helman the Halfling are well known to the fans of Bill's work. This is the game world, and these are the adventures in which the players of these famous characters lived and died. Hundreds of players over the past 35 years have experienced the thrills and terrors of this world. The Sword of Air is the centerpiece of the Lost Lands. Currently, this epic tome consists of several parts: 1. The Hel’s Temple Dungeon—kind of like Tomb of Horrors on crack. This six-level, trap-and-puzzle infested dungeon formed the basis of Bill's game through his high school and college years. Clark Peterson’s very own Bannor the Paladin spent several real life months in the place, and, sadly, finished the objective. This is where the fragments of the fabled Sword of Air can be found…perhaps. 2. The Wilderness of the Lost Lands extending to the humanoid-infested Deepfells Mountains and providing detail about the nearby Wizard’s Wall. This so-called “wall” was raised by the archmages Margon and Alycthron harnessing the Spirit of the Stoneheart Mountains to raise the land itself, creating a massive escarpment to block invaders from the Haunted Steppes. These archmages are actual player characters from the early 1980s who live on in the legends of the Lost Lands. Over 70 unique encounter areas are detailed, and each one is a mini-adventure in itself. New wilderness areas may be added based on bonus goals described below! 3. The Ruined City of Tsen. Legend has it the city was destroyed by a falling meteor. This place forms an aboveground dungeon area the size of a city, with over 100 detailed encounter areas. It’s a very dark place…even at noon. 4. The Wizard’s Feud—This campaign-style adventure pits the players in a long-running series of intrigues and battles between two archmages. Which side will they take? Their actions all play into the overall quest, and could well determine which side wins. Law and Chaos are not always what they seem, and if the wrong decisions are made, the entire ordeal could fail. Remember, one of the wizards WANTS Tsathogga to win. 5. New monsters, new demons, new spells, and new rules for various aspects of play. 6. The Tower of Bells. This dungeon is the result of the workshop Bill ran at PaizoCon 2013, where the participants assisted him in building an old-school dungeon. Visit the tower and discover the secrets of the “artist” within. Beware: those entering may never come out!

Cover of The Airship Incident
The Airship Incident
5th Edition
Levels 1–3
4 pages
0

The party starts this one-shot falling from the sky aboard an airship. It lands atop a dense cluster of trees, unable to fly, but not destroyed. Now it is up to them to traverse the nearby wilds in search for the parts that fell loose so they can get back to the skies and continue their journey. Unfortunately, they will have to face ogres, apes, bears, blights, and more to retrieve these missing mechanisms.

Cover of The Mystic Circle
The Mystic Circle
5th Edition
Level 1
11 pages
0

An offer of exploration and adventure leads to a chilling underground dungeon. A mystical object is being asked to be retrieved by the local Wizard. This is the second adventure in a miniseries with the following adventures being: A Chance Encounter An Urgent Rescue A Dark Veil Falls

Cover of GA1 The Murky Deep
GA1 The Murky Deep
AD&D
Levels 5–8
32 pages
0

Stories of the ancint lost city of Carsail and its fabulous artifacts are legendary. Now, the clerics of a seaside town have proven that some unusual items are indeed from the long forgotten city, but two priests and a mysterious stranger are missing. Players must risk life and limb, breathing beneath the water, to find the lost cities of Carsail and Mylduscor, and unlock the mysteries of the murky deep! TSR 9422

