The Village of Hommlet has grown up around a crossroads in a woodland. Once far from any important activity, it became embroiled in the struggle between gods and demons when the Temple of Elemental Evil arose but a few leagues away. Luckily of its inhabitants, the Temple and its evil hordes were destroyed a decade ago, but Hommlet still suffers from incursions of bandits and strange monsters. TSR 9026
Summary The party is sent to deal with a problem that should be instantly familiar to all rookie adventurers - exterminating giant rats that have taken up residence in a beer cellar. However, if they are to achieve their goal our heroes are going to have to get their first taste of a real dungeon as they explore the ruins of an ancient Wizard’s Tower. What is this adventure? This first-level adventure is designed for D&D veterans and complete beginners alike. It only uses rules, items, monsters and concepts found in the free basic ruleset that can be downloaded from the Wizards of the Coast website. That means that you and your friends can play this without having to buy anything other than snacks, drinks and maybe some dice - though even these can be replaced by the many free Dice Roller apps available for phones and tablets.
Long abandoned and all but forgotten, Ridgeway Watch has fallen to lawless hands. Travellers talk of ambushes on the high pass, but few dare challenge Kessel’s gang. Can the heroes reclaim the ruin, or will they join the list of the missing?
This book goes over the various rules around the faction of the Harpers in Phandalin and the Forgotten Realms, making it easy for any new or veteran DMs to integrate it more into the core stories being told, and making the faction feel more useful for the players that choose to join. The adventure sees the characters on a mission to Iniarv's Tower, sent to search for the artifact, Bowgentle's Spellbook, and rescue the fellow Harper member, Brodven.
The country of Rhyl has been beset nearly every night for many years by a large, terrible creature that flies out from the mountains near the city of Asereht. Nearly a year ago the creature broke through the wall of King Namreh’s castle and carried off the king’s son, Prince Laechim, along with a large amount of the royal treasure. After the creature’s raid on the castle, King Namreh ordered his army to search the mountains and discover Astylis’ complex. The soldiers made two forays into the mountain wilderness, but each time were harassed and eventually driven back by goblin raiders. Since the failure of the second assault, the king has taken to commissioning small parties of mercenaries and adventurers, sending them into the mountains with promises of great reward upon the completion of the rescue mission. For reasons which the king has never found out, none of these rescue parties has ever returned to Asereht. Your party is now attempting to be the first. Pgs. 37-44
It is said that when the largest and most ancient of purple worms know that the time of their death is near, they make their way through rock, earth, and water to the legendary Purple Worm Graveyard. Canny adventurers can return from this quest with a fortune in purple ivory. Foolish ones will die. The Purple Worm Graveyard is a short dungeon crawl adventure that’s best for levels 1-4. The adventure has 15 entries and is designed to provide a variety of challenges for a new adventuring party or one-shot game. The adventure is designed to provide interesting monsters, traps, tricks, and treasures.
Chapter 1 - When a relative of someone close to the characters goes missing from a nearby village, the players are asked to investigate. The party has to recover stolen goods from a thief before setting out from the City of Ravens Bluff. They travel through the wilds of Vesperin in search of the missing person, finding trouble and helping locals along the way. Chapter 2 - As the journey continues, the party arrives in a small hamlet suffering from a strange blight. The players will need to investigate the situation and choose sides in a longstanding feud between the mayor and a local magic user. Chapter 3 - After clearing a tribe of violent orcs from a nearby mountain pass to protect the residents of a town, the party will have to enter the lair of a long-dead dragon to rescue their quarry from a band of goblinoid slavers, where they discover an entrance into a dwarven city, lost and forgotten centuries ago. Chapter 4 - The party will have to traverse the ruins of the dwarven city, avoiding hazards and battling the horrors that lurk there, to uncover the identity of the slaver's leader. A discovery that will lead them through a treacherous forest to the city of Tsurlagol in search of a pirate ship called the Star Carver, and its drow captain, The Viper's Kiss. Along the way, they meet an unlikely ally. Chapter 5 - Once they arrive in Tsurlagol, the players will have to choose between gaining the assistance of the city council to fight the pirates head on, or making a deal with the Viper's Kiss, herself. The path they choose will either lead to an epic battle on the Sea of Fallen Stars, or into the deadly sewers and tunnels beneath the city to face an enclave of wererats, undead, and a tribe of mad, kraken-worshipping kuo-toa, in search of a fabled relic. The Laughing Horde of Ruin, Part 1 is the first module of an original 5e adventure campaign. It is designed for character level 1-5, and uses material from the Dungeon Master's Guide, Monster Manual, and Volo's Guide.
