A hoary old tower that serves as the lair of a necromancer, but not is all as it seems.
An underground club, meeting place, and fortress
The blighted and forgotten hall of a once mighty demon lord
A Five Room Dungeon about finding the Imperial city of The Lost Empire.
The heroes storm the Temple of R’gu, the God From The Stars, to steal the Ruby of the Winged Master
The Great King long ago ceased attempting to police the wastelands of his Border Marches, and these debatable lands fell into the hands of petty counts, retired generals, and warlords, who constructed and then abandoned many keeps ripe for plunder.
Can you think while scared out of your wits? Lets hope your adventurers can…
A fantastic fortune in the remains of a drowned realm.
Tips on how to create five room dungeons that can be used for any location, are short, are quick to plan, easy to polish and plan, flexible in size and easy to integrate into your campaign.
The court wizards of Angolterre have been working for several generations to protect the dynasty. They see to it that the new monarch's names acronymically refer to a rune of protection. Once completed, the rune will make the dynasty almost invulnerable in battle, wise in counsel, etc. Unfortunately the next name, the only one that starts with the right letter, happens to have belonged to the worst monarch in living memory. Not much chance of getting the current ruler to name his child that, or for the people to put up with it if he did! What's a court wizard to do? The magic requires that the plot be kept secret of course...