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Cover of The Horrors Beneath Hopen'er Asylum
The Horrors Beneath Hopen'er Asylum
5th Edition
Levels 6–7
27 pages
0

The corrupt town guard of the Styes refuse to help when a mysterious monster begins to slaughter the residents of Hopen'er Asylum, an old decrepit mental aslyum. A call is put out for any adventurers willing to defeat this mosnter and save Hopen'er before it falls any further into madness... From the author of Murder on the Primewater Pleasure comes The Horrors Beneath Hopen'er Asylum. If you enjoyed that adventure then you will love this! This horror adventure takes place in and below Hopen'er Asylum. Originally designed to serve as an introduction to the location known as The Styes frorm the Ghosts of Saltmarsh campaign book, this adventure can be easily transferred to any setting (advice is given on how to do this). The characters will explore an abandoned underground wing of the mental asylum, before delving into a forgotten cave system to face an unknown enemy, a Dubh. The adventure is designed for 6th - 7th level characters and takes anywhere between 4 - 6 hours to finish. The adventure contains full colour maps, as well as VTT versions of the maps.

Cover of FN2 - Eye of Gruumsh
FN2 - Eye of Gruumsh
AD&D
Levels 2–4
24 pages
0

With your first set of adventures firmly under your belt you are relaxing and basking in the glory of a job well done. While at the local tavern imbibing in some well-earned spirits, a commotion can be heard outside. As you step outside the villagers are pampering two children who apparently just rode into town on a very sweaty and tired pony. An arrow is sticking out of the mount’s flank. As the animal is removed the townspeople pepper the children with questions as both are obviously afraid. It would appear the drinks will have to wait.

Cover of SQ7 - The Sable Mace
SQ7 - The Sable Mace
5th Edition
Levels 6–8
15 pages
0

You and your associates have been contacted by Janko Milosh, fourth Earl of Tambish. Apparently, he has come into possession of a cursed item and he requires it be delivered to someone he trusts to examine it. With no mounts and none for sale, you better hope your boots are in good shape!

Cover of Caverns of Draconis
Caverns of Draconis
OSR
Levels 3–6
20 pages
0

A small local area with ten locations and a big wizard dungeon with 19 rooms. The module is based around some rules lite system exclusive to the module, but for obvious reasons can be run in the system of your choice with little modification. (Some best guess approximations have been made for the creatures for search optimization.) Official description: "This adventure is a work of PARODY based on “Caverns of Draconis,” featured in Season 2, Episode 14 of NBC's TV series, “Community.” THIS IS NOT A TSR PRODUCT. This product was made in accordance with Wizards of the Coast's OGL Version 1.0a. The following game and adventure have been designed to reimagine what the fictional module featured in the episode might look like. This rules-lite RPG is meant to serve as an introduction for newcomers and fans of the show alike. The game can be played with 2-9 players and has everything you need to get started except for dice. "

Cover of Ten Strokes 'Til Midnight
Ten Strokes 'Til Midnight
5th Edition
Levels 6–12
14 pages
0

Genius rogue artificer Ichabod Russet hired ten of his most brilliant colleagues to collaborate and build the greatest automaton yet invented: a clockwork beholder. He dreamed their invention would catapult him into stardom and wealth. In a secret mountain laboratory under Ichabod's direction, each scientist devoted themself to developing one ray for the creature's mechanical eyes -- but when the mysterious tenth ray was added to the automaton, it became too powerful. The clockwork beholder broke free during QA testing and destroyed half the lab. Only a few of the artificers escaped to tell the tale, and for the most part, they're keeping their mouths shut.

