๐๐จ๐ฐ ๐ฐ๐ข๐ญ๐ก ๐๐ง ๐ข๐ฅ๐ฅ๐ฎ๐ฌ๐ญ๐ซ๐๐ญ๐ข๐จ๐ง ๐๐ฒ ๐๐๐๐๐ ๐๐๐๐๐๐ ๐๐ง๐ ๐ ๐๐๐๐๐๐๐-๐ ๐๐๐๐๐๐๐ ๐๐๐๐๐๐๐ ๐๐๐! ๐๐๐ ๐๐๐๐๐๐ ๐๐๐๐๐ ๐๐ ๐๐๐๐๐๐๐ is a fifth edition (5E) conversion of the ground-breaking introductory adventure for Dungeons & Dragons that served as a DM aid in the first ๐&๐ ๐๐๐ฌ๐ข๐ ๐๐๐ญ, released by TSR in 1977. This set included a 48-page rulebook covering the first three levels of play, and was skillfully edited by ๐๐ซ. ๐. ๐๐ซ๐ข๐ ๐๐จ๐ฅ๐ฆ๐๐ฌ from the original 1974 D&D rules written by ๐๐๐ซ๐ฒ ๐๐ฒ๐ ๐๐ฑ and ๐๐๐ฏ๐ ๐๐ซ๐ง๐๐ฌ๐จ๐ง. Holmes advanced the "Sample Dungeon" concept by writing a new thematic dungeon with a strong backstory, creating an adventure that has remained a fan favorite over the decades. Officially, its only title is "Sample Dungeon" but colloquially it goes by various names based on Zenopus, the doomed wizard who built the dungeon under his tower. An adventure for 1st to 2nd level characters; four pregenerated characters are included. Also includes ideas for using it as an adventure site in ๐๐ก๐จ๐ฌ๐ญ๐ฌ ๐จ๐ ๐๐๐ฅ๐ญ๐ฆ๐๐ซ๐ฌ๐ก. ๐๐๐๐: Using this conversion requires a copy of the original dungeon found in the (1977) Basic D&D rulebook. However, Wizards of the Coast has provided a free pdf of this dungeon since 2008 on their website, see the first page of the pdf for the link. ๐๐๐๐๐๐๐๐: Introduction, page 2 The Setting, page 3 About the Dungeon, page 4 Dungeon Master's Map, page 5 Areas of the Dungeon, pages 6-13 Appendix A: Further Reading, page 13 Appendix B: Dungeon Factions, page 14 Appendix C: Portown Rumors, pages 15-17 Appendix D: Use with Ghosts of Saltmarsh, pages 18-19 Appendix E: Pre-generated 1st level characters, page 20 ๐๐ง๐๐ฅ๐ฎ๐๐๐ฌ ๐ญ๐ก๐ ๐๐จ๐ฅ๐ฅ๐จ๐ฐ๐ข๐ง๐ ๐ง๐๐ฐ ๐ฆ๐จ๐ง๐ฌ๐ญ๐๐ซ๐ฌ, ๐๐๐๐ฌ, ๐๐ง๐ ๐๐๐ ๐ข๐ ๐๐ญ๐๐ฆ๐ฌ ๐๐จ๐ซ ๐๐: Cleaning Cube, Veteran Smuggler, Thaumaturgist, Monstrous Sand Crab, Lemunda, Monstrous Rat, Brazen Head of Zenopus, Verminslayer Longsword, Lesser Wand of Petrification, Scroll of Stone to Flesh The Ruined Tower of Zenopus was featured as part of the "D&D Classics" column in Issue #32 of Dragon+ magazine! Go to ๐๐ซ๐๐ ๐จ๐ง๐ฆ๐๐ .๐๐จ๐ฆ or find the link on the Wikipeda page for Dragon magazine. ๐๐๐๐๐๐๐: Original Dungeon: J. Eric Holmes Conversion, Added Content & Cartography: Zach Howard Content Review & Editing: Scott McKinley Interior Art: Chris Holmes (โOctopus Attackโ, page 9) Cover Art: โItalian Coast Scene with Ruined Towerโ by Thomas Cole, 1838. Open Access Image from the National Gallery of Art at images.nga.gov Format: Derived from the โAdventure Template for Open Office/LibreOfficeโ by Dale Robbins on DMs Guild Dungeon Maps drawn using the application Gridmapper by Alex Schroeder
