PRACTICAL MAGIC III: Starting MUs Are Not Feeling The Magic!


A common refrain in old-school games, most often from those new to old-school play, is that 1st level magic-users (MU) suck, don’t feel like masters of the arcane, and are very limited unless you have sleep and/or get to the point of gaining fireball. To those new to the game, the best way to play a 1st level MU is to just wait in the 3rd/4th rank until its time to cast sleep then lean back and look at your phone. Boring.


Regarding what to do after a 1st-level MU has cast their only spell, I have covered that in a previous blog post (and it was featured in KNOCK! #3 woot!).


Continuing that series, I would like to address how a DM can get their MUs off to a better start using options that don’t stray far from BX as a base chassis. So let’s look at how we can layer some decisions on top of a starting MU so the character feels like a proper student of the arcane and not just 2 HP chump waiting to feebly cast their one magic missile then pray they make it to more interesting levels.


Rolling Up A New Magic-User

After throwing 3d6 down the line as Crom intended, the player has ended with average stats but a 13 in INT netting a +1 bonus and +5% XP gain by choosing a magic user. By BX RAW, this PC has a spellbook, a dagger, no armor, and on average, 100-110 gp, plus 2-3 hp. This PC is Elizabeth the Lucky.


First, DM is given leeway to define the spellbook and the mentor 


Out of the box, RAW in BX, the DM may choose which spells a MU character can start with. This advice is also mirrored by Gygax in AD&D when it is commented that MUs, after a successful apprenticeship, are gifted a spellbook from their mentor which includes read magic and 1 spell from an offensive, defensive, and utility 1st-level spell list. 


Here are three great resources for unique spins on these aspects of MUs: 

  • Ben L.’s Six Starting Spellbooks which lists six spell books with 2 first-level and 1 second-level spells in them and includes information on a particular topic

  • ktrey’s d100 - Mercurial Mentors & Weird Wizards which lists a mentor by starting spells.

  • Carcass Crawler #4 & Dolmenwood Crawler contains new grimoires which are easy enough to modify to create “lesser copies"; Dolmenwood PHB contains some different starting spellbook too


Elizabeth the Lucky rolls an “3” on for the starting spellbook giving her a lesser copy of Geometry of Unseen Potencies which includes level 1 spells hold portal, floating disk, and level 2 spell levitate. Plus she is given the read magic (this always makes sense to me). A complete version of the tome is described as:


The work of Daglon the Geometer, mystical master of force and balance, architect of suspended structures. He had the original crafted by confounding Ubaes who constructed books like puzzles and conundrums. Geometry of Unseen Potencies is bound between polished stones taken from the hearts of substantial clouds in Wishery. Although ponderous in appearance, the book weighs almost nothing.


Now for the mentor. Using hold portal as the category, Elizabeth rolls a “5” under the hold portal table on the Mercurial Mentors. She was instructed by:


 Hernil's Flawless Clone and “[You swear] saw them dissolve into a puddle of goo once.” 


So the player’s MU’s mentor is potentially cloned, could be sentient black pudding, and maybe there is a flawed version out there? And what of this spellbook? Is there a way to get a true copy of Geometry of Unseen Potencies? All great questions for the DM to incorporate into world-building.


Second, let the player decide which 1st level spell has been memorized and which 1st level spell has been made into a scroll✤  


The decision on which spell to memorize and which spell to take as a scroll comes down to deciding which spell the player thinks will be immediately useful in the adventure and which spell might be situationally useful and so is good to “bank” in a paper spell slot- the scroll. 


Elizebeth’s player decides that hold portal might help them escape their first dungeon delve while floating disk might be important only when they locate a treasure they can’t carry and so “banks” it in a scroll.


Now the starting MU has potentially two spells to cast instead of the normal starting one spell and we’ve not really deviated from the rules of BX.


Third, let the player decide if they want more information, more hands, or more spells


Old-school MUs are given the most expensive item their class needs, the spellbook, and they can’t wear armor or weld any expensive weapons so how can the money be put to use in a way that is in the form of an impactful decision? How about letting the player decide if they want to gain a:

  • Man-at-Arms (50 gp): A 1d6 hp fighting-type with a spear or axe (1d6 dmg) and leather + shield (AC 13) which might be good for protection and provide the player with a way to stay in the action 

  • Another scroll (100 gp): This can be a copy of any spell currently in their spell book and allows increased casting potential

  • Map of the dungeon (50-150 gp): Could be complete but without room contents, could by 2-3 very specific rooms, or the location of a particular treasure; information variable depending in the amount spent


In keeping with average rolling, Elizabeth’s player gets a “10” on their 3d6 roll for starting money equaling 100 gp. Looking over spells, the player thinks that hold portal might be good for a quick escape and floating disk can transport something large, so a treasure map might be a good option.


