Margins
Dungeon Crawl Classics book cover 1
Dungeon Crawl Classics book cover 2
Dungeon Crawl Classics book cover 3
Dungeon Crawl Classics
Series · 76
books · 2003-2025

Books in series

Legends Are Made, Not Born book cover
#0

Legends Are Made, Not Born

2006

Remember the good old days, when adventures were underground, NPCs were there to be killed, and the finale of every dungeon was the dragon on the 20th level? Those days are back. Dungeon Crawl Classics don't waste your time with long-winded speeches, weird campaign settings, or NPCs who aren't meant to be killed. Each adventure is 100% good, solid dungeon crawl, with the monsters you know, the traps you fear, and the secret doors you know are there somewhere. For the past few years, an ogre that lairs in a cave near the wilderness town of Dundraville has demanded tributes of ale and supplies. The villagers were happy to comply, lest the brute attack them or destroy their property. But recently, the ogre changed his demands. Now he wants gold, building supplies—and captives! When the ogre walked into town only to have his request denied, he flew into a rage. The brute dragged two townsolk off to his cave, to be eaten for sure! The villagers have no heroes to protect them—so someone must rise to the challenge! Six determined townsfolk have taken decided to take justice into their own hands. Can these village commoners defeat the ogre in his own lair before their fellows are eaten? This world-neutral, stand-alone adventure is completely new, not a reprint. It uses the 3.5 edition of the d20 rules set, and is fully compatible with the world's most popular role playing game. This module was originally produced in a limited run for Dundracon 29 in San Ramon, California.
Dungeon Crawl Classics 1 book cover
#1

Dungeon Crawl Classics 1

2003

Remember the golden days of role playing, when adventures were underground, NPCs were there to be killed, and the finale of every dungeon was the dragon on the 20th level? Well, those days are back. Dungeon Crawl Classics feature bloody combat, intriguing dungeons, and no NPCs who aren't meant to be killed. Each adventure is 100% good, solid dungeon crawl, with the monsters you know, the traps you fear, and the secret doors you know must be there somewhere. In Idylls of the Rat King, goblin bandits are once again attacking the silver caravans, killing innocent miners and stealing cargo. The goblins have taken up residence in an abandoned mine northwest of Silverton. Someone must get rid of them. But this is no ordinary abandoned mine. It was deliberately barricaded generations ago when the Gannu family, founders of Silverton, discovered an unspeakable evil on its lowest levels. And these are no ordinary goblins, for the curse of the Gannu family courses through their veins...
The Lost Vault of Tsathzar Rho book cover
#2

The Lost Vault of Tsathzar Rho

2003

An Adventure for First Level Characters Remember the golden days of role playing, when adventures were underground, NPCs were there to be killed, and the finale of every dungeon was the dragon on the 20th level? Well, those days are back. Dungeon Crawl Classics feature bloody combat, intriguing dungeons, and no NPCs who aren't meant to be killed. Each adventure is 100% good, solid dungeon crawl, with the monsters you know, the traps you fear, and the secret doors you know must be there somewhere. In The Lost Vault of Tsathzar Rho, a defenseless village asks the characters to slay an out-of-control ogre. Sounds easy enough. But the ogre, who used to be nothing more than a nuisance, has become crazed and psychotic. When the characters arrive at its cave, they find a subterranean portal has connected the cave to a much larger underground complex. Something in that complex has transformed the ogre and many other local creatures into fiendish marauders. In fact, it's the lost vault of Tsathzar Rho, an ancient wizard and prophet of the Outer Gods, who are gathering their foul minions for battle. This world-neutral, stand-alone adventure is completely new, not a reprint. It uses the 3.5 edition of the d20 rules set, and is fully compatible with the world’s most popular role playing game.
The Mysterious Tower book cover
#3

The Mysterious Tower

2006

An Adventure for Character Levels 3-5 Remember the good old days, when adventures were underground, NPCs were there to be killed, and the finale of every dungeon was the dragon on the 20th level? Those days are back. Dungeon Crawl Classics don't waste your time with long-winded speeches, weird campaign settings, or NPCs who aren't meant to be killed. Each adventure is 100% good, solid dungeon crawl, with the monsters you know, the traps you fear, and the secret doors you know are there somewhere. In this all-new adventure, the characters come across an ancient wizard's tower. The nearby keep has been reduced to rubble over the ages, but the tower is in perfect condition. It is surrounded by an impenetrable force field that cannot be breached - not even by the ghost of the long-dead wizard, who has been trapped within for centuries. Surely there must be great treasure within this magical abode. But how to get to it? This world-neutral, stand-alone adventure is completely new, not a reprint. It uses the 3.5 edition of the d20 rules set, and is fully compatible with the world's most popular role playing game.
Bloody Jack's Gold book cover
#4

Bloody Jack's Gold

2006

An Adventure for Character Levels 10-12 Remember the good old days, when adventures were underground, NPCs were there to be killed, and the finale of every dungeon was the dragon on the 20th level? Those days are back. Dungeon Crawl Classics don't waste your time with long-winded speeches, weird campaign settings, or NPCs who aren't meant to be killed. Each adventure is 100% good, solid dungeon crawl, with the monsters you know, the traps you fear, and the secret doors you know are there somewhere. In this all-new adventure, the characters acquire a treasure map showing the location of Bloody Jack's last haul, where hundreds of thousands of gold coins lie waiting to be taken. But Bloody Jack didn't leave his treasure unguarded—and the best way to keep the undead legions well-stocked is to lure treasure-hunters to their death... This world-neutral, stand-alone adventure is completely new, not a reprint. It uses the 3.5 edition of the d20 rules set, and is fully compatible with the world’s most popular role playing game.
Aerie of the Crow God book cover
#5

Aerie of the Crow God

2004

An Adventure for Character Levels 7-9 Remember the good old days, when adventures were underground, NPCs were there to be killed, and the finale of every dungeon was the dragon on the 20th level? Those days are back. Dungeon Crawl Classics don't waste your time with long-winded speeches, weird campaign settings, or NPCs who aren't meant to be killed. Each adventure is 100% good, solid dungeon crawl, with the monsters you know, the traps you fear, and the secret doors you know are there somewhere. Aerie of the Crow God was nominated for Best Adventure in the 2004 Gen Con ENnie Awards. This special expanded edition includes an all-new sequel to the original adventure! Lady Elisabeth Pendour beseeches the heroes for their help. They must recover a key that was on her husband's body when he perished trying to clear an ancient tower. The tower was once a coastal fortress, but now it lies in ruins, occupied by black-feathered rook harpies who worship a foul carrion crow demon. Lord Pendour sought to free his subjects from fear by clearing the rampaging rooks from their nests. But he failed, and unless the heroes can recover his body, the crow god will come for his wife, too... This world-neutral, stand-alone adventure is completely new, not a reprint. It uses the 3.5 edition of the d20 rules set, and is fully compatible with the world’s most popular role playing game.
Temple of the Dragon Cult book cover
#6

Temple of the Dragon Cult

2004

An Adventure for Character Levels 8-10 Remember the good old days, when adventures were underground, NPCs were there to be killed, and the finale of every dungeon was the dragon on the 20th level? Those days are back. Dungeon Crawl Classics don't waste your time with long-winded speeches, weird campaign settings, or NPCs who aren't meant to be killed. Each adventure is 100% good, solid dungeon crawl, with the monsters you know, the traps you fear, and the secret doors you know are there somewhere. In Temple of the Dragon Cult, the characters are called in to pursue a dragon that the king's army was able to wound but not kill. It seems straightforward enough: the army tracked the dragon to its lair, and all the characters have to do is go in and kill it. But this dragon has a devoted cult of dragonblood followers who worship its every breath. Its lair is their temple—and they'll fight to the death to defend their dragon-god... This world-neutral, stand-alone adventure is completely new, not a reprint. It uses the 3.5 edition of the d20 rules set, and is fully compatible with the world's most popular role playing game.
The Secret of Smuggler's Cove book cover
#7

The Secret of Smuggler's Cove

2004

An Adventure for Character Levels 5-7 Remember the good old days, when adventures were underground, NPCs were there to be killed, and the finale of every dungeon was the dragon on the 20th level? Those days are back. Dungeon Crawl Classics don't waste your time with long-winded speeches, weird campaign settings, or NPCs who aren't meant to be killed. Each adventure is 100% good, solid dungeon crawl, with the monsters you know, the traps you fear, and the secret doors you know are there somewhere. In this adventure, the coastal village of Fair Haven needs the characters' help. For decades, Fair Haven has relied upon its lighthouse to guide merchant vessels into port. But on a recent stormy night, the lighthouse suddenly failed. The trading ship Nymph's Kiss was dashed on the rocks, and smugglers have already raided the wreck. Somebody has to restore the lighthouse, but the locals are afraid to go near because it shows all the signs of being haunted. Yet there might be more to the story, since there's something living in the sea caves below... This world-neutral, stand-alone adventure is completely new, not a reprint. It uses the 3.5 edition of the d20 rules set, and is fully compatible with the world’s most popular role playing game.
Dungeon Crawl Classics #8 book cover
#8

