Negative Space: adventures
- Adventure Guidebooks
- Present the fantastic!
- The Adventure Guide’s Handbook
- Weave fantasy stories around characters that you and your friends create. As a Gods & Monsters Adventure Guide you will present a fantastic world to your players’ characters: all of its great cities, lost ruins, deep forests, and horrendous creatures.
- Announcing the House of Lisport
- “Melly Lisport took an axe, and gave her mother forty wacks. When she saw what she had done, she gave her father forty-one.”
- Beneath the Isle of Dread
- TSR’s module X1, The Isle of Dread has some caverns on level three unmapped, with the note “so the DM can create his or her own special encounter areas”. Well, okay. Edible dinosaur hardtack equals special.
- Big Damn Archmage
- Jeff Rients reminds me of the Castle of the Mad Archmage that I keep meaning to link to.
- The Coriandrome Circus
- “Forget your troubles, lay down your burdens, and enter a world of wonder.”
- Dragonsfoot Adventure Modules
- The “home of First Edition Advanced Dungeons & Dragons” has a bunch of old-school adventures in old-style format.
- The Dungeon Master’s Adventure Log
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The DM’s Adventure Log was probably a very useful tool back in the day. It also had some interesting features, such as armor and weapon images and new, or at least obscure, rules.
- Dwimmermount is here!
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The Maliszewski/Macris/Allison 13-level megadungeon has arrived. And it’s 400 pages of maps and craziness.
- Evil Quest for the Gem of Kerouac
- I wrote this adventure because all of the characters had turned evil and I had no adventures that would entice them. So I wrote a quest adventure using evil instigators.
- Fight On! 9 PDF for $4.00
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Fight On! issue 9 is on sale for $4.00 in PDF format for a limited time.
- Fight On! old-school gaming zine
- An amazing new resource for old school games—and that includes Gods & Monsters.
- Gen Con SoCal 2004 special release!
- The first draft of Illustrious Castle is now available. It includes maps and information about the abandoned castle of the Order of Illustration as well as detailed information about the nearby scholar’s community of Biblyon.
- Helter Skelter
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“There are things known and things unknown. In between are the doors.”
- Helter Skelter
- In the city of sin is a gambling house that was when the world began. In a lost alley is a door behind a door and within it a deck of cards and fortune’s wheel. Upon the deck are forgotten gods; upon the wheel the world rests.
- The House of Lisport
- A brutal family murder left Lisport Manor empty and the town of Lisport undefended in the great war. Today the last holding of the Earl of Lisport is Lisport House, an inn in the bustling and dangerous gambling town of Fork.
- Illustrious Castle
- The Order of Illustration once guarded remote Biblyon. Today, Illustrious Castle is deserted, long-since looted of anything valuable. For second to third level characters.
- Incident at Thunder Ridge
- A DragonQuest adventure, converted haphazardly to AD&D 2e, but most of the DQ still shows through.
- Introducing Illustrious Castle
- Where is the wise? Where is the scribe? Where the philosophers of this world? This Gods & Monsters adventure is suitable for four to six 2nd to 3rd level characters.
- The Isle of Mordol
- An island a thousand miles from Specularum, filled with monsters and superstitious townfolk.
- Kolchak: The Big Creep (a Daredevils adventure)
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Inspired by The Powers of Dr. Remoux, The Big Creep is a Daredevils adventure for The Night Stalker set in the autumn of 1976.
- Kolchak: The Wrong Goodbye (a Daredevils adventure)
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Kolchak and crew investigates strange murders during the 1976 Christmas season. Inspired by “real” Soviet research as reported in UFO magazines of the era.
- Lamentations of the Flame Princess indie publisher
- James Raggi is producing some great stuff, easily usable with Gods & Monsters.
- The Lost Castle of the Astronomers
- The mountains of West Highland are dotted with the ruins of lost scholarly orders. The Astronomers, in the Deep Forest south of the Leather Road, have been silent for a hundred years, unheard from since the goblin wars that so devastated Highland.
- Lost Castle of the Astronomers
- This dungeon crawl is suitable for three to six characters of first to third level. This is the basic adventure that Charlotte, Gralen, Sam, and Will went through in The Order of the Astronomers.
- Mista
- An adventure in which the characters travel to another dimension, gain superpowers, and… I’m not really sure what was supposed to come next.
- Mysterious Lights of Witch Mountain
- Aliens and Adventurers are a natural fit, judging from Carcosa, Barrier Peaks, and a goodly amount of Dave Arneson. Note that the title is the only thing this adventure has in common with Alexander Key’s book. (Which I loved as a kid; I never saw the movie, and judging from Wikipedia’s description of it I doubt I ever will.)