Cover of Carcassay: Titan Rat City
Carcassay: Titan Rat City
OSR
Levels 1–5
130 pages
0

The ancient world of Harth withers beneath its dying sun…but it’s not dead yet. Welcome to the strange and dangerous city of Carcassay, huddled below the skeleton of a titan rat, sprawling above the ruins of countless dead civilizations. This is where folk come to find wealth, power, revenge, secrets, oblivion… and everything in between. Carcassay is a sandbox city adventure. There are many locations to explore in, around, and under the city. Players can explore any place at any time, and may radically reshape the city’s politics, economy, religions, and physical existence. There are standard dungeons stacked under the city, and GMs are encouraged to keep adding more dungeons… all the way down. Tone. It leans more toward low fantasy or sword-and-sorcery. Most shops look like real shops. Most people look like real people. But strange and horrible things lurk everywhere as soon as you start to scratch the surface. This is my Lankhmar. Carcassay is a vast, bizarre city. It has over 100 locations where you can meet Chaos cultists, Lawful knights, retired adventurers, shopkeepers, brewers, musicians, artists, scientists, hermits, royalty, beggars, doctors, space vampires, eldritch horrors, machine priests, crab colonists, mushroom farmers, mummies, assassins, and diplomats from distant lands… and the moon. And every one of them has goods or services to sell, and a quest (or three) to offer. What sort of quests? Fetch a relic, assassinate a rival, find a relative, steal a soul, implant an agent, cure a disease, stop a riot, solve a murder that hasn’t happened yet, hunt a thief, locate a shrine… the list goes on. And for every Quest, there is a specific Reward: money, weapons, relics, Chaos mutations, exclusive memberships, information, Angelic miracles… the list goes on. This is a place where you can make a lot of money, but also where you can spend that money on interesting goods and services. Factions? We have a few. Seven Chaos cults, five knightly orders, two mercenary companies, four wealthy families, six (seven!) Corpse Lords, foreign diplomats, rival innkeepers, rival tavern owners, plus all the dungeon-delving gangs currently mucking about underground. When you grow weary of all the adventures at ground level, there are three classic dungeons buried under the city to explore. This book contains months (if not years) of campaigning. Enjoy the Chaos.

Cover of Tomb of the Scorpion Prince
Tomb of the Scorpion Prince
5th Edition
Level 8
4 pages
0

The infamous Scorpion Prince ruled his domain centuries ago, but the lands are still desolate, a testament to his poisonous influence. His terrified subjects rejoiced in his death but also feared he would return if not interred properly. To ensure the prince's happiness in the afterlife and his tomb's security, his people erected a great monument and created trap-filled chambers to house and protect his body and his wealth.

Cover of The Mists of Madness
The Mists of Madness
4th Edition
Level 1
32 pages
0

An ancient cave, defended by ancient death traps and weird arcane seals conceals the antediluvian vault of an archlich whose reign predates recorded history. Undisturbed for untold eons, the vault now stirs thanks to the machinations of cultists who have meddled with secrets best left undisturbed... This module sends the heroes to an ancient cave occupied by cultists dedicated to the Mists of Madness. Defended by ancient death traps and weird arcane seals, the caves conceal an antediluvian vault, the resting place of an archlich whose reign predates recorded history in the Known Realms. Undisturbed for untold eons, now the machinations of the cultists and their eladrin master threaten to awaken the archlich, to dire ends that none can predict.

Cover of F13 - Necropolis of Sutama
F13 - Necropolis of Sutama
AD&D
Levels 6–10
29 pages
0

A cemetery is nice but an entire city of the dead.....THAT'S an adventure. At 29 pages this adventure a large number of challenges for a party of higher levels. Set in the famed Adurite city of the dead this adventure offers many challenges to a party. What lies within? What treasures may be found? This adventure is not for the faint of heart. With over ten area maps and multiple pictures of areas the party may find, this is a full adventure. Are your players ready for a big adventure?

Cover of DD-01 The Darkness Beneath Dalentown
DD-01 The Darkness Beneath Dalentown
5th Edition
Levels 5–10
39 pages
0

The adventures in Dalentown continue in The Darkness Beneath Dalentown. Workers in the town’s sewers have stumbled upon the long abandoned halls of the dwarves that once settled beneath this region. What they’ve found is a haunted library. What they’ve woken is something far more sinister! The Darkness Beneath Dalentown features hordes of oozes, undead, and demons festering for years in an ancient dwarven mining stronghold. Now, they are slowly working their way to the surface, and the folk of Dalentown are in dire peril!