Tyr has been freed, and the mighty army of Urik has been turned back. These are new and strange times, indeed. Now Urik has become home - at least for a while - and there are new markets to shop, new streets to explore, and, oh yes, preservers to meet. Preservers, the keepers of good magic, have sent a mysterious summons. They are ready to embark on a new and dangerous plot to thwart sorcerer-kings and bring new life to Athas. To associate with preservers is dangerous to say the least, but when the king's templars uncover the schemes, a death mark falls upon all involved Will a desperate journey across the wastelands, with the templars in hot pursuit, end in victory or chaos? The answers lie in the hearts of mighty heroes and the resources of Arcane Shadows. In this adventure, the PCs find themselves in Urik, perhaps as a result of the war between Tyr and Urik that took place in Road to Urik. There, they become involved in a ritual meant to help a nascent Avangion (a very powerful wizard/psion of a generally benign type) reach the next stage of its development, but the ritual is interrupted by Urik's templars. The Avangion-to-be is left in a cocoon, and the PCs are tasked with bringing it to a new location in the wilderness where the ritual can be completed. They need to get the cocoon to the ritual location before it's too late, while evading pursuit as well as dealing with any wilderness dangers on the way, plus the evil machinations of a raiding tribe seeking the wizard for their own dark purposes. The adventure is fairly rail-roaded with a series of set encounters between points A and B. Like other Dark Sun adventures, it comes with a set of handouts. Unlike the previous adventures in the series, Arcane Shadows is not tied to the Prism Pentad novel series, nor is it really tied to the previous adventures. You can easily play it as a stand-alone without affecting the earlier ones. TSR 2410
When an injured child collapses in the street, will you venture into the cellar he fled from to discover what hides, creaking in the dark? Published by Nord Games
Trapped in the dungeons of the Slave Lords! The hardy adventurers must find a way out, with only their wits and courage to help them. But can they do it before everything is destroyed by the dreaded Earth Dragon? This module contains a challenging scenario for experienced players, the tournament scoring system, and nine fully-equipped playtested characters. Also included are large-scale referee maps, playing aids, notes, and background information. A4 is a complete adventure in itself, but can also be used in conjunction with A1 (SLAVE PITS OF THE UNDERCITY), A2 (SECRET OF THE SLAVERS' STOCKADE), and A3 (ASSAULT ON THE AERIE OF THE SLAVE LORDS). TSR 9042
Janos Meer, the powerful underworld figure known as the Beggar King, has vanished. Gribbits - Meerโs right-hand goblin - has tasked a group of neophyte adventurers with getting to the bottom of where his boss has gone, and why. This is easier said than done, of course. The explosive destruction quite accidentally meted out by the Dragon Friends some months prior has made their city a dangerous place. Itโs up to the adventurers to follow the clues through the urban chaos, unravel the mystery of the missing Meer, and maybe - just maybe - expose a conspiracy greater than any of them expected. The Gribbits Detective Agency is a Dungeons & Dragons adventure for four 1st-level characters.
