A strangely delivered advertisement has led you to a sage named Demetrios. He needs a rare component to complete a desperately needed potion. The journey to retrieve it will take you through a large, unexplored swamp to a ruined keep, the former headquarters of a vile cult that once claimed the lives of many innocent youths. You cautiously accept the mission... To solve the mysteries of "Baltron's Beacon," the characters must excel in handling wilderness, building ruins, traps, puzzles, and new monsters. This adventure, originally designed for tournament use, is now available for your own campaign. TSR 9152
"Orcs have returned to the once quiet border province of Blackmarch. The Bleak Tower and its meager garrison are all that stand against the tide. Their only hope lies in a ragtag band of adventurers willing to venture into the perilous maw of Ironwood Gorge..." "Ironwood Gorge is a fantasy role-playing adventure for 4-8 characters of levels 2-5, designed for older editions of the world's most popular fantasy role-playing game and its clones such as Labyrinth Lord and OSRIC. The material is also easily adaptable to any other class and level based fantasy role-playing game. Ironwood Gorge serves as part two in the Blackmarch sequence of adventures, but is built to function just as well as a one-off adventure, a drop-in-a-hex location for sandbox games, or as a kick start to a new campaign. The module includes keyed maps detailing both the Bleak Tower: a living, breathing refuge for adventurers; and Ironwood Gorge: a cave complex with over 100 keyed areas of traps, monsters and mayhem. The module is illustrated throughout with original artwork and includes appendices detailing new monsters, magic items, and spells. Whether you are looking for an out-sized adventure to usher the hardiest characters to the intermediate levels, or a fully-realized location to plunder for maps and ideas, Ironwood Gorge is a treasure from the old-school of gaming..." An alternative to B2 - Keep on the Borderlands
A shrewd, spell-using green dragon has taken over the deepest chamber of a limestone cave as his lair. The dragon has persuaded a tribe of troglodytes to live in the outer chambers as a sort of "protective buffer" in return for gifts of magical treasure. The troglodytes cherish the useless bits of magic without realizing their modest worth. The outer chambers of the cave are protected by the troglodytes, the beetles and centipedes the troglodytes raise as cattle, and wild creatures. The green dragon uses traps, illusions and magical devices to protect his inner chamber. Wyrmhaven is the second dragon's lair to conquer. Part of TSR 1073 The Dragon's Den
Somewhere in the heart of the steaming jungle lies the answer to the whispered tales - rumors of a magnificent city and foul, horrid rituals! Here a brave party might find riches and wonders - or death! Is your party brave enough to face the terrors of the unknown and find the Forbidden City! TSR 9046
"The creatures are just too intelligent, too crafty, and too strategy-minded to "rampage." Rampaging brings the wrath of oath-bound knights, powerful mages, and divinely-protected priests. Why would a dragon want such attention, unless it had some special secret, or unless it was insane? Or both. The northern reaches of the Derideth Swamp were once plagued by a rampaging dragon. This black dragon, named Storamere, took a mad glee in attacking human villages, wiping out orc camps, driving off the lizardfolk, and decimating farmland. He met his untimely end, though, in an ambush devised by the monks of the Order of St. Chausle. Storamere died with a curse upon his draconic tongue: "you could not have defeated me in my lair," he told his slayers. "I am forever invincible in my lair." Now Storamere is back, with a horde of his misshapen half-dragon offspring, to have his vengeance. All that remains of the once-heroic monks are two old men driven mad by their last encounter with the black dragon, so it falls to a band of adventurers to again defeat the mighty dragon -- this time in his palace, where the boastful Storamere claims he is at his strongest." Includes maps and damage rules for navigating Storamere's lair, a semi-solid palace made of a dangerous, corrosive liquid five feet thick and located on the ethereal plane. Most of the monsters in the lair have the Half-Dragon template applied. Published by Atlas Games
This AD&D scenario is designed to be a humorous departure from regular adventuring. The "heroes" are a fellowship of monsters on a quest to recover a magical item for an orc chieftain whom they have displeased. Having lost the map given to them, they must gain entry to a frontier outpost - probably by sneaking through sewers - and recover the map from a locked safe in the commanders quarters. Once they again have the map, the monsters must travel overland to an abandoned elven witches' temple on the shore of a mountain lake, where they will find the object of their quest. Pgs. 23-32
Someone has "borrowed" a cleric, and without him, the fabled King's Festival cannot go on. Unfortunately, it looks like the orcs have him, and your characters must rescue him. A great learning adventure, King's Festival provides players and DMs with a valuable introduction to fantasy role-playing in the land of Karameikos. Full of helpful hints for the players and the DM, this module also provides a full dose of excitement! Orcs, carrion crawlers, and villains challenge the characters' fighting skills, and a host of traps and puzzles confound their wits! TSR 9260
From the backcover: "Once a generation, they say, a strange comet appears in the sky overhead and the gates of Firestorm peak swing open, (twenty-seven years ago, your father led his band of adventurers into the mysterious mountain, never to return. Now the Dragon's Tear once more flickers in the sky, and the glass gates on the mountainside beckon. Will you pass through to discover the secrets that await beyond the portal none has ever dared and returned? The Gates of Firestorm Peak is the first adventure designed especially for use with the new rules presented in the three PLAYER'S OPTION books: Combat & Tactics, Skills & Powers, and Spells & Magic. While it can also be played using just the AD&D® game core rules (the Player's Handbook and the DUNGEON MASTER® Guide), this adventure offers a perfect opportunity to experience all the potential of the new optional rules. One of the highlights of this package is the first PLAYER'S OPTION player character record sheet. To meet the challenges of Firestorm Peak and escape with their lives, heroic adventurers must battle dark dwarves in their underground city, explore the abandoned caverns of the Elder Elves, and deal with weird alien entities from Beyond. Their goal is to stop the Master of the Twisted Caverns and his dark minions from completing his sinister plot before it's too late . . . if they can. Included in this product are a 96-page adventure book detailing the dungeon that lies beneath Firestorm Peak, 4 full-color poster maps detailing all the important locations in the complex, and a sheet of 56 counters for use with the tactical maps in major combats."