Dungeon Crawl Classics #8

Mysteries of the Drow

2004

An Adventure for Character Levels 7-9 Remember the good old days, when adventures were underground, NPCs were there to be killed, and the finale of every dungeon was the dragon on the 20th level? Those days are back. Dungeon Crawl Classics don't waste your time with long-winded speeches, weird campaign settings, or NPCs who aren't meant to be killed. Each adventure is 100% good, solid dungeon crawl, with the monsters you know, the traps you fear, and the secret doors you know are there somewhere. This adventure is specially designed for play by drow characters, but can be used with any adventuring party. Pregenerated drow characters are included. The characters are commissioned by a drow housemistress to acquire a mysterious weapon known to be in the hands of her enemies. Locating, identifying, and acquiring the magical weapon leads them on a great trek across the underdeep, where they must battle svirfneblin, a powerful lich, and enemy drow. This world-neutral, stand-alone adventure is completely new, not a reprint. It uses the 3.5 edition of the d20 rules set, and is fully compatible with the world’s most popular role playing game.
The Sunless Garden book cover
#10

The Sunless Garden

2004

An Adventure for Character Levels 6-8 Remember the good old days, when adventures were underground, NPCs were there to be killed, and the finale of every dungeon was the dragon on the 20th level? Those days are back. Dungeon Crawl Classics don't waste your time with long-winded speeches, weird campaign settings, or NPCs who aren't meant to be killed. Each adventure is 100% good, solid dungeon crawl, with the monsters you know, the traps you fear, and the secret doors you know are there somewhere. After arriving at a seemingly abandoned trading post, the heroes discover to their horror that all the inhabitants have been transformed into black trees! Upon further investigation, they find clues that lead them to the hidden lair of Nockmort, a treant gone bad. Nockmort has been transformed by the strange radiation of a meteorite he discovered, and now he is a terrible force of evil. The characters must enter his sunless garden to save the town. And along the way they just might discover fabulous treasure... This world-neutral, stand-alone adventure is completely new, not a reprint. It uses the 3.5 edition of the d20 rules set, and is fully compatible with the world's most popular role playing game.
Dungeon Crawl Classics #11 book cover
#11

Dungeon Crawl Classics #11

The Dragonfiend Pact

2004

Remember the good old days, when adventures were underground, NPCs were there to be killed, and the finale of every dungeon was the dragon on the 20th level? Those days are back. Dungeon Crawl Classics don't waste your time with long-winded speeches, weird campaign settings, or NPCs who aren't meant to be killed. Each adventure is 100% good, solid dungeon crawl, with the monsters you know, the traps you fear, and the secret doors you know are there somewhere. The small town of Welwyn has been beset by a string of robberies. The heroes are led to the natural cave system located at the bottom of the town well, which they must explore to find the burglars. But once they're in the cave system, things get much more difficult! The "burglars" turn out to be mere pawns in a much darker game. To get to the source of the crimes, the heroes must shrink themselves with potions of improved reduce person and explore a series of dangerous rat warrens where their prey is larger than they are! Features • A unique dungeon crawl that requires the heroes to shrink themselves in order to complete their mission • 16 keyed encounter areas covering a wide range of encounters • A great low-level module that positions successful PCs as heroes of the village, ready to pursue future adventures
Dungeon Crawl Classics #13 book cover
#13

Dungeon Crawl Classics #13

Crypt of the Devil Lich

2006

Remember the good old days, when adventures were underground, NPCs were there to be killed, and the finale of every dungeon was the dragon on the 20th level? Those days are back. Dungeon Crawl Classics don't waste your time with long-winded speeches, weird campaign settings, or NPCs who aren't meant to be killed. Each adventure is 100% good, solid dungeon crawl, with the monsters you know, the traps you fear, and the secret doors you know are there somewhere. This special tournament module was used for the First Annual Dungeon Crawl Classics Open Tournament in at Gen Indy 2004. The module includes the official tournament scoring system and pregenerated characters, as well as almost two dozen illustrated player handouts. An ancient prophecy sends the heroes into the crypt of the Devil Lich to destroy her before she can return to power. Once inside, they must face horrors that could only be dreamt of by a mad half-drow half-fiend lich! Features: • The most vicious dungeon crawl since Tomb of Horrors, created in homage to this classic with the goal of providing an even greater challenge • An adventure destined to be legend, created collaboratively by 10 talented dungeon designers • Color! The first printing is the first to feature color interior art (second printing in B/W) • The same module enjoyed by 52 gamers in the First Annual Dungeon Crawl Classics Open Tournament at Gen Con Indy 2004 • 25 keyed encounter areas, each one a unique challenge, with a whopping 22 illustrated player handouts • The longest DCC to date — 96 pages of dungeon crawl action! Good for many, many sessions of home play • Highlights from the convention tournament, including 2 pages of color photos, the Erol Otus art of the convention winner, a Roster of Heroes recording all those who tried to best the Crypt at Gen Con '04, the tournament scoring rules and pregenerated characters, and more
Dungeon Interludes book cover
#14

Dungeon Interludes

2006

Six Adventures for Character Levels 1-13 Remember the good old days, when adventures were underground, NPCs were there to be killed, and the finale of every dungeon was the dragon on the 20th level? Those days are back. Dungeon Crawl Classics don't waste your time with long-winded speeches, weird campaign settings, or NPCs who aren't meant to be killed. Each adventure is 100% good, solid dungeon crawl, with the monsters you know, the traps you fear, and the secret doors you know are there somewhere. This module is a collection of six related adventures designed to be played nonconsecutively over the course of a campaign. Each adventure builds on the one before it, but is complete and stand-alone. This allows the DM to weave an ongoing plot line into his larger campaign, which gets revealed bit by bit, one episode at a time. As the heroes progress in level, they slowly uncover a great plot by an ancient summoner to forge the Oculum Infernae, a terrifying artifact that will allow him to read the heavens with perfect clarity. Only by stopping his efforts can the heroes ensure that the evil wizard won't summon an army of unspeakable terror! This world-neutral, stand-alone adventure is completely new, not a reprint. It uses the 3.5 edition of the d20 rules set, and is fully compatible with the world's most popular role playing game.
Dungeon Crawl Classics #15 book cover
#15

Dungeon Crawl Classics #15

Lost Tomb of the Sphinx Queen

2006

Remember the good old days, when adventures were underground, NPCs were there to be killed, and the finale of every dungeon was the dragon on the 20th level? Those days are back. Dungeon Crawl Classics don't waste your time with long-winded speeches, weird campaign settings, or NPCs who aren't meant to be killed. Each adventure is 100% good, solid dungeon crawl, with the monsters you know, the traps you fear, and the secret doors you know are there somewhere. Legend tells of a long-dead empire of sphinxes, ruled over for millennia by a great queen named Ankharet. She fell into darkness and her empire was shattered, as her subjects rebelled and cast her down. Unable to kill her, it is said that they bound her with great magic and buried her in a tomb, to wait for the foretold heroes who would be able to slay her and end her evil forever. Their empire in ashes, the sphinxes scattered to roam the world in bitter freedom, save a single great androsphinx. On the edge of the mysterious Barren Hills, between the mountains and the Great Desert, there is a gigantic statue of a crowned gynosphinx, ancient beyond reckoning. At its feet, a great androsphinx known as Khubsheth the Prophet has dispensed counsel and prophecy to all who come to him for longer than mortal records can tell. The heroes have come to visit Khubsheth, whether for counsel, prophecy or out of curiosity, but as soon as he lays eyes on them, he attacks! Upon his defeat, he tells them that they are the heroes foretold by the legend of Ankharet. Ankharet ruled over a long-dead empire of sphinxes, but she fell into darkness. Her subjects rebelled and cast her down, but were unable to kill her. It is said that they bound her with great magic and buried her in a tomb, to wait for the foretold heroes who would be able to slay her and end her evil forever. Kubsheth the Prophet tells the heroes that they must enter the tomb of the long-dead sphinx queen, kill her, and destroy her cursed crown, an artifact of tremendously evil power. As his blood seeps into the sands, a doorway opens at the base of the statue, leading down into darkness...
Dungeon Crawl Classics #16 book cover
#16

Dungeon Crawl Classics #16

Curse of the Emerald Cobra

2006

Remember the good old days, when adventures were underground, NPCs were there to be killed, and the finale of every dungeon was the dragon on the 20th level? Those days are back. Dungeon Crawl Classics don't waste your time with long-winded speeches, weird campaign settings, or NPCs who aren't meant to be killed. Each adventure is 100% good, solid dungeon crawl, with the monsters you know, the traps you fear, and the secret doors you know are there somewhere. Centuries ago, a seemingly immortal yuan-ti warrior known as Xiuhcoatl, the Emerald Cobra, ruled over the vast Eztenqui Jungles with an iron fist. Finally, a wizard managed to end the evil serpent's reign of terror by trapping its life essence in a magical staff. The staff became both the figurative and literal heart of Voltigeur, resting in an enchanted case in the center of the town as a symbol of victory. But now the magic staff has vanished. Since the disappearance, merchant caravans traveling to Voltigeur have been savagely attacked. The few survivors report that their attackers were serpent-men swearing fealty to the reborn Emerald Cobra! Legends speak of an old pyramid near Mount Icpitl that was once the Emerald Cobra's palace. Can the heroes locate this ancient ruin and destroy the reborn Emerald Cobra?
Dungeon Crawl Classics #17 book cover
#17

