The Golem Master, creator of pricey artificial servants, hasn’t been seen around for some time. His house stands dark and silent. Dare you enter?
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
“Do not try to escape. You are in my control. Look at me. I am the sum of all evils. Look carefully. My power infests all times, all galaxies, all dimensions...many seek me out...But see how I destroy their lives..." (from the film, Heavy Metal, 1981) For half a century, life in the mining outpost of Piktown has been peaceful and prosperous until a strange green glow in the nearby mountain range rekindled a frightening legend from the past. Does this recent luminous phenomenon signal the return of the dreaded Cult of the Green Orb? The Overlord has hired you and your fellow adventurers to stop the troubling green glow! This module is a classic-style dungeon crawl meant for a single night’s play, with plenty going on behind the scenes to keep players (and referees) interested. For use with Swords & Wizardry** or the Original Edition of the First Fantasy Roleplaying Game
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
The Dark Tower A Worlds Without Number Compatible Adventure The adventure is set up so the Player Characters [PCs] can encounter diverse types of situations and different adventure styles, allowing for role-playing within a rural situation, with wandering monsters, and a dungeon/Deep encounter. The module offers a chance for the GM to immerse themselves and their players with as much, or little, detail as they want to put in. Rolling countryside surrounds The Dark Tower for miles. Giving you, the GM, the opportunity to fit the adventure into almost any setting within your game. I have left the ending open, allowing the GM to slot in further encounters or adventure twists to keep the game moving but with enough happening to turn it into more than one session if so desired. The Plot There are several options for the plot: A local innkeeper would like you to investigate the haunted tower on the hill. He is willing to offer a good reward. A local village Elder could ask the PCs to seek out/investigate/destroy the walking dead that have been seen around the tower. Please investigate the tower to see if the rumors are true. A Local priest would like the PCs to remove the possible undead worrying the locals from the tower.
Infinite broken night. Milky alien moons. Wavering demons of gold. Held in this jail of immortal threats are three perfect sisters... Maze of the Blue Medusa is a dungeon. Maze of the Blue Medusa is art. Maze of the Blue Medusa works with your favorite fantasy tabletop RPGs. And Maze of the Blue Medusa is the madly innovative game book from the award-winning Zak Sabbath of A Red & Pleasant Land and Patrick Stuart of Deep Carbon Observatory. Lethal gardens, soul-rending art galleries, infernal machines—Maze of the Blue Medusa reads like the poetic nightmare of civilizations rotted to time, and plays like a puzzle-box built from risk and weird spectacle. Art by Zak Sabbath; text by Patrick Stuart and Zak Sabbath. Publisher is Satyr Press.
Terror roams the dark and brambled paths of the Kryptwood. A pack of giant spectral hounds rule the night, savaging those foolish enough to brave the forest. The villagers of Hendenburgh cower in the shadows of the ancient boughs as each morning heralds a newly savaged corpse. Explore the ancient paths of the Kryptwood in a 25-hex hexcrawl. Discover the mysterious Tyrant's Tomb. Negotiate, serve or betray the factions of the Kryptwood (a ghostly despot, a gang of highwaymen with excellent PR, a horrifying witch coven, and the eccentric inhabitants of Hendenburgh). Fight new monsters such as owlboars, kryptwood hounds and ghostly tyrants. Hounds of Hendenburgh is designed for use with Cairn by Yochai Gal but compatible with other OSR systems. If using OSRIC, OSE or other OSR rulesets then the adventure is best suited to low-level parties (1-3). Reviews Hounds of Hendenburgh is an adventure brimming with potential energy, like a domino run—any prodding by the players is sure to set off a chain reaction, but where any individual piece will end up is anyone’s guess . . . For me, Hounds of Hendenburgh is a major highlight of A Town, A Forest, A Dungeon. I’m eager to bring it to the table, and I expect it’s the sort of adventure that will reward referees who run it multiple times. - Dododecahedron Blog This 22 page adventure presents a delightful little romp through a colourful town, a dreadful forest, and a small haunted dungeon/crypt. Would that everything I reviewed were at least this good. A credit to county Donegal! - Bryce Lynch (tenfootpole.org)
Establishing themselves in the cyst left by their dead god, a zealot band of Shrooms, a race known for bizarre projects and subtle objectives, have been working for decades on the strangest task in their strange history. They are growing themselves a new god.
The Submerged Spire of Sarpedon the Shaper lies to the west of the Isle of the Dismemberer. On the northwestern shore of this island, crumbling steps spill from the shore directly into the sea. There, a seaweed choked stone path can be glimpsed winding down into the depths. At low tide, a quarter mile along the path, a lone onion dome may be seen poking through the waves. In the twilight of the sorcerer lords, The Submerged Spire was the jewel of the Shattered Isles. Within his submarine redoubt, Sarpedon penetrated ever deeper into the organic mysteries. Now, its for- lorn dome the roost of seagulls, its secrets slumber beneath the waves.