Fourth, introduce the concept of scroll production because it provides an immediate beneficial downtime action and sinks for gold


Not groundbreaking but I feel often forgotten or ignored. The Holmes Basic D&D prescription of 100 gp/week/spell level to transcribe is widely adopted in old-school circles. So a 2nd level spell takes 200 gp and 2 weeks to produce. This provides some immediate downtime activities and choices for the MU to make. And it increases the number of spells they can cast in a given adventure beyond what they can cast by spell slots! This might not seem a lot but if a game occurs weekly or bi-weekly, this can allow for an accumulation of 2-4 extra scrolls greatly augmenting the spell caster’s power.


Finally, introduce the (nebulous) concept of magical research


In the BX text, there is a reference to conducting magical research mainly to learn new spells- 1,000gp/spell level and it takes two weeks with a 15% chance of failure. There is an additional note about “other magical research” which opens up a lot of other options for study:

  • Magical marganilia in their spellbooks

  • Componentsto augment a spell’s effects (or magical cooking)

  • Answering in-game questions that might arise- like where a true copy of Geometries is located or how to hurt a particular monster

Starting Changes Summary

BX RAW we have this: 


Magic User 1st level, 3 HP, AC 10, dagger (1d4 dmg), hold portal, 100 gp


However, by layering more interesting starting decision-making choices, we get something like this:


Elizabeth the Lucky (INT 13), mentored by the Flawless Clone of the Mage Hernil, has finally departed the strange tower outside Greywold. The clone let her keep the ruined copy of Geometries she rescued from an errant nest of rat familiars and now she dreams of building cloud castles promised by a complete text. Until then, she recites the basics hold portal to herself and keeps a copy of the floating disk folded inside her hat. The small piles of coins the clone mage haphazardly dropped in her hands were used to buy information on the barrow complex north of the village- the home of a former wizard. Money from that venture could fuel a quest for a true copy of Geometries. Right now Elizabeth is trying to make floating disk last a little longer- so far past remarks have said by casting in the reflection of a silver charger depicting the god Pan, but Elizabeth has no gold for such an object- yet.


Cantrips Are Not The Answer, Just Give Them A Crossbow

Often I find that the cantrips people want are what 5e has given them: consistent damage-dealing spells that come at no magic-expenditure cost. But I don’t like this for four reasons:

  1. Fighters, clerics, dwarves, elves, and thieves already do a decent range of damage 1d6 to 2d6 damage given particular circumstances, so throwing another 1d6 or so damage on top to me is not interesting

  2. Often those cantrip damage-dealing spells also require a to-hit role further making them feel less magical; at least the lowly magic missile auto-hits which can really be clutch in the right moment

  3. A magical 1d6 to 1d8, to-hit source of damage is also similar to starting the worse “fighter” in the party a magical +1 sword that sucks the magic out of true +1 swords (or other magical weapons)

  4. It potentially draws a MU player’s thinking away from lateral strategies to utilize non-damage dealing spells which often are the more powerful and potentially lucrative options

If a player still insists on having something to do, then don’t change the magic just let wizards use a crossbow. Its ranged, does 1d6+ damage, fires every other round, but could be ever ready for a quick first shot– and it feels like a wizardy weapon they would fool around with instead of a bow.


But also as a DM, don’t forget to add magical stuff to your dungeon: scrolls, potions, arcane scrawl only magic users can read, bizarre contraptions or distillation equipment only they can use. Also think about allowing your player to incorporate components taken from dungeon foes in your games allowing a low-level magic augmentation in addition to scrolls.


If you are feeling really generous as a DM, you could say they have scrolls for one of the first and the second-level spell.

ktrey at d4 caltrops has a ton of useful tables that span all sorts of fantasy gaming material

I do, however, agree with the old-school trick of allowing a prepared spell to be burned in a released bolt of magic energy to deal damage, but that is because it comes at a cost


TORCHES (6): A RPG Microblog Collection 4

 


The "TORCHES (6)" posts are basically my bit of microblogging when I spot something I like but don't really have a deep opinion beyond "Look at this good thing!". Its also a little bit my effort to read and promote more blog stuff.

