Moonless Night is an adventure module composed of short adventures which are compatible with both the first and second editions of the Advanced Dungeons and Dragons game.
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 ```
The Iron Route, an important trade road east of Phlan, is beset by competing bandits. An exiled Black Fist officer leads his band of mercenaries turned cloaked ruffians, while a mysterious dragonborn sorcerer commands screaming savages from the north. In this war over the trade route, the beleaguered merchants are the victims, and Phlan suffers from a lack of supplies. It’s up to adventurers to strike out and reopen this vital route.
Fight off an ambitious young green dragon in this expansion for Storm King's Thunder! This adventure is designed for the Storm King's Thunder campaign and is intended to give your players extra content during Chapter 3. It will bring your party to Wealdham, a small town located in the Westwood. There, they will face off with Veratrem, a young green dragon that has taken control of a local kobold tribe. If the adventurers think they can easily take the weak creatures, they have a surprise coming to them... Veratrem's Tribal Siege is a 5-8 hour adventure for Tier 2 Characters (optimized for APL 6). It has enough material for 1-2 full sessions, depending on how thorough your party is. Alternatively, Veratrem's Tribal Siege works very well as a standalone adventure for players who are not familiar with Storm King's Thunder at all.
Beware All Who Enter These Benighted Halls of Stone. Within Lies No Solace Nor Any Comforts of Home. Toiling For Our Crimes We Must Dig Where We Dwell, With No Freedom or Mercy In Our Vast Stony Hell. Stonehell Dungeon is a classic-style megadungeon, filled with enough monsters, traps, weirdness, and treasure to keep you gaming for a long, long time. Explore over 700 rooms, encounter more than 40 new monsters, and discover 18 mysterious magical items -- and that's just in the first book! Stonehell Dungeon: Down Night-Haunted Halls details the first six levels of a megadungeon intended for use with the Labyrinth Lord™ role-playing game, but is easily adaptable to most early versions of the original fantasy role-playing game and its retro-clones. Featuring art by J.A. D'Andrea, Lee Barber, Marcelo Paschoalin, and Ralph Pasucci, Stonehell Dungeon gives the game master all the necessary information to run his players through the dungeon, while offering enormous opportunities to customize and expand on the site. The monsters of Stonehell Dungeon are waiting to meet you. Won't you come in? Published by Three-Headed Monster Games.
The rubble-strewn passageway twists and turns, winding ever deeper into the mountain, lower and lower into the bowels of the ancient, forbidding halls of long-dead dwarves. The torchlight flickers, threatening to succumb to the oppressive darkness. Creeping along one striated granite wall, Arikus the warrior moves cautiously toward the great cavern ahead, its sides and walls disappearing into the gloomy distance. Cocking his head to one side to listen, he holds his hand up for a moment, demanding unconditional quiet from from his companions. Then , his arm relaxing in relief, he waves everyone forward and moves into the open. Before him, scattered to the far walls of the enormous cavern, are piles upon piles of glittering treasure - coins from countless kingdoms, sparkling gems, exquisite jewelry, and items of wondrous power - enough for twenty kings' ransoms. Arikus laughs gleefully, thrusting both hands into the nearest cache of coins to let them runs through his fingers. At that moment, a monstrous shadow looms threateningly over him. Looking up, Arikus blanches and stumbles back in horror before the terrible visage of a Great Red Wyrm. The fearsome dragon opens its razor-filled maw and spews forth a gout of white-hot flame, engulfing the hapless warrior.... The ultimate Dungeon Master Fantasy! This is the most deluxe dungeon. Designed to appeal to discriminating and demanding role-players. Adventurers, beware. This is more than just a dragon hunt. Within the lair of the beast lie cruel and deadly traps, befuddling conundrums and puzzles, and cunning minions that will be the end of overconfident or careless adventurers. Comprised of three 64-page books, for two adventures that link to one super-campaign 12 full-color reference cards 16 special player handouts Eight Monstrous Compendium sheets A Sheet of cardstock standups with 24 plastic bases. Six full-color poster maps, two of which link together to make a giant tactical playing surface for use with miniatures or the included cardstock figures. TSR 1089
In the deep, it has awoken. Hidden in the ruins of an old dwarven kingdom awaits a powerful relic, and an army kobolds are on the march to retrieve it. Dare the heroes enter this ancient place, and will they find the relic before the army arrives. In a race against time the adventures may unleash the greatest evil, while trying to save the world from a grim fate. Tomb of the Dragon's Heart is a low-level OSR adventure suited for Labyrinth Lord and other oldschool retro clones. The adventure was originally written for the Danish Living Campaign The Hinterlands, and it is for the first time presented in English. The adventure introduces the players to a different tradition of adventures, and it one with a focus on exploration and encountering the unknown. The adventure contains new magical items and relics and new monsters to challenge your players. Tomb of the Dragon's Heart also functions as a prequel to The Flooded Temple and to Grave of the Heartless. Published by Greis Games.
Why should anyone travel the cracked cobblestones of the Old Road? The fortress that once cast its shadow across the road does so no longer - some whisper that the earth swallowed the fortress whole in an age long past. Four brave adventurers resolved to discover the truth and set off down the Old Road, but they never returned. This adventure is a first level adventure for beginning players set in the dungeon of the fallen fortress.