The valley of Haven was a peaceful land. Its crops were abundant, its citizens prosperous. Elves, Dwarves, Halflings, and Humans lived together in harmony. Hidden away in the heart of the Thunder Mountains, Haven was a safe place to live. The rivers were sweet and pure; the weather was pleasant and warm. Something terrible has come to pass in Haven - terrified refugees speak of a fabulous ruby uncovered in the mountains and a catastrophe that befell the palace. Whatever the cause, Haven now lies in chaos. Raiding bands of orcs, goblins, and hobgoblins terrorize the countryside. The disaster happened so suddenly that the citizens are confused and helpless. Without their leaders, who are trapped in the palace, they have no courage to fight back. The situation has become desperate. TSR 9044
Powerful Magics are Loose in Karameikos! You and your companions are starting on your first adventure and you've been swept into the intrigues surrounding the infamous Black Eagle Barony. To prevent the evil Baron von Hendricks from gaining more power, you and your cmpanions must retrieve the magical Eye of Traldar from the wizard's tower at Fort Doom. Can you escapes the clutches of the armed garrison? Will the Baron gain the powerful artifact and use it for evil? You and your friends make the choices and affect the entire Grand Duchy of Karameikos. This module is particularly recommended for novice Dungon Masters and players who want to try their hand at overland adventuring. Recommended for four to six characters, levels 1-2 Handouts and pregenerated characters provided Suitable for use with the Dungeons & Dragons Game box and conventional D&D Game rules Features simple rules on outdoors travelling for exclusive players of the D&D Game box Adventure in the monster-filled caverns and dungeons beneath Fort Doom. TSR 9271
The day has been long and hard and, as night falls, you gratefully surrender to the soft, silent blackness of well-earned sleep. Then the dream comes. You are seated on a throne in a cavern where the sun has never shone; where no voice has ever spoken. Yet you are not alone. Through the darkness, silent figures are moving. Blacker than black... formless yet menacing... advancing towards you from every side... You fell their touch; icy claws plucking at your skin and hair, lifting the throne and carrying you helpless on a journey from darkness into further darkness, from silence into deeper silence. You scream, and a million anguished, reedy voices answer your call. Suddenly you awake... ... and the dream is real. A module printed exclusively in the United Kingdom by TSR UK. Using the 1986 National Garden Festival as its theme, this module was sold both at that festival, and at the 1986 Games Day RPG convention at the Royal Horticultural Society Hall in London (hosted by Games Workshop that Saturday, September 27th). It was briefly mentioned in White Dwarf magazine 82, page 49.
Part of the First Quest Box Set TSR1105, this is an adventure designed to introduce new players and DMs to AD&D. Ever want to spend a night in a haunted house? Want to know what it would be like to meet a ghost? Well, doom creeps closer and closer with each hour your heroes spend in the old house on Harrow Hill! Are they brave enough to make it through the night? Or will the ghost claim some new victims? First Quest Adventure Book Pgs. 28-44
The ground-breaking introductory adventure for Dungeons & Dragons that served as a DM aid in the first D&D Basic Set, released by TSR in 1977. This set included a 48-page rulebook covering the first three levels of play, and was skillfully edited by Dr. J. Eric Holmes from the original 1974 D&D rules written by Gary Gygax and Dave Arneson. The original set included an exemplary dungeon level, but it was a loose collection of examples and not geared toward starting characters. Holmes advanced this concept by writing a new thematic dungeon with a strong backstory, creating an adventure that has remained a fan favorite over the decades. Officially, its only title is "Sample Dungeon" but colloquially it goes by various names based on Zenopus, the doomed wizard who built the dungeon under his tower
Hushed Hills is an adventure location set in a haunted town nestled in hilly woodlands. It doubles as a toolbox with encounters and NPCs to support DMs in running a gothic horror adventure. You can use it in three ways: 1. Run the Hushed Hills as a Tier 1 adventure that takes one, two, or three 5-hour sessions (based on the starting quest you select). 2. Select the best encounters and NPCs to add to your game. 3. Use the presented content as fuel to inspire your ideas. This toolbox is packed with assets and consists of: • 50 encounterswith 4 quests to tie them into an adventure. • 21 NPC outlines (including eldritch chimeras), • 3 multi-phased boss battle against the Godless Chimeras. Assets are grouped into 3 regions, including Crestfall Abbey, Town of Kletva, and Mirage Forest. Each region has a high-resolution map and each NPC a portrait. Published by: Immersive Adventuring
The Red Bastion - the prison of a dwarf ghost princess... A 15-room dungeon for levels 2-3.