Dungeon Crawl Classics #17

Legacy of the Savage Kings

2006

Remember the good old days, when adventures were underground, NPCs were there to be killed, and the finale of every dungeon was the dragon on the 20th level? Those days are back. Dungeon Crawl Classics don't waste your time with long-winded speeches, weird campaign settings, or NPCs who aren't meant to be killed. Each adventure is 100% good, solid dungeon crawl, with the monsters you know, the traps you fear, and the secret doors you know are there somewhere. For centuries, the Great Swamp has hidden hints of an ancient culture of barbarian kings. While passing through this miserable bog, the PCs encounter Stygoth the Damned, a half-dead black dragon driven mad by a mysterious disease. Delving further, the heroes discover that the disease is tied to the very swamp itself. A great corruption once infested this place, destroying the savage barbarian kings and leaving only mighty statues as their legacy. Now this corruption has returned, and a terrible Witch Queen is mining the corrupted swamp-earth to produce evil, blighted artifacts. In order to stop the spread of these evil weapons, the heroes must enter the ancient caves of the savage kings, put to rest the corrupt legacy of their downfall, end the disease that scars the land, and then face off against the Witch Queen herself.
Citadel of the Demon Prince book cover
#18

Citadel of the Demon Prince

2006

An Adventure for Character Levels 12-13 Remember the good old days, when adventures were underground, NPCs were there to be killed, and the finale of every dungeon was the dragon on the 20th level? Those days are back. Dungeon Crawl Classics don't waste your time with long-winded speeches, weird campaign settings, or NPCs who aren't meant to be killed. Each adventure is 100% good, solid dungeon crawl, with the monsters you know, the traps you fear, and the secret doors you know are there somewhere. An apocalyptic cult of demon worshipers has been kidnapping farmers from the local hamlets and offering them up as sacrifices to their blasphemous idols. The heroes are called in for what appears to be a simple mission: hunt down the demon worshipers, beard them in their lair, and demolish their dark abbey, down to the last stone. But this cult is under the direct control of a demon prince with much larger ambitions. The heroes' exploration of the dark abbey soon leads them into a portal to another plane, where they discover the demon prince's hellish scheme—and learn they have only hours to save their world from being destroyed! Can they defeat the demon prince in his own evil citadel? This world-neutral, stand-alone adventure is completely new, not a reprint. It uses the 3.5 edition of the d20 rules set, and is fully compatible with the world's most popular role playing game.
Dungeon Crawl Classics #19 book cover
#19

Dungeon Crawl Classics #19

The Volcano Caves

2006

Remember the good old days, when adventures were underground, NPCs were there to be killed, and the finale of every dungeon was the dragon on the 20th level? Those days are back. Dungeon Crawl Classics don't waste your time with long-winded speeches, weird campaign settings, or NPCs who aren't meant to be killed. Each adventure is 100% good, solid dungeon crawl, with the monsters you know, the traps you fear, and the secret doors you know are there somewhere. Odd things are happening in the area around Mount Rolnith, a dormant volcano. When spellcasters wield fire magic, they feel drawn to the mountain. Local farmers and their animals disappear, leaving clawed footprints and signs of struggles. Open flames tilt, all pointing to the same a cave in Mount Rolnith's craggy face. The heroes decide to investigate these occurrences, and a torch serves as their compass, pointing directly into the cave's mouth...
Dungeon Crawl Classics #20 book cover
#20

Dungeon Crawl Classics #20

Shadows in Freeport

2005

Remember the good old days, when adventures were underground, NPCs were there to be killed, and the finale of every dungeon was the dragon on the 20th level? Those days are back. Dungeon Crawl Classics don't waste your time with long-winded speeches, weird campaign settings, or NPCs who aren't meant to be killed. Each adventure is 100% good, solid dungeon crawl, with the monsters you know, the traps you fear, and the secret doors you know are there somewhere. This module is a special limited edition produced exclusively for Gen Con Indy 2005. It presents chapter one of an adventure that chronicles the hilarious escapades of the hit film The Dorkness Rising. The King needs the heroes' help! The vile necromancer Mort Kemnon has uncovered the Mask of Death, an artifact of unspeakable evil. He plans to summon an army of undead to attack the King while the divine powers of the realm are weak. Can the heroes recover the Mask of Death and put a stop to Mort Kemnon's evil plans once and for all? Be sure to learn more about The Dorkness Rising film at www.the-gamers.com. Produced in cooperation with Dead Gentlemen Productions. • A complete stand-alone adventure • Illustrated with stills from the upcoming movie • 4 player handouts with actual movie images!
Dungeon Crawl Classics 22*OP book cover
#22

Dungeon Crawl Classics 22*OP

The Stormbringer Juggernaut

2006

An Adventure for Character Levels 14-16 Remember the good old days, when adventures were underground, NPCs were there to be killed, and the finale of every dungeon was the dragon on the 20th level? Those days are back. Dungeon Crawl Classics don't waste your time with long-winded speeches, weird campaign settings, or NPCs who aren't meant to be killed. Each adventure is 100% good, solid dungeon crawl, with the monsters you know, the traps you fear, and the secret doors you know are there somewhere. The Stormbringer family of storm giants has long extorted gold from coastal towns as a "good weather tax." Fed up by rising taxes, the towns recently sent a band of stalwart adventurers to finish off Stozari Stormbringer for good (as witnessed in DCC #21: Assault on Stormbringer Castle). But when the adventurers struck down Stozari, they only made her more powerful. Through eldritch rituals, her life force has been transferred by her daughter into the Stormbringer juggernaut, a massive 800-foot-long giant-scaled assault ship bristling with weapons of war. Capable of laying siege to a large city or defeating an entire navy of human ships, the juggernaut is a potent weapon to bring larger cities under the control of the Stormbringers. Now this living juggernaut has set sail for the coast, and only the heroes can stop it! This world-neutral, stand-alone adventure is completely new, not a reprint. It uses the 3.5 edition of the d20 rules set, and is fully compatible with the world’s most popular role playing game.
The Sunken Ziggurat book cover
#23

The Sunken Ziggurat

2006

An Adventure for Character Levels 5-7 Remember the good old days, when adventures were underground, NPCs were there to be killed, and the finale of every dungeon was the dragon on the 20th level? Those days are back. Dungeon Crawl Classics don't waste your time with long-winded speeches, weird campaign settings, or NPCs who aren't meant to be killed. Each adventure is 100% good, solid dungeon crawl, with the monsters you know, the traps you fear, and the secret doors you know are there somewhere. A recent earthquake has exposed an ancient ziggurat long buried in the earth. When the heroes are called to investigate, they find more than just a buried structure. The dragon-queen Tiamat was slain on this site, and the ziggurat was built eons ago to seal her taint. Now that it has resurfaced, evil magics flow into the surrounding lands! The heroes must descend into this ancient edifice, defeat the monsters that dwell within its bowels, and replace that seal that prevents Tiamat's evil from leaking into the world! This world-neutral, stand-alone adventure is completely new, not a reprint. It uses the 3.5 edition of the d20 rules set, and is fully compatible with the worldÂ's most popular role playing game.
Dungeon Crawl Classics 24*OP book cover
#24

Dungeon Crawl Classics 24*OP

Legend of the Ripper

2006

Remember the good old days, when adventures were underground, NPCs were there to be killed, and the finale of every dungeon was the dragon on the 20th level? Those days are back. Dungeon Crawl Classics don't waste your time with long-winded speeches, weird campaign settings, or NPCs who aren't meant to be killed. Each adventure is 100% good, solid dungeon crawl, with the monsters you know, the traps you fear, and the secret doors you know are there somewhere. The city is gripped in fear! The Ripper has returned after a 125-year absence and is once again carving a trail of blood through the slums of Millers Court. Also returned is the ghost of Mari Kell, his last victim from more than a century ago, and she haunts the streets where she was killed. The city watch is at a loss to solve this supernatural mystery, much less apprehend the Ripper himself. All the clues point back to the hovel where Mari Kell was slain long ago. If the heroes are brave enough to enter, will they find the Ripper himself there?
The Dread Crypt of Srihoz book cover
#25

The Dread Crypt of Srihoz

2006

Remember the good old days, when adventures were underground, NPCs were there to be killed, and the finale of every dungeon was the dragon on the 20th level? Those days are back. Dungeon Crawl Classics don't waste your time with long-winded speeches, weird campaign settings, or NPCs who aren't meant to be killed. Each adventure is 100% good, solid dungeon crawl, with the monsters you know, the traps you fear, and the secret doors you know are there somewhere. For leagues uncounted, a path has followed the tortured contours of a cliff which hangs over the storm-battered shore of the icy northern seas. The eternally damp rock is covered in places by a sickly film of grey mosses and lichens, which is the sum total of all the life forms able to scratch out an existence in this gods-forsaken hell. For atop the cliff stands the entrance to the dread crypt of Srihoz, a vampire of ancient name and deadly reputation. Only the bravest adventurers dare enter this place... This world-neutral, stand-alone adventure is completely new, not a reprint. It uses the 3.5 edition of the d20 rules set, and is fully compatible with the worldÂ's most popular role playing game.
Revenge of the Rat King book cover
#27

