A Scavenger Hunt? The adventure begins in the city-state of Zoa as the wizard Geolain tasks the player characters with a quest to gather three ingredients they will use to forge a magic coin to defeat an evil wizard. Which will be more dangerous to collect, the mysterious diamond touched by death, the blood of a devil spilled by a coward or a blue dragon's breath? As the player characters race around Reanaaria Bay ti find the rare items, their nemesis Daresh the wizard begins to grow in strength and wrest power from the Skryvalkkers of the Lands of Skaarna. Will the player characters find the ingredients and enchant the coin in time? They just might be Skaarna's only hope. Published by Kenzer & Company
The heroes get to kick some bhut. Beware of cheerful--and long-fanged--employers! While traveling along a lesser road, the PC's encounter a small merchant caravan traveling in the same direction. The merchant leader wants begs the PC's to travel with them, if only for companionship. The creatures, called Bhuts, are found in Creature Catalogue (AC9) published in 1986 by TSR. Pgs. 30-36
The PCs intervene in an attempted murder and are hired to find out what made a guy go mad. This leads them to search for Yenejg Togan's tower/a strange merchant in the nearby forest, where they discover that bugbears have moved in. After exploring the tower, finding the "merchant", and dealing with the bugbears and the lamia that caused the incident in the first place, they were still unable to get into Yenejg's inner sanctum without a key. The PCs return with the key and figure out how to use it to enter Yenejg's sanctum. They then explore it, dealing mostly with traps, and finally discover the resting place of the treasure Yenejg stole from the town. This adventure begins with a skill-based roof-top chase and can include some complex non-combat interactions with potentially hostile NPCs. It includes some semi-interesting traps as well as some nifty puzzles. No villain to speak of. Fool-hardy adventurers can get themselves killed, but some caution will result in only one extremely hard fight, and even that can be avoided if action is taken quickly. Pgs. 74-107
Giants have been raiding the lands of men in large bands, with giants of different sorts in these marauding groups. Death and destruction have been laid heavily upon every place these monsters have visited. This has caused great anger in high places, for life and property loss means failure of the vows of noble rulers to protect the life and goods of each and every subject -- and possible lean times for the rulers as well as the ruled. Therefore, a party of the bravest and most powerful adventurers has been assembled and given the charge to punish the miscreant giants. This module contains background information, referee's notes, two level maps, and exploration matrix keys. It provides a complete module for play of ADVANCED DUNGEONS & DRAGONS, and it can be used alone or as the first of a three-part expedition adventure which also employs DUNGEON MODULE G2 (GLACIAL RIFT OF THE FROST GIANT JARL) and DUNGEON MODULE G3 (HALL OF THE FIRE GIANT KING). TSR 9016
Travelling long distances is the constant lot of the adventurer. This time, their quest will take them across the sea, and deep into the interior of a country they know little about, to retrieve an artefact stolen by one bunch of clerics from another. Now, we all know that meddling in the affairs of the Gods can be a hazardous affair, but this time the Gods haven't been worshipped for hundreds of years, and their clerics slaughtered each other in a great battle back in the distant past. Maybe this is that adventure we've all been waiting for, where the treasure is just sort of sitting there, and all we have to do is go and get it... A complete 40-page adventure, with stats for the D&D/AD&D games, and background information to use with the Pelinore campaign.
When a series of grisly murders and raids on farms and fishing boats come to light, accompanied by a strange fog, the people of Elmwood need heroes to investigate and stop the attacks. There is hardly anyone in the Moonsea who’s life hasn’t been touched by one of the tragedies over the past years, and these attacks may have deeper causes than anyone knows. Part of the Elmwood Adventures Series
Goblin attacks have always plagued the farmers and merchants who live and travel along the roads leading to Whitesparrow. But a recent rash of new attacks are something different. The goblins of one particular tribe have gotten particularly smart, attacking with careful tactics and cunning ambushes. The village guards haven’t been able to outwit the goblins, even when laying traps of their own and hiring mercenaries to stop them. Even as goblins go, Rosethorn isn’t much to look at. He’s small and runty, and yet a lucky break placed him in charge of the Brownleaf goblin tribe. When he claimed a powerful magic relic from a dead wizard three months ago, Rosethorn found his intellect multiplied many times over. The world began to make a more intricate kind of sense to him, and he saw patterns in the ways other folk traveled the roads. After hiring a spy in Whitesparrow to tell him which wagons to pursue, Rosethorn cunningly bribed the wagons’ guards to throw battles in the goblins’ favor. He then moved the lair of the Brownleaf tribe away from their dank caves and into the ruins of the Bearded Man—an enormous dead tree at the center of the Howling Wood. There, Rosethorn continues his campaign of ambush against the foolish villagers, increasing his wealth and power with each robbery.
