"Orcs have returned to the once quiet border province of Blackmarch. The Bleak Tower and its meager garrison are all that stand against the tide. Their only hope lies in a ragtag band of adventurers willing to venture into the perilous maw of Ironwood Gorge..." "Ironwood Gorge is a fantasy role-playing adventure for 4-8 characters of levels 2-5, designed for older editions of the world's most popular fantasy role-playing game and its clones such as Labyrinth Lord and OSRIC. The material is also easily adaptable to any other class and level based fantasy role-playing game. Ironwood Gorge serves as part two in the Blackmarch sequence of adventures, but is built to function just as well as a one-off adventure, a drop-in-a-hex location for sandbox games, or as a kick start to a new campaign. The module includes keyed maps detailing both the Bleak Tower: a living, breathing refuge for adventurers; and Ironwood Gorge: a cave complex with over 100 keyed areas of traps, monsters and mayhem. The module is illustrated throughout with original artwork and includes appendices detailing new monsters, magic items, and spells. Whether you are looking for an out-sized adventure to usher the hardiest characters to the intermediate levels, or a fully-realized location to plunder for maps and ideas, Ironwood Gorge is a treasure from the old-school of gaming..." An alternative to B2 - Keep on the Borderlands
TENTACLES. WHY DID IT HAVE TO BE TENTACLES? A colony of deep gnomes have had their main water source taken over by a group of kuo-toa, but are the fishy folk really the ones to blame for leaving the gem-loving svirfneblin thirsty?… This adventure was originally made for a West Marches campaign, but is designed to easily fit into any standard fantasy setting. There are many areas to insert plot hooks for your own world or campaign. A 4-hour adventure for 5th-7th level characters by ALAN TUCKER
A monastic community of elves and orcs worshipping a divine daughter of both Corellon and Gruumsh tried to bring peace and reconciliation between the two races. For their trouble, they were wiped out by zealots and erased from history. Centuries later, their mountaintop temple is rediscovered -- and rumor has it that two artifacts hearkening back to the very origin of elvenkind and orcdom are concealed within....
Floof went missing somewhere in the City of Towers. Can you help with his search? This short adventure for Level 1 characters familiarizes the players with some essential Eberron concepts: warforged, Sharn's architecture, Cannith arcanic gizmos, and the bitter legacy of the Last War. At the same time, a lighthearted tone of the adventure and a low-risk quest would totally fit novice adventurers.
It’s up to your brave heroes to fight off the invading kobolds and save… the cheese?? Well, a job’s a job, and things underground are seldom what they seem. Wheel of Evil is a 16-page adventure for old-school characters of levels 3 to 5, plus a full-color cover, classic maps, and handouts. Compatible with Labyrinth Lord™ and similar games, including the Advanced Edition Companion. "Wheel of Evil" is part of the Eastern Valnwall setting, based on the Known Lands in Labyrinth Lord™! This adventure blends traditional dungeon crawling with unique elements of horror and intrigue, set against the backdrop of a seemingly mundane task turned deadly by the influence of a hidden evil.
The rumors are true! The secret cave of the mystics holds a hoard of treasure vast enough to buy the kingdom seven times over. Gold coins piled as high as snow banks! Gleaming swords and jewel-encrusted wands crackling with arcane energy! Precious gems as large as your fist! The only thing standing between your present circumstances and a life of fabulous wealth is a pesky, slumbering elder god with a penchant for consuming entire worlds, an endless army of vat-grown hybrid monstrosities, a veritable tidal wave of disembodied eyes with awesome powers, giant acid worms, and a curse with the power to rip the still-living eyes from your skull. Do you have the mettle to stare down a god or will your eyes forever adorn the vault of The One Who Watches From Below? The winner of the Mystery Map Adventure Design Competition! In June 2012, Goodman Games sponsored a special adventure design competition. Our Free RPG Day 2012 adventure module included an incomplete adventure map. Readers could complete the map, send in their associated adventure proposal, and compete for a $1,000 contract to write that adventure. A panel of distinguished judges read the flood of proposals, and finally whittled the field down to a handful of contenders. After lengthy debate, a winner was chosen. This adventure is the winner of the Mystery Map Adventure Design Competition. There were many great submissions to the competition, but Jobe Bittman’s stood out above them all. This adventure has a strong Appendix N theme, unique encounters that your players will remember for a long time, many highly visual scenes that will stand out in your players’ minds, and some terrific twists and turns. It also features one of the most creative player handouts you have ever seen. Prepare for a very fun time. We think you’ll enjoy this adventure as much as we did.
