Fall into heroism! The young heroes from Exallizar Preparatory Academy are back for their second adventure – and this time, there’s no safety net. A nearby town has sent out a call for aid after a mad hermit has promised to spread untold misery during their yearly harvest celebration. Your group has been selected by the administration to answer that call, and act as representatives for the entire school! You dare not fail. “A Frightful Time” includes: The second leg of the adventure started in BASIC-1 The return of Ronus, Willow, Meeris, and Kale, fully upgraded to level 2 A new breed of monster that is sure to be an instant seasonal classic A grading system to let you know how well you’ve done at the end of the adventure Part of a series of seasonally thematic modules, BASIC-2 can be run to completion in 3-6 hours
It begins as a simple martial arts tournament. Sure, your skills are tested and you might even win a trophy - or learn a lesson or two. But it's still just a tournament.... Until someone starts playing for keeps. When a traitor to the empire is revealed, His Excellency calls loyal and heroic citizens to follow the trail of deception. The scale of the treachery is grand - it seems that an entire army has turned its back on its rightful liege! The trail leads through trackless (or seemingly trackless) mountains, into peaceful (or seemingly peaceful) valleys. The emperor has promised great rewards to heroes who can solve his mystery, but as the journey progresses the heroes find their own reasons for continuing. As a sinister suspicion grow in the minds, the adventure reaches its climax in the ruins of an ancient civilization. Finally, our heroes are faced with an ultimate choice - between success and failure, loyalty and betrayal, even good and evil. On their choice rests the future of nations. TSR 9257
Many years ago, Evard came to Duponde to destroy his rival Vontarin, a powerful wizard who lived in a manor at the edge of town. The two mages met near the walls of the abbey of St. Avarthil and dueled all night long with black spells, laying the old monastery in ruins with their magic. In the morning, the surviving friars found Evard dead in the wreckage and buried him in the town’s graveyard. Vontarin was never seen again. Now, almost fifty years after his death, Evard’s final curse is about to descend on the town and everyone within it. Also available in Dungeon Magazine #219 Pgs. 30-90
Deep in the forest, something is stirring. An evil fey sorcerer, cast out of the First World millennia ago by her own kin, has found a way to break through the ancient walls of her prison, and carries with her a vengeance too deep to be sated. For the quiet Andoren town of Bellis, busy celebrating a long-awaited marriage, it's a time for joy and laughter. Yet the forest that's always sheltered it is growing dark, and things are moving in the heart of the woods...
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
Who can the heroes trust in the verdant depths of the Feywild? While resting in the wilds on the night of a full moon, the party are accidentally drawn into the Feywild, and must find their way back. With a choice of routes to follow, the heroes may encounter either the naive but vengeful undine Dapple, or the urbane and callous fey lord Verian. Each holds the ability to send the party home, if they agree to retrieve something from the other. Venturing past carnivorous vines and a troll-guarded bridge, can the adventurers be persuasive or sneaky enough to avoid an outright battle? Full Moon, Fey Tales is a 3-4 hour adventure for characters of 5th to 7th level. It aims to give the players genuine choice on how to deal with their plight, and can be completed without a single combat, or by battling the whole way through - whatever your group prefers!
A print friendly 2-4hr adventure PDF for 3-4 level 1 players. Designed with new Dungeon Masters in mind. In a far away village, an anxious priest sends out ravens, requesting aid from anyone willing to help the gaurdian of his village. The reward, well not much, the village is poor but can offer what little gold it has. More importantly though, is the promise of a bards tale and the first step on the road to becoming a famous adventurer. Compatable with the starter set and the WOTC free official basic rules (links provided) Pre Gens provided via link. Hook provided for adventure to be ran as a prequel to the Lost mines of Phandelver Includes 3 colour tactical maps
Not even memories of past glory live on in the gentle hills around the village of Kusnir. Today its people have more concern for commonplace things, like the harvest, trade, and the threat of death in the night! Kusnir is beset by a skulk. The attentions of such a creature are a curse on any community. Streets and alleys which ring to the voices of children by day become fearful, shadowy places by night. Men go abroad armed and in groups, while women and children stay behind locked doors and even there are not safe. But life goes on. The lot of the peasant is always hard, what cannot be prevented must be endured and, of course, things could be worse. Much worse. The skulk has begun to visit the village more and more often. Sometimes it kills, yet just as often it spares a victim, leaving clear signs of what it might have done had it wished. Its visits are now marked by strange and illegible symbols scrawled in blood on the walls of the buildings. The people are worried, helpless, and desperate. Desperate enough to welcome adventurers. UK2: "The Sentinel" (1983) is the second UK-series adventure, the fifth TSR UK adventure overall, the first solo effort by Morris, and the first half of the two-part Adlerweg series (whew!). It was run as a tournament at the GamesFair '83 Open, then published later in 1983. TSR 9101
"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
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
The shrine on the edge of town has been little more than a landmark for generations – but now eerie runes have begun pulsing across its surface, and rumour has it a dark force is growing. Now the party must investigate the threat, and destroy whatever lurks inside the Hall of Lament once and for all. The Legend of Zelda meets Hellraiser in the latest adventure from Chris Bissette, creator of Bulette Storm! Breaker of Chains is a 4 hour old school adventure, featuring tricks, traps, exploration, traps, and ritual sacrifice. Never again will your players waltz into a dungeon convinced that you aren’t willing to kill them in new and horrible ways! Published by Loot The Room
You are hired by the Greenskull orc clan as merceneries to assist in the eradication of a firblog settlement from the swamp the orcs need to conquer in order to survive. You are first sent in to retrieve the bodies of scouts that never returned, but you soon realize that something wicked is going on in the swamp. Will you escape with your lives, or will you also become a victim of the Druid's Curse?