Revenge of the Rat King

2006

Remember the good old days, when adventures were underground, NPCs were there to be killed, and the finale of every dungeon was the dragon on the 20th level? Those days are back. Dungeon Crawl Classics don't waste your time with long-winded speeches, weird campaign settings, or NPCs who aren't meant to be killed. Each adventure is 100% good, solid dungeon crawl, with the monsters you know, the traps you fear, and the secret doors you know are there somewhere. In Dungeon Crawl Classics #1: Idylls of the Rat King, our heroes defeated a vicious wererat and his minions. Now the Rat King is back! Investigating a ring of slavers, the heroes find themselves in the city's slums. Unknown to them, the entire dungeon is a ruse designed to lure them into the Rat King's clutches. Baited deep underground, the PCs square off against an army of wererats and slavers. When they face unbeatable odds, they can't avoid being captured and tossed into a dungeon cell! Bereft of armor, weapons or equipment, they must fight their way through a rat warren, past the collapsed tomb of an undead warrior, and back into the sewers of the Rat King! This world-neutral, stand-alone adventure is completely new, not a reprint. It uses the 3.5 edition of the d20 rules set, and is fully compatible with the worldÂ's most popular role playing game.
Into the Wilds book cover
#28

Into the Wilds

2006

An Adventure for Character Levels 1-3 Remember the good old days, when adventures were underground, NPCs were there to be killed, and the finale of every dungeon was the dragon on the 20th level? Those days are back. Dungeon Crawl Classics don't waste your time with long-winded speeches, weird campaign settings, or NPCs who aren't meant to be killed. Each adventure is 100% good, solid dungeon crawl, with the monsters you know, the traps you fear, and the secret doors you know are there somewhere. A classic introductory adventure, Into the Wilds sends the adventurers to Wildsgate, a frontier keep beset by a wicked curse and savage foes. In their battles against bat-riding goblins, savage cannibals, and evil rebels, the heroes uncover rumors of a lost vault left behind by the infamous thief Zamuk the Swift. Along the way they meet villagers with hidden agendas, discover a nefarious scheme, and learn the lore of the Wilds! This world-neutral, stand-alone adventure is completely new, not a reprint. It uses the 3.5 edition of the d20 rules set, and is fully compatible with the worldÂ's most popular role playing game.
Dungeon Crawl Classics #29 book cover
#29

Dungeon Crawl Classics #29

The Adventure Begins

2006

An Adventure Compilation for Character Levels 1-2 Remember the good old days, when adventures were underground, NPCs were there to be killed, and the finale of every dungeon was the dragon on the 20th level? Those days are back. Dungeon Crawl Classics don't waste your time with long-winded speeches, weird campaign settings, or NPCs who aren't meant to be killed. Each adventure is 100% good, solid dungeon crawl, with the monsters you know, the traps you fear, and the secret doors you know are there somewhere. Let the adventure begin! This compilation of twenty all-new 1st-level adventures is especially designed to kick-start new campaigns. Written by experienced adventure authors, these stand-alone modules will challenge your heroes with war-worms, hang-gliding kobolds, a hundred-foot-tall colossus, giant bees, an ancient wizard's tower, trained monkeys, dangerous mushrooms, a gigantic white salamander—and more! This world-neutral, stand-alone adventure is completely new, not a reprint. It uses the 3.5 edition of the d20 rules set, and is fully compatible with the world's most popular role playing game.
Vault of the Dragon Kings book cover
#30

Vault of the Dragon Kings

2006

An Adventure for 10th Level Characters Remember the good old days, when adventures were underground, NPCs were there to be killed, and the finale of every dungeon was the dragon on the 20th level? Those days are back. Dungeon Crawl Classics don't waste your time with long-winded speeches, weird campaign settings, or NPCs who aren't meant to be killed. Each adventure is 100% good, solid dungeon crawl, with the monsters you know, the traps you fear, and the secret doors you know are there somewhere. This special tournament module was used for the Second Annual Dungeon Crawl Classics Open Tournament at Gen Con Indy 2005. It includes the official tournament scoring system, pregenerated characters, and illustrated player handouts. In the lofty reaches of a distant mountain range lies an ancient vault shrouded in mystery. An evil dragon has penetrated the vault in order to bring about a new age of dragons—an age that has no place for the likes of man, dwarf or elf. Only the heroes can stop him! This world-neutral, stand-alone adventure is completely new, not a reprint. It uses the 3.5 edition of the d20 rules set, and is fully compatible with the world's most popular role playing game.
The Transmuter's Last Touch book cover
#31

The Transmuter's Last Touch

2006

An Adventure for Character Levels 1-2 Remember the good old days, when adventures were underground, NPCs were there to be killed, and the finale of every dungeon was the dragon on the 20th level? Those days are back. Dungeon Crawl Classics don't waste your time with long-winded speeches, weird campaign settings, or NPCs who aren't meant to be killed. Each adventure is 100% good, solid dungeon crawl, with the monsters you know, the traps you fear, and the secret doors you know are there somewhere.Deep inside a catacomb at the base of a steep mountainside, the heroes encounter what appears to be a tribe of ordinary kobolds. But soon it becomes clear that these scaly humanoids have tapped into an ancient magic that augments their bodies! Exploring deeper into the mountain, the heroes learn more about the mysterious transmutation magic that haunts these old catacombs...
Dungeon Crawl Classics #32 book cover
#32

Dungeon Crawl Classics #32

The Golden Palace of Zahadran

2006

Remember the good old days, when adventures were underground, NPCs were there to be killed, and the finale of every dungeon was the dragon on the 20th level? Those days are back. Dungeon Crawl Classics adventures don’t waste your time with long-winded speeches, weird campaign settings, or NPCs who aren’t meant to be killed. Each adventure is 100% good, solid dungeon crawl, with the monsters you know, the traps you remember, and the secret doors you know are there somewhere. While investigating rumors of a dangerous blue dragon wreaking havoc in the deep desert, the heroes tumble under the sands into the magically sealed dome of an ancient palace. The temporarily weakened dome reseals above them, and they are left to explore the golden palace of Zahadran, once seat of power for the legendary Caliph Ardishir the Magnificent. But the dome is weak because it has been assaulted by the mythical storm demon Azi Dahaka and his trapped minions, evil creatures that were sealed under the magical dome to keep them from ravaging an unsuspecting world. To escape from the golden palace, the heroes must defeat Azi Dahaka and his minions, uncover long-buried arcane secrets, and close a gateway to the otherworld!
Dungeon Crawl Classics 35 book cover
#35

Dungeon Crawl Classics 35

Gazetteer of the Known Realms

2006

Certain adventures only come around once. Like when the grizzled old warrior decides to go after the dragon, and asks who's coming with him. Or when the dark-eyed sorceress slowly surveys the crowd of peasants, waiting for one to step forward and pull the sword from the stone. This boxed sets contains those adventures. Dungeon Crawl Classics #35: Gazetteer of the Known Realms brings together the Dungeon Crawl Classics modules into one comprehensive world. This magnificent set • Gazetteer of the Known Realms, a 120-page book describing the archetypal fantasy world of Aereth. • Three 24"x36" poster-sized full-color maps of Aereth ready to host your adventures. • GM's Guide to the Known Realms, a 136-page sourcebook describing deities, equipment, creatures, and NPCs, plus rules for starting campaigns with 0-level characters and adventure paths that you can build from existing DCC modules. • A 24"x36" poster-sized players' map of Aereth. • Halls of the Minotaur, a 32-page adventure module for 0-level characters perfectly suited to starting off your campaign in Aereth. • The Thief Lord's Vault, a 32-page adventure module for levels 4-6 that sends the heroes into the legendary treasure vault of Cazul the Chaotic. So take up your broadsword, blow the dust off your spellbook, and saddle the horses. The mailed Kings of the North are calling out your name, demanding an audience. It is up to you to give an answer.
Dungeon Crawl Classics #36 book cover
#36

Dungeon Crawl Classics #36

Talons of the Horned King

2006

Remember the good old days, when adventures were underground, NPCs were there to be killed, and the finale of every dungeon was the dragon on the 20th level? Those days are back. Dungeon Crawl Classics adventures don't waste your time with long-winded speeches, weird campaign settings, or NPCs who aren't meant to be killed. Each adventure is 100% good, solid dungeon crawl, with the monsters you know, the traps you remember, and the secret doors you know are there somewhere. Traveling through the frozen wastelands of the north, the heroes arrive in a town in turmoil. A nobleman has disappeared, and the town is danger of being attacked by nomadic creatures called kra-dhan. To help the town, the heroes travel through narrow, icy ravines to a druidic circle of stone known as the Talons of the Horned King, which is believed to be the source of the townís problems. There they discover a sinister tribe of kra-dhan - and the ruins of a spaceship buried beneath the Talons!
Dungeon Crawl Classics #37 book cover
#37