Cover of Hounds of Hendenburgh
Hounds of Hendenburgh
OSR
Levels 1–3
20 pages
0

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)

Cover of One Night Amongst the Necromancers
One Night Amongst the Necromancers
5th Edition
Levels 2–4
20 pages
0

An evil cult gathers for one night of dark acts, and on this night a group of brave adventurers enter their hide out. It is a mission of stealth and subterfuge for the dark forces are powerful, and quick thinking is needed to succeed for one night amongst the necromancers. The adventure introduces several new monsters and magic items. Originally from the Danish convention Fastaval as part of the living campaign, Hinterlandet. Now presented here for the first time in English. It is an adventure with emphasis on exploration and meeting the unknown.

Kingdom of the Blind - Episode Two: Stairdown
3rd Edition
Level 8
3 pages
0

Kingdom of the Blind is a short adventure for four 8th-level characters. The adventure is set in a minor duchy that is fairly removed from the ruler of the land. As a result, trouble can brew in the land and the king would not know immediately. The PCs had just entered the citadel in the last episode. Are they now dealing with hauling statues or fighting angry staircases in their efforts to get to the second floor?

Cover of The Black Monastery
The Black Monastery
Pathfinder
Levels 7–10
83 pages
0

The Legend of the Black Monastery Two centuries have passed since the terrible events associated with the hideous cult known as the Black Brotherhood. Only scholars and story-tellers remember now how the kingdom was nearly laid to waste and the Black Monastery rose to grandeur and fell into haunted ruins. The Brothers first appeared as an order of benevolent priests and humble monks in black robes who followed a creed of kindness to the poor and service to the kingdom. Their rules called for humility and self denial. Other religious orders had no quarrel with their theology or their behavior. Their ranks grew as many commoners and nobles were drawn to the order by its good reputation. The first headquarters for the order was a campsite, located in a forest near the edge of the realm. The Brothers said that their poverty and dedication to service allowed them no resources for more grand accommodations. Members of the Black Brotherhood built chapels in caves or constructed small temples on common land near villages. They said that these rustic shrines allowed them to be near the people they served. Services held by the Brothers at these locations attracted large numbers of common people, who supported the Black Brotherhood with alms. Within 50 years of their first appearance, the Black Brotherhood had a number of larger temples and abbeys around the kingdom. Wealthy patrons endowed them with lands and buildings in order to buy favor and further the work of the Brothers. The lands they gained were slowly expanded as the order’s influence grew. Many merchants willed part of their fortunes to the Black Brotherhood, allowing the order to expand their work even further. The Brothers became bankers, loaning money and becoming partners in trade throughout the kingdom. Within 200 years of their founding, the order was wealthy and influential, with chapters throughout the kingdom and spreading into nearby realms. With their order well-established, the Black Brotherhood received royal permission to build a grand monastery in the hill country north of the kingdom’s center. Their abbot, a cousin of the king, asked for the royal grant of a specific hilltop called the Hill of Mornay. This hill was already crowned by ancient ruins that the monks proposed to clear away. Because it was land not wanted for agriculture, the king was happy to grant the request. He even donated money to build the monastery and encouraged others to contribute. With funds from around the realm, the Brothers completed their new monastery within a decade. It was a grand, sprawling edifice built of black stone and called the Black Monastery. From the very beginning, there were some who said that the Black Brotherhood was not what it seemed. There were always hints of corruption and moral lapses among the Brothers, but no more than any other religious order. There were some who told stories of greed, gluttony and depravity among the monks, but these tales did not weaken the order’s reputation during their early years. All of that changed with the construction of the Black Monastery. Within two decades of the Black Monastery’s completion, locals began to speak of troubling events there. Sometimes, Brothers made strange demands. They began to cheat farmers of their crops. They loaned money at ruinous rates, taking the property of anyone who could not pay. They pressured or even threatened wealthy patrons, extorting money in larger and larger amounts. Everywhere, the Black Brotherhood grew stronger, prouder and more aggressive. And there was more… People began to disappear. The farmers who worked the monastery lands reported that some people who went out at night, or who