INJURIES FOR YOUR DEATH & DISMEMBERMENT TABLES: I really like this table of injuries from Swamp of Monsters! I find such tables lead to PCs living longer but sometimes lack a little lasting bite. This table rectifies that and helps save deciding to actual injury until in a downtime mode. Also can't deny that Nick L at Papers And Pencils has a really nice short table as well.

DUNGEON GODS: dungeon dolls is a fantastic new blogger tackling their own OD&D homebrew one post at a time. Here is an example of the fine work being wrought: a post on dungeon gods that could easily be dropped into almost any megadungeon campaign. And something must be in the water because Nothic's Eye also has some demi-gods of the dungeon underworld.

And stay on the blog to check out Alice's Hagfish Hall play reports!

10 THINGS I HATE ABOUT YOUR DUNGEON: The dododecohedron nails what most people get wrong about adventures. Its a really nice numbers #1 and #3 are certainly elements I strive for.

FROM 5E TO DOLMENWOOD D&D: It looks like the OSR is not dead after all, and converts may be found through its various avatars. Here is one such example from Patchwork Paladin in moving their 5e game to Dolmenwood. This seems to support another commenter's idea that people might not realize they are in the "OSR" camp because they come through a particular ruleset and so just know what they play a "Mothership" or "Dolmenwood" or "Shadowdark".

AND MORE BROADLY, HOW TO COMMUNICATE OLD-SCHOOL PLAY TO 5E: Over a New School Revolution, Yochai of Cairn fame discusses aspects of OSR play, but frames them if a group is coming coming from 5e. I particularly think this one might be key (also sorta explains why save throws exist):
Know when to ignore mechanics and just do what makes sense in the fiction. If a PC gets a boulder dropped on their head, armor doesn't really come into the picture: They're just dead.

FIRST THE X-IN-6 THIEF, NOW THE X-IN-6 FIGHTING MAN: I was thinking about implementing some of the push/pull/trip mechanics I toyed with long ago in the Battle for the Ruby Skull. In a recent post at Fallen Constellation, a Fighter X-in-6 maneuver mechanism is discussed. Instead of assigning X-in-6 to each type of maneuver, I might just do a base 2-in-6 for all maneuvers that increase with level.


EYE OF NEWT AND A DASH OF STARDUST: Ingredients for Fairy Tale Adventures



God forbid a girl have one night out away from her father without
waking up kidnapped and guarded by a three-headed troll


WHAT MAKES A FAIRYTALE?

Prismatic Wasteland created a large list of questions to blog about. The question "What makes a fairy tale?" caught my eye. And because I often think of running a sorta fairytale D&D and back the Dolemenwood KS, I started to write out what I consider to be key elements.

Its more than just excellent illustrations by Arthur Rackham, Henry Justice Ford, and Kay Rasmus Nielsen.

Initially, from a Western context, these stories were there to entertain, but also teach children how to behave and protect themselves in a potentially violent world. The stories often emphasize doing the right thing, amending the wrong thing, being clever, being brave, and overcoming something bigger and stronger than you. They also had a tendency to reinforce gender stereotypes (despite many stories featuring women at the center) and societal power structures.

So while we don't want to simply repeat 1:1 these sorts of stories, we might want to take various elements from them to roll our Dolmenwood campaigns. Fairytales are also a nice touchstone to seed your home games of D&D with become while few people have read a lot of Appendix N, most people have been exposed to fairytale stories and, at least as children, even imagined themselves in one. 

This is a good well to tap to get people into RPGs as it is a very familiar baseline allowing shortcutting in terms of campaign setup, reducing the amount of explanation and lore dump prior to getting to actual play. Ty over at Mind Storm recently covered the importance of a baseline in world-building. 

 I've tried to organize those elements into loose categories below:

PROBLEMS & CONFLICTS

  • Initially, it might a societal or class conflict that the main character has no natural way to solve and so seeks supernatural means: too poor to attend the prince's ball
  • Often centered on a problem that is supernaturally caused and needs a supernatural solution or has been exacerbated by a supernatural shortcut: couple can't have children so seeks a witch's council
  • Problems also arise because the main character did not listen to the initial conditions of a solution or a deal that was struck: do A & B, but never C despite that it will give you more (the character does C)
    • Often caused by curiosity and not staying in your lane: What happens if I do untie the green ribbon around my beloved's neck despite the fact she said no?
  • Solutions sometimes are not supernatural but are also displays of bravery, courage, kindness, and to a lesser extent humility
  • Mistaken identity is often a big problem