A scenario for a party of 4th-7th level adventurers You've earned quite a reputation as fearless adventurers, the sort who take on anything. But what happens when you come face-to-face with the challenge that bested the greatest adventurer in the whole Kingdom? Can you succeed where Feyr-Panniras failed? Can you find what has turned his friends against the Kingdom? And, more than anything, can you survive against the power of the New Gods?
A silent threat grows in Freeports streets. One of the pirate city's own leaders brings Freeport ever closet to war, lining his pockets eve as he plans for eventual invasion by the foreign power Mazin.
Faced with an unusual alliance of giants raiding the countryside, the party must venture into the steading of hill giant chief Nosnra and uncover maps to the locations of the other giant strongholds. “Steading of the Hill Giant Chief ” can be run as a stand-alone adventure, or you can play it as the first part of a four-part series that continues with “Warrens of the Stone Giant Thane” (Dungeon 198), “Glacial Rift of the Frost Giant Jarl” (Dungeon 199), and “Hall of the Fire Giant King” (Dungeon 200). The adventure is part of the Against the Giants series originally by Gary Gygax, hence the writing credit.
In Mulcrow, food - not music - soothes the savage beast. The adventure begins in the town of Griffondale whre the PCs encounter Jelmark, an emissary of the Duke of Mulcrow. Jelmark hires the party to help the witch Rudwilla prepare a special stew for a cantankerous bugbear chief who lives in the Rockforge Mountains. Bruggh the bugbear demans the stew once a year on his birthday.-- from the adventure. Pgs. 34-48
Under the Temple Crypt is the first in a series of site-based, Swords & Wizardry** compatible, “micro modules” that can be dropped into just about any campaign (especially a sandbox-style campaign). No underlying story-hook or rationale for exploring the site is given here. This dungeon assumes that there is a temple somewhere with a mysterious walled-in doorframe in the basement crypt. The walled-in doorframe predates the temple itself and leads to ancient subterranean structures that hint of an older civilization as well as an expansive underworld.
An evil cult with a trick up its sleeve. A missing tome, a trail of clues and an unusual cult. Lawful-good characters, especially paladins are recommended for this adventure. Clerics of Aphrodite, Hanali Celanil, Hera, and lshtar have a special interest in despoiling the cult of Shami-Amourae. [Note: Adventure contains statistics for the Demigod Succubus, Shami-Amourae] Pgs. 19-27
The Dread of Dynwel is an adventure set in the Forgotten Realms and optimized for 4-5 players. The characters start as a down on their luck but somewhat experienced crew of adventurers with a wanted poster which pays a much-needed gold reward. Soon, events in the Sunset Vale are revealed as more dangerous than they seem, sweeping the characters along with them. From the heights of the Sunset Mountains, the alleyways of Scornubel, and depths of the Reaching Wood: The Dread of Dynwel covers levels 2 through 8 and features material which can be played as a full campaign or dropped into an ongoing one.