- The New Lost Castle of the Astronomers
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Lost Castle of the Astronomers has been updated to the more table-friendly format. It’s got a better cover, too!
- New, improved Haunted Castle!
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I’ve finally converted Haunted Illustrious Castle to the new format, which means much more useful PDFs and map files.
- The Petrified Forest
- The entire forest has turned to stone—and people seem to randomly turn to stone, too! Can you re-open the valley and make the village of Ashton profitable again?
- Rainbow City
- Set in “the badlands”, this adventure even included Monster Manual II creatures, placing it firmly in my AD&D college days.
- Revised Lost Castle of the Astronomers in print!
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I’ve just re-opened my Lulu store with a 9x7 Lost Castle of the Astronomers.
- The Road
- It begins with a grass-covered path flanked by flowering trees. The red road is cracked and dusty. Strange creatures scurry from shadow to shadow in the hot sun. The blood-dimmed tide is loosed, corruption beckons, and death waits in the sere ground. But why think about that when all the golden land’s ahead of you and all kinds of unforeseen events wait lurking to surprise you and make you glad you're alive to see?
- Skin a Module 2: The Fell Pass becomes Mansio Solis
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Karl Merris’s The Fell Pass, from Dragon 32, became the border between dusty desert death and the lush green jungle of the new and magical world of the City.
- Skin a module 3: Thracia to The Lost City
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The Judges Guild module Caverns of Thracia is one of the classics of the old-school. It’s also eminently reskinnable by changing the names of gods and expanding on some of the magic items hidden inside.
- The Snowman
- When Professor Leslie Jo Hutchinson runs to the heroes for assistance, her story sounds crazy: a mad snowman threatening to cover the world in ice? But what’s that storm spreading down from the arctic?
- A Taste of Jasmine
- Adventure in the mountains of West Virginia, protecting a strange teen-age girl and her supposedly dead father from even stranger menaces.
- Three ways to skin a module 1: from Chagmat to Dowanthal Peak
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I’ve always been a fan of explicitly reskinning adventures; here is how I skinned Larry DiTillio’s Chagmat.
- Tractor Feed Adventures
- Old adventures, not worth converting to Gods & Monsters. I haven’t played these since the eighties.
- The tractor-feed dungeon
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This is it: my first megadungeon. Journey with us now back to the magical eighties. A time of transition, a time of morning in America, and a time of vampire sharks!
- Urbana Mystica (Song of the City)
- Welcome to your Gods & Monsters poetry hour!
- Use Gods & Monsters adventures in old-school clones
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Most adventures for D&D and D&D clones can easily be used in Gods & Monsters. And Gods & Monsters adventures should easily be used in the clones.
- Vale of the Azure Sun
- There are things in this world that defy all logic. Places that no door enters and no road goes, where the maps exist only in the minds of madmen. This Gods & Monsters adventure is suitable for three to six characters of 3rd to 5th level.
- The Vale of the Azure Sun
- There are things in this world that defy all logic. Places that no door enters and no road goes, where the maps exist only in the minds of madmen.
- Xel-i-tec
- This short adventure for first to third level characters takes place in a decaying empire, under siege by creatures of all kinds overrunning its borders, and unfolding from within as strife consumes the ruling class.
- Xel-i-tec: the random dungeon of doom!
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Need a quick dungeon adventure? You’ll need to fill out the flavor text and stats, but everything else is ready for printing with Jamis Buck’s dungeon generator.
More Information
- Adventure Generator!
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Wow! This is a very nice adventure generator! You’ve got to try it to believe it. Generates some very nice maps, with room keys that include both encounters and dressing for you to use or modify. It also generates nice names for the dungeon, such as “The Tenebrous Sanctum” and “The Strange Tower of Madness”.
“Your nostrils are overwhelmed by a sulphurous smell. There is a pile of dung here.”
- Dragonsfoot AD&D adventure modules
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These AD&D adventures should be easily usable with Gods & Monsters, though you may wish to pre-write some flavor text for the truly old-school modules. Don’t miss their original D&D modules as well.
- Cheap and Cheesy Adventure Generator
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Based off of the Cheep and Cheesy adventure game, choose your number of elements and get back a skeleton on which you can base an adventure.
- Daredevil Adventures 3: Supernatural Thrillers (paperback)
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Three situations, easily customizable to any campaign, with customizable levels of the supernatural. These short adventures are a very nice choice for a new Daredevils GM to learn the ropes of the game. (Tom A. Dowd, Kenneth Campbell, and Robert N. Charette)