Cover of Quests of Doom 4
Quests of Doom 4
5th Edition
Levels 3–8
20 pages
0

God of Ore by Tom Knauss is a 3rd-level adventure that takes the PCs from the quiet, mountainside town of Miners’ Refuge into the heart of the Stoneheart Mountains in pursuit of a failed pilgrimage to discover a phony religious relic deep inside legendary Mithral Mountain. The dark, twisting tunnels that bore into the fabled mountain soon reveal that some mysteries are not what they first appear to be. Between a Rock and a Charred Place by Tom Knauss (for 4 to 6 characters of 7th level) The characters will be thrust into the middle of an epic confrontation between the dwarves of the Stoneheart Mountains and the hobgoblins just beyond their borders. Under their new leadership, the hobgoblin warmongers deploy an innovative grand strategy: to forge an alliance with one of the dwarves’ old enemies and a traitor in their foes’ midst. The dwarves’ dominance over the region and very survival hangs in the balance if the characters cannot thwart the monsters’ ambitious plans. The Covered Bridge by Kevin Wright (for 4 to 6 characters of 4th to 6th level) Are the characters up to the challenge of solving the centuries-old murder of a historic hero? Within the adventure, the characters are caught up in the haunted memories of the ghostly knight and help him to accomplish his heroic deeds. While doing so, the party becomes familiar with his world and the murder suspects, picking up clues to their motivations and actions along the way. At the end of the adventure, an enraged spirit confronts the characters and demands that they name his killer. If they can do it, they are richly rewarded; both in treasure and the knowledge that they let a good man finally find rest. If they fail, they must face the chilling wrath of the deathless phantom. The Hunter’s Game by Tom Knauss (for 4 to 6 characters of 4th level) This adventure will find the characters traveling into the foreboding Dyrgalas Fens, a temperate swamp in the Harwood Forest nestled between the Wolf Hills and Low Hills. Dyrgalas Fens is overrun by an eclectic collection of malevolent monsters, xenophobic humanoids, and foul beasts. When some of the region’s finest gentlemen and ladies never return from their excursions to the Answin Hunting Lodge, the characters must investigate their mysterious disappearances. The journey leads them into the figurative heart of darkness, taking them not only deeper into the dreadful Dyrgalas, but also plunging them into the harrowing abyss of hatred and greed. The Missing Pin by Alex Kammer is a 2nd-level adventure designed for 4 to 6 characters. In the Lost Lands setting it takes place in the Unclaimed Lands north of the Borderland Provinces at the point where the Great Amrin River meets the Glimmrill Run. At the confluence of the Great Amrin and Glimmrill Run rivers sits the small town of Gumspur, a small backwater town known only for its convenient location and its only real export, pottery. So, when an audacious theft victimizes one of the leading families of Gumspur, a group more capable than the local constabulary is needed. On its surface, what looks to be a simple theft conceals a much deeper and much more dangerous conspiracy. In the Time of Shardfall by Michael Curtis (for 4 to 6 characters of 5th to 6th level) In this open “seek and destroy” adventure, a relic from the prehistoric past — a mystical prison containing a powerful proto-dragon and other creatures from long ago — has been flung forward in time to arrive at the characters’ current era. The prison, an enchanted pane of obsidian called the Akaata, fractures upon arrival, breaking into several shards that fall to the land below. Soon, the prehistoric menaces trapped within wander out of their broken prison to threaten the realm. The characters must search for the five shards and destroy them and their former prisoners, then confront the now-free proto-dragon before it recovers its full strength. War of Shadows by Tom Knauss (for 4 to 6 characters of 8th level) This adventure can pick up where Between a Rock and a Charred Place left off or stand on its own. Erod Flan weathered the dark folk’s storm, yet the conspirators are not done. Their focus now turns to the critical outpost of Tyr Whin. The characters and the outnumbered defenders must somehow stop the hobgoblin warlord, Grugdour, and his army from overrunning the citadel and opening a beachhead for invasion into the Stoneheart Mountains. A Little Knowledge by Tom Knauss (for 4 to 6 characters of 5th level) This module takes