went off by themselves, did not return. It started with individuals…people without influential families…but soon the terror and loss spread to even to noble households. Some said that the people who disappeared had been taken into the Black Monastery, and the place slowly gained an evil reputation. Tenant farmers began moving away from the region, seeking safety at the loss of their fields. Slowly, even the king began to sense that the night was full of new terrors. Across the kingdom, reports began to come in telling of hauntings and the depredations of monsters. Flocks of dead birds fell from clear skies, onto villages and city streets. Fish died by thousands in their streams. Citizens reported stillborn babies and monstrous births. Crops failed. Fields were full of stunted plants. Crimes of all types grew common as incidents of madness spread everywhere. Word spread that the center of these dark portents was the Black Monastery, where many said the brothers practiced necromancy and human sacrifice. It was feared that the Black Brotherhood no longer worshipped gods of light and had turned to the service of the Dark God. These terrors came to a head when the Black Brotherhood dared to threaten the king himself. Realizing his peril, the king moved to dispossess and disband the Black Brother hood. He ordered their shrines, abbeys and lands seized. He had Brothers arrested for real and imagined crimes. He also ordered investigations into the Black Monastery and the order’s highest ranking members. The Black Brotherhood did not go quietly. Conflict between the order and the crown broke into violence when the Brothers incited their followers to riot across the kingdom. There were disturbances everywhere, including several attempts to assassinate the king by blades and by dark sorcery. It became clear to everyone that the Black Brotherhood was far more than just another religious order. Once knives were drawn, the conflict grew into open war between the crown and the Brothers. The Black Brotherhood had exceeded their grasp. Their followers were crushed in the streets by mounted knights. Brothers were rounded up and arrested. Many of them were executed. Armed supporters of the Black Brotherhood, backed by arcane and divine magic, were defeated and slaughtered. The Brothers were driven back to their final hilltop fortress – the Black Monastery. They were besieged by the king’s army, trapped and waiting for the king’s forces to break in and end the war. The final assault on the Black Monastery ended in victory and disaster. The king’s army took the hilltop, driving the last of the black-robed monks into the monastery itself. The soldiers were met by more than just men. There were monsters and fiends defending the monastery. There was a terrible slaughter on both sides. In many places the dead rose up to fight again. The battle continued from afternoon into night, lit by flames and magical energy. The Black Monastery was never actually taken. The king’s forces drove the last of their foul enemies back inside the monastery gates. Battering rams and war machines were hauled up the hill to crush their way inside. But before the king’s men could take the final stronghold, the Black Brotherhood immolated themselves in magical fire. Green flames roared up from the monastery, engulfing many of the king’s men as well. As survivors watched, the Black Monastery burned away, stones, gates, towers and all. There was a lurid green flare that lit the countryside. There was a scream of torment from a thousand human voices. There was a roar of falling masonry and splitting wood. Smoke and dust obscured the hilltop. The Black Monastery collapsed in upon itself and disappeared. Only ashes drifted down where the great structure had stood. All that was left of the Black Monastery was its foundations and debris-choked dungeons cut into the stones beneath. The war was over. The Black Brotherhood was destroyed. But the Black Monastery was not gone forever. Over nearly two centuries since its destruction, the Black Monastery has returned from time to time to haunt the Hill of Mornay. Impossible as it seems, there have been at least five incidents in which witnesses have reported finding the Hill of Mornay once again crowned with black walls and slate-roofed towers. In every case, the manifestation of this revenant of the Black Monastery has been accompanied by widespread reports of madness, crime and social unrest in the kingdom. Sometimes, the monastery has appeared only for a night. The last two times, the monastery reappeared atop the hill for as long as three months…each appearance longer than the first. There are tales of adventurers daring to enter the Black Monastery. Some went to look for treasure. Others went to battle whatever evil still lived inside. There are stories of lucky and brave explorers who have survived the horrors, returning with riches from the fabled hordes of the Black Brotherhood. It is enough to drive men mad with greed – enough to lure more each time to dare to enter the Black Monastery.