Dungeon Crawl Classics #37

The Slithering Overlord

2007

Remember the good old days, when adventures were underground, NPCs were there to be killed, and the finale of every dungeon was the dragon on the 20th level? Those days are back. Dungeon Crawl Classics adventures don't waste your time with long-winded speeches, weird campaign settings, or NPCs who aren't meant to be killed. Each adventure is 100% good, solid dungeon crawl, with the monsters you know, the traps you remember, and the secret doors you know are there somewhere. The heroes are employed by a religious group called The Order of The Invincible Sun to recover treasure and hostages from marauding creatures. As the characters advance through winding passages of the underdeep, fighting all manner of weird creatures, they learn that the situation is far more complicated than they were led to believe. Eventually the heroes come face to face with the Slithering Overlord himself at the heart of his overgrown realm several hundred feet underground!
Dungeon Crawl Classics 38 book cover
#38

Dungeon Crawl Classics 38

Escape from the Forest of Lanterns

2006

An Adventure for Character Levels 7-9 Remember the good old days, when adventures were underground, NPCs were there to be killed, and the finale of every dungeon was the dragon on the 20th level? Those days are back. Dungeon Crawl Classics don't waste your time with long-winded speeches, weird campaign settings, or NPCs who aren't meant to be killed. Each adventure is 100% good, solid dungeon crawl, with the monsters you know, the traps you fear, and the secret doors you know are there somewhere. A mysterious magic book has transported the heroes to the Forest of Lanterns and turned them into small children! In order to escape from this magical demiplane, they must find the Warty Witch who lives in a cottage made of candy at the heart of the forest. Over the course of their adventures they must battle a "chocolate" pudding, carnivorous garden plants, and a host of miniature trolls!
The Ruins of Castle Churo, DM Screen and Adventure book cover
#39

The Ruins of Castle Churo, DM Screen and Adventure

2007

DM Screen and Adventure for Character Levels 1-3 Remember the good old days, when adventures were underground, NPCs were there to be killed, and the finale of every dungeon was the dragon on the 20th level? Those days are back. Dungeon Crawl Classics don't waste your time with long-winded speeches, weird campaign settings, or NPCs who aren't meant to be killed. Each adventure is 100% good, solid dungeon crawl, with the monsters you know, the traps you fear, and the secret doors you know are there somewhere. This 8-panel DM screen, designed especially for 3.5 rules, includes all the reference panels a DM needs during his game. It is illustrated with gorgeous art from the Dungeon Crawl Classics line, and comes packaged with The Ruins of Castle Churo, a new adventure for character levels 1-3. The heroes have to bring justice to marauding bandits who have taken refuge in castle ruins - but this castle was long ago destroyed by a magical accident whose effects still linger!
The Devil in the Mists book cover
#40

The Devil in the Mists

2006

Remember the good old days, when adventures were underground, NPCs were there to be killed, and the finale of every dungeon was the dragon on the 20th level? Those days are back. Dungeon Crawl Classics adventures don't waste your time with long-winded speeches, weird campaign settings, or NPCs who aren't meant to be killed. Each adventure is 100% good, solid dungeon crawl, with the monsters you know, the traps you remember, and the secret doors you know are there somewhere. A deadly blue mist fills the streets of Fair Haven, slaying many of the small town's inhabitants and driving the rest insane. The mist's source is hidden in the town's dark sewers. To save Fair Haven, the heroes must explore the catacombs beneath the town, solve an ancient riddle, and defeat a sahuagin menace. But their journey does not end there ‐ for an unspeakable devil from a forgotten plane of existence lurks within the mists... This adventure can be played as a sequel to Dungeon Crawl Classics #7: Secret of Smuggler's Cove, or can be played on its own.
Dungeon Crawl Classics 42 book cover
#42

Dungeon Crawl Classics 42

2007

Remember the good old days, when adventures were underground, NPCs were there to be killed, and the finale of every dungeon was the dragon on the 20th level? Those days are back. Dungeon Crawl Classics adventures don't waste your time with long-winded speeches, weird campaign settings, or NPCs who aren't meant to be killed. Each adventure is 100% good, solid dungeon crawl, with the monsters you know, the traps you remember, and the secret doors you know are there somewhere. A merchant's beautiful daughter is missing, and only the heroes can save her! The search leads to a band of assassin-thugs called the Stonehands, whose magically enhanced stone hands give them great powers. To rescue the merchant's daughter, the heroes must best teeming jungles, deadly cults, a demigod's tomb, and a wizard with ancient magic at his fingertips!
Dungeon Crawl Classics #43 book cover
#43

Dungeon Crawl Classics #43

The Curse of the Barrens

2007

Remember the good old days, when adventures were underground, NPCs were there to be killed, and the finale of every dungeon was the dragon on the 20th level? Those days are back. Dungeon Crawl Classics adventures don't waste your time with long-winded speeches, weird campaign settings, or NPCs who aren't meant to be killed. Each adventure is 100% good, solid dungeon crawl, with the monsters you know, the traps you remember, and the secret doors you know are there somewhere. The headwaters of the Hendata de Danne river—or "the Heart of the Danne" — can be traced to a series of ice caves in the slowly melting glaciers of the Saint's Blood Mountains. It is in those ice caves that the curse of the barrens originates. This mysterious curse has poisoned the waters of the Danne and driven two barbarian tribes to war. The only way to stop the war and end the curse of the barrens is to travel to the Heart of the Danne in search of a lost fertility idol...
Dungeon Crawl Classics 44*OP book cover
#44

Dungeon Crawl Classics 44*OP

Dreaming Caverns of the Duergar

2007

Can you take this puzzle apart and put it back together? This puzzle is a no brainer!
Dungeon Crawl Classics 45 book cover
#45

Dungeon Crawl Classics 45

Malice of the Medusa

2007

Remember the good old days, when adventures were underground, NPCs were there to be killed, and the finale of every dungeon was the dragon on the 20th level? Those days are back. Dungeon Crawl Classics adventures don't waste your time with long-winded speeches, weird campaign settings, or NPCs who aren't meant to be killed. Each adventure is 100% good, solid dungeon crawl, with the monsters you know, the traps you remember, and the secret doors you know are there somewhere. In the slums of a small desert-shrouded city, the malformed and degenerate huddle in darkened alleys, their ranks growing with each passing year. More and more children are birthed with horrible snake-like deformities, a result of the creeping influence of demon worship among the downtrodden of society. Now a troubling plague has befallen the higher inexplicably and without warning, members of the ruling elite catch fire and within moments are reduced to mere bones. Terrified and powerless, they turn to the heroes for salvation. All the clues point to one the lair of a powerful medusa and her spiteful curses...
Dungeon Crawl Classics 47 book cover
#47

Dungeon Crawl Classics 47

2007

An Adventure for Character Levels 6–8 The desert city-state of Ashareet is plagued by a terrible curse. The only way to free the city before its people are destroyed is to sprinkle the tears of a djinni upon a cursed oasis. The heroes must travel to the Tomb of the Lost King, where a powerful effreet’s dungeon complex has long imprisoned a noble djinni. Only by freeing him and uncovering the ritual for breaking the curse can the heroes save the city!
Palace in the Wastes book cover
#49

Palace in the Wastes

2007

Remember the good old days, when adventures were underground, NPCs were there to be killed, and the finale of every dungeon was the dragon on the 20th level? Those days are back. Dungeon Crawl Classics adventures don't waste your time with long-winded speeches, weird campaign settings, or NPCs who aren't meant to be killed. Each adventure is 100% good, solid dungeon crawl, with the monsters you know, the traps you remember, and the secret doors you know are there somewhere. This special tournament module was used for the Third Annual Dungeon Crawl Classics Open Tournament at Gen Con Indy 2006. It includes the official tournament scoring system, pregenerated characters, and illustrated player handouts. The adventurers seek the ruined palace occasionally glimpsed deep within the forbidding Achsfel Wastes. Within, they discover evidence of the palace
Vault of the Iron Overlord book cover
#50

Vault of the Iron Overlord

2007

A classic dungeon crawl from the father of 3E!
Dungeon Crawl Classics, No. 51 book cover
#51

Dungeon Crawl Classics, No. 51

Castle Whiterock

2007

The greatest dungeon story ever told! Takes characters from level 1 to level 15.
Chronicle of the Fiend book cover
#52

Chronicle of the Fiend

2008

Remember the good old days, when adventures were underground, NPCs were there to be killed, and the finale of every dungeon was the dragon on the 20th level? Those days are back. Dungeon Crawl Classics adventures don t waste your time with long-winded speeches, weird campaign settings, or NPCs who aren t meant to be killed. Each adventure is 100% good, solid dungeon crawl, with the monsters you know, the traps you remember, and the secret doors you know are there somewhere. Three Linked Adventures for Levels 0-10. This special tournament module was used for the Fourth Annual Dungeon Crawl Classics Open Tournament at Gen Con Indy 2007. It includes the official tournament scoring system, pregenerated characters, and illustrated player handouts. Four apprentices of a venerable hedge mage return from running errands to discover that their master s tower has been burned to the ground! Arming themselves with the meager equipment undamaged in the fire, they set out to rescue him. Thus begins a series of adventures that stretches many years, as the young servants mature into mighty heroes and finally confront their master s killer. This adventure module was originally played as a three round tournament with level 0 characters in round one, level 8 characters in round two, and level 10 characters in round three. In home play, the three adventures can be spread over an ongoing campaign.
Sellswords of Punjar book cover
#53

