Ad%26d 1st Edition Dragonlance Adventures Pdf
- Dungeon Masters Adventure Log (AD&D 1st edition) by Tsr: Dungeon Masters Screen (Advanced Dungeons & Dragons, 1st Edition) by Gary Gygax: Dungeon Module Q1; Queen of the Demonweb Pits by David C. Sutherland: Q1: Fiend Folio by Don Turnbull: Legends & Lore by James Ward: Manual of the Planes (1st Edition AD&D) by Jeff Grubb: Monster Manual II.
- Dragonlance Forgotten Realms Greyhawk Modules Oriental Adventures Endless Quest 1 - Dungeon of Dread.pdf - 1.93MB. Brought to you by The B01.
A listing of various free adventures available on the Internet. For adventures hosted on the wiki itself, see Short_Adventures.
Ad&d 1st Edition Dragonlance Adventures Pdf List
May 05, 2020 Oriental Adventures (1st Edition) – Google+. Also released for second edition was a volume for the Monstrous Compendium series. Most of the new races, weapons, and so forth were also taken from Japanese sources – Chinese sources were rare, while other Asian sources were even rarer adventurds even existent. Edition Summary Edit Main Info New character classes and PC races, rules for tracking alignment change, monsters, history of Krynn, deities, magical items, map of the world (War of the Lance and pre-Cataclysm), and rules for tinker gnome constructions.
- 1Call of Cthulhu adventures
- 1.1Humans And Insects
Call of Cthulhu adventures
Tales of Terror - scenarios for Call of Cthulhu and other games
The Unbound BookIssue 0 - Issue 1 - 1920s era adventures for BRP and D20
Ad&d 1st Edition Dragonlance Adventures Pdf Online
Yog-Sothoth.com's scenario download section.
Humans And Insects
In 1921 the professor of medicine Jack White and his fiancee Asenath went missing in the depths of Brazilian jungle. They were discovered few months later, alive and healthy. Their survival is due, in words of Mr. White 'solely for hazarding to consume large number of unknown, but nourishing flora'.After their return to the Miskatonic university Mr. White was shocked by changes in his fiancee. She fell ill and became violent. For fear of scandal White closed her into his basement for further study.
Jack White started his research for the cure using university funds. But then Asenath escaped. Knowing full well how dangerous his fiancee has becomeand what repercussions this could have on the community, Mr. White has commited to reclaiming his love and subject of research.
Unknown to the investigators and even to Mr. White is that asenath is waiting for offspring...
At last! Someone who understands! Thanks for potsnig!
Clues of the murder scene
- Eyewitness, mayhaps due misuse of opiates, says that gigantic figure attacked student in the late evening.
- Some say that a man carrying shotgun was seen in the campus soon after murder
Hooks
- Mr. White is suspected of misuse of university funds.
- Ms. White-to-be has taken ill and has not been seen lately.
- Mr. White has also been acquiring strange Pharmaceuticals.
Castle Falkenstein adventures
The Glass Mountain - an adventure for Castle Falkenstein.
The Tomb of the Forgotten Pharaoh - an unofficial adventure for Castle Falkenstien, set in Egypt. Goes with the Egyptian Sourcebook.
Cyberpunk adventures
Loving the Dead - for Cyberpunk 2020, GURPS Cyberpunk, or Cyberspace
d20 Modern adventures
d20 Modern Adventures Archive - For d20 Modern
D&D adventures
WotC Adventure Archive - a large collection of downloadable D&D adventures.
Farland Adventures - several downloadable D&D adventures set in the world of Farland.
Dragonsfoot - Several downloadable modules, maps, etc.
Daily Encounter - Collection of free encounters for D&D 4th Edition
Deadlands adventures
Discworld adventures
Watch Academy VI: Hogswatchnight - a Discworld adventure in GURPS and Over the Edge by Michael Cule
Edge of the Empire adventures
Taming the dragon - Set in Corellia and concerns the world of underground swoop racing
Shadows of a Black Sun - On Corosaunt, a heist at a Black Sun facility of a data tape goes wrong.
Long Arm of the Hutt - Taking place after the adventure Escape from mos shuuta, and mainly takes place in the Ryll mines.