the characters across the Stoneheart Mountains onto the forbidding Feirgotha Plateau to investigate the myths and tales surrounding the ancient and presumably deserted Library of Arcady. The PCs soon discover that the venerable building is not as abandoned as originally believed, and its unusual caretaker keeps more terrible secrets than any of its fabled lost writings. Awakenings by Steve Winter (for 3 to 5 characters from 1st to 3rd level) Strange things occur after a meteor streaks overhead in the night sky. Combining elements of a fairy tale with elements of cosmic horror, the characters will confront a community of these evolved animals with evil plans that involve finding the fallen star and confronting an unknown entity. Cave of Iron by Steve Winter (for 4 to 8 characters from 2nd and 4th level) When a wagon train fails to return from a supply run, the characters must investigate what happened to them and the riders that were dispatched to find them. The Desperation of Ivy by Lance Hawvermale (for 4 to 6 characters from 4th and 7th level) A once-imposing residence called Coltherstone Hold was abandoned years ago, and in the decades since, a fantastic amount of vegetation has grown up the walls and rooftops, covering the structure. Many of the plants are dangerous — deadly, even — and reclaiming the hold will require more than just a few machetes to chop down some weeds. Much worse, a few of the plant specimens possess intelligence as well as an undo degree of malevolence. They’ve infested a nearby village — all but burying it in overgrowth — and have absorbed a few villagers along the way. Fishers of Men by Tom Knauss (for 4 to 6 characters of 6th level) The Dragonmarsh Lowlands is a forsaken land blighted by the vile demon lord Tsathogga and countless foul denizens. When Quaywright Fishery inexplicably falls silent, it takes those of stout heart to determine what dire fate befell the former inhabitants and what monstrosity now lords in their place. The grisly carnage leaves even the most seasoned adventurers shaken to the core, as they witness firsthand and may personally experience what it feels like when the tables turn against humanity. Forgive and Regret by Tom Knauss (for 4 to 6 characters of 8th level) The sins that stained the blighted Wytch Bog more than two centuries ago still linger as the villain who perpetrated a genocidal act longs to free his tortured soul from his undead bonds. In his warped mind, only more violence can garner his freedom, placing the innocent descendants of his long-deceased conspirators — and an entire region — in his crosshairs. A Midnight Council of Quail by Lance Hawvermale (for 4 to 6 characters from 3rd and 5th level) The characters explore a village to locate the lair of a monstrous murderer — but the villagers don’t want the murderer to be discovered. The Archdruid Cadrryn is so old and mystical that his very presence often affects the natural world around him. Over the years, his close association with the region’s quail population has bestowed upon the birds a sentience uncommon to normal avians. With slightly advanced intelligence, the quail now act as local sentinels, reporting back to Cadrryn on all matters that transpire in his domain. But the druid has been away for more than a fortnight on business of the Druidic Order of Oescreheit, leaving the quail to decide on important events without his wise hand to guide them. When the birds learn that a sinister force has infiltrated the nearby village of Eorls Gedreas, where many of them roost upon the thatched rooftops, the quail convene to determine a way to fight back. Nightstone Keep by Ed Greenwood (for 4 to 6 characters from 4th and 6th level) This location-based adventure is centered on a ruined, long-disused stone keep in a temperate wild forest area (possibly not far off a caravan road or forest trail). The characters will be able to explore the ruins of the keep, which have become a plant colony, and attempt to wrest a powerful treasure from the clutches of the araunglyd, a gigantic sentient fungus. The araunglyd will attempt to thwart the players at every turn, using its drone-like minions to harass and hinder them as they go. Pictures at an Exhibition by Dr. Dennis Sustare (for 4 to 6 characters from 4th and 6th level) This adventure takes the characters on an exotic cruise in a parallel reality known as “the Real World”. During a stopover, they find themselves on a museum tour where the vivid paintings draw them into a world of fantasy. Also available for Pathfinder and Swords & Wizardry