Sellswords of Punjar

2008

Deep within the heart of the slums, in the rat-ridden city of Punjar, the Beggar-King weaves his plots. Unearthing rites best left forgotten and offering up sacrifices to the loathsome Lords of Shade, the Beggar-King's ambitions threaten to unleash a horde of shadow-horrors upon Punjar's huddled masses. You and your fellow companions must bring the reign of the Beggar-King to an end. Your quest will take you from the rooftops of Punjar to its filthiest alleys, and beneath the streets of Punjar to the fetid heart of the city, where even the bravest of sellswords will tremble before the fell secrets of the Beggar-King of Punjar. An introductory adventure designed specifically for first level characters, Sellswords of Punjar is an urban Dungeon Crawl Classic unlike any other. It includes a full-color double-sided battle map to allow your characters to fully experience the perils of Punjar! This stand-alone adventure can also be used to launch a campaign in the epic fantasy world of Aereth.
Dungeon Crawl Classics 54*OP book cover
#54

Dungeon Crawl Classics 54*OP

Forges Of The Mountain King

2008

This adventure module is 4E compatible! High in the Ul Dominor mountains, at the base of smoldering caldera, a lonely trail wends its way to a ruined dwarven citadel. Coveted by many, its location has been lost since time immemorial. Now you and your companions are prepared to explore the forgotten mountain fastness and its fabled dwarven horde. Within the moldering halls lurk ancient death traps, armies of cruel goblins, gnolls and worse, and a cursed treasure doomed to bring ruin upon any that dare to explore it. An introductory adventure designed specifically for first level characters, Forges of the Mountain King will challenge new and old players alike. It includes four pages of full-color cardboard cut-outs produced by Fat Dragon Games to facilitate 3D play! This stand-alone, world-neutral adventure can also be used to launch a campaign in the epic fantasy world of Áereth.
Dungeon Crawl Classics 56*OP book cover
#56

Dungeon Crawl Classics 56*OP

Scions of Punjar

2008

Fourth Edition Adventure Module
Dungeon Crawl Classics 58*OP book cover
#58

Dungeon Crawl Classics 58*OP

The Forgotten Portal

2008

Hidden deep in the heart of the Southlands, where the jungles steam and life is won and lost at the end of blade, is a hidden tomb—the final resting place of a mighty Xulmec warrior. Here, amid terrible monsters and savage natives, the heroes must make a stand against a horror from another age. Can the heroes lift the bloody curse that plagues the people of Teputzitoloc? Or will they upset the sacred balance, bringing down the wrath of the gods? Only the most cunning and courageous of adventurers will survive the Forgotten Portal. This world-neutral adventure can be used alone or to launch a campaign in the epic fantasy world of Áereth.
Dungeon Crawl Classics 60*OP book cover
#60

Dungeon Crawl Classics 60*OP

Thrones Of Punjar

2008

Fourth Edition Adventure Module
Dungeon Crawl Classics 61*OP book cover
#61

Dungeon Crawl Classics 61*OP

Citadel of the Corruptor

2009

In a world of arcane magic and divine might, some secrets are best left hidden. When the forces of the wicked Mountain King discover an eldritch weapon of unmatched power, the future of the Northlands hangs in the balance. Following in the wake of bloody, madness-induced slaughter, can the heroes prevail where an army has perished? Blood and madness are in store, for where Lord Ablair the Corruptor passes, death must surely follow. Only the most cunning and courageous of heroes can triumph against the Citadel of the Corruptor! Rules 4E. This world-neutral adventure can be used alone or to launch a campaign in the epic fantasy world of Áereth.
Dungeon Crawl Classics 62*OP book cover
#62

Dungeon Crawl Classics 62*OP

Shrine of the Fallen Lama

2009

Level 10-12 4E adventure. The Shrine of Zongxian was once a force for good, ruled by an immortal being through a thousand incarnations. But arrogance and hubris laid the shrine low, and now evil sits atop the high mountain throne. Can your heroes stand against a force that has reigned since time immemorial? Or will they fall like those before them, their bodies cast from the high mountain walls, to break like dolls on the rocky plateau below? One thing is only the most fearless and resourceful of heroes can hope to return from the Shrine of the Fallen Lama. Rules 4E. This world-neutral adventure can be used alone or to launch a campaign in the epic fantasy world of Áereth.
The Warbringer’s Son book cover
#63

The Warbringer’s Son

2008

For years, the Bandit Lord has ground the countryside under his heel, crippling your people with his cruel demands. The time has come to end his bitter reign. Armed with naught but your courage, you will put an end to his tyranny or die trying. But the Bandit King himself is only a pawn answering to Kainos, the Warbringer’s Son, a half-god intent on setting the North aflame with conflict, and slaughtering all that stand in his way. The Fifth Annual Gen Con Open Tournament, The Warbringer’s Son was one of the bloodiest tournaments on record. Many have tested their might against the Warbringer, and many have fallen. How will you fare?
Codex of the Damned book cover
#64

Codex of the Damned

2009

Something is lurking beneath the ruined church. Down the slick stone steps, beneath the musty catacombs and forgotten chambers, there is a vault. A gallery of blasphemous, heretical tomes, this vault conceals an artifact of inestimable power: The Codex of the Damned. For centuries, the Codex has rested undisturbed. But now someone dares to unearth its wicked secrets, loosing the madness of the Codex upon the sunlit world. A strapping band of heroes is all that stands in the way of an ancient power that threatens to undo all existence. Are you and your companions courageous enough to answer the call?
Doom of the Savage Kings book cover
#66.5

Doom of the Savage Kings

2012

A Level 1 Adventure High above the windswept moors and darksome woods, the village of Hirot is under siege. Each night, as the sun sinks beneath the western mountains and the candles burn low, a devil-beast stalks the village streets, unleashing its savage fury on the living. From warlord to pauper, crone to child, no one is safe. Defeating the immortal hound will require more than mere blades or even spells. To slay the beast, the characters must delve into the mysteries of the land and its Savage Kings. Only then, armed with relics forged from a bloody past, can the most cunning and courageous of adventurers challenge the hound of Hirot! A second printing of this adventure module was released in April 2014. The first printing was available exclusively by pre-ordering the first printing of DCC RPG. The first 1,000 copies of DCC RPG included this adventure module inserted inside the front cover
Sailors on the Starless Sea book cover
#67

Sailors on the Starless Sea

2012

Since time immemorial you and your people have toiled in the shadow of the cyclopean ruins. Of mysterious origins and the source of many a superstition, they have always been considered a secret best left unknown by the folk of your hamlet. But now something stirs beneath the crumbling blocks. Beastmen howl in the night and your fellow villagers are snatched from their beds. With no heroes to defend you, who will rise to stand against the encircling darkness? The secrets of Chaos are yours to unearth, but at what cost to sanity or soul? An introductory adventure for the Dungeon Crawl Classics Roleplaying Game, Sailors on the Starless Sea pits a mob of 0-level adventurers against the legacy of the Chaos Lords and their corrupted hordes. Delving beneath the crumbling ruins, the characters discover ancient crypts, a starless sea, and an ancient ziggurat, where death and treasure await in equal measure!
The People of the Pit book cover
#68

The People of the Pit

2012

It has been years since the last virgin was sacrificed: and now the pit beast awakens once more! Every generation it stumbles forth on undulating tentacles from its resting place deep below the great ravine, its towering blubbery mass ravaging the land before returning to slumber for decades. But this time is different. The Great Beast strikes with intelligence: bands of faceless gray-robed men emerge from the tenebrous depths, herding the beast’s roaming tentacles before them. The enigmatic people of the pit live despite the passage of ages! The earth shakes each night as they herd the primordial tentacles ever further, while the villagers ask: is any man brave enough to put the sword to this menace?
The Emerald Enchanter book cover
#69

The Emerald Enchanter

2012

Villagers have gone missing! Clues, superstitions, and omens point to the green-skinned sorcerer: the Emerald Enchanter. He has a reputation for strange experiments and enigmatic machinery. Emerald constructs patrol the grounds as horrid screams, and strange lights flash from his citadel. Will your adventurers survive his inner sanctum? Designed for 8-10 second level characters. Cover Art and Cartography: Doug Kovacs. Interior Artists: Doug Kovacs, Peter Mullen, Russ Nicholson, and Stephen Poag. Remember the good old days, when adventures were underground, NPCs were there to be killed, and the finale of every dungeon was the dragon on the 20th level? Those days are back. Dungeon Crawl Classics don't waste your time with long-winded speeches, weird campaign settings, or NPCs who aren't meant to be killed. Each adventure is 100% good, solid dungeon crawl, with the monsters you know, the traps you fear, and the secret doors you know are there somewhere.
Dungeon Crawl Classics 70 book cover
#70

