The renegade magic-user Bargle is wanted, dead or alive. Rumor holds that he dwells in the bowels of a nearby abandoned keep, performing all sorts of foul sorcery. Only the truly brave, or perilously foolish, would dare to challenge Bargle in his own domain. Expanded dungeon of the BECMI red box sample dungeon.
A traditional "funhouse" dungeon, White Plume Mountain begins with the archmage Keraptis stealing three artifacts and leaving cryptic poems with their former owners. The players are hired to recover the items, and find a bizarre dungeon in the side of the eponymous volcano. TSR 9027
This adventure introduces characters to the land of Barovia. It expands what we know about the lands around Castle Ravenloft and sheds new light on the dark past of the castle’s lord. Players will investigate mysterious happenings in a small haunted house in Barovia.
Throughout the land, legends of the Dusk Queen persist. They speak of a sometimes kind, other times cruel, yet always mysterious fey queen who ruled from her Dusk Tower—a tall spire of smooth, dark stone in the heart of a great, shadowy forest. Perhaps the most gripping legends, however, whisper of the Dusk Queen’s sudden and mysterious disappearance. Also available in 5e format.
The Necropolis of Nuromen is a modular quest designed to let the referee introduce a group of 1st level characters to the thrills of Underworld exploration as they attempt to unravel they secrets of the evil necromancer’s lair and deal with some bandits, too. The Necropolis of Nuromen is set in a fantasy realm, beginning near the small town of Camlann Castle and leading adventurers to explore the sinister Necropolis of Nuromen. The narrative unfolds around Nuromen the Necromancer, who fell to ruin by dabbling in forbidden magic, leading to the downfall of his tower and the town known as Law's End. The adventure includes exploration of a haunted forest, encounters with various creatures, and a quest for lost treasures and magical artifacts hidden within the depths of the necropolis. To play this adventure you also require the BLUEHOLME™ Prentice Rules or the BLUEHOLME™ Journeymanne Rules. This is an updated Version of "Maze of Nuromen" from 2013.
Brambletoe Hall has ever been deep, warm and filled with mirth. Here, the good mayor Willie Brambletoe has long presided over a board of warm mutton, fresh apples, berries, peaches and the like, as well as wondrous breads, warm butter and cool drink. Mayor Willie invites all, inviting may various and sundry folks to sit and eat with him, or to gather about his great hall and make merry, pass the time and exchange news of distant happenings in exotic lands. But something has changed in that noble Halfling's Halls and a Shadow of Evil has taken up abode there. Not many days past, in those deep hours before the dawn, the sounds of merriment changed to cries of despair. A haunting came to the Good man's home and left an air filled with the noise of terror and a foul odor of unrepentant evil. Abandoned now, a shadow has hung over the hall ever since. Foul play or murder, none knew. But the Shadow of Fear has spread, stalking the environs of Newbriar. And the locals now say Newbriar has come at last to know the shallow welcome of the other world. In fear, the folk of Newbriar have called for aid, sending riders forth to find courageous heroes willing to rid the town and its sufferages of the terror of the Shadows of the Halfling Hall.
Where shadows reign, darkness follows. You'll be lucky if you live to see the dawn's early light. The player characters are charged with entering a portal the demiplane of shadows to retrieve a magical staff that can close the portal. Roleplaying and betrayal. This adventure features many creatures native to and associated with the demiplane of shadow, often as random encounters. Pgs. 8-25
A nearly forgotten dwarven kingdom once ruled these mountains. Its rulers were wealthy beyond compare. Time and greed wore the kingdom to dust and now all that remains are ruins and wonders. Recently coins of that ancient kingdom have appeared in the streams of the foothills to the south of the mountains. Rumors have passed with tankards of ale that a vault laden with gold is waiting to be found. You and your friends, on a fortnight's furlough from guard duty, have set off in search of this lost horde.
A chance encounter on the road marks the heroes as targets for an evil cult attempting to cause the rebirth of the lich god Vecna in the domain of his arch-foe, Kas. This act will free their master from his misty prison and allow him to gain vengeance upon his enemy at the same time. To learn more of the cult’s mysterious plans, the characters explore a cache of ancient lore in Tor Gorak, the major city in Tovag. Clues lead them right to the heart of Cavitius, Vecna’s own domain. There, they must discover the secret way into the Shadowed Room, an ancient library that no longer exists in time or space yet can still be reached by using an arcane ritual. Learning this secret brings the heroes into conflict with Vecna’s priesthood and their powerful servants. TSR 9582
Alton Lightheart, a lhalfling thief, went looking for a magic sword at the Storm-Sun Cliff. He & his two comrades were ambushed by a dusk (collective term) of malign shadows. He was knocked out and nearly killed. Before the shadows could consume Alton, a giant owl pair chased them away. Later, he awoke badly injured, not knowing his allies’ fate (they became shadows). Shaken, Alton saw he no longer cast a shadow! Disturbed, he fled to the village of Croy. Alton’s freed shadow, Kra, and its dusk now stalk him, longing to devour him in the dim light. This chapter starts in Croy. As the PCs arrive, an exhausted Alton sits in the Dragon’s Claw Tavern, back to the wall, skittishly watching. He ask PCs for help to face these terrifying monsters before his essence fades away. Published by Wicked Cool Games
Inspired by the "Happy Fun Ball" from the web series Critical Role, The Cube of Vanya is a magical adventure through demi-planes created by an ancient wizard, now destabilized by a malevolent dragon. The adventurers find themselves trapped within a series of themed planes with no idea how they got there. Navigating these planes to find a means of escape, they uncover the secrets of the cube while piecing back together their own memory. During the campaign the adventurers may fight shadow demons in an inn which is really a prison, flee a tornado while perched perilously in the sky, forge a weapon within a volcano, and much more. The module is structured in a non linear manner allowing the adventurers to choose their own way, or for the DM to pick and choose their favourite bits to highlight. The adventure was written with four level 5 players in mind but it would be easy to tweak for different sized groups around that level.