A Pathfinder Roleplaying Game adventure for 15th-level characters, this volume of Pathfinder Adventure Path is part 6 of 6 of the Kingmaker Adventure Path, in which the heroes win and defend a small kingdom from threats foreign and domestic. PCs should advance to 17th level by the end of this adventure. This adventure begins after the War of the River Kings has endedโthe PCs, be they the warโs victors or losers, are faced with the task of rebuilding their kingdom or perhaps helping to rebuild Pitax. Yet soon after the war is over, a new peril strikes the region as strange monsters and violent bursts of rapid vegetation growth and bizarre weather plagues the Stolen Lands. At the same time, the PCs learn that one of the treasures discovered in Pitaxโs House is a nascent vorpal sword, a weapon of immense power, and as the strange weather and blooms of life and monstrous incursions increase, so does this swordโs intelligence and power. The PCs soon learn that their kingdom faces an invasion, but this time not from the physical world. Some fell force from the legendary First World is attempting to expand into this world, and when the PCs begin to fight back against these verdant blooms, they discover that itโs possible to step from this world into the First World realm of Thousandbreaths. There, the PCs face powerful new threats unlike anything theyโve seen before, and learn that the dangers facing their kingdom are even greater than they feared, for the fey ruler of Thousandbreaths is about to absorb the Stolen Lands into a bauble for her own purposes, an act that would scour clean the region and leave behind nothing but a wasteland.If the PCs hope to save their new kingdom from this threat, they must combat the nymph queen Nyrissa both by stopping the various blooms in their kingdom and by traveling into Thousandbreaths itself to confront the dangerously insane nymph.
In Westcrown, darkness brings fear and death, the night haunted by the spawn of a terrible curse. Striving to free the city from its decades-old blight, the PCs must reveal a long-buried secret and a treasure locked away for ages. Their journey will set them against the scum of Westcrownโs underworld, denizens of the haunted night, and the very forces of Hell itself, all in an attempt to rekindle the memories of long-dead spirits with stories still to tell. Yet what those souls reveal might prove even deadlier than the cityโs midnight curse. This volume of Pathfinder Adventure Path includes: โบ โWhat Lies in Dust,โ a Pathfinder RPG adventure for 5th-level characters, by Michael Kortes. โบ Revelations on and rules for joining Golarionโs most feared law bringers, the infamous Hellknights, by F. Wesley Schneider. โบ Diverse and exotic treasures recovered from across Golarion by the Pathfinder Society, by Craig Shackleton. โบ The unfortunate return of Radovanโs gangster past in the latest chapter of the Pathfinderโs Journal by Dave Gross. โบ Seven new monsters by David Eitelbach, F. Wesley Schneider, and Hank Woon.
Enter the ancient and corrupt city of Tyr, whose tyrannical sorcerer king has ruled for a millennium. As you wander the city, from the wreck of the Elven warrens to the sanguine splendor of the arena, you realize that the citizens of Tyr thirst less for water than they do for freedom. Now, after a century of slave labor, sorcerer king Kalak's great ziggurat nears completion. He has promised the city a grand celebration when the monument is done, complete with the most brutal arena spectacle in Tyr's long history. Rumors abound as to the nature of the spectacle: some believe it will bring with it the longed for manumission of countless slaves: others fear the annihilation of Tyr and her people as a sacrifice to Kalak's hunger for power; and a secret few believe it will be a day of revolution - a day of freedom. The adventure that introduces the Dark Sun setting as well as part of its metaplot. The adventure starts with the PCs being enslaved and forced to work on Tyr's ziggurat, where they make various connections that can affect things both in this adventure and the next in the series (Road to Urik). The finale takes place simultaneously with the finale of the Verdant Passage novel, and has something of a disaster movie feel - major events are happening, and the PCs are trying to survive in their shadow and (hopefully) save some people as well. Like many other Dark Sun modules, this adventure comes with a flip-book full of handouts as well as a few pre-generated starting-level characters. TSR 2401
A self-contained, zero-prep one-shot for 2-3 players at levels 2-3, playable in a single 2-3 hour session. Cattle are vanishing in the night, perfect rings are seared into the fields, and villagers who have seen the lights come back changed. The party investigates a frightened farming hamlet, tracks the lights to a disc-shaped craft half-buried in a crop ring, and boards it to rescue a missing farmer's daughter before confronting the cold intelligence that pilots the vessel and escaping as it climbs. A played-straight horror-comedy: every villager treats the terror as real, and the comedy grows from absurd specifics rather than winking at the premise. Four acts across 18 keyed scenes, four pregenerated characters, six original stat blocks, five battle maps, a genuine branching choice, scaling for 2-4 players, and Game Master guidance throughout.
