“A Prisoner’s Escort” is a 2nd-level (1st echelon) quest written for the Draw Steel role-playing game by MCDM. It can act as a bridge between major adventures, or on its own. This adventure has about 7 scenes, with around 5 victories, and can probably be run in about one or two typical 3-hour gaming sessions.
An oasis exploration and lava-filled obsidian dungeon crawl for 4-5 players of 5th to 6th level. Battle elemental evils, save captured sandworms, claim unique elemental magic items. A malevolent and ancient elemental lies imprisoned within a lava-filled obsidian cavern. Explore the hidden passages before his shackles break and havoc is unleashed upon the nearby oasis! 10 pages of oasis exploration and lava-filled dungeon peril! Statblocks for the life-cycle of desert sandworms, plus three unique elemental magic items like "Summer's Bane" - an armlet of compacted ice that grants the wielder a magical bow, and the "Embershard" - a dagger made from the jawbone of a red dragon that imbues the wielder with elemental magics. Run the adventure your way - drop the PCs off at the dungeon entrance and explore the perlious cavern, or let them cavort in the oasis before uncovering the lingering threat. We hope you enjoy the desert oasis and obsidian-carved dungeon crawl from the Heart of Arcana.
The Orc BattleForge is a challenging but traditional Dungeon Hack from Dunromin University Press Designed for 4 to 8 adventurers of 5th to 8th level, this is a large dungeon scenario with a wilderness approach for any OSR and 1st and 2nd Edition D&D. When the Witchking Kzenzakai was defeated his hordes fled but the forward bases for his invasion remained. Even though the war ended a few years ago, the remnants of the Witch-King’s beaten army remain scattered around the western borders of the Land of the Young and far across, and below, the Wild Lands. Before his assault the Witch-King built many forward supply bases in secret. Called Battleforges, these underground cavern systems were supply dumps, resupply depots, barracks and access down into the Darkworld. An Orc Battleforge has been located by a Troll-Hunter in the foothills of the Horn Mountains. Now the King is offering serious gold for some stout-hearted adventurers to go and clear the place out. Are YOU up to the challenge? The Orc Battleforge offers a simply set up slug-fest for an adventuring party with a need for some stress-relieving die-rolling. The design is based on minimal set-up, total carnage, maximum fun. SM11 The Orc Battleforge is available in pdf, softback or hardback Print On Demand at amazing value for such a quality product! But the best quality playing aids at the best possible prices is what we do at Dunromin University Press...
“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
The road to the remote village of Swordfall is a long and winding one. It takes pilgrims who wish to visit the holy site from the main trade road, through the hills, and into the mountains where once, thousands of years ago, two gods engaged in an epic battle. Now, all that remains of the battlefield is a lone sword, several hundred feet tall, embedded in the ground at the center of a massive crater. Over the years, a large temple to Thuul, god of battle, sprung up around the site. Now, warriors and fighters from across the land travel to Swordfall to pay their respects once in their lifetime. Recently, however, pilgrims have begun going missing. Somewhere between the main road and Swordfall itself, something, or someone, has been waylaying travelers. Unbeknownst to most, a cult to Ghenna has taken over one of the lone inns along the route and has begun using it to capture and sacrifice pilgrims to their own dark god. Unless a group of adventurers can stop them, the sacrifices won't stop.
