
Rezdave |
I'm not familiar with the setting, other than reading the Darkmoon Wood entry in the Pathfinder wiki, but based upon that I think the following can be used, edited or adapted:
033 - Dark Days in Welldale - The halfling community of Welldale is distraught after accidentally insulting the “spirit” of their “magic well”. Now their requests go unanswered and townsfolk are disappearing. Solve the mystery of the spirit’s disappearance and save Welldale from disaster.
034 - Euphoria Horrors - The cries of a distraught child ring through the woods as he searches for his lost play-companion “Drake”. The search for his missing friend leads to a tribe of tasloi who have become addicted to the Euphoria Gas breath-weapon of Drake, the faerie dragon.
036 - Troll Bridge - A Troll has recently taken residence beneath a small bridge, demanding that tolls be paid by any who would cross. But how vicious is that “troll” ... and did I really catch a glimpse of a gnome hiding nearby?
037 - Their Master's Voice - Camping for the night, you hear the cries of a lost child. Searching for the young one, you are led further from your campsite, into the awaiting ambush of the sorcerer “master” of a pair of leucrotta pups.
039 - Below Vulture Point - Merchants along the High Road have recently been plagued near Vulture Point by attacks from kobolds and trained, dive-bombing vultures. Rout the monsters from their lair and recover captured trade goods.
041 - Well of Lord Barcus, The - A magical wishing well was constructed to commemorate a great battle between the Legion of Light and forces of darkness. Contributions to the well bring wishes and luck, while theft brings curses and even death. One would-be thief now haunts the well, seeking release by the return of what he stole.
042 - Legacy of the Liosalfar - The Miller has gone missing in the deep forest. Search for him, and stumble upon a gateway to a Fey Realm.
042 - Ransom - The baron’s son has been kidnapped and is being held for ransom. Fearing that his own soldiers might do something rash, the baron wishes to hire adventurers to deliver the payment. But this kidnapping has become a matter of cross and double-cross, and intrigue across lines of fiefs.
042 - Whistledown's Mantrap - A lonely dryad is aided by a mantrap plant in capturing passing “company”.
043 - Jacob's Well - A storm has you stuck in the remote, fortified trading post of Jacob’s Well. But something is trapped with you, and it’s hunting.
045 - All Things Nice - A small group of merchants specializing in “object d’art” and magic items camp by the side of the road with their wagons, happy to trade with adventurers. But this is definitely a case of “buyer beware”, given the past of these shady characters.
048 - Honor Lost, Honor Regained - By the side of the road, a fallen paladin waits for help recovering the body of his former priestly companion from a cavern full of huge spiders. Help him overcome his arachnophobia and regain his paladinhood.
048 - Melody - Captivatingly beautiful singing lures you from the road to an abandoned tower. The voice of the singer is no harpy, but rather a mythical “eoshee” held captive by a band of ettin, who are just as happy to eat you themselves.
048 - To Bite The Moon - Gnolls have been raiding the local trade routes. Sneak into their cavern lair, but become the victims of an accidental “wish” that transforms the entire party into a band of gnolls themselves.
049 - Lenny O'Brien's Pot of Gold - A troublesome Leprechaun has stolen your valuables, and you are able to track him to a muddy pool. Can you get your items back ... and are you curious about why the river has been diverted and a rough aqueduct built, and why tracking the leprechauin was so simple?
051 - Bandits of Bunglewood, The - Terrible monsters, possibly even monstrous spirits, have begun raiding travelers upon the highway through the Bunglewood. Put an end to these attacks, but keep focused on finding the real culprits rather than get distracted by a band of mere kobolds slinking about the forest.
053 - Serenade Before Supper, A - The Wayfarer’s Rest Inn and Tavern is a lonely but welcome establishment situated alone in the middle of a deep wood. The proprietors are former adventurers and quite friendly folk ... at least they were until they became dinner for the current “owners”, who are still happy to take in “guests”.
054 - Witch's Fiddle, The - A band of Faerie musician has been attacked by a “witch” who stole the fiddle of one of the satyrs. Recover the instrument and bring the thief to justice, but remember that ever story has many sides and never judge a book by its cover.
055 - Savage Beast - A famed elven bard has vanished while on his way to present a concert and workshop at a nearby Bard College. Investigate his disappearance and grisly fate at the paws of monsters who enjoy music almost as much as elf-flesh.
056 - Bigger They Are, The - A trek through the deep woods turns troublesome and lethal as your party stumbles into all manner of traps and snares left by a cunning and particularly cruel quickling.
056 - Janx's Jinx - Crazed, rabid wolves are attacking a small village. Help defend the villagers not only from the beasts, but also from the giant white “ghost wolf” who leads them. But beware of the elven warrior who would prefer the “white wolf” remains unharmed.
057 - Carcass Fracas! - In the road before you lies the body of a hobgoblin, face down in the road. From the number of arrows sticking out of its back it is obviously dead ...