The most deadly dungeon ever devised! High-level characters brave the unexplored corridors of Deepearth to confront perhaps the most feared adversary in the AD&D game. The second chapter of the Bloodstone Pass saga follows the conclusion of the desperate war against the bandit army. A cold and bitter winter drives the villagers to the edge of starvation, and numerous horrors strike the town of Bloodstone Pass. Join the adventure as the heroes explore the depths of the ancient bloostone mines, now inhabited by fearsome demons. There they hope to uncover the fantastic treasures rumored to exist in the unknown darkness. But deep within the mines, all is not what it seems.... This module uses the new rules from the Dungeoneer's Survival Guide and Wilderness Survival Guide. The adventure also includes optional BATTLESYSTEM scenarios fought entirely underground. These supplementary products are not required to play the adventure, however. TSR 9168
Deep beneath the Isle of Dread, in a place forgotten by the world of light, an ancient, unfathomable evil festers. Within the desiccated ruin known as Golsimorga, the debased kopru servants of Demogorgon work foul rites, steeping immature shadow pearls in pits of liquid insanity. None from the world above have yet fathomed what terrors lurk beneath the Isle of Dread, nor what mad scheme roils to profane life deep within the city's gangrenous corpse. "The Lightless Depths" is the sixth chapter of the Savage Tides Adventure Path, a complete campaign consisting of 12 adventures appearing in Dungeon magazine. For additional aid in running this campaign, check out Dragon magazine's monthly "Savage Tidings" articles, a series that helps players and DMs prepare for and expand upon the campaign. Issue #353 of Dragon features ways to improve the PCs' vessel, the Sea Wyvern, as they take their adventures back to the seas. When the PCs journey deep under the Isle of Dread to find the source of the shadow pearls, they discover horrors beyond imagining in a haunted underground city perched on sanity's razored edge. Pgs. 28-66
The PCs are looking to gain entry to the Glantri School of Magic, after the initial admission tests they are drawn into a commotion where one of the other students is being attacked by an evil sorceress. He tries to flee but but is killed, and the PCs are framed for the murder. The authorities are called and bribed to just kill the PCs, they flee and are chased and taunted by the evil sorceress. Eventually, during one of her attacks, she opens a weak spot in the ground and the heroes are dropped into the warrens under the school. They must navigate the warrens, which are shrouded in magical darkness, defend against further attacks, and find escape where they can prove their innocence.
Just Add Water is a sewer-based dungeon crawl that can be easily inserted into any adventure. All you need is a location with a sewer system and a reason for the party to explore it.
A 4-hour adventure for 9th-10th level characters A sleepy lakeside village wreathed in fog, rumors of a lake monster, local disappearances, a band of assassins terrorizing the city, and a travelling circus sideshow that seems to be at the center of it all. “Come one, come all to the greatest show in the world! Step right up, ladies and lords, to see the wonders of the natural and unnatural world! Trained monstrosities from across the globe have been gathered for your amusement and examination! Strongmen, jugglers, acrobats, and sword swallowers join exotic acts and foods from the four corners of the known world and beyond! You, my friend, have the privilege of witnessing the spectacle, the amazement, the wonder of the circus of the stars! Step right up and buy your tickets now before they're all gone! Limited seating is available and no one will be seated once the show has begun!”
This adventure is designed for the D&D Adventures League Season 5 - Storm King’s Thunder campaign, and is meant to enhance your party’s connection to important events and NPCs. While it is intended for a party of around 6th level, the nature of the quest is such that it fits easily with a higher level as well. It will put your players in contact with Felgolos, the bronze dragon that is encountered in Chapter 9 of D&D Adventures League Season 5 - Storm King’s Thunder, as well as the ancient dragon Iymrith, who plays a prominent role in the main plot. Of course, you can also change names and locations to make this adventure fit into any other campaign world – as long as it has dragons and deserts. Enjoy!
