From the depths of the darkest dungeons to primal dangers of the untamed wilderness, these adventures bind ancient mysteries, forgotten lore, and the allure of epic quests. Adventurers will explore realms unknown, face deadly foes, and discover tantalizing treasures and magnificent artifacts.
AAW Games brings you this collection of 9 complete and ready-to-run scenarios designed especially for discerning Game Masters who want exciting adventures and need them now. Begin the next chapter of your campaign!
Themed and organized for convenience, the Mini-Dungeon Tome for Level 1 PCs provides setting-neutral fantasy adventures suitable for parties at level 1. With all reference material included, this add-on book holds everything you hours of adventuring.
Offering contributions from all-star authors and game designers, the Mini-Dungeon Tome for Roll20 is the series you have been searching for. Always have a new adventure at the ready and test the mettle of even the most experienced players!
The following adventures are included in this add-on:
by Justin Andrew Mason for 1 hero at level 1
A goblin grave robber inadvertently rescues a lone adventurer who woke up buried in a coffin. The adventurer, thrust into an encounter with the goblin and his party who have stolen a precious heirloom off the unconscious body, has no recollection of the burial.
by Jonathan Ely for 4 heroes at level 1
This lair is a seasonal home for a small group of goblinoid raiders that have been terrorizing the local region. If hunted by the PCs and tracked here, they retreat into the inside of this ancient complex (located 3-5 miles from the nearest trade route and community of any size).
by Jonathan Ely for 4 heroes at level 1
Many centuries ago, the quasit known as Viletongue was summoned from the Abyss to assist his summoner in attaining magical knowledge beyond his understanding. Never freed, Viletongue waited and plotted in the gloom, until a war party of goblins stumbled upon this complex. Taking shelter with their worgs in this miserable dungeon, Viletongue delighted in his new company and has begun to whisper suggestions to Gorm Firescream, the leader of the war party. Implanting ideas into Gorm's limited imagination, the war party has already had a number of local successes, and his reputation is rising. As such, he and his war party now warrant a bounty for their elimination or dispersal, offering enough for local adventurers to seek them out.
by Jonathan Ely for 4 heroes at level 1
A lair long known for harboring giant spiders, this ancient dungeon is tolerated and periodically invaded for the valuable silk that is produced within. The local villagers of Spinner's Folly have long since woven this silk into useful items, from light clothing to strong rope, but must retrieve the silk three times per year to maintain their supplies of this precious commodity.
by Rory Toma for 4-6 heroes at level 1
The Soularium sits in a back alley in the Temple District. Ostensibly, it is a house of charity, a place where the downtrodden come and are received with open arms but in truth, it is the lair of Q'xetl who is an unbound quasit collecting souls. When he gathers enough, he plans to use them to bargain himself into a higher position in the Abyss.
by Rory Toma for 4-6 heroes at level 1
Fritz is an alchemist who has an underground laboratory in the poor section of the city. His experiments produce wastes that run into the sewer and enhance the effects of alcohol. Several local innkeepers have seen sales plummet, as their patrons can't hold their liquor anymore. They think that there is something happening underground, where a strange odor has been detected under one of the taverns.
by Justin Andrew Mason for 1 hero at level 1-2
The adventurer is hired by Dawson Beam, the sheriff of the City of Verdant Reach, to investigate a gang of thugs that call themselves the "Rats of the Reach".
by Stephen Yeardley for 4-6 heroes at level 1-2
Aberrations — a departure from what is normal, usual, or expected, typically an unwelcome one — have bizarre anatomies, strange abilities, alien mindsets, or any combination of the three. The PCs' arrival at a small, well-established mining site, after a request to clear some "mutated goblins", reveals an unexpected, disturbing sight. The mine's main premises, a 40-foot-square stone building positioned over a 10-foot-by-10-foot shaft, is gone, save for dozens of pieces of rubble, a 30-foot wide hole, and inky-black depths.
by Stephen Yeardley for 2-4 heroes at level 1-3
Everyone knows the collapsed mountainside near Raakayras. It happened when the wyrm Hauskakasvi was driven from its lair, and now is thickly overgrown with oak and elm. The lair? Emptied by 200 years of adventuring, although beginners still dare to enter, hoping to find what everyone else missed. But the hills have become quiet these last three years, with hardly a bugbear, ghoul, or satyr abroad (even a troublesome thief's body appeared, putting the local's minds to rest as to the safety of their belongings); Raakayras is at peace.
The Roll20 version of MDT: Level 1 includes the entire content of these 5e adventures, fully integrated into the platform. Included in the Roll20 version:
This adventure will work as an Addon:
Prepared for Roll20 by Ancris IT
License: Roll20 End User License Agreement
(Personal Use Only, Do Not Distribute)