It's party time in Thyatis... And simply everyone is going to the magnificent Villa Osteropolus, home of the wealthy old senator, Helenites. Raucous fun, exotic food, and even advanced betting on the upcoming Arena games are expected. Even adventurers just in from the outlands may meet the powerful here. So don your festive togas, for in Thyatis City there are important connections to be made and deeds to be done, duels to be fought and fame to be won. (But beware, oh Adventurer! The politics of Thyatis can be as labyrinthine as mazes beneath the Coliseum...) This module is designed especially for the DM who wants to sharpen his interactive skills. Presenting the detailed layout of a Thyatian noble's mansion and maps of the multi-level Coliseum of Thyatis. Four four to six characters, levels 2-3 Brief guide to Thyatis legal system New optional class, the Rake Fast unarmed combat system, including disarming attacks Special appendix on creating Thyatian names Featuring the DM's Guide to Winging It TSR 9284
A series of short encounters and story hooks that may cause your party to question the safety of their local tavern… Designed for characters of all levels
Introductory adventure included with the 1991 "Black Box" edition of D&D
This adventure concerns a once-proud fortress that fell into the earth in an age long past. Now known as the Sunless Citadel, its echoing, broken halls house malign creatures. Evil has taken root at the citadel's core, which is deep within a subterranean garden of blighted foliage. Here a terrible tree and its dark shepherd plot in darkness.
Citadel by the Sea is an AD&D gaming module for 4-8 characters, each of 1st to 3rd level. The fewer the characters available, the higher their levels should be. Characters should be well equipped, with at least one magical weapon apiece, but do not need any particular game experience. It is recommended that at least one ranger character and one elf character be members of the adventuring party, and that no player character be a half-orc. The Dungeon Master should read the entire module carefully before running this adventure; the events are laid out in the approximate order in which characters would normally encounter them, and the text builds the adventure as one reads through it.
Meet the Trollkin… And Drive Them Into the Sea! The trollkin and their shaman have come to a village by the sea, stormed its walls, and taken all the villagers as slaves and property. They have eaten their way through the saltfish, devoured the herd of sheep, and might be planning to eat the PCs next. Then, one escaped villager begs strangers on the road for help… And gives them the chance to shine as true heroes striking down raiders of pure evil. The Raven’s Call is an adventure for 3rd level characters that brings mythic power and a true rescue story for 5th Edition, and introduces locales and NPCs that players will never forget. It offers new monsters and new magic in the unique style of Wolfgang Baur, one of the leading RPG adventure designers.
Kobolds. To some, that name means “a tiny creature that dies easily”. To others, that name invokes fear and dread of a relentless, diabolical nightmare. This adventure introduces you to the latter. If your party is unlucky enough to enter the kobold-infested mountain, they will wish they hadn’t after triggering traps around every corner. And if that doesn’t discourage them, the red dragon surely will.
The Blistering Forge Situated atop Mount Marazbor, an active volcano, it the dwarven lava-forge once known as Citadel Grungharaz. Once, this great armoury produced hordes of weaponry for dwarven regiments in far off lands, but now it has been taken over by rampaging fire giants. Are you capable of infiltrating the Gauntlet of Flame?
While exploring for hints of the Kobolds lair, an unexpected plea changes everything. This is the fourth and final adventure in a miniseries with the following adventures being: A Chance Encounter The Mystic Circle An Urgent Rescue In addition to the adventure, there are a few of maps of the adventure area as separate jpeg files. There is also a printer friendly version of the adventure.
The Dread of Dynwel is an adventure set in the Forgotten Realms and optimized for 4-5 players. The characters start as a down on their luck but somewhat experienced crew of adventurers with a wanted poster which pays a much-needed gold reward. Soon, events in the Sunset Vale are revealed as more dangerous than they seem, sweeping the characters along with them. From the heights of the Sunset Mountains, the alleyways of Scornubel, and depths of the Reaching Wood: The Dread of Dynwel covers levels 2 through 8 and features material which can be played as a full campaign or dropped into an ongoing one.
The fabled mines of Dhol Kuldhir once showered the Dalelands, Cormyr, and points beyond with precious gems and expertly crafted jewels. Operating from a hidden complex in the Thunder Peaks, their exquisite craftsmanship was said to rival that of even Thunderholme. Almost as quickly as it rose to prominence it vanished, along with all of the dwarven miners, crafters, and untold riches. Some speculate that the mine ran dry, and the inhabitants abandoned it for a more plentiful location. Others believe that they probably fell victim to one of the many goblin tribes plaguing the area. The truth, however, is much more grave. Centuries later, the nearby town of Keen is beset upon by unlikely thieves, the local innkeeper charges a small band of unlikely allies to investigate the string of burglaries. What they uncover leads them to the long-lost dwarven mine. In the darkness, they will have to brave insidious traps, cunning monsters, and the dreaded new lord of Dhol Kuldhir.
The final fate of Roslof Keep and the Company of the Ivory Scimitar hangs in the balance. With five levels conquered, the party must finally face the ultimate challenge of the sixth and final floor. Can the stalward adventures overcome the last defense of the Infernal Machine? Will Roslof Keep be freed from the violet corruption? What unforeseen plot twists still await those willing to brave the challenges presented in The Realms of Madness and Despair? This adventure is formatted to both 1E & 5E gaming rules. Also available in PDF.