QUALITIES of ADVENTURERS

  • Being clever is a lauded trait and also helps the hero overcome asymmetry in an encounter
  • You are what you wear, how you look, and what your title says you are: ugly, dark clothing, poison, subterfuge, and being wolf-headed is considered "evil"
  • Titles come with responsibilities that must be fulfilled no matter how convoluted or contradictory to the person owning the title

    • If you are a boy and you wear the tiara of a princess then you are treated as a "princess" but maybe not a girl (or you could be depending on the game) 
    • You will be required to wear a pink gown because that is the expectation of a princess, but if you decreed by the office that you can wear pants well that is what a princess (during your reign) can wear 
    • Except during state dinners where it is imperative to follow the old ways including pink dresses for princesses for the sake of the old families. (And hold still because the cat, 12 mice, 24 doves, 2 raves, donkey, and 5 squirrels dressing are trying to make magic happen and the 6 white stallions waiting to take you are quite proud and hate being late)
  • Yes, good people can wear dark clothing or be wolf-headed but everyone still suspects them of being blackhearted no matter the public display of goodness
  • Because of this, disguises often work well (which is why mistaken identify is a source of problems)


QUALITIES of MAGIC (Thank you RiseUpComus for pointing these qualities out)

  • Magic often augments an object or ability but rarely does the actual work which still requires a person- a magic broom is good at cleaning and flying, but a person still has to sweep; gold still has to be spun from hay
  • However, often magic items are bestowed as a test to see what a person does with them, and the bestower might show up to take it back should it be used incorrectly
  • Magic items can be "OP" such as the Philosopher's Stone providing infinite gold and invincibility
    • Those sorts of items can still have a corrupting influence
    • Item from God often come with stringent requirements even if it means risking the life of the bearer- so if you steal bread while starving, you lose the right to hold the holy sword because you sinned even if it was for a good cause

SOCIAL EXPECTATIONS

  • Everyone makes a deal with everyone else and your word is your life; in breaking your word, you quite easily forfit your life
  • Manners are important while sometimes violence or murder is overlooked; this is especially true in the Legends of Arthur
  • Most knowledge is local and if someone doesn't know something, they often know someone who does (or they think they do)
  • And while good and evil do apply, more often other dualities divide like selfish vs generous or loner vs social or black-hearted vs kind-hearted
  • Ownership is like 9.5 tenths of the law in fairytales- beings place far more importance on it
  • Current beings are responsible for generation grievances


THE WIDER WORLD and OTHER LANDS

  • The Crown is distant, but 1 or 2 of its agents are always nearby and more likely than not abuse that power
  • The Christian god can be the "new kid" on the block but still quite work via the old ways: quests, potents, magic items, and chosen ones; only really "talks" when given a form consistent with the rest of the world such as Aslan the Lion
    • Josh also pointed out that invoking God is also an un-gameable silver bullet. I agree. I think the issue with evoking the Christian God too much is that it is sorta a giant reset button. All magic, good or bad, ends allow order and the mundane to reign. Buzz kill.
    • The devil though is often an antagonist
  • The Fay realm is pretty much like Las Vegas- what happens in the fay realm, stays in the fay realm at least until the fay wants to use it against you
  • The middle distance between two points is the best moment for the fay to intercede in a thing being done
  • Any structure forgotten can be claimed by the fay and/or the supernatural
  • Death, Dream, and Sleep are always close in a fairytale world, and deep ponds, lakes, caves, tree hollows, and holes in the ground are passages to the underworld
  • Seasons generally are the extremes of what they are: Spring pleasant, Summers hot, Autumns cool/colorful, Winters very snowy; food is likewise predictably cyclical unless an external force interrupts

A FEW LOST MITTENS
  • For more modern fairytales, I really love Angela Carter's The Bloody Chamber and for something a bit darker, Howls From the Dark Ages 
  • In terms of rulesets, I really like BLUEHOLME Printice Rules because most of the pictures are in fact Henry Justice Ford illustrations. It just gives this Holmes Basic D&D game a great feel!
  • Dolmenwood is a must for a fairytale campaign however I think it hides an almost Harn World-like political layer
  • The Jim Henson Storyteller series is amazing for some inspiration- I particularly like The Soldier & Death (above)- look at 'em, playing cards with imps!

NIGHTWICK ABBEY: The Purple Eater of People Session 105

 


I'm giving a bit shorter report these days for Nightwick in an effort to make them more timely. If these horrid halls of Nightwick Abbey call to you, then please join Miranda Elkins' Patreon!