Cover of AC1 The Shady Dragon Inn
AC1 The Shady Dragon Inn
BECMI
Any Level
32 pages
0

The Shady Dragon Inn is a set of pre-generated characters for use with the Dungeons & Dragons game. This player's aid comes in two parts: each character appears first in a section devoted to his or her character class. They appear again in the second section as members of a party. As a DM or as a player, you may use either or both sections; over a hundred characters await you! Each character has a brief biography that will help you to create backgrounds for PCs or NPCs as needed. Also included is a rough physical description, and a list of items owned by each character. The Shady Dragon Inn also contains the D&D statistics for those special characters who are presented by figures in the D&D and AD&D toy line, and provides a tavern setting from which players may start adventures or gather party members. TSR 9100

Cover of DDEX01-08 Tales Trees Tell
DDEX01-08 Tales Trees Tell
5th Edition
Levels 1–4
28 pages
0

Despite the shaky alliance that exists with the elves of the Quivering Forest, they do not suffer trespass in their realm lightly, especially from common folk from nearby Phlan. A woodworker's recent blunder into the forest might set off a diplomatic incident. Can you help find him and mollify the aggravated elves?

Cover of The Tree of Blight
The Tree of Blight
5th Edition
Levels 1–5
20 pages
0

A blood curdling SCREAM shatters our adventurers rest as they set up camp for the evening. Without warning the forest comes alive and a heroic struggle begins, as our adventurers battle to avoid becoming the forest's latest victims. Take your players deep into a cursed glade on a dark and stormy night to confront an evil Druidess, and a horrifically corrupt tree...

Cover of MM1 The Modron Maze
MM1 The Modron Maze
5th Edition
Levels 3–5
25 pages
0

In a distant dimension of existence, a collective of Modrons run experimental tests to find the answer to one question: What draws adventurers to places known as "Dungeons"? Hijacking the travel of adventuring parties, these Modrons subject them to a series of tests in their artificially created dungeon. Deadly combat, logic puzzles, "moral" challenges, and a plot about a kidnapped "Maiden" Modron by an "Evil Wizard Construct" can be found within. But not all is as it seems... Leading the experiment is a rogue Modron officer named the Creative Director, who has gone mad and morphed the tests into an elaborate death trap for adventurers. Seeking revenge against those it considers responsible for its “imprisonment”, it pits the adventurers against ever escalating challenges. Who will defeat the Creative Director and put an end the mad tests?

Cover of Castle Spulzeer - Classic Modules Today 5e Conversion
Castle Spulzeer - Classic Modules Today 5e Conversion
5th Edition
Levels 8–12
30 pages
0

An omnious encounter with a fortuneteller sends a party of adventurers on a 200-mile journey across the Lands of Intrigue. While traveling throught the towns and terrain (detailed here for the first time) that lie in their path, they hear rumors and obtain clues about their mission. Their ultimate destination is Castle Spulzeer, a once proud stronghold that has become a den of terror. When the heroes enter the haunted keep, they meet a terrifying trio of residents: a madman armed with stolen magical power, a liche whose secret laboratory houses untold horrors and treasure, and a furious ghost bent on revenge. These three ensnare the party in their fight over an ancient weapon. Each will stop at nothing to keep it from the other two. The heroes must choose with whom they will ally - and the wrong choice could lead to their doom. Castle Spulzeer is an adventure complete in itself. However, as a crossover story, it offers every Dungeon Master a choice between two endings. The first leaves the party in the Realms. The second transports the characters to the Demiplane of Dread, where the plot continues in the Ravenloft adventure The Forgotten Terror. For 4 to 6 Characters of Levels 8-12 This conversion guide allows DMs to run the original module with 5th Edition rules. To use this conversion guide you will need a copy of Castle Spulzeer, originally available in hard-copy and now for sale in digital format on the DMs Guild. Visit Classicmodulestoday.com for instructions on creating your own classic module conversions and selling them on the DMs Guild. Castle Spulzeer was originally scheduled for publication by TSR in June 1997. Then, near-bankruptcy caused a total failure of TSR's schedule, resulting in no books being published from February through the very end of July. Some books would be delayed for over a year, and others would disappear altogether, but Castle Spulzeer was relatively lucky: it was just delayed four months, until October 1997. The reason may well have been its theming, and its crossover with the Ravenloft line, which made Castle Spulzeer a great Halloween release. Castle Spulzeer has an even more far-reaching connection: its ending can lead players to the demiplane of Ravenloft and The Forgotten Terror adventure. This was probably intended as a bit of advertising for Domains of Dread (1997), the third edition of Ravenloft which was released in August 1997. In other words: in their last days, TSR was working very hard to cross-market their products, but they didn't live long enough to see the success of the Spulzeer-Intrigue-Dread connection.

