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.
A magician develops a new way to make scrolls and can sell more powerful spells for cheap. Problem is, whether the magician is aware of it or not, the spell's power comes from spirits trapped by the magic that makes the scroll. Once used to power the scroll, the spirit is driven mad by the forces that have ripped through it's being, and often develops a homicidal thirst to destroy the one who tormented it. The spell the spirit was used for may have left some residual power in the spirit to give it more abilities than it ever used to have.