Exalted adventures
The City of Mist and Winter - a short scenario set in the north of Creation. (PDF file)
The Tomb of Five Corners - the official introductory adventure for Exalted. (PDF file)
Return to the Tomb of 5 Corners - the official introductory adventure for Exalted 2nd Edition. (PDF file)
Feng Shui adventures
Fortress of Shadows adventures - Feng Shui adventures
Feudal Japan adventures
Lady Mijiko's Holiday - for GURPS Japan, AD&D Oriental Adventures, Bushido, or Runequest: Land of Ninja
In Nomine adventures
A Very Nybbas Christmas - free sample adventure (requires checkout to download)
Kult adventures
Mutants and Masterminds
The Heist - Official introductory adventure set in the Freedom City Setting.
Seeds of Destruction - An official con adventure.
Hate is a four - An adventure set in Freedom City.
Crisis on Christmas - Holiday themed Freedom City based adventure.
Pendragon adventures
Vampire: The Masquerade adventures
Tervel's Haven - for GURPS V:tM
Vampire: The Requiem adventures
Mary's Child - official demo for V:tR
Warhammer adventures
Eureka Short WFRP Adventure - Eureka - A short official WFRP Adventure
James Wallis' notes on Empire in Chaos - not a complete adventure by a long shot, but might help with ending 'The Enemy Within' properly.
Roysten Crow Adventures
The Tainted HeartThe woods are lovely, but they are also dark and deep. Enjoy a skirmish with the Knights of the White Wolf and perhaps gain a very surprising reward.
Night of the Nosfera-trollsVampires: elegant and sophisticated creatures that prowl the night in an eternal search for blood to sustain their immortal existence. Intelligent, graceful, and powerful.Trolls: big lumbering slobs that couldn’t outwit a boiled jellyfish and who will gnaw on a rock for a day before realising it isn’t edible.At last, the two have finally become one.
A Half Hearted SighThe twin brother of a vile Necromancer wants help hunting down this slur on his family name. However, there are other plots afoot that make the quest less than straightforward.
CLAWS also available in FrenchThe Citizens League Against Wizards and Sorcerers. Are you for them, or against them? And just what are they really up to?
LowebrauThe Bierkrieg. A festival not for the faint of heart or weak of liver. Amusements, attractions, and hidden dangers.
The Daemon of DresschlerAbductions in the village of Dresschler, murderous banditry, indifferent authorities. Something unspeakable is lurking in the hills and it has a very specific appetite.
Death In The FogDaemonic forces lurk within a strange fog that blankets the City of Middenheim each night. Its origin is uncertain, its powers unknown, but one thing is for certain, murder is its intent.
ShadowgroundsMaps1Maps 2‘Between the light of reason and the darkness of our souls lies the shadowground of the insane, and it is a fertile ground from which genius and horror can spring.’
A massive adventure that will push every adventurer to the limits of mind and body as they face the machinations of Doctor Hans Von Rosenthal
The 'Fragments of Twilight' Campaign: An epic six part campaign set a year after the events in Empire in Flames.
The enemy within has been thwarted, but what of the enemy without?
Part 1 Fragments of TwilightThe adventurers may have thought that saving the Empire called a premature end to their days of high adventure, but the Incursion of Chaos still looms on the horizon. When that foul day finally comes it will require people of exceptional skill and bravery to save the Old World from destruction. Preceding this nightmare is another threat, lesser in power but insidious and exploitative of the situations left after the Enemy Within. There is an ancient force, one bent on bringing low the lands of the Old World and it has seen the chance to act.
Part 2 The Ulthuan KeysThe first battles have been waged and the Empire has seen the face of their foe. Emperor Heinrich decides to risk a visit Ulthuan, to try and enlist the aid of the High Elves. The adventurers are charged with another mission, to see if there is any more information on the purpose of the strange artifact in their possession. It is a quest that carries them all over the strange and sometimes terrifying realm of Ulthuan.
Part 3 Blood ReignMaps1Maps2A new threat begins to swell in the Badlands and places the Empire in increased jeopardy. As agents of the Emperor, the adventurers are given command of a regiment of Imperial troops, and sent south to recruit as many of the Border Princes as they can. The longer the Princes hold back the enemy, the longer the Empire has to prepare its defences, and the more time they will have to seek out a lost Dwarven fortress, where forbidden knowledge offers hope, and unknown hazards offer damnation.
