Jungle, tomb rading style adventure that sets the group to a new locale, with it's own eco systems and cultures. Exploration adventure, with glint of gold as a catalyst. The adventurers accidently find a map, which leads them to this unknown land. "Can you unravel the map's mysteries and find your way to the promised treasure? Or will your dreams end only in death and an unmarked grave far from home! Only the bravest characters of levels 3-5 will live to discover that all that glitters is not gold, but much, much more!" TSR 9126
The Chapel on the Cliffs is a 5th edition horror adventure optimized for a group of 4-5 characters of 3rd level. In this module, the characters will need to explore the ruined village of Kennmouth and its surroundings, find out why a small army of skeletons rises from their graves every night to drive out intruders, and search for a way to lift this unholy curse. The PDF comes with a companion PDF for scaling from levels 2-6. Produced by Goblin Stone
Into the Drachensgrab Mountains! Hot on the trail of the marauding slavers, you and your fellow adventurers plunge deep into hostile hills. Spurred on by your past success, you now seek the heart of the slaver conspiracy. But hurry! Your must move quickly before the slavers recover from your previous forays and attack! This module was originally used for the official Advanced Dungeons & Dragons Tournament at Gen Con XIII and is the third of four in a series of related tournament modules. This module contains a challenging scenario, the tournament scoring system, plus nine pre-rolled, playtested tournament characters. Also included are large scale referee's maps, notes, and background information. A3 is a complete adventure in