A Ravaged Land... Villains that really are larger than life... A time for heroes... A decade ago, the land of Geoff was overrun by a horde of giants, ogres, and evil humanoids, its people either slain, enslaved, or driven into exile. Now at last the tide has turned. The time to free the people of Geoff from their servitude to the giantish tyrants has come! But don't forget to watch your step when you confront the true masters behind the giant Clans! Contains the full text of three classic adventures by Gary Gygax: G1, Steading of the Hill Giant Chief; G2, The Glacial Rift of the Frost Giant Jarl; and G3, Hall of the Fire GIant King. Details Eighteen new encounter sites in the war-torn land of Geoff, linked together to form a grand campaign. Provides dozens of hours of gameplay as the heroes struggle to free an entire country from the grasp of giant overlords. TSR 11413
The battles of the Blood War have raged for longer than mortals have known life, the conflict's savagery and hatred fueling the dreams, desires and obsessions of the multiverse. One way or another, the war spills through all the layers of existence, and little escapes its influence. Some clashes have consequences that shake the Lower Planes. Others are far less meaningful - they're fought solely for the sake of violence and killing. "The Field of Nettles" is set in the aftermath of an especially pointless battle. The adventure rips the player characters from their comfortable lives and thrusts them into the Blood War full force. The goal is to cross one of the more infamous battlefields, seeing the scope and the power of the fighting - and hopefully coming away with a greater understanding of just how big the Blood War is. The adventure is designed for a party of 4-6 PCs of 5th-8th level. The characters don't get to save the multiverse, nor do they find the key to unlock the dark of any great secrets. But they might come to realize their importance (or lack of it) in the scheme of things. On the fickle borders of the planes, that can be worth almost as much.
A pall hangs over the frontier town of Wellspring, casting this once-vibrant place into corruption and death. Strange people stalk the streets and unexplained murders occur each night. Nagging fears that more horrors will spill forth from the Kadagast Mountains instill a pervasive paranoia within the townsfolk. Suspicious people watch their neighbors, and temple attendance has never been higher. Folk keep to themselves, hiding in their homes. They avoid darkened streets, lock their doors when night falls, and shutter their windows to close out the screams and shouts echoing in the dark. If the grim threats pressing the town are not stopped, the fl ame of Wellspring might very well flicker out.
Warchief Grog Bloodloaf has sounded the horn of war. Elf scum have stolen orc lands and the tasty halfling herds. For generations the Maggotsmasher Clan has watched and waited from the icy caves of the frozen mountains but that wait is over. Warchief Bloodloaf needs only the totem of leadership, the Dragon Crown of Durge Maggotsmasher, to unite the clans and begin his war. Five misfits have answered the call to brave the Caves of Throllorat and return with the crown. With a little luck, these five maggots will kill a few of the beasts within Throllorat before dying, making it easier for real warriors to complete the quest. The Misfit Maggot Five is a comdedic adventure where five rejects from the Maggotsmasher Clan are called upon to retrieve the famed Dragon Crown of Durge Maggotsmasher from the dreaded caves of Throllorat. Each of the characters are fully developed with their own unique personality that will give any Dungeons and Dragons group hours of laughs! The Misfit Maggot Five is a 5th edition comedy adventure for 2nd level monstrous humanoid characters. Published by The Pickled Dragon Press
Many of the local lords had gathered for a peace moot. A perfect opportunity for the demon-possessed Aeldrith Forkbeard to murder them all in cold blood. The PCs, attending the moot, must now flee for their lives. Harried by a Northlander warband, the party is forced to flee into the dreaded Witchwood. To reach the safety of the Kingdom of Marshes they must traverse the depths of the forest, avoiding Northlander raiders and the strange creatures of the Witchwood. The adventure also takes the PCs into the Feywild, where time runs strangely and memories are fragile. Finally, they must face the chilling Gatekeeper guarding the Feywild portal that allows the PCs to return to the Material Plane. Into the Witchwood is a generic adventure suitable for use in the Moonshae Isles. The adventure includes a map of the area, three new creatures and a new legendary magic item, the Circle of the Forest God.
For the past several days, dozens of strong earthquakes have rocked the coastal area surrounding the underground Temple of Poseidon. Since the first quake, there have been a growing number of reports of strange events and macabre occurrences throughout the area. Several families near the temple have abandoned their farms and refused to return. They claim to have been terrorized by inhuman specters who prowled about their farms late at night. One of the farmers says he found a farm animal crucified and eviscerated in a ritualistic fashion on his front porch. Following the first tremors, all communications with the Temple of Poseidon, seemingly the center of the troubled area, were cut off. Messengers dispatched to the temple to request guidance from the Holy Oracle located there have not returned. Now the darkness has spread to this town. Unnatural births have occurred. Strange cries can be heard in the night, and there is a cowl around the moon. Magical divining has proven useless in naming the dark forces that invade. Many of the townspeople have already abandoned their homes and those who remain have but one recourse left: They have sent out a cry for hardened adventurers, experienced in dispatching evil. They must travel to the temple to discover the fate of the men there, and, if possible, elicit their help in destroying the growing heinous power. Pgs. 31-46