Part 4 Drachenfels 2MapsCastle Drachenfels has risen anew. The looming Incursion of Chaos has made the Winds of Magic potent and the raw power floods into the diabolic structure. Can the adventurers enter the castle, survive its many deranged horrors, and retrieve the vital artifacts they seek before the Great Enchanter awakens?
The 'Run Through The Jungle' Campaign
Part 1 Run Through The Jungle also available in French
An Imperial offer of cheap passage to the Gromril Coast in Lustria and relocation to the colony of Port Heldenhammer. Fresh foes, new friends, and a strange new world to explore. An adventurer’s paradise, or nightmare?A complete guide to the Gromril Coast, to Port Heldenhammer and its denizens, and rules for travel, movement, weather, foraging, hunting, and random encounters.
Part 2 The MapA desperate man offers the adventurers a map that cost the lives of many men and nearly drove him insane during its acquisition. If they buy it, where will it lead? To ruin? Or to riches?
Part 3 The Ruin Of Kwetzelle SakatanangaThe renowned explorer Holst Geller wants some protection on an expedition to find the final resting place of a Slann Warlord known as Kwetzelle Sakatananga. Shares in the wealth are promised, but so to are shares in the dangers that lurk in the depths of the jungle and perhaps within the ruin itself
Part 4 The Quest of Lord BathryllA High Elf Mage Lord arrives from Saphery. He requires samples of certain plants and intends to do none of the work. If the adventurers can find them for him, he has an even more interesting quest lined up.
Part 5 The Crimson CutlassImperial Buccaneer’s aboard a ship called the Crimson Cutlass cruise into port with slaves and booty. Most of them just want to celebrate their good fortune, but there are other plots afoot that may entangle the adventurers
Part 6 The Vault of Bee'obotik'nhaHolst Geller has located a new site to explore. A pygmy Witch Doctor, overcome by evil and slain by his own kind. What strange relics and hidden truths lie in his final resting place?
Part 7 The Curse of Port HeldenhammerThe days of the port are numbered unless something can be done to stop the evil that threatens all.
Part 8 The Power and the GloryA chance to become part of a community leads into a trek through the jungle to assist missionaries in reaching the Mission of the Hallowed Hermit, but those the clerics seek to convert are not all they seem or once were, and neither are some other old ‘friends’ that the adventurers happen upon.
Part 9 Spare the RodMaps1Maps2Maps 3Pieter ‘Howling skyclad’ led a chequered career in the Empire and relocated to the Gromril coast where he now earns a fair living as a handyman. When taking a message to what is now Dead-town, he tripped over something in the sand. A staff of impervious unearthly metal is now in his possession and he can feel it trying to drain his will and take him somewhere. Clearly, it must be important, and what is important is always valuable. However, he wants an escort to protect him on this journey, and so he comes to the party, offering them a share in whatever lies at the end of his quest.This adventure takes the party deep into the jungle and to a place the likes of which no mortal being in the Old World has seen in thousands of years. They have a chance to discover the awesome truth behind the Gromril coast, and to gain insight into the terrible doom that is about to threaten it.
Part 10 Colony of the DamnedA showdown in the port leads the party on a river voyage to visit the infamous Voller family who run the slave colony in the mountains. The visit quickly embroils them in scandal, intrigue, ancient feuds, mayhem, evil, and insanity.
Part 11 Plague StormA devastating plague called the Rupture Blight threatens the port and indeed the entire coast. A vaccine or cure is needed to prevent catastrophe, but there are machinations afoot that have far greater ramifications and the party have to pick a side from two ancient enemies
Part 12 The Bretonnians Are ComingFresh colony ships arrive in port after a less than successful sea crossing, they bring with them a prototype Imperial warship, and soon after, Jeordy Manarn’s Carnival of the Weird. Dare you see what uncanny oddities and startling exhibits of the strange and unnatural cruise the coast of Lustria?
Part 13 Trouble In Dead-TownThe adventurers are entrusted with scouting the Bretonnian colony that is suspected of sponsoring the recent attack on Port Heldenhammer. Will their findings lead to war, or peace between the two settlements, and just what will they do about Dead-town’s latest inhabitant?