Social conflict and negotiations, combat, random encounters, treasure, and dungeon delving โ all the elements of a classic D&D adventure in 4 hours. Donโt be put off by the 80+ pages! Half of it is maps and character sheets! Goblin Trouble is a short adventure for four 1st level characters. Written for the Dungeon Masters who are running their very first game, it is full of useful advice and tips on how to prepare for the sessions and how to run the game, easing everyone into the game mechanics along the way More advanced Dungeon Masters and players have the option to use extra options for most encounters that make the game a bit more challenging and fun. In the adventure, the party visits a small village in the Green Forest. There they learn about nasty goblins that terrorize anyone who enters too far into the forest... Is the party up to the challenge? This adventure is also a perfect choice for Dungeon Masters who are looking to expand Lost Mines of Phandelver. With this purchase youโll get: A beautifully-illustrated 4-hour adventure in PDF format Four unique color maps in both Player and DM versions. All the maps are available as separate files, so theyโre easily imported into Roll20 or another VTT. A special Adventure Tracking Sheet that helps you prepare for the game and track your progress 12 ready-to-play, slightly simplified 1st-level characters with backstories so you and your players can immediately jump into the adventure! The players also get a short guide that helps them choose the perfect hero for them. Goblin trouble must be solved. Time to set off on a grand adventure! Would you like to know what the supplement looks like inside? Click the preview under the cover picture above!
The lerendi princess, Corinna, has disappeared. She set sail aboard a ship of the Minrothad Guilds - the guilds whose ships have been pirated and plundered for many weeks. Trade is horribly disrupted as many ships leave, never to be seen again. The guild masters now call for adventurers of great skill and renown. They offer small fortunes to any who can help them discover who is pirating their ships. But most importantly, to any who can rescue the princess. Can you and your party of adventurers defeat the dangers that lurk in the dark depths of a terrifying sea? Or will you find a watery grave within the cold confines of a murky sea floor? This game adventure contains special rules for underwater adventuring. TSR 9079
Beneath the fetid roots of a noisome swamp linger the pathetic remnants of a once proud and noble tribe. Laid low by a powerful narcotic administered by their ambitious (but wildly paranoid) mistress, the lizardfolk of the Dark Oak are but a shadow of their former greatness. Now, in the fetid caverns below the slumbering body of a diseased treant she plots to bring bloody slaughter to the folk of the nearby villages before her followers forget their proud heritage and sink into a lethargy from which there is no escape.
Daggerford is fairly quiet for a frontier town. Sure, lizard men raid the local baron's holding now and then, orcs sneak out of the Misty Forest to raid caravans on the Trade Way, and Lady Bronwyn has a few suitors who are a touch too passionate, but there's nothing going on that a member of the renowned Daggerford militia can't handle. Except that the Shining River has turned green, and cattle are dying. Except that the Elf King of Laughing Hollow, a place where no human dares go without fearing for his life, is asking the militia for help. Except that strange substances are oozing from the fissures caused by a recent earthquake. Except that the earthquake also has opened an entrance in the cliffs around the Laughing Hollow that might lead to the fabled dwarf mines of Illefarn. Suddenly, being a militiaman isn't quite as easy as it used to be. TSR 9212
The kingdom of Dunador is in trouble. Since the king, Halfred of Dunthrane, was killed in a hunting accident, the land has hovered on the brink of civil war. Crown Prince Edmund, at 18 only half-trained and quite unprepared to assume the throne, has yet to be crowned. Currently he is on a pilgrimage to the holy shrine of Nevron in the province of Andevar. While the uncrowned king is far from home, anarchy reigns in Dunador. Throughout the realm, plots are brewing and evil hands are eagerly clutching at the sword of treason. Inevitably the focus of these intrigues is in the troubled province of Andevar to the north. For it is here that the young Prince has journeyed and here that he must be crowned. In this dark hour Dunador has but one faithful servant: Hollend, chief advisor to the old king. Painfully aware of all that is at stake, Hollend has sought the aid of a brave party of adventurers in a desperate bid to tip the scales in favor of truth and justice. But, even as the party secretly enters Andevar, the forces of evil strike with blinding speed and ruthless determination. TSR 9163
The Thrice-Damned House of Thrune wants to seal the Inferno Gate, an uncontrolled portal to Hell, and the villainous adventurers are called to accomplish the task. To acquire the components and perform the ritual, they must first face down a hellspawn thieves' guild, the Hellknight Order of the Pike, and the knights of the Glorious Reclamation and their celestial allies. But before they can complete the ritual, the characters may be forced to examine their optionsโis closing the gate the best plan for the future? Will the villains obey their orders to close the gate to Hellโor might they make a deal with a devil for control of the portal? Or will they only become the latest in a long line of sacrifices to the Inferno Gate?