Cover of Gorgoldand's Gauntlet
Gorgoldand's Gauntlet
3rd Edition
Level 1
13 pages
0

“Gorgoldand’s Gauntlet” takes place in a cave network in the side of a cliff overlooking a lake and can be inserted easily into any campaign. Gorgoldand’s Gauntlet is a site-based adventure with a pre-dominance of puzzles and traps. The PCs discover a map leading to the Gauntlet and explore it looking for treasure. They test their strength and wits against various traps and puzzles created by a gold dragon who converted a cave network into a proving ground to surreptitiously test the abilities of local adventuring bands. If they make it all the way to the end of the Gauntlet, they’ll have the chance to fight a dragon construct made of the dungeon's treasure hoard and have the chance to gain access to a magic item that can have a significant impact on their adventuring careers. Pgs. 39-51

Cover of The Sepulchre of Seven
The Sepulchre of Seven
OSR
Levels 5–7
70 pages
0

NEVER MEET FORGOTTEN HEROES! Long ago a half-elf, half deer-centaur named Jayne led a small guerilla band against the armies of an evil fae witch. They prevailed at terrible cost. Monsters moved into her hideout-turned-sepulchre, still haunted by Jayne’s ennemies and companions, and a ghost longing to complete his vengeance... Adventurers will discover the fates and true faces of unremembered heres. Will they get out with forgotten riches, or become the latest victims of a centuries-old tragedy? A 39-room OSR dungeon module for character levels 5-7. Designed for use with the Old-School Essentials ruleset, compatible with most old-school pen-and-paper RPGs.

Cover of Caverns of Thracia
Caverns of Thracia
3rd Edition
Levels 3–8
130 pages
0

For over a thousand years the things that lurk beneath the waters, skulk in the darkness and lie hungrily in dank crypts have been patient, while all around them men and monsters bicker amongst themselves, bold enough to traverse the dark caverns' depths but afraid or perhaps wise enough to leave the forgotten vaults and hidden passages alone. Beneath the lost ruins of ancient Thracia lie the vast caverns of a once great civilization. While a death cult rules the surface, the Minotaur King and his beast men lurk fall below. Descend even deeper into the darkness and discover a lost and arcane world that waits for those brave enough to enter! Necromancer Games and Judges Guild have teamed up to expand and update the classic module Coverns of Thracia for 3.5. Designed for characters of 3rd to 8th level and higher, the Caverns of Thracia is a mini-campaign setting that presents intricate plots and exciting adventures.

Cover of The Shattered Gates of Slaughtergarde
The Shattered Gates of Slaughtergarde
3.5 Edition
Levels 1–6
128 pages
0

An ancient gate to the abyss lies undisturbed in the Valley of Obelisks. Sinister forces seek to reactivate the gate for their own ends, can the heroes stop them in time?

Cover of The Death Knight's Tomb
The Death Knight's Tomb
5th Edition
Levels 12–20
12 pages
0

This dungeon is suitable as a one-shot or drop-in for characters between levels 12 and 17. Taken from the Against the Idol of the Sun high-level hexcrawl campaign, the Death Knight's Tomb is a location-based exploration adventure. It features increasing localized time distortions that ultimately pit the party in a fight against an ogre Death Knight and his minions who just destroyed an elven time lab over ten millenia ago, which is just a few seconds ago in relative terms at the bottom level. There are six distinct sections to the dungeon containing four combat encounters of increasing difficulty. As written, the party enters the structure to rescue an overly adventurous Scorpionfolk couple and their rescuers, but they can be omitted or rewritten to any other species.

Cover of Lair of the Fire Cult
Lair of the Fire Cult
5th Edition
Levels 1–2
4 pages
1

A doctor who helps with rare and socially debilitating diseases who welcomes all to her doorstep suddenly becomes reclusive...and her patients are no longer able to be found. Adventurer's are hired by a powerful merchant who had committed her son to this doctor, and they need to find him and bring him home.