Part 14 Death to the HeathensA group of fanatic Sigmarite Clerics arrive in Port Heldenhammer, accompanied by a trio of Witch Hunters. Appalled at the lack of piety on display in a place that bears their Lord’s name, they commit to rectifying this situation.The peace of the Port is in jeopardy, but who will stand against them?
Part 15 The UnveilingStrangers in Port have an offer for Geschenk, one that may unite her with her lost past, but at what cost? Word comes from Paradis Vert - they have unwelcome visitors and need help, desperately.
Part 16 The Silent CityThe Slann are massing and it is clear that something has happened to Captain Winterstein of the Reiksguard. The party are asked to mount an expedition upriver, because their non-military appearance may stop the Slann acting immediately. Once the Captain is warned, they can bring him back, and with Reiksguard defending the port, should the hostile plants mount an attack, victory is assured. However, things have gone terribly wrong at the Slann city. The party find a scene of carnage and insanity, Klaus is far removed from the man they once knew, and they face a twisted choice where defeat permits victory.
Werewolf: The Forsaken adventures
Manitou Springs - official demo for W:tF
Within the game, there are main classes and sub-classes within them. The sub-class contains elements similar to the main class, but with significant variations between them. The classes and sub-class are organized here for comparison:
ATTORNEY, a class which deals with law and relationships within society, strong on research.
BARD, a Druid-like class which requires training in fighting and thieving skills first.
CAVALIER, Knight of Solamnia, Paladin, Samurai, warriors trained to superb mounted combat.
CLERIC, Druid, Holy Order of the Stars, Runecaster, Shukenja, Sohei, dedicated to support magic in direct connection to the gods, with some combat abilities.
FIGHTER, Barbarian,Berserker, Bushi, Kensai,Oriental Barbarian, Ranger, standard infantry fighters.
MAGIC-USER, Alchemist, Illusionist, Wizard of High Sorcery, Wu Jen, the magicians of the world.
MONK, combining some thief skills with the disciplines of martial combat.
PSIONICIST, using mental powers instead of magic.
THIEF, Assassin, Ninja, Thief-Acrobat, Yakuza, learning the basic skills of stealth.
TINKER, an anomaly, a class which desires to explore technology.
There are also many combinations of classes available within the game. Some classes are intrinsically limited in the highest level which may be attained, but in addition to this, there are racial advancement limits on many classes--that is, characters of a particular race may be limited in how far they may advance. These limits are frequently tied to ability scores, and are catalogued for reference.
The character classes are described briefly, with links to more detailed descriptions. Players may benefit from the character class assistance page.
Some of the listed classes give experience point requirements for apprenticeships. Most of these were added for the MyWorld campaign for purposes of characters who desire to change classes; those which are a necessary part of the character creation are indicated in the description. If the DM is interested in such apprenticeship rules for his table, they are available at the M. J. Young Dungeons & Dragons Materials web site.
An ALCHEMIST is a practitioner of magic by chemistry, a compiler of potions and poultices. There are examples of these in every mythology. Although traditionally occidental alchemists were seeking to transmute lead to gold and oriental alchemists were trying to concoct the elixir of life, all alchemists in this version are attempting to achieve only the former. The career of the alchemist has a ceiling based on random rolls in the attempt to achieve this.
An ASSASSIN earns his living by killing others. He is the ultimate spy, but must be evil in alignment regardless of his motivations for selecting his jobs. Assassins cooperate in guilds, but do not take kindly to other assassins working on their turf. Assassins are limited in their progression, and must defeat previous leaders to reach the highest levels.
An ATTORNEY is an experimental class for a town or city environment. These characters are related to sages, being especially adept at research along with the manipulation of law and government.
The BARBARIAN is modeled on the design of Conan. They are powerful brutish fighters from primitive areas who fear and disdain magic and civilization, but will band together for a good brawl. Many barbarian abilities are connected to the land or kind of land in which their tribe lives.
A BARD is a minstrel/thespian pushed up a notch. These characters learn the arts of combat and stealth before pursuing a pseudo-religious career as musical magicians. The bard has a maximum level, but it is very remote.