When a band of orcs attacks the town of West Fork, will you and your party bravely defend the townsfolk, and strike back? This adventure is intended to be used in any campaign setting and at any party level (see โInstructionsโ). This particular adventure takes place in a medium-sized village or small town. Most of the NPCs within this adventure are human, but they can easily be substituted for other common races to best suit your campaign. Published by Nord Games
Travelling long distances is the constant lot of the adventurer. This time, their quest will take them across the sea, and deep into the interior of a country they know little about, to retrieve an artefact stolen by one bunch of clerics from another. Now, we all know that meddling in the affairs of the Gods can be a hazardous affair, but this time the Gods haven't been worshipped for hundreds of years, and their clerics slaughtered each other in a great battle back in the distant past. Maybe this is that adventure we've all been waiting for, where the treasure is just sort of sitting there, and all we have to do is go and get it... A complete 40-page adventure, with stats for the D&D/AD&D games, and background information to use with the Pelinore campaign.
The ancient dwarven kingdom of wonder and fable is no more! Only the tales of it's grandeur remain to entertain the children, or so you thought. Then you met Nimron. Distraught and desperate, you alone can pass the gates sealed so long ago. Within are the lairs of bandits, cutthroats, and worse. The evil that destroyed the dwarven home - the Halls of Paradise - is awakened again. Into this horror ventured the dwarven princess Grona Marblefist to reclaim her kingdom. She, like so many others, has not returned. Now you must face this peril alone. Thunderdelve Mountain is a solitaire adventure for the DUNGEONS & DRAGONS Expert game. Players who don't wish to face the fallen Halls of Paradise alone may also use this adventure for group play. TSR 9157
The path to save Korvosa leads far beyond the ravaged cityโs walls. In the burning plains of the Cinderlands the tenacious tribes of the Shoanti barbarians protect an ancient secret that might be the only way to save the Jewel of Varisia from ruin, but Korvosa has been their enemy too long for the proud natives to give up their knowledge freely. Only by learning the ways of the barbarians and facing their sacred trials can the PCs hope to save their city, but are the savage warriorsโ ordeals impossible? Especially when the PCs already have angry natives, evil priests, and deadly assassins hot on their trail? This volume of Pathfinder includes: โบ โA History of Ashes,โ an adventure for 10th-level characters, by Michael Kortes. โบ An exploration of the Cinderlands, a scorched wasteland where nature is as deadly as the monsters that stalk its blistered ground, by Jacob Frazier. โบ Learn the trials and traditions of the Shoanti, Varisiaโs fierce barbarian natives, by Eric L. Boyd and Michael Kortes. โบ Eando Kline finds himself caught in the middle of an all-out orc war in the Pathfinderโs Journal, by Richard Pett. โบ Five new monsters by Michael Kortes and J.D. Wiker.
Adventure in the world of Greyhawk! Powerful forces are set in motion as your party searches for the legendary Blades of Corusk. Take them on the perilous journey from Rookroost to the Lair of the Shadow Dragon in the frozen northlands. Will they survive the ramifications of events that they have initiated? Those who hold the magical blades will not easily give them up. Plucking them from the grasp of a jealous dragon or stealing them from the center of the subterranean City of the Ore Horde will strain your adventurers to their limits! TSR 9317