Freeport is a fantasy “free city” you can place in a fantastic setting. Its basic premise is a pirate city gone legit… at least on the surface. In truth, the pirate tradition is alive and well in Freeport, but camouflaged by a veneer of respectability. These days the city’s pirates are privateers, legalized pirates Freeport loans out to the highest bidder. You’ll learn more in the short history of the city that follows. This should help give you a taste of the flavor of Freeport before the adventure begins and the given background is all you need to run this adventure. It is an ideal starting place for a new campaign as the player characters find themselves stranded in Freeport after a deal goes sour. A seemingly simple job plunges them into the strange underside of the city, where they uncover secrets worth dying for. Death in Freeport is the first from the Freeport trilogy, together with Terror in Freeport and Madness in Freeport. Synopsis: Death in Freeport drops the player characters into the midst of political and magical intrigue, as the hidden Brotherhood of the Yellow Sign manipulates events to bring its dread god to the world. Freeport is still a bustling center of trade, but evil currents run beneath the surface. There are secrets here, and questions unanswered. The characters will undoubtedly learn there is more here than they expect in a simple seaport. The question is, will that knowledge kill them? As the adventure begins, the player characters (PCs) have just come to Freeport on a merchant ship. While on the docks, the PCs are attacked by a press gang, who mistake them for easy marks. The press gang is handily beaten off; since they are unused to real resistance. A bookish young man named Brother Egil then approaches the PCs. He says that he’s been looking for a group that can take of itself, and that he has a job for them if they are interested: finding a missing librarian. The missing man, Lucius, disappeared two days previously, and Egil is eager to find him. Egil gives the PCs some background on Lucius and his strange behavior. The PCs are then free to investigate: They are likely to visit Lucius’s home, the temple to the God of Knowledge, and an orc pirate ship. This should form a picture of Lucius as a man searching for his own past—who found something he wasn’t counting on. Following a trail of clues, the PCs learn about the Brotherhood of the Yellow Sign. With a little luck, the PCs can trail the cultists back to their hideout, penetrate the lair, and discover secret tunnels underneath it. Deep underground they find degenerate serpent people, and eventually Lucius himself. The librarian has been tortured badly and will die without aid. The PCs also have to deal with the leader of the cult, a man they may recognize from the temple. When the cult priest is slain, they are in for an even bigger surprise. He was not human at all, but a serpent man in disguise. What this means for Freeport only the gods can say.
The ruined siege castles outside Absalom have long beckoned adventurers looking to make a name for themselves. Now an earthquake has cracked open one of these fabled ruins, and its lost mysteries and fantastic treasures lie exposed for the first time in centuries. But the tower's empty halls once more echo with living footfalls, and a new master has claimed the Fallen Fortress as his own.
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.
A kid-friendly adventure for heroes of all ages and experience levels! When the ancient wizard Tyndareus develops a craving for a special treat from his childhood, he will stop at nothing to get his hands on the best apple pie in the whole world. He hires a group of adventurers to seek out the bakery that once produced the wonderful dessert – unfortunately for them, the bakery has long since been overrun by goblins. But all is not as it seems at Grammy’s Bakery, and Tyndareus isn’t the only one who’d do anything for those pies.
After having one adventure under your belts you set sail to deliver a package across the open seas. A problem with nature causes their vessel to make an unscheduled stop on a small island that was home to a spice dealer for water. Problems ensue on the island and the party quickly discovers they aren’t “feeling themselves”. This item was played at WhosYerCon convention this past year in Indianapolis!
In the kingdom of Minoxia, the dragon Oxitorus rules the people with a disease his breath causes. A rebel approaches you and implores you to investigate a lead he has on a cure. The travel through Minoxia's swamp will be difficult, and you can't trust anyone, as the tyrant's spy network has roots everywhere. What will become of you, even if you succeed?
When the moon vanishes from the sky, Selûne’s clergy are certain her sister Shar, goddess of night and secrets, has abducted and imprisoned her. A group of heroes must cross the Astral Sea, breach Shar’s Towers of Night, and rescue the goddess of the moon from captivity.
A scenario for a single player taking the role of Moonstone, a 3rd-level elf caught up in an Arabian Nights adventure - no Dungeon Master required! It's also possible to use one of your own D&D characters, or even an AD&D fighter/magic-user.