The BERSERKER is drawn from Viking lore. These undisciplined fighters work themselves into a fierce frenzy before battle, and are able at times to change to wolves and bears.
The BUSHI is the standard peasant fighter of the orient. Poor and hard working, they have special skills which make them welcome in any non-hostile community and reduce their expenses.
The CAVALIER is the true mounted knight, typified by the legends of Camelot and the reality of late middle ages combat. They are bound by chivalry, and must be insanely courageous at all times. The are drawn from the upper classes of society.
The CLERIC, although in many ways the clergyman of the party, is actually a knight of holy orders, dedicated to his god and his faith more than to fighting. He combines magic of a sort with strong but somewhat limited combat skills.
The DRUID is modeled after the legends of the Celtic past, with modifications. These clerics have weaker defenses and stronger attacks than other clerics, with magic slightly more offensive and less curative. They are able at higher levels to change to various animals. Druids are limited in number in the higher levels, and it is not uncommon for a druid to have to defeat another in battle to reach these levels. There is a maximum level of advancement, but it is an extremely powerful character at that point.
A FIGHTER is the standard infantry soldier, able to use any armor, weapons, and tactics, but usually more comfortable fighting with feet on the ground.
The HOLY ORDER OF THE STARS is a class of clerics connected to the gods of Krynn, the world of the Dragonlance series. They receive additional spells related to those gods, but may also have responsibilities in the cause of the god they serve. These clerics have limits on their levels and a leadership structure limiting progress to those who assume authority positions in their faith.
The ILLUSIONIST is a magical specialist, relying primarily on making reality seem different. The spell selection is more limited than that of the magic user, but in some ways more powerful, and advancement is relatively more rapid.
The KENSAI is traditionally the oriental sword saint expanded to cover all oriental weapons, martial arts styles, and attack methods. This is the individual who steps into the street and impresses his opponent with a brilliant display of weapon maneuvering before joining combat. Kensai often have to face other kensai in duels to prove their courage, honor, and skill, and advancement often requires that such a duel be fought and won, but duels need not be fatal.
A KNIGHT OF SOLAMNIA is a cavalier in the Krynn world of the Dragonlance books connected to a religious order. They gain special abilities according to the level of the order they attain. These cavaliers have a maximum level of advancement, and an authority structure requiring certain duties of their more powerful members; however, members of the orders may receive valuable and powerful and possibly magical equipment from the order for use in the right causes.
The MAGIC-USER is fairly typified by most wizards in most fantasies, from Merlin to Mandrake. There is a greater variety of magics available to the straight magic user than to any other class.
The MONK is modeled after Kwai Chang Kain of Kung Fu fame, a strong martial artist and skilled in certain stealth techniques in common with the thief classes. He may begin and equip either from the oriental monastery, or from the mission in the occident. Monks are limited in advancement, and often must defeat higher level monks in combat in order to progress to the highest levels.
The NINJA is well known from martial arts movies. His identity is always secret-in fact, he must also be an alchemist, bushi, sohei, wu jen, or yakuza to cover his profession, and must be aware that any samurai will consider it his sworn duty to execute anyone proved to be a ninja. However, they have thief, acrobat, and assassin skills of significant usefulness. Ninja must obey their family leaders.
The ORIENTAL BARBARIAN is best typified by Ghengis Khan and the Mongol hordes. These have much in common with the barbarian, but are more narrowly defined.
The PALADIN is usually represented by Lancelot du Lac. This class combines the cavalry prowess and bravery of the cavalier with a limited form of the devotion and spiritual power of the cleric.
The PSIONICIST is a unique class, using highly developed mental powers as if they were magic. Although it is remotely possible for any character in the game to have such mental powers, only the psionicist can freely choose which powers to develop and can gain added powers as he gains experience.
The RANGER is clearly modeled on Strider/Aragorn and the Rangers of Tolkein's Lord of the Rings, although certain aspects are distinct. These fighters have skills in tracking and other outdoor lore, and gain a little magic at upper levels.