A Gritty OSR Fantasy Setting by Travis Legge The mortal lands are divided. A dozen kingdoms lie scattered across the world, separated by dangerous wilds filled with bandits and monsters. The bravest mortals act as adventurers, guiding travelers between the kingdoms, killing monsters to thin their numbers, and plundering ruins in search of the lost treasures of the golden age. This is the world of Odysseys & Overlords! The party are traveling west through the Untamed Gauntlet, on their way to somewhere else and using a stream to guide their steps. They step out from under the eaves of the forest to spy looming before them a cliff, a tall wall of stone which stretches away to either side as far as they can see. A waterfall cascades onto sharp rocks into a pool from which pours the stream they were following. The sheer cliff is easily 100 feet high, and too wet and slick to climb safely, though it can be tried. Atop the cliff is a bare stone hill which looks like it was at one time worked by intelligent hands; a look-out post of sorts has been carved into its southernmost peak. The map says it’s called “Wyvernseeker Rock,” but it doesn’t say why. The hill appears deserted. A long age ago, beyond mortal memory, a forgotten people built a watching post and refuge atop and within Wyvernseeker Rock. A hundred years ago, an adventurer named Olaf Wyvernseeker claimed the Rock for his own and set out with companions to clear the lands thereabouts. They were never heard from again. The upper chambers of the Rock are a convenient lair for a Giant Rhadogessa and its spider servants. Still, it’s got to be safer than climbing the cliff. Right? Published by Aegis Studios
The Saint's Tomb is a single-player gamebook-style adventure that is playable in your browser. You make a 1st level character sheet, roll your own dice (though 2 of each are supplied in-browser), keep up with your inventory, spells, and HP, and click on options as you make decisions. It was written to help new players learn the game, but it should be fun for experienced players too. In the game, you'll investigate a mysterious figure who has a suspicious interest in the tomb of a dead priest. You'll battle the undead, figure out problems and roll the dice to save your city! The Saint's Tomb is free, though you can leave a tip if you're able by clicking "Support this Game". A Spanish translation is available as "La Cripta Sagrada"
The lost city of Archaia - an ancient ruin sunken into the earth - lies deep in the badlands. In recent years, caravans from Eastdale have come under attack from orcs, goblins, and worse. Some say these blood-thirsty warbands have made lairs in the deep caves and ruins. Sill others say the ancient halls are filled with magnificent treasures left by the Archaians. Are you brave (or foolish) enough to delve The Forbidden Caverns of Archaia? The Forbidden Caverns of Archaia (FCoA) is a 296-page classic megadungeon for use with any old school fantasy role-playing game. The pages of Forbidden Caverns are crammed full with new material, maps, amazing art (including special surprizes by former TSR artists), as well as an amazing colour cover art by Ex-TSR artist Erol Otus that matches Barrowmaze Complete as a sister-book. The Forbidden Caverns of Archaia will keep your players on their toes and your campaign going strong for years. FCoA is brought to you by the Old School Renaissance (so don’t forget your 10’ pole).
The Tranquil foothills of the Sword Mountains are quickly plunged into chaos, as a series of earthquakes spread their way through the region. Adding to this danger, bands of vicious, flesh-eating monstrosities have clawed out of the shattered earth, attacking travellers and local residents. Rumours of wealth and riches have drawn the adventurers to the area; little do they know that it is not gold and jewels these monsters protect, but a volatile portal into the Underdark with a disturbing secret.
A wizard has kidnapped a young lumberjack... What macabre ritual will he preform with his blood? What devil will he conjure to occupy his body? In to what kind of aberration will he transform the young man? A maiden wants to recover her fiancé, a father wants to recover his son, a village wants to recover it's hero. The village anxiously hopes the road will bring courageous characters, who have the valor they lack to undertake the journey to the tower of the wizard. A caravan can be seen on the horizon... Un mago ha secuestrado a un joven leñador… ¿Qué macabro ritual llevará a cabo con su sangre? ¿Qué demonio conjurará para ocupar su cuerpo? ¿En qué aberración convertirá al joven? Una doncella quiere recuperar a su prometido, un padre quiere recuperar a su hijo, un pueblo quiere recuperar a su héroe. La aldea espera ansiosa que el camino traiga valerosos personajes que tengan el coraje del que ellos carecen para emprender el viaje a la torre del mago para rescatar al joven. Una caravana se divisa en el horizonte… Published by Caravana
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
Undead minions turn on their master - When the necromancer's staff is broken, a party of undead become self aware. Play as undead and choose to side with your former master, or the paladin order assaulting his tower. Published by Limitless Adventures.