The Bark Witch of Carcass Country is a procedural pointcrawl for FRONTIER SCUM. It consists of tables encompassing: Adventure hooks to lure scum to the swamp Antagonist motivation to add depth and guide the story Locations that provide (un)safe spaces for PCs Exploration via an overloaded, exploding encounter table that escalates the plot Mundane and strange creatures with full stat blocks Signs of the Bark Witch to sow dread and chaos The module can be run purely randomly, as a pick-and-choose toolkit, or anywhere in between. Depending on the rolls and approach, it works as a one-shot or a multi-session adventure. The Bark Witch of Carcass Country is an independent production by Walton Wood and is not affiliated with Den of Druids. It is published under the FRONTIER SCUM Third-Party License. FRONTIER SCUM is copyright Den of Druids
Greed blinds the eyes of contentment Dwarf miners discovered a precious stone deposit. Unfortunately, their greed led them to dig tunnels too deep. Upon breaching the walls of an unholy temple, the miners unleashed a bizarre creature that decimated them all. 'They Dug Too Deep' is a system-agnostic one-page dungeon about exploring an abandoned and mysterious dwarven mine. As characters delve into the site, they'll uncover that not everything is as it seems – a sealed entrance from the inside, the corpses of dwarves scattered around, strange messages on the walls... Play to discover what really happened! 2023 Winners' Circle One-page Dungeon! 'They Dug Too Deep' was awarded as one of the top 10 one-page dungeons in the 2023 One Page Dungeon Contest! To celebrate, we offer you some extra stuff to enhance your play experience. There is more underground than just precious stones... What you'll find here: A complete 18-room one-page dungeon with easy preparation. A GM's Pamphlet containing tips on how to run the adventure and compiling the most relevant information. 4 character sheets using the Vagari RPG rules system. 5 custom tokens for use in your favorite VTT. Mini-hexcrawl map (NEW!)
Morgansfort: The Western Lands Campaign is the first published campaign setting for the Basic Fantasy Role-Playing Game. This module includes a brief description of the Western Lands: A campaign adventure area consisting of the remnants of a once-great empire, a pair of important free cities, and a vast wilderness territory, plus Morgansfort, a detailed "home base" for adventurers set in the western lands. Also included are three adventures designed for a part of new player characters, comprising a total of six dungeon levels: The Olde Island Fortress: a two-level dungeon environment suitable for beginning adventurers, located near Morgansfort. The Nameless Dungeon: a three-level dungeon designed to be a bit more challenging. The Cave of the Unknown: a one-level dungeon filled with strange monsters led by a fearsome master. This campaign module combines: The Western Lands, a briefly sketched campaign area; Morgansfort, a detailed "home base" for an adventuring party; The Old Island Fortress, a two level dungeon suitable for beginning adventurers; The Nameless Dungeon, a tough three level dungeon; and The Cave of the Unknown, a dungeon controlled by an evil magic-user. This campaign module is highly suitable for starting a new group, even a group of new players. Published by basicfantasy.org
Dwarrowdeep is a new megadungeon from Three Castles Award Winner (2018) and Barrowmaze author Dr. Greg Gillespie. Gundgathol lies in ruin. Over 250 years ago, an evil host rose from the underdark and pushed the dwarves out of their ancestral mountains. Since that time, orcs and worse have defiled their sacred halls. In recent days, the high dwarven clerics cast their runestones and read the portents: the time has come to retake Gundgathol. Are you brave (or fooloish) enough to enter Dwarrowdeep? Dwarrowdeep will keep your players on their toes and your campaign going strong for years. Dwarrowdeep is brought to you by the Old School Renaissance (so don’t forget your 10’ pole). This project was created through a group of awesome backers from Kickstarter. Without them, this project wouldn't have happened. Thank you for your support! Check my drivethrurpg profile for all sorts of additional Barrowmaze material. This megadungeon adventure includes an all-star cast of Ex-TSR artists including Darlene, Larry Elmore, Tim Truman, Jeff Dee, and Diesel. It features 150 unique zipitomes (art that tells a story of iconic adventurers along the bottom of the page) illustrated by Peter Pagano. Dwarrowdeep is the single largest dwarven themed adventure in the history of role-playing games.