058 - Ghost of Silverhill, The - Investigate the story of the ghostly King of Silverhill. Find both the phantom known to the villagers and the real ghost of the mountains, but beware of others who would follow hoping to gain the rumored hidden treasure of the King.
061 - Save A Forest, To - A terrible curse has fallen on the Emory Wood, killing all life in an expanding circle. Find the cause of the devastation and set things right.
066 - Enormously Inconvenient - Rescue a dryad and help solve the mystery of why giant sized animals are appearing all throughout her wood (broken beaker of plentiful potions dropped in local stream).
067 - Little People, The - Rescue a Leprechaun trapped by poachers camped unawares in a Magic Dead Zone.
068 - By Merklan’s Magic - Using the wand of a dead sorcerer who made him evil, a bitter Ent is creating an army of botanical monsters, infesting a forest, cutting off trade routes, and threatening local settlements.
068 - Stepping Stones - Convince Fire-breathing Centaurs to lead the way to Stonehenge-like monoliths which are actually petrified trolls carrying ingots of ancient dwarven gold. Retrieve a magic crown which will allow retrieval of the gold once trolls are defeated.
069 - Stumping the Party - Ettercap and spider minions have an ambush planned. Foil their trap and rescue a minor merchant-heir.
073 - Faerie Wood - Along a deserted road a gnomish artist sells master-carvings of wooden faeries, sprites, and other woodland creatures. Beware of purchasing one, however, for the living faeries of the wood are enraged by the “artist’s” methods which involve a magic wand.
073 - Necromancer’s Pet, The - Save a dog found wounded on the road, but soon discover that this hellish pet of a dead necromancer protects its life at the expense of your own. Throw in a magic collar to complicate the threat.
077 - Visiting Tylwyth - The reclusive Uncle Tylwyth, an elven master woodcarver, has gone missing. Follow the trail of a pack of kobolds, and make certain that the local witch hasn’t done something nasty to the kindly whittler.
079 - Best Laid Plans, The - An infamous villain flees after a botched hold-up, and you were the last ones to spot him as he headed for his “secret safe house in the hills”. Catch him unawares and claim the bounty.
082 - Dark Times in Sherwood - Outlaws and renegade Normans are causing havoc in Sherwood, and Prince John may soon remove the Sheriff. Find out who is behind the troubles, and put an end to the evil plans of the necromancer Baron Isambart de Belame to discredit the Sheriff and take over his post as ruler of the Shire.
085 - Natural Selection - The manor and stockade of the Duke’s Pathwardens has been overtaken by monsters. Retake the fortress, discover the fate of the missing rangers, and rescue any survivors.
089 - Rage - A troll priestess has stolen the Rage of the barbarian peacekeeper who killed her son. Raid her lair and destroy the artifact which holds his Rage.
090 - Elfwhisper, The - An ancient curse drives elves to madness in a nearby forest. Bring peace to a guilt-ridden ghost and punishment to her hate-filled sisters to end the curse.
091 - Gnarlcrown - A 6th Level, Ghost Treant Druid who is angered at the humans who betrayed and murdered it. Several hooks are included.
091 - Legend of Garthulga - Elven legends state that the undead Garthulga awakens every century to terrorize the countryside. Now appears to be its time, as some beast is terrorizing Barcus Thigwhistle’s Inn and Trading Post, driving off his business and eating his pet hog. Put an end to the attacks without running afoul of a trio of halvling “adventurers” who’s price to end the trouble is more than the now impoverished Barcus can afford.
95 - Lust - A half-fiend satyr stalks the woods, charming passing creatures and forcing them into savage fights for its own ammusement.
107 - Mellorn Hospitality - Every seven years the Mellorn Elves open their woodland borders to host Festival of Life, which is also a great trading opportunity. However, the festival merely cloaks the cyclic hunting of a night hag. Acting as caravan escorts, guard a merchant and put an end to the night hag and her minions, and possibly close the portal through which she appears for good.
115 - Sylvan Ambushes: Arrowhawk Gambit - A druid causes the eggs of arrowhawks to drift before a party of adventurers, hoping to remove both blemishes from his wood.
115 - Sylvan Ambushes: Bleeding Destrider - Goblins use a “wounded unicorn” to lurk would-be heroes into an ambush
118 - Throne of Iuz - An intelligent titanic toad (so made by Iuz) has convince a band of orcs he is an avatar of Gruumsh. Now encamped upon an ancient elven burial mound, they guard him as he oversees the construction of a Throne of Iuz artifact which will expand the Defile Glade until it consumes all of the Vesve Forest.
121 - Secrets of the Arch Wood - A half-dragon scion of a fallen elven house has returned to take up the abandoned residence of her ancestors, and her minions raid travelers in the Arch Wood.