Dungeon Crawl Classics 70

2012

At the end of a forgotten back alley, in the weird and otherworldly marketplace of faiths known as the Bazaar of the Gods, stands the ruins of a forgotten chapel. Once the cult of the Carnifex was celebrated throughout the City of a Thousand Gates. But a band of holy warriors rose against the cult of executioners and torturers, casting down her signs and scattering her devotees to the winds. The fate of the cthonic goddess, and – more importantly – her fabled jewels remains a mystery…until this night. Set amid the sprawling decadence of Punjar, Jewels of the Carnifex offers low-level adventurers a chance to plumb the mysteries beneath the city’s soiled streets, explore forgotten crypts lavished with weird artifacts, and – for the quick and daring – claim the lost Jewels of the Carnifex!
The 13th Skull book cover
#71

The 13th Skull

2023

Thirteen generations ago, the ambitious first Duke of Magnussen made a fell pact with an unknown power, who asked for but one thing in return: the thirteenth daughter born to a Magnussen duke. Now, generations hence, the daughter of Duke Magnussen XIII is stolen away by a hooded executioner riding a leathery beast. As it wings back across the city walls to drop behind the Duke’s mountain-top keep, all who watch know it alights in the Magnussen family crypts, where the devilish secrets of thirteen generations have been buried and forgotten – until now… BONUS ADVENTURE! The Balance Blade is a short level 2 adventure by Joseph Goodman in which a wizard’s patron makes a simple request: travel to another plane to retrieve a legendary blade of neutrality. Once the journey is in motion, the wizard finds that not all is as it seems!
Beyond the Black Gate book cover
#72

Beyond the Black Gate

2012

Summoned by a coven of foul witches, the adventurers are bid through the Black Gate and across the multiverse, in pursuit of the crown of the fallen Horned King. There, in the icebound gloom of Thrice-Tenth Kingdom, they must pit their wits and brawn against his dread servants. His sullen citadel looms above the darksome woods and elfin ice caves, ruling over the mystic kingdom. Do you dare to ascend the throne of bones and declare yourself master of the Wild Hunt? Whatever your answer, the land beyond the Black Gate is sure to present a grim challenge for the even the hardiest of adventurers!
They Served Brandolyn Red book cover
#75

They Served Brandolyn Red

2015

A Level 0 Adventure The village of Portnelle is once again bright and festive. After years of feuding, the town’s most prominent and influential families will finally be making peace as the youngest generations are joined in marriage. However, when an evil born of dark secrets refuses to stay buried, blood will flow like wine at the reception. This wedding is one your fellow villagers will talk about for generations! Rules Set: DCC RPG Writer: Stephen Newton Cover art and Cartography: Doug Kovacs GMG53015, 24 pages, 8.5”x5.5” digest format, $6.99.
Frozen in Time book cover
#79

Frozen in Time

2014

A Level 1 Adventure for DCC RPG Eons-old secrets slumber beneath the forbidden Ghost Ice. Since the time of the Elders, the local tribes have shunned the crawling glacier, knowing it as taboo land that slays all who tread its frigid expanse. Now, the Ghost Ice has shattered, revealing hints at deeper mysteries entombed within its icy grasp. Strange machines and wonderful horrors stir beneath the ice… Frozen in Time is a level 1 adventure for any DCC RPG campaign. It also includes new material for judges who want to send their adventurers in a Stone Age setting!
Tower of the Black Pearl book cover
#79.5

Tower of the Black Pearl

2023

Once every decade, the tides of the Empyrean Ocean recede far enough to reveal the highest eaves of a mysterious undersea tower. Long ago this was an eldritch fastness of Sezrekan the Elder, the most wicked wizard ever to plague the Known World, but now the tower is known simply as the final resting place of the fabled Black Pearl – an artifact rumored to bring doom upon all who dare to posses it. Tonight the moon nearly fills the sky, and the tides have already begun to recede. Adventurers have eight short hours to explore the tower before the dark waters return. The fabled Black Pearl will be theirs for the taking… if they can survive the Pearl’s curse.
Bride of the Black Manse book cover
#82

Bride of the Black Manse

2014

Centuries past, Lady Ilse ascended to scion of House Liis by trading the archdevil Mammon what he wanted most: her immortal soul – and a diabolical betrothal. The triumph proved hollow, for every year on the eve of her fell covenant, she was beset by visions of Mammon and her foul promise. Seeking to save herself, she was buried alive, swaddled in the holy symbols of a dozen divergent faiths. This desperate ploy held Mammon at bay for centuries…but a devil can afford to wait a very long time. After hundreds of years, the last of the holy wards has fallen. The devil has come to collect his due. Tonight a storm crashes against the ancient manor house and forgotten spirits rise from the muck and mire. The fallen belfry tolls once more, announcing the hellish fete. As the adventurers arrive to explore the Black Manse, Mammon calls for his winsome bride. He will leave with a soul at the end of the night. The only question is: Whose?
The Chained Coffin book cover
#83

The Chained Coffin

2019

A whispered voice calls from a coffin bound in chains, urging the heroes into the depths of the Shudder Mountains, a place rife with superstition and forlorn secrets. In the shadowy, pine-grown valleys of the Deep Hollows lurk mysteries of a bygone age and a new evil emerging from the ruins of the past. The adventurers must plumb the mountains’ secluded reaches to root out this rising terror before its power comes to fruition. Standing in their path are cackling witches, subtle devils, lingering spirits, and a foul thing that moves in the night. Can the heroes appease that which lies within the Chained Coffin and thwart the dawn of a new and terrible age?
Tales of the Shudder Mountains book cover
#83.1

Tales of the Shudder Mountains

2015

Deep in the hollows of the Shudder Mountains, old folks sit on their porches and tell tales of curious happenings. Outsiders consider these stories fanciful fables, but the Shudfolk know better and harken well to their grandsires' yarns. Tales from the Shudder Mountains contains three of these legends, each with a related adventure set in the old hills of the Shudders, the setting of DCC #83: The Chained Coffin. From a tale of a haunted bridge to the evil secret on Darkweather Mountains that only the experienced PC might survive, this supplement adds new depth to the campaign and fits inside The Chained Coffin boxed set for easy storage. So come on back to the Shudders, friends, because there's new tales awaitin' you in the hollows!
Death Among the Pines book cover
#83.2

Death Among the Pines

2016

Welcome to pastoral Holler Hollow, a quaint hamlet deep in the Shudder Mountains. Here you'll find friendly Shudfolk, downhome cooking, and a jug of stump whiskey if you mind your manners. But not all is what it seems in the Hollow; a restless spirit stalks the lane at midnight, terrifying the locals. Staunch-hearted heroes are needed to unearth the secrets of Holler Hollow and lay the spirit to rest. Are you up to the task?
Synthetic Swordsmen of the Purple Planet book cover
#84.2

Synthetic Swordsmen of the Purple Planet

2014

When even the native lifeforms of the Purple Planet begin to wither and die under the weirdling sun’s punishing rays, you and your party of interplanetary freebooters quickly conclude that something is going wrong with the very sky above your heads. What ancient mysteries lie in wait for you at the planet’s northern pole, as you explore the timeworn and failing biosphere plant found sprawling there amongst the ice peaks? Will you save your harsh but adopted home, or hasten its eventual doom? This adventure features new background material that expands the campaign setting, including a new House of Ascended Masters, new weapons and ancient technology to plunder, and a surprising new species of Kith warriors. This is a Level 5 adventure on the Purple Planet.
Sky Masters of the Purple Planet book cover
#84.3

Sky Masters of the Purple Planet

2016

When a legendary race of demonic beings pour out of the double-mooned sky and raid the party’s camp, events are set into motion that will lead them far southward to the equatorial region of the Purple Planet. Between them and their destination lay air-ships and aerial combat, pirates and plunder, and the silver-spined Sky-Spire of the Sky Masters of the Purple Planet.
Hole in the Sky book cover
#86

Hole in the Sky

2015

The Lady in Blue, a mysterious figure of cosmic power, enlists a band of simple peasants for a strange task. They are to follow an invisible bridge until they arrive at a hole in the sky – and then jump through. Death awaits all but the bravest, strongest, and luckiest, but the Lady offers a reward beyond all the riches of the world: the chance to change the very stars these peasants were born under, and thus change their destiny.
Chaos Rising book cover
#89

Chaos Rising

2017

This compilation collects seven DCC adventures previously published in hard-to-find other editions. Each short adventure is suitable for a single session. Collectively they provide adventures for characters up to 5th level! The compilation includes these adventures: \-Elzemon and the Blood-Drinking Box \-The Imperishable Sorceress \-Glipkerio’s Gambit \-The Tower Out of Time \-The Jeweler That Dealt in Stardust \-The Undulating Corruption \-The Infernal Crucible of Sezrekan the Mad
Moon-Slaves of the Cannibal Kingdom book cover
#93

Moon-Slaves of the Cannibal Kingdom

2017

Far to the west, beyond civilized lands, lie the Tolomak Islands—volcanic peaks covered in pestilential jungle and bestriding sunken ruins. The legends say the Tolomaks are home to treacherous witches, ferocious cannibals, moon demons, and worse! Wise are those who steer well away from these accursed jungle isles, but not everyone is wise… For the legends also speak of power unimaginable and treasures beyond the limits of mortal avarice. Now, under the light of the triple moons, a band of intrepid adventurers sails ever nearer the islands. With luck, they will escape with a fortune; without it, they may not keep their souls.
The Queen of Elfland’s Son book cover
#97