Danger Lurks in the Lendore Isles. Bands of evil creatures prowl the hills overlooking the town of Restenford. Now you have come to this sleepy little village looking for adventure and excitement. You seek to fathom the unexplored reaches of Bone Hill and unlock the mysteries of Restenford. TSR 9045
The final confrontation with the giant, King Snurre, and the entry of mighty adventurers into the caverns under his stronghold (DUNGEON MODULE G3, HALL OF THE FIRE GIANT KING) discovered the Dark Elves, the Drow, had instigated the giant alliance and its warfare upon mankind and its allied races. This module contains background information, a large-scale referee's map with a matching partial map for players, referee's notes, special exploration and encounter pieces, a large map detailing a cavern area, encounter and map matrix keys, and an additional section pertaining to a unique new creature for use with this module and the game as a whole. A complete setting for play of ADVANCED DUNGEONS & DRAGONS is contained herein. This module can be played alone, as the first part of a series of three modules (with SHRINE OF THE KUO-TOA, D2, and VAULT OF THE DROW, D3), or as the fourth part of a continuing series of modules which form a special progressive campaign scenario (DUNGEON MODULES G1, G2, G3, D1, D2, D3, and Q1, (QUEEN OF THE DEMONWEB PITS). TSR 9019
A shadow from the past, the Ghost Tower of Inverness has loomed ever larger in the mind of the great Seer of Urnst, Now he has convinced the Duke that an expedition should be organized to go to the ancient keep and recover its greatest treasure — the fabled Soul Gem. TSR 9038
Chapter 1 - When a relative of someone close to the characters goes missing from a nearby village, the players are asked to investigate. The party has to recover stolen goods from a thief before setting out from the City of Ravens Bluff. They travel through the wilds of Vesperin in search of the missing person, finding trouble and helping locals along the way. Chapter 2 - As the journey continues, the party arrives in a small hamlet suffering from a strange blight. The players will need to investigate the situation and choose sides in a longstanding feud between the mayor and a local magic user. Chapter 3 - After clearing a tribe of violent orcs from a nearby mountain pass to protect the residents of a town, the party will have to enter the lair of a long-dead dragon to rescue their quarry from a band of goblinoid slavers, where they discover an entrance into a dwarven city, lost and forgotten centuries ago. Chapter 4 - The party will have to traverse the ruins of the dwarven city, avoiding hazards and battling the horrors that lurk there, to uncover the identity of the slaver's leader. A discovery that will lead them through a treacherous forest to the city of Tsurlagol in search of a pirate ship called the Star Carver, and its drow captain, The Viper's Kiss. Along the way, they meet an unlikely ally. Chapter 5 - Once they arrive in Tsurlagol, the players will have to choose between gaining the assistance of the city council to fight the pirates head on, or making a deal with the Viper's Kiss, herself. The path they choose will either lead to an epic battle on the Sea of Fallen Stars, or into the deadly sewers and tunnels beneath the city to face an enclave of wererats, undead, and a tribe of mad, kraken-worshipping kuo-toa, in search of a fabled relic. The Laughing Horde of Ruin, Part 1 is the first module of an original 5e adventure campaign. It is designed for character level 1-5, and uses material from the Dungeon Master's Guide, Monster Manual, and Volo's Guide.
At just 8 pages, with lots of illustrations, this adventure is much shorter than most TSR-published modules of the era (mid-90s). It is a very simple D&D adventure. It features a macguffin quest that immediately pushes the players into a dungeon crawl through the five-and-a-half-page "Dungeon of the Mad Warlock". The idol of old, The Jade Hare, as been taken from the Dar el-Tamyya, stolen by Goblins, who strangely enough killed no one. Abdullah, the old man who cared for the statuette remembered that about a month ago a stranger has asked if he might purchase the Jade Hare. Though he offered much gold, Abdullah of course refused the offer. Whom Abdullah describes the other villagers recognize as Abu-Ghabar, the mad warlock who lives in the hills. He is rumored to have built a dungeon there. Who knows what strange purposes the mad warlock has for the Jade Hare? In any case, the precious statuette's theft is an intolerable strain on the honor of the village and all the tribe therein. A party must be assembled to confront the warlock. This party may consist of none other than yourselves. Won't you save Dar el-Tamyya's ancient honor, and thwart whatever sinister plans the warlock has? TSR 9259
Baron Ketterall’s lands are beset by a plague of marauding goblins! Goblins you say? Pah! Who's afraid of few poxy goblins? But two experienced parties have already gone looking for the goblin lair – never to be heard of again. Poxy goblins you say? Be afraid, be very afraid… The scenario is designed to be an extremely challenging adventure that might undermine a player’s bravado in dealing with low-level monsters such as goblins. Unusual traps, tricks and special weapons are used by the inhabitants of the dungeon to cause the party as much trouble as possible. Published by Dunromin University Press.