Previously in Nightwick... well not exactly because that was previously, previously. Previously the party went after Ulf's missing magic items that he lost being drunk and something, something about a hag cult and bandits. The party ran across a family of silvian giants which promptly killed what's-her-face the hiring with a thrown rock. Eventually, the party prevailed and a deal was worked out with the most senior groan to be addressed later. With a little help from "The-Thing-In-His-Pocket", the party identified the location of Ulf's stuff by busting up a hag cult. And I am glossing over the part where half the party got charmed. [Edit: Our scribe has returned, here is the full accounting of session 104]

Now that you are caught up...this week's adventurers:

Blossom (Rogue 6)
Mayfly (Magician 6)
Sir Uein (Fighter 6)
Liminal Space (Changeling 5)
Thekla (Magician 5)
Krupe (Cleric 5)
Poppy (Fighter 4)
Pataki (Rogue 1)
Zintra (Changling 1)

AT THE MEDUSA'S HEAD...

The party assembled once again at the best bar in Nightwick Village. While most of the party was resting and preparing for the upcoming delve Mafly and Thekla sought enlightenment in different way. Mayfly learned that the local bogdani are whispering stories of two enormous bears and dog-headed bandits are pillaging in the fog-bound forest. And Thekla after a week of intense research seemingly cursed herself to be attractive to insects.

"WAIT! There are fly-people on the Abbey's 4th level! Does that mean you'll rule the fly people?"

...DOWN IN NIGHTWICK...

  • The party is briefly stymied by a tripped trap that creates a small impassable pool of acid on the 3rd level route to the 4th floor- Sir Uein, currently wielder of Dinhron, consults his maps and is able to sort everything out.
  • Once on the 4th floor the party decides, to stay away from the flies and their master for the sake of Thekla.
  • At the "Fountain of Human Excretions", the party has to deal with vampiric mists and are rewarded for the effort with new party member Pitaki, dung farmer, fishing out a small locked box (aww yeah that's the shit).
  • The party travels south only to get into a fight with fly-folk anyway and once victorious the party turns south to explore a little more but decides to leave given the spells casters' high-level spells were depleted.
...A RETURN TO THE VILLAGE

In total the party ended up with something like 1900 silver after it the locked box was found to contain platinum coins! And a nice thing about fly-folk is their insides are full of gold. In all it was as shorter trip, but we've had far, far worse delves.

I CAST LIGHT ON 2024: Reflections On The Year Behind & Ahead

Image I made at the beginning of 2024 with the idea of making
and running an OD&D dungeon with a dragon in the middle

I don't have a very clever angle to this post other than reflecting on my 2024 in terms of Dungeons & Dragons. A reflection appropriate given it was D&D's 50th anniversary.

I CAST LIGHT!

I'll end this year with about ~37-38 posts. Slightly down from previous years (~44/year), but IRL work got much busier and took some energy away from creating. However, I did happen to do a fair amount of creating for my own Nightwick Abbey campaign and I think if that material was posted I'd have hit my average.

In all I'm very appreciative of the readership here at ICL!. Its been wonderful to see that a few posts resonate with the large D&D hobby and also nice to have connected with a few of the "celebrities" I used to read about in the G+ era (RIP) when I was learning in those circles. But I'm just as pleased that posts here have also helped other DMs to just run games. A driving force of this blog as always been to put play above all else.

Of the posts written in 2024, here are the three that seem to garner the most interest:

NIGHTWICK ABBEY

Certainly, no other RPG material has cast a shadow over this blog than Miranda Elkins' Nightwick Abbey megadungeon. And that will not change in 2025, when those hell-haunted halls will continue their horrific howling.

The Weeknights in Nightwick group completed their 100th delve in October of 2024! A milestone, I think, in the modern age where old-school megadungeons are still a rarely glimpsed coelacanth.  Our Weeknights party earned an important distinction too this year, as the first group to travel to Level 4 of the Nightwick Abbey. In the ~13 years that Miranda has been running it this was a first. On a more individual level, my magic user, Mayfly, reached 6th level (warlock) and might have also sold his soul (positive). Our group is still strong at 9-10 players and shows no signs of flagging- so here's to 50 more delves in 2025!

Flipping to the other side of the DM screen, my Where Hell Comes To Prey campaign reached its 24 delve in 2024. Very respectable and even some of the PCs have made it to level 3 and 4 at a pace similar to what we experienced in the Weeknights group so I am pleased. I find that running a campaign, even one I play in, has been good opportunity for me to generate material for running a game much of which I've not yet put on this blog. In running Nightwick I've had to think about:

  • If 100-minute megadungeon sessions are enough to run a consistent campaign
  • How to transform random encounters into noteworthy villains
  • Alternative forms of carousing beyond "orgies, inc"
  • What is needed to make a "boss" monster threatening
  • Where do all these cultists come from and what do they want?
  • Secret societies from materials and treasures in Nightwick
  • How do you run a megadungeon setting as a 3-hour one-shot at a convention?