A new D&D adventure for first-level characters. Scourge of the Howling Horde is a D&D adventure for first-level characters that pits heroes against a menacing tribe of goblins and their monstrous allies. It showcases a new encounter format designed to help Dungeon Masters run memorable encounters more easily. It also includes sidebars that contain useful advice such as differences when running the adventure for new players or for seasoned players.
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
Fleeing the rage that consumed their feuding families, Juliana and Orlando fled to the Cave of Echoes, where it is said every wish is granted. Two years have passed, and all attempts to return the lovers to their parents have failed, though some believe them lost in the enchanted garden beyond the cave. Many are the rescuers venturing into that enchanted park; a few have returned after long absences, their minds and memories curiously disturbed. Now, the handsome reward offered for the return of the lovers has tempted you, but who knows that lies beyond the Crystal Cave? TSR 9066
When local farmer Jonas Cappa goes missing while hunting mushrooms and then reappears, hours later, naked and without any of his belongings, his wife goes to the party to investigate. Jonas claims to have fallen into a hole in the ground, but none can be found. What really happened to him and can it be stopped before things get worse? (Spoiler: they are probably going to get worse). A one-shot adventure for characters of levels 1-4 designed to be dropped into any campaign, inspired by the X-Files (but firmly D&D).
In this all-new adventure, the characters acquire a treasure map tattooed on tanned human skin. It shows the location of famed pirate Bloody Jack’s last haul, where hundreds of thousands of gold coins lie waiting to be taken. But exploring his long-abandoned island hideaway isn’t as easy as it first seems. Bloody Jack didn’t leave his treasure unguarded — and the best way to keep the undead legions well-stocked is to lure treasure-hunters to their death…
Silent alarm. Who put the dip in diplomat? A small costal town is being attacked by witch's and its up to the party to put a stop to them. Pgs. 58-69
This 4 hour module takes the characters from a hidden cove near the Moonsea to hidden tunnels leading under the Glacier of the White Worm. What starts as a recovery mission leads to the uncovering of a much more sinister plot. Optimized for a group of level 7's (APL 7), this adventure can be adjusted for any Tier 2 party. Inside you'll find: * Three battlemaps * Introducing the ice encrusted skeleteon, a hardier version of the standard skeleton for colder climates.
Expand your game with this collection of 56 NPCs of various Challenge Ratings, thirteen of which include maps and details of their lairs. Add these NPCs as a side-quest, a main villain, a one-shot, a bounty for easy money, or however else you wish. Written by some of the best-selling authors on the Dungeon Masters Guild and outstanding podcasters, each NPC includes an image, a backstory, motives, flaws, and a stat block. Some even include new magic items!
This introductory level scenario brings a new group of players into an area formerly controlled by the Tunnmaa Dynasty. This group of rulers was rich in gold and gems before collapsing. It is well known that their kings, known as Ga Mantse, were buried in underground barrows that are well hidden and protected by traps. A few days ago a group much like your own found one of these hidden tombs and attempted to investigate. Sadly for them they were not up to the task. Can your party succeed where they failed?
An extended campaign for the Midnight setting from Fantasy Flight Games. Crown of Shadow is a desperate quest across Eredane, ranging from the depths of the Kaladrun Mountains, across the grim expanse of the occupied plains of Erenland, through the secretive underground of the Eren River, and finally into the heart of the Whispering Wood itself. Published by Fantasy Flight Games.
With land trade threatened, the city of Melvaunt is relying on sea trade to get goods into and out of the city. An island rises out of the Moonsea just outside of Melvaunt Harbor, and initial exploration indicates the island is a threat. The origins and nature of the island must be ascertained before trade is shut down completely. The characters explore a mysterious island and help 'living souls' disrupt a ritual being performed by cultists of Cyric. Part Three of the Misaligned Trilogy
Myriad, a city originally devoted to magical research, has been hidden and isolated for nearly a thousand years. Now, it has rejoined the world and an unseen struggle is taking place within its walls. A party of adventurers has been invited to enter the city and assist in its reintegration. Myriad's secrets, however, run deep and dangerous.
This short adventure is set in the Forgotten Realms campaign setting; it may be run as a standalone adventure, or as a side trek for a larger module . Alternatively, this adventure could be inserted into any campaign setting. Trouble is brewing near the town of Red Larch; specifically, in the caves near Lance Rock. A few good adventurers are needed to investigate the increased orc and ogre sightings in the area.
Can the city of Redshore be saved from utter destruction? "The Razing of Redshore" is a D&D adventure that confronts the party with the destructive force of an awakened sperm whale druid and the sinister machinations of a secret cabal of powerful assassins. It is designed to provide such a group with an opportunity to continue their adventuring careers into the realms detailed in the "Epic Level Handbook". This book is not required to make full use of this adventure, though; any pertinent information from the supplement is reproduced here. Pgs. 72-106