"When the adventurers decide to help a man who has lost his memory, little do they realize he’s Gethirah Kugothan, the notorious anti-paladin! Can the man they know as “Michael” leave his evil past behind and become a champion of good? The answer lies in Gethirah’s former stronghold, a magnificent castle perched atop a waterfall." - Christopher Perkins From the magazine: "The Forgotten Man" is an AD&D adventure designed for 4-5 PCs of levels 6-8 (about 35 total levels)... This adventure focuses on Gethirah Kugothan (also known as Michael), a formerly evil man whose memory has since taken up residence in a church of the god of rebirth and renewal. The premise of the adventure hinges on the possibility that such a man can be turned from the path of evil and become good. The main goal of the PCs is to keep Gethirah from becoming the man he used to be.
The crown of the kobold king will be anointed in blood. Five children from the town of Falcon’s Hollow have gone missing, dragged off into ruins underneath a cursed dwarven monastery. Soon they will be sacrificed to the crown, all to the glory of the twisted King of the Kobolds. If they are to be saved from this gruesome fate, brave heroes must follow their trail to the monastery and plumb the depths of its trap-laden and monster-infested halls.
Few are the wizards that seek to prolong their lives with dark rituals and foul magic to become the powerful undead beings called liches. But far fewer are those that seek to undo what necromancy what done and take back their lives after initiation to lichdom. Balipur is one of those few. Turned to a vassalich by the darklord Azalin against his will for impersonating him, Balipur, after Azalin's departure at the destruction of Il Aluk, seeks to imitate his former master's Grim Harvest project, inverted, in a smaller scale to forge a soul from the lives of other men.
Delve into the depths of the tomb of the long forgotten elven king to bring the eternal peace onto its disturbed dwellers. A 4-hour adventure for two 4th level characters. Small Party Adventure: Though the party size of 3–5 characters is considered optimal in D&D, there are times when you can only gather one or two players at most. This adventure is designed exactly for such occasions.
The long-forgotten monastery to the Lord of Winds hides a secret of immense evil. The PCs are tasked with delving into the abandoned ruins and discover if two Houses are related in some way. Scales from level 4 to level 10, but originally designed for characters of 7th level. Pgs. 17-39
The wizard Kavorquian is dead. But certain items belonging to his adopted son were in the wizard's keeping at the time of his demise. Now someone must venture into the silent vaults of Kavorquian's stronghold and recover the missing property. Queen's Harvest picks up its story where B11, King's Festival, left off. It can be played as a sequel to that adventure or as a complete adventure in itself. It is tailored for beginning Dungeon Masters and players and contains helpful hints on adventuring and the land of Karameikos. The story develops simply, but ultimately leads the player characters into the nether reaches of Penhaligon's politics to confront Ilyana Penhaligon, mad pretender to the throne! TSR 9261
Ages of Buried Evil The Bonegarden is a small nation ruled by the dead, a circular cemetery 1 mile in diameter, surrounded by a magical containment field that keeps its denizens from spilling into the innocent world beyond. Within the gate lies one of the true blights of the Domain of Hawkmoon, an immense graveyard that serves as the prison for the doomed spirits of thousands of history's most awful criminals. Those inside are determined to escape, and one of them may have found a way... An Endless Forum of Adventure The cemetery is a self-contained battlefield that abounds with undead of types the heroes have never seen, each with its own special plan for escaping its eternal confinement. The Bonegarden contains dozens of new spells, feats, monsters, and magic items. All the action takes place inside a mile-wide arena where the dead are the majority and the living are hunted like wild game. The heroes have come to the cemetery in search of adventure. The only question is... can they get out?
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.
Under raging storm clouds, the vampire Count Strahd von Zarovich stands silhouetted against the ancient walls of Castle Ravenloft. Rumbling thunder pounds the castle spires. The wind’s howling increases as he turns his gaze down toward the village of Barovia. A lightning flash rips through the darkness, but Strahd is gone. Only the howling of the wind fills the midnight air. The master of Castle Ravenloft is having guests for dinner—and you are invited. Spans levels 1-10.