And you know what? Even with playing and DMing Nightwick, I still get excited to run/play more! Deepest bow to Miranda's horrible (good) creation. 

And if you want to learn more about the world of Nightwick from Miranda? You can follow her blog here and the ongoing development of Nightwick Abbey at her Patreon here. And even play here at Start Playing.

CONVENTIONS

I attended two conventions in 2024: Reaper CON and GameHole CON. I DM'ed at both I think a total of 21 hours of Nightwick Abbey. It was interesting to come up with a scenario that hopefully showed off the Abbey, provided some of the same choices that would naturally be made exploring a megadungeon, and was an exciting 3 hours of old-school play. Over 7 games, the forces of Law were able to escape with the vicar 3x while the Abbey racked up 4 TKO of most of the party (not a TPK, but 85% death).

I enjoy running games at conventions, but it is really exhausting! DMing takes energy and there is a little bit of stress the comes along with hoping complete strangers are having fun with your style of D&D. And while each con certainly has its own flavor and vibes, running con games is a very similar experience no matter which con I go too. I think in the long run, I might favor more local cons over traveling too far. But who knows, I'd like to hit up GaryCon.

LOOKING FORWARD TO 2025

Post more "good-enough" adventures here on ICL!. I am far too precious with my creations. And would like to work toward writing stuff for myself, not publication, and getting interesting ideas circulating among the hobby.

Finish Serpent Psalms to compliment The Serpent Song Hymnal. Having the Hymnal when I run games has been fantastic, so I'd like my players to have a complimentary version.

Run a game with friends and family who have expressed an interest in D&D and are always curious about exactly what I am doing. Its hard deciding on how I want to do this. Maybe an OD&D campaign using my dreamlands material? Maybe a Dolmenwood campaign? Maybe just a BX dungeon with a dragon at the center?

Running Daisy Chainsaw which seems like a ripping good time.

Learn to pain miniature better and run more minature skirmish games like Brawl Arcane 




YOU CAN KEEP YOUR BORDERLANDS: Adventure Suggestions for Those New to the OSR


While many assume the OSR is dead, you would not know it from the discussion on Bluesky generated by Yochai’s OSR starter packs feeding into the OSR Feed. Among the discourses that have cropped up in recent weeks, one was very useful in triggering responses that act as a measure for the current state of the non-AD&D focused, BX-leaning, and OD&D-inquisitive post-OSR (?) portion of the OSR. That question was: What’s a good starting module for players new to OSR play (and I don’t like Keep on the Borderlands)?

What followed were several suggestions. Given that social media is ephemeral, I wanted to solidify this list in the petrifying gaze of a blog for ease of reference and sharing. This would also constitute a Christmas post as it's a list of things you can buy in the month of December. [edit] I've expanded the list to a even 20 so if you can't decide what to run/buy just roll a 1d20 and consult the table below:

  1. Tomb Robbers of the Crystal Frontier by Gus L.
  2. Through Ultan’s Door by Ben L.
  3. Lair of the Lamb by Arnold K. (free)
  4. Hole in the Oak by Gavin Norman
  5. Tomb of the Iron God by Matt Finch
  6. Waking of Willowby Hall by Ben Milton
  7. Sinister Secret of Peacock Point by Brad Kerr
  8. Black Wyrm of Brandonsford by Chance Dudinack
  9. Hideous Daylight by Brad Kerr
  10. Demon Driven to the Maw by Brad Kerr
  11. Winter’s Daughter by Gavin Norman
  12. Barrow of the Elf King by Nate Treme (free)
  13. Sleeping Place of the Feathered Swine by Logan
  14. Rot King’s Sanctum by Emiel Boven
  15. Tomb of the Serpent Kings by Skerples (free)
  16. Prison of the Hated Pretender by Gus L.
  17. Rise of the Blood Olms by Yochai Gal (free)
  18. Nightmare Over Ragged Hollow by Joseph R. Lewis
  19. Goblin With A Raygun by Goblins Don't Wear Shirts (free)
  20. The Smoking Pillar of Lan Yu by Kevin Crawford

Have a suggestion on an adventure you think should be added? Feel free to drop it in the comments.