The Queen of Elfland’s Son

2018

A Level 1 Adventure Strange attacks in the night plague the people of Eng. Slaughter and shadows keep the villagers inside after dark. Mighty adventurers are needed to seek out the source of these threats and stop them for good. This quest will take the heroes to the very borders of Elfland and pit them against the cruelty of the Unseelie Court of Faerie. Will the heroes overcome the machinations of the Queen of Elfland or will they fall victim to the glamours and wiles of Elfland’s malicious nobility?
Imprisoned in the God-Skull book cover
#98

Imprisoned in the God-Skull

2025

It hangs like a grim moon over the world, an ancient prison fashioned from the divine remains of a dead god. Within this ivory prison is an evil so powerful that even the Scions of Law could not destroy it. Soon, however, its long imprisonment may be at an end. An alien mass of writhing, terrible life has emerged from the Void of the Stars to collide with the floating prison, unleashing even stranger foes into the God-Skull. As the Keepers of the prison and their monk allies fight the invaders, that ancient evil begins to plot its escape. Can the heroes intervene to both repel the alien invaders before they reach the world below and keep a terrible power imprisoned? Or will one or both threats tear the world apart in a campaign of conquest and revenge? Imprisoned in the God-Skull is a 6th level Dungeon Crawl Classic adventure born from the extraordinary artistic genius of Erol Otus and the fantastical writings of Michael Curtis. The two have joined forces and conceived a DCC RPG adventure that is, quite literally, out of this world!
The Star Wound of Abaddon book cover
#99

The Star Wound of Abaddon

2019

For time uncounted the Star wound of abaddon lay dreaming in a dark corner of the world, a Grim testament to things terrible and best left forgotten. Born of atrocity and Annihilation, it exists within the colossal bowl of a fallen Comet, long-shunned by Man and Creature alike. but now something calls from its insufferable emptiness, promising Paradise to all who enter. Men and women from across the realm renounce their gods and make great pilgrimages into its cadaverous wastes—despite that all who enter never return. what unknown horrors and Nightmare pleasures haunt this place? Who calls out from the blood black emptiness within? Are there any who can STEM the tide of innocent souls lost beyond its hoary gate? a band of brave adventurers set off in search of answers will they find only Death instead?
Dweller Between The Worlds book cover
#102

Dweller Between The Worlds

2024

Doom blankets the land as rumors spread of a dire evil rising in the east. For the first time in living memory, the winter snows have arrived before the harvest, bringing with them an unnatural bitter chill, and in taverns and inns travelers whisper of strange creatures emerging from the ancient forest said to leave entire villages standing silent and empty of inhabitants. Now a call has gone out across the valley to gather the clans to discuss the dark tidings and decide how to oppose this growing threat. As the banners of a dozen chiefs and thanes are raised, the PCs must ready for an uncertain war against an unknowable foe from the spaces between dimensions!

Authors

Mike Ferguson
Author · 1 books
Librarian Note: There is more than one author in the GoodReads database with this name. See this thread for more information.
Monte Cook
Monte Cook
Author · 65 books

The game designer Monte Cook started working professionally in the game industry in 1988. In the employ of Iron Crown Enterprises, he worked with the Rolemaster and Champions games as an editor, developer, and designer. In 1994, Monte came to TSR, Inc., as a game designer and wrote for the Planescape and core D&D lines. When that company was purchased by Wizards of the Coast, he moved to the Seattle area and eventually became a senior game designer. At Wizards, he wrote the 3rd Edition Dungeon Master's Guide and served as codesigner of the new edition of the Dungeons & Dragons game. In 2001, he left Wizards to start his own design studio, Malhavoc Press, with his wife Sue. Although in his career he has worked on over 100 game titles, some of his other credits include Return to the Temple of Elemental Evil, The Book of Eldritch Might series, the d20 Call of Cthulhu Roleplaying Game, The Book of Vile Darkness, Monte Cook’s Arcana Evolved, Ptolus, Monte Cook's World of Darkness, and Dungeonaday.com. He was a longtime author of the Dungeoncraft column in Dungeon Magazine. In recent years, Monte has been recognized many times by game fans in the ENnies Awards, the Pen & Paper fan awards, the Nigel D. Findley Memorial Award, the Origins Awards, and more. The author A graduate of the 1999 Clarion West writer's workshop, Monte has published two novels, The Glass Prison and Of Aged Angels. Also, he has published the short stories "Born in Secrets" (in the magazine Amazing Stories), "The Rose Window" (in the anthology Realms of Mystery), and "A Narrowed Gaze" (in the anthology Realms of the Arcane). His stories have appeared in the Malhavoc Press anthologies Children of the Rune and The Dragons' Return, and his comic book writing can be found in the Ptolus: City by the Spire series from DBPro/Marvel. His fantasy fiction series, "Saga of the Blade," appeared in Game Trade Magazine from 2005–2006. The geek In his spare time, Monte runs games, plays with his dog, watches DVDs, builds vast dioramas out of LEGO building bricks, paints miniatures, and reads a lot of comics.

Rick Maffei
Rick Maffei
Author · 3 books
Rick is a RPG author, game-lover, reader, and coffee drinker.
Mike Mearls
Mike Mearls
Author · 22 books

Mike Mearls is the dark hope of chaotic evil: young, handsome, well endowed in abilities and aptitudes, thoroughly wicked, depraved, and capricious. Whomever harms Mearls had better not brag of it in the presence of one who will inform the Demoness Lolth! Has been sent into this area to rebuild a force of men and humanoid fighters to gather loot and restore the Temple of Elemental Evil to its former glory. Of course, Mearls is but one of many so charged, but he is looked upon with special favor and expectation. He and his minions have been careful to raid far from this area, never nearer than three or four leagues, traveling on foot or being carried in wagons of the traders from Hommlet. None of the victims are ever left alive to tell the tale, and mysterious disappearances are all that can be remarked upon, for no trace of men, mounts, goods, wagons, or draft animals is ever found. Evil to the core, Mearls is cunning, and if the situation appears in doubt, he will use bribery and honeyed words to sway the balance in his favor. He is not at all adverse to gaining new recruits of any sort, and will gladly accept adventurers into the ranks, but he will test and try them continually. Those who arouse suspicion will be quietly murdered in their sleep; those with too much promise will be likewise dealt with, for Mearls wants no potential usurpers or threats to his domination. (Major points to anyone who gets the above reference) When not cribbing the bios of well known AD&D 1st edition villains, I'm a game developer at Wizards of the Coast. I work on the Dungeons & Dragons paper and pencil RPG and the Dungeons & Dragons miniatures game.

Stephen Newton
Stephen Newton
Author · 1 books

Stephen Newton has been publishing role-playing game adventures for his game company Thick Skull Adventures since 2011. He has written games for multiple game systems including Dungeons and Dragons, Dungeon Crawl Classics RPG, and Mutant Crawl Classics RPG. Stephen has published many adventures with Goodman Games including the horror adventures "They Served Brandolyn Red", "The Corpse That Love Built", and "Creep, Skrag, Creep", "Tomb of the Savage Kings", and "Feast of the Gobbler Witch" As Thick Skull Adventures, Stephen has written the adventures "Attack of the Frawgs", "The Haunting of Larvik Island", "The Last Will and Testament of Obediah Felkner" and others. When Stephen is not writing, he's busy working a high-tech job in Silicon Valley, California and cooking dinner for his two daughters. Stephen enjoys writing biographies about himself in the third person.

Michael Curtis
Author · 2 books
Michael Curtis has been playing role-playing games since 1980 and a freelance writer and game designer since 2008. He has written or contributed to more than two dozen roleplaying games, supplements, and articles. Best known for Goodman Games’ The Dungeon Alphabet (for which he was awarded the 2011 Three Castles Award for Game Design) and Stonehell Dungeon, he’s also worked on the Dungeon Crawl Classics RPG, Goblinoid Games’ Realms of Crawling Chaos, and Secret Fire Games’ forthcoming Fragments I: The Way of Tree, Fire & Flame. Author of the DCC RPG adventures The Crawling Corruption and Emirikol Was Framed!, Michael is a regular contributor to Fight On! magazine and has had a cameo appearance in the web-comic Marvin the Mage! He writes the popular old school gaming blog, “The Society of Torch, Pole and Rope” (poleandrope.blogspot.com) when not working on RPG projects. His upcoming projects include contributions to Chapter 13 Press’ Tales from the Fallen Empire, the Dungeon Crawl Classics adventures The Sea-Queen Escapes!, and The Croaking Fane, a soon-to-be-release RPG from Goblinoid Games, and his own indie RPG, Shiverwhen.
Brendan J. Lasalle
Brendan J. Lasalle
Author · 3 books
Brendan J. LaSalle is a writer, game designer, storyteller, and author of many FRPG adventures and supplements for Goodman Games, Fat Dragon, Savage Mojo, Hand Made Games, Pandahead Publishing, Troll Lords Games, Legendsmith, and others. He is best known as the creator of Xcrawl, the dungeon-adventure-cum-alternative-modern-death-sport he has published since 2002.He lives in Salem, MA, with his wife, Dr. Lori M. King, and dog.
Mike Ferguson
Author · 3 books
Librarian Note: There is more than one author in the GoodReads database with this name. See this thread for more information.
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