One page adventure, one page map. A necromancer desiring to increase her undead army has unleashed a zombie horde on a remote village. Patch, one-eyed dog of Duff the blacksmith, survived the village massacre which turned most of the inhabitants into zombies. The dog lost his eyepatch in the confusion. If a Speak with Animals or similar spell is used or if a character can read animal emotions well, Patch may tell the location of some of the zombies and the massacre's survivors. Adventure hooks included. Published by Wicked Cool Games
This scenario was originally written for use as a competition event at Games Day 1987. We have published the adventure so that you will be able to reproduce the competition. The scenario also serves as an introduction to the forthcoming supplement detailing the land of Lustria. (see WFRP World Map, p272). At Games Day the party had to play the part of a small band of pygmies, and we have included details of this party so that you can use them too. You should carefully read the notes on Witchdoctors, Ancestor Spirits and the spell Control Spirits before starting play. If a conventional party is used here there is a significant chance that players will lose favourite characters. Much of the scenario is geared towards pygmies, (some tunnel heights, the presence of pygmy ancestors and so on), and a party without access to pygmy-magic may find some areas extremely difficult. Pgs. 11-27 Published by Games Workshop
Under Mirt’s Folly is a 200+ location mega-dungeon from Dunromin University Press Mirt the Long Flame was a mighty wizard a hundred years ago. He fell in love, so the story goes, with a beautiful Goddess. Using all his powers he built his true-love a temple and a pleasure palace with the intention of making her his wife. On midsummer’s eve he bent all his powers to calling her down from Olympus, luring her to our world with the sweetest compliments and tempting gifts. After several hours of calling she appeared and he proposed to her, explaining the wonderful life together he had planned for them. She was not amused. The blasted remains of the temple and the derelict palace, all made from the finest white marble, are all that remains of Mirt’s crazy ambitions. The abandoned ruins are now known by all as Mirt’s Folly. Of course, the anger of a mighty Goddess leaves deep scars in the landscape. A hundred years later the hill, despite being in civilised lands, remains an abandoned place of strange magic. It is the haunt of ghosts and monsters and all who go there return changed, fearful and anxious, if they return at all. No one knows the nature of the Curse of Mirt’s Folly and few desire to find out. But Mirt was a great mage! His powerful magic items and his many books of spells and research have never been found, not to mention the vast wealth he had accumulated. All this amazing loot must still be up there, in the ruins of the palace, or perhaps below it, in the catacombs he is said to have dug there. But who is brave enough, or foolish enough, to go and look? WormThe best-selling Under Mirt’s Folly is just one product from Dunromin University Press. As with all our supplements, Under Mirt’s Folly represents astonishing value, offering excellent quality and quantity at rock-bottom prices: A challenging scenario for a party of 4-8 characters of levels 5-8; Written for OSRIC, OSR, 1st and 2nd Edition D&D and compatible with pretty much ANY FRPG you fancy; More than 100 pages with over 250 encounter locations over 8 levels; Four wandering monster tables; A rumour table to inform and confuse; New and inventive uses of all kinds of Monsters; Inspiring new magic items; Tricks, traps and treasure enough to make any player salivate. And all this for less than FOUR BUCKS for the pdf and not much more for the softback or hardback print copy on Print-on-Demand: that's amazing value for such a quality product! But the best quality playing aids at the best possible prices is what we do at DunrominDunromin University Press...
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
Ancient port city on the edge of a desert. The city is stratified by social class and some of the slaves have formed a cannibal cult to Kthulhu. City + hexcrawl + dungeon. The Anthropophagi of Xambaala™ takes players into an action-packed realm of adventure: the mythical world of Hyperborea, a sword-and-sorcery campaign setting inspired by the fantastic fiction of Robert E. Howard, H.P. Lovecraft, Clark Ashton Smith, and others. This adventure is inspired by Robert E. Howard’s “The Man-Eaters of Zamboula” and by various short tales of H.P. Lovecraft and Clark Ashton Smith. It is designed for use with Astonishing Swordsmen & Sorcerers of Hyperborea ™(AS&SH™), a role-playing game descended from the original 1974 fantasy wargame and miniatures campaign rules as conceived by E. Gary Gygax and Dave Arneson. AS&SH is compatible with most traditional fantasy role-playing games (c. 1974 to 1999) and their modern simulacra, such as OSRIC™ and Swords & Wizardry™. This work is both a setting and an adventure. The setting describes the town of Xambaala, noting key people, locations, and local lore. The adventure proper provides players with a variety of environments and the several factions fighting over them for their own goals. With a bit of skill and luck, stalwart adventurers may emerge richer and maybe wiser. The situation that will develop in Xambaala will be determined by the players’ choices.
Goblins have returned to the area of Westgate, seeking an ancient magical item constructed for their foul kind. In their search, the goblins attack an imperial convoy secretly disguised as a merchant’s wagon. The knowledge that goblins are near must be kept quiet from the public, thus a small band of adventurers is required to seek out the creatures and the stolen magic item, deep inside the warrens of the great goblin chief! But the adventure does not end there...
Hurry! Hurry! Hurry! Step right up, ladies and gentlemen, and behold the greatest circus in the land! Behold the skilled mummers performing at The Stage; you’ll literally feel like you’re part of the play! Thrill to the death-defying acts (and audience) in the two rings under the Big Top! Laugh at the antics of the baleful buffoons, harmful harlequins, and malevolent merrymakers of Clown Alley! Gaze in wonder at the wild beasts of the Menagerie, (just make sure you know which side of the bars you’re on)! All this and more, for the small price of a single admission, to Bitterbark’s Magnificent Circus! The circus is in town! But there’s something not quite right about it. There are rumors of missing children, evil plots, and more. Can you discover the secrets hidden inside Bitterbark’s Magnificent Circus? Intended as a stand-alone adventure, but there are notes on how to include it as part of the Castle of the Mad Archmage mega-dungeon adventure. Published by BRW Games