The RUNECASTER springs from Viking mythology. The Vikings believed strongly in runes, magical letter/symbols which if made correctly would release great power. The runecaster, like other clerics, fights reasonably well, but also learns to carve these runes. Rune magic is much slower than other types of magic, not usually useful in the heat of battle, but can perform some remarkable and useful things, especially when prepared in advance of the use situation.
The SAMURAI is the absolutely dedicated upper class soldier of the orient, true to his lord and the code of bushido. Trained to fight from horseback or on the ground, they are especially skilled in the katana, a very potent oriental sword, and usually in the daikyu, the equivalent of a long bow with a design to facilitate firing from horseback. The samurai will die at his own hand if so ordered by his daimyo.
The SHUKENJA is a wandering holy man of the orient, dedicated to helping others. Although trained to defend himself at need, it is a great dishonor to him to be forced to kill even an enemy. His spells are very similar to those of the clerics of the occident.
The SOHEI is a trained temple guard, combining certain aspects of the cleric with some related to the fighter. Magic and combat skills are both limited somewhat, but the character combines them effectively. Sohei generally are assigned to specific tasks by their superiors.
A THIEF (call him an expert treasure finder if you prefer) is ultimately trained in arts of stealth. Bilbo Baggins of Tolkein's The Hobbit is a fair example, but there are many others. Moving stealthily, pilfering objects, and surprising opponents are all basic to the thief package.
The THIEF-ACROBAT is at lowest levels indistinguishable from the thief. In middle levels, this character begins to specialize in cat-burglar skills, such as tightrope walking, jumping between rooftops, tumbling out of danger, and falling unharmed. Although the player has the option to roll dice for either the thief or the thief-acrobat class, the decision to 'go acrobat' is technically not made until level six, at which time the character must qualify for this class if he wishes to choose it, but may in any event continue as a thief instead.
The TINKER is a strange Krynn class open only to the Tinker Gnomes of the Dragonlance books. These creatures have a weird interest in technology, and design and build ghastly oversized overdesigned machines for even the simplest tasks. They are more a piece of comic relief than a serious adventuring class.
A WIZARD OF HIGH SORCERY is the standard magic user of the Krynn world found in the Dragonlance books. These characters are more dedicated to the pursuit of magic than to any other thing, even gods and alignments. Because of this, first level characters in these classes need not choose either a deity or an alignment. When the character chooses his alignment, he is put through a complicated initiation ritual (it can be fatal), and becomes connected to a particular robe. These characters gain or lose spell power with the phases of the moon. There is a maximum level for the leader of each order, and in order to achieve the highest levels, a character must become the leader of the order by the means appropriate to the alignment of each robe.
The WU JEN is the magic user of the oriental world. They are never lawful, and have the reputation of being rather crazy, partly due to their hermit-like separation from society, and partly due to the taboos they acquire which require them to do odd things or to avoid ordinary ones. Their magic is closest in variety and power to that of magic users, and they gain additional power by mastering 'elements', learning all of the spells connected to one of the oriental alchemic elements.
The YAKUZA is the member of the tong, the oriental street thug, the Chinese version of the Mafia. These characters have some thief skills, and skills related to the control of an area, usually within a city.
The site which inspired this site....
Collection of such pages as the much-praised Alignment Quiz, What is an RPG? (excerpted from Multiverser), the highly valued Confessions of a Dungeons & Dragons™ Addict, along with special rules and player aids in both written and computer formats, this site was highly praised by RAWS, linked by Gary Gygax, and is worth a look even if you don't like what you found here.
The best new role playing game....
The complexity of creating a D&D character always reminds me of how much simpler it is to play Multiverser®, the game which incorporates all other games, all other worlds, everything imaginable, with nothing else to buy.
A consideration of time travel....
There are enough time travel films out there now that most of the things which could go wrong in time have been shown on the silver screen. This page applies a new conception of how time works (discussed in the Multiverser® game system to help referees sort out game scenarios in which player characters travel in time) to unraveling the most popular of such movies. An Event Horizon Hot Spot and Sci Fi Weekly Site of the Week which has won the author national recognition as an authority on time travel in fiction.
Other writings by the author....
An eclectic collection of materials which includes RPG stories, commentary on law and Bible, song lyrics, and indices to material all over the web.
For your added enlightenment....
Pages related to Dungeons & Dragons, role playing games, and more.