132 - Wingclipper’s Revenge - After a satyr’s revels result in the death of a mortal girl, her ranger brother swears to eliminate the fey presence in the woods. They fey desperately try to fight back, attacking any non-fey in or around the wood. Unravel the mystery and bring justice to the affair.
137 - Siege of the Spider Eaters - A pirate village has been assaulted by monstrous spiders and half of the population are missing. However the assault is merely a response to the unprovoked attack of the spiders’ lair and the missing villagers are disguised aranea returning to help defend their ancestral lair. Journey to the spider lair and choose sides.
148 - Automatic Hound, The - After an adventurer returns home with the body of his dead companion, the village finds itself stalked by a nocturnal horror. Little do they know that the pair of adventurers inadvertently initiated a ritual of human sacrifice as an ancient shrine, and now a spirit of that shrine simply seeks to return the corpse of the dead adventurer (whose death triggered the ritual) to the altar to complete it. Unfortunately, the spirit cannot enter the consecrated church where the body is held, and so stalks the village.
148 - Webbird - Update of the classic monster
HTH,
Rez

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I'm not familiar with the setting, other than reading the Darkmoon Wood entry in the Pathfinder wiki, but based upon that I think the following can be used, edited or adapted:
FANTASTIC! That'll do it, thanks so very much Rezdave!

Rezdave |
Thanks, Saern ... here's a little history of the lists.
Now I can search by map, setting, theme/milieu and a whole host of other criteria.
For these lists I simply check the appropriate boxes, export a list and clean it up a little in a text editor before posting.
Of course, it only covers Dragon 61 until they stopped publishing adventures, and Dungeon 31-150 which is all I have. My handful of modules and boxed sets are in there, but I usually redact those from any searches.
Anyway, I'm glad to be of assistance whenever possible.
FWIW,
Rez
EDIT - more details about the data base ...
I also occasionally add new search criteria, or split old criteria into new categories for greater accuracy, such as when I needed to distinguish Keeps vs. Castles or Fortresses, or smaller Churches vs. larger Temples or lately when I made Shrines its own category. Oh well, even though I'm done with Dungeon subscriptions it seems the work never ends :-)
Incidentally, there are currently 1127 records in the database, though that is likely to go down somewhat in the future as I shift Map-a-Weeks and other digital artwork not tied to a specific adventure out to a discreet database.
/EDIT

Rezdave |
Yah, that's kinda why I built the database. Every time the campaign hits a new region, story arc or whatever I search out appropriate adventures, drop some rumors and see which way the winds of Player-interest blow. Occasionally I throw in rumors of stuff that I know won't interest them or is the wrong level (either over or under), and later on they hear stories of other adventuring groups completing the stuff.
Since I've put the effort into it, I figure I might as well share.
R.

Rezdave |
You could run a whole campaign off those modules
Considering that the search criteria I used were "Dungeon" (Source) and "Wilderness" (Setting) and "Forest" (Setting), it shouldn't be surprising that there were so many hits. "Forest" is probably the single most common setting, even more than "Dungeon", though likely keying it to "Rural" would have returned more hits.
As it was I got 124 hits on the first pass, then eliminated the ones too closely tied to communities, villages and whatever that then delved into a forest wilderness (such as The Witch of Serpent's Bridge). I also took out anything that was heavily plotted (like Shakespeare knock-off Dark Thane Macbeth) or set in a dungeon in the middle of a forest wilderness (Deadly Treasures) or purely "comic-relief" (A Bad Batch of Brownies) as well as anything that seemed too "high-fantasy" or otherwise inappropriate for what I read of the setting in the wiki (Froggart's Contraption).
What I left was anything with a "dark" tone, anything related to fey or spiders (Stumping the Party) or similar "forest-boogeymen" (even if the tone didn't seem "dark" ... hey, it's my preference but your campaign style may vary) and whatever seemed "deep-woods". Some I figured could be placed on the edges of the wood or in remote inns, camps or waystations (Legend of Garthulga). A couple others need some adjustment or editing, but in generally if 25% or less of the content needed to be cut I included it.
I also included some Critical Threats and other content (Webbird update) I felt were appropriate, but cut Maps of Mystery.
So there it is ... my thought process on culling the list.
Rez
P.S. Database hit stats:
"Forest" by itself (with "Dungeon" as Source) returns 165 raw hits, with 124 also tagged "Wilderness".
The winner on Setting, however, is "Mountain" at 187 ("Forest" is 2nd), though it is possible some of these will be reduced to the in-revision "Hills" setting. I currently have 11 tagged for review and more may change over time, but it looks like "Mountain" will likely remain the winner.
Note that many of these are dungeons set in mountains rather than simply mountain-climbing treks. 38 are keyed to both "Mountain" and "Underdark" (which produces 88 hits on its own).
Oh ... and my collection of Dungeon magazines from issues 31-150 includes 98 "Dungeon" maps (using the term broadly).
FWIW ...