Far in the future, bards sing tales of kings and conquerors from ages past - but from your present. The Hero-Kings of legend are your player characters from your campaign, who even now shape the course of Cerilian history. More than simply an adventure collection, this 160-page book enables you, the Dungeon Master, to turn ordinary domain actions into oppurtunites for heroic exploits. Each of the eleven "legends" set forth here is based on a different random event from the BIRTHRIGHT Rulebook. Don't allow a mere die roll to decide the outcome of a blood challenge, rebellion, intrigue, or magical event - make the PCs forge their own destinies by confronting a madman who is "Blood Hungry," wresting the "Fang of Kriesha" from its evil wielder's grasp, thwarting a rival regent's "Double Dealing," and saving all of Cerilia from "The Gift of Azrai." These adventures are suitable for PCs of all levels and classes - wheter regents, scions, or commoners - and can take place wherever you campaign is set. This book also includes an appendix that offers advice for running different types of BIRTHRIGHT campaigns and creating your own adventures fit for a king. TSR 3125
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
The land lies under a curse. Fruit drops to the ground, its pulp black and rotten. Leaves curl and wither on the branches. Animals flee the parched vale, or starve. Long ago, the Downs prospered under the care of Druids, but the priests of nature have retreated deep into the woods and rarely show themselves. One old man claims that the Druids have the power to save the valley, if only someone could find their Oracle to seek help. Will you reach the Forest Oracle of the Druids in time? And if you do, can they really lift the curse? Or does the answer lie elsewhere? Only the most daring and cunning adventurers will save the Downs. N2: "The Forest Oracle" (1984), by Carl Smith, is the second AD&D adventure in the novice (N-) series. Unlike its predecessor, it is not intended for 1st-level adventurers, but instead for 2nd level and up. This conversion guide allows DMs to run the original module with 5th Edition rules and provides a reference sheet for encounters. Also contains suggestions for placement in the Forgotten Realms. To use this conversion guide you will need a copy of The Forest Oracle, originally available in hard-copy and now for sale in Digital format on the DMs Guild. Visit Classicmodulestoday.com to find out how you can create your own classic module conversions and sell them on the DMs Guild.
To a wizard, knowledge is power, and the wizard Lirdrium Arkayz wants to know the mysterious secret of The Rock. Many have tried to discover it - but The Rock keeps its secret well. The wizard offers a rich reward to anyone bold enough to solve this dark mystery. But the road to The Rock leads to danger and hidden peril - dangers that have claimed the lives of many brave adventurers. Rashness and folly will lead to quick death, but riches await the clever and brave. Have you the wits, courage and skill to survive the Journey to The rock? TSR 9106
Two thieves' guilds fight to the death - with you in the middle. Run silently; the Midnight Stalkers are after you. Escape from the Tower of Midnight is an AD&D* game module for 2-6 thieves of 2nd-4th level. The Dungeon Master may change the names of the thieves’ guilds, countries, deities, and so forth to fit the individual campaign. Note that all player characters are assumed to have been imprisoned at the start of the adventure; little or no equipment will be available at first. This module is well suited for tournament use. Adventure Background It must be assumed, for the sake of the adventure to follow, that the PCs have no way of avoiding capture by the Midnight Stalkers. However, the DM may find a way to play out this adventure and have some or all of the PCs captured, allowing any who escape to attempt to rescue their comrades. Pgs. 16-27
Amid the gales and snowy Earthspur Mountains, the tumbling ruins of the ancient Tempest Mage's tower brood over the village of Windy Valley. When a kidnapper flees into the ruins, it's up to a group of adventurers to apprehend the rogue and save his victim from the vault below. Published by Cold Iron Conventions and Draxtar Games.