The companions find adventure outside Lake-town and are given the chance to discover why even the hardiest of adventurers shun the forest of Mirkwood and its depths. In the process, they go and see Elves, meet a crazed hermit, and stumble into a wood of ancient and angry trees. Published by Cubicle7
The chapel, once populated by the priests and priestesses of Eldath has now been desecrated by cult of necromancers who sought its secrets to prolonged life. They soon discovered the bodies of the chapel’s clerics they slew, and those interred in the catacombs below, were unnaturally strengthened and preserved by the chapel’s white waters. Their bodies were soon used to create powerful undead. Seeing this desecration of her followers, Eldath stemmed the flow of her life-giving waters. The cultists remain in her chapel, seeking to corrupt the well and harness its powers for their vile plans. Published by Arcana Games.
A new, expanded, OSR-ised, prettified edition of Joseph R. Lewis’ Ragged Hollow Nightmare which was rated among The Best by Tenfootpole. Joseph Lewis hit a perfect balance between the classics of dungeonverse fantasy and the whimsy of the folk tales we love so much (as testified by our Folklore Bestiary. we released last year), adding a dash of dreamworld strangeness and a pinch of body horror to spice up his brew. We did our best to respect his recipe when adding our extra material (about 30 pages of it). We worked with Joe and Li-An (the perfect artist to give life to spooky Ragged Hollow and its strange surroundings) to make the best module we could: a solid introduction to old-school gaming for both players and gamemasters. And for the veterans among us, it also makes an excellent, full-fledged campaign starter. Nightmare over Ragged Hollow is a sandbox adventure centred around a quaint town at the edge of the kingdom. But however quiet life in Ragged Hollow is, the town lies between places where you shouldn’t be traveling alone. Places like Gloam Wood (“A witch or two lurk there!”), the Bleak Mountains (“I’m told there are bugbears…”) and their infamous Mount Mourn (“Home, they say, to cursed Dwarven ruins”), not to forget the Wailing Hills (“Bandits on every road!”). There’s even a haunted house by the river (“That mad inventor riddled it with traps!”). But only when an impenetrable dome of golden light materialises around the Temple of Halcyon (“Hey, my kids go to school there!”) do things really get out of hand. Some selfless heroes (or, failing that, a bunch of greedy ne’er-do-wells) should really get involved. One town with three adventure mini-sites Three small dungeons One 50-room dungeon Three hexes with 16 detailed locations Two groups of potential allies or rivals Sixteen pre-generated characters One deadly countdown! Written for the Old-School Essentials (OSE) rule system
Beneath the roots of a silver elm, there lies a sidereal prison… Vaz’kin’rai is a one-session adventure for the 5th Edition of the world’s most popular roleplaying game, which sees 1st level heroes venture beneath the village of Dur to uncover the secrets of a mysterious cosmic vault. What will the heroes find within? And what price might they pay for uncovering it? Featuring: Two bespoke creature statblocks, including a Paragon Creature! Four new magic items! Five premade characters suitable for playing through Vaz’kin’rai! A host of original artwork by Izzy Collins, Emma Durno, and Robin Baxter! A fully supported hook, as well as suggestions for others and how to develop the storylines and themes the adventure introduces into a larger game! A selection of free companion Sonoria – audio ambiences and sound effects you can use to bring the adventure to life sonically! Vaz’kin’rai comes embedded in an original campaign setting, but is self-contained enough that it can be sited easily in most other campaign settings with minimal effort. A selection of deities and lineage origins are also provided in the appendices to help fit characters within Vaz’kin’rai’s setting as presented. Go forth, and see what lurks within the vault of Vaz’kin’rai… Published by Animancer
The Doom Desert in the Decanter of Delirium is an exotic OSR romp through a mysterious world of riddles, puzzles, inscrutable denizens. 5e compatible, this love letter to psychedelia is as vivid and beautiful as exciting and surreal. Get wrapped up in conversation with the dead drunks at the last saloon on earth, solve the sphinx riddle and discover the secrets of the Ziggurat, or break bread and wine with whispering harpies or the sun itself. This compelling narrative is written by Austin Holm and captures the exploration, social, and challenge pillars of a great game with the deft prose of a poet. With art by Maya Bee that captures the essence of the adventures many stunning scenes and characters. Your players will thank you for this one.