Cover of DL2 Dragons of Flame
DL2 Dragons of Flame
AD&D
Levels 5–7
32 pages
0

The dragonmen have taken Solace. Its beautiful tree houses lie black and battered amid the stumps of great vallenwood trees. Kapak Draconians, armed with poisoned weapons, enforce a brutal martial law on the survivors. And Solace is only one outpost: the dragon armies control the plains. Only the elven kingdom of Qualinesti stands unconquered. The rest of the plainsmen suffer the most: a long slave caravan hauls hundreds of them to the fortress prison of Pax Tharkas. "Dragons of Flame" is the second in TSR's series of Dragonlance adventures for use with the AD&D game system. Your players will adventure in the world of Krynn and visit strange places such as Qualinost or the Sla-Mori, encountering bizarre draconians and disgusting Aghar. They can play the modules as a set of separate adventures or as a great quest that spans the entire Dragonlance story. Art by Jeff Easley. TSR 9132

Cover of Avenging Murik
Avenging Murik
AD&D
Levels 4–6
2 pages
0

Nothing's more dangerous than a vengeful dwarf except, perhaps, a greedy one. En route somewhere in a barren wilderness, the PCs find a couple of dwarves--one is burying his brother who was killed by a stone giant; but not all is as it seems. "The module can be placed in any temperate wilderness setting. Players who excel at role playing may find the adventure more rewarding than hack-and-slash types. At least one character should possess a silver or magical weapon." Pgs. 16-17

Cover of Difficult Circumstances: A Prologue Adventure for What Lies Beyond Reason (Pathfinder)
Difficult Circumstances: A Prologue Adventure for What Lies Beyond Reason (Pathfinder)
Pathfinder
Level 1
65 pages
0

Sometimes you can just be in the wrong place at the wrong time... Sheltering from a savage storm, a group of fledgling adventurers find themselves trapped by circumstances and powerful forces from a bygone age. Escaping from dark and dismal caverns, the heroes must brave a nightmarish trek through haunted and hostile terrain, pursued by an mysterious assailant to the very walls of Anduria – home of the greatest civilisation in the world. On the edge between madness and salvation, they must broker a deal with shadowy cults and political powers to determine not only their own fate, but potentially that of the Eternal City itself.

Cover of Fierce
Fierce
5th Edition
Levels 3–5
5 pages
0

'Fierce' was written for the annual release of Fierce, a tasty Berliner Weisse, at Off Color Brewery in Chicago, Illinois. It's a one-shot intended for both beginner players and DM's, with the space for personal flair to be added or to be run as-is.

Cover of Carcass Fracas!
Carcass Fracas!
AD&D
Level 1
2 pages
0

It's only a flesh wound. This roadkill isn't as harmless as it looks. Reports abound of brigands and hobgoblins attacking travelers in the area. Though there were brigands, the attacks are the work of a Thoul (magical combination of a hobgoblin, ghoul, and troll). The Thoul is playing dead in the road to attract prey. It has been doing this successfully for a number of days now with the help of its mate, a second Thoul hiding nearby. The PCs must defeat the Thouls to keep the road safe for travelers between the local towns. Pgs. 26-27

Cover of Mountain Sanctuary
Mountain Sanctuary
AD&D
Levels 1–3
6 pages
0

It's the little things that count. Obnoxious little problems can easily become obnoxious big ones. Although designed as a companion to "Grakhirt's Lari" (which appeared in issue#1), a copy of that module is not required to enjoy this one. Pgs. 3-8

Cover of BF2 Fortress, Tomb, and Tower: The Glain Campaign
BF2 Fortress, Tomb, and Tower: The Glain Campaign
OSR
Levels 2–6
59 pages
0

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