5e Arena is a pit-fighting game based on the rules of the RPG that's synonymous with fantasy adventure. Choose the rank of competition, then battle against three foes back-to-back to win fame, gold, and perhaps more. This game is designed to be compatible with your at-home or online campaign. You can play between sessions or (with your GM's permission) while other players are shopping, crafting, or role-playing. The game is designed for characters from level 1 to level 3, but higher-level characters could still find a challenge by playing multiple ranks without a rest. Each rank takes about 10-15 minutes to complete. Features Keeps track of enemy rolls and abilities Provides gridded maps for each encounter Easy tracking of enemy HP Unique backstory for every opponent Opponent strategies intelligently change with context Mobile-friendly Online Play Only!
The Wizardarium of Calabraxis starts off with strangely behaving apemen, but players who start to explore the cave where they reside will soon discover there is a lot going on: ancient civilizations, the mad experiments of a forgotten wizard, and a couple unique magic items are guaranteed to provide a lot of bang for your buck to your players. This module has stats for the DCCRPG, but if one wants to work around the weird dice, this module is probably at home in just about any OSR rules system.
It’s a story as old as time. Boy meets girl. Girl meets abandoned well. Boy chases girl down abandoned well only to find horrors beyond their worst nightmares.. Perhaps those old tales about 'ol Grim Jack and Granny Hentooth lurking in a world below the water weren’t just silly children’s rhymes after all? The Weathered Well is a starting level Tabletop RPG adventure for the 5th edition of the world's greatest roleplaying game, centered around classic themes that feel familiar yet fresh to players of all skill levels. Designed to be easy to add into existing campaign worlds, this module takes the players through 3 levels of social, puzzle, and tactically focused combat encounters, and should take 10-12 hours to complete for a standard party of 1st-2nd level characters. The adventure takes the players through an open area town map, then into a more exploration focused dungeon crawl, and finishes up with a series of cinematic and challenging encounters, which combine enemy forces and the landscape to challenge the party and players alike. Designed for New Players and Game Masters! Getting started in tabletop roleplaying can be a daunting task. Learning the rules, finding the players, and convincing some poor fool to be the GM, all are difficult enough tasks on their own. We felt that there were a lack of adventures truly designed to be "1st level friendly" out there, and so got together to make The Weathered Well for just that purpose. This adventure is designed in a linear low-combat style which is intentionally helpful for low level characters and new players, and includes occasional blocks of DM Notes and tips to also aid Dungeon Masters new at their craft. It can be played both 'pick up and go', with many helpful block text descriptions, or read in advance for more appreciation of the backstory or for customization. The Weathered Well contains: 68 pages of highly illustrated adventure content, with detailed room and encounter descriptions. Three full-color maps printed within the book. The Black Root - a fully playable necromantic druid subclass, and the original builders of the Temple. Use them to create unique NPC's, or maybe even allow one of your players to play as a long lost member rediscovering their ancient temple! 13 new monsters, styled to fit the 'dark druids' theme; including bizarre fey creatures and monstrosities, like the Clawed Butterfly, Bliss Lizards, Weasel-worms, Zombie Oozes, and the vine wrapped crocodillian monster - the Hagator. 12 new magic items, specifically designed for low level characters. A mix of roleplaying, combat, puzzles, and skills designed to challenge but not overwhelm players of all skills. Multiple intro hooks, with matching wrap ups, as well as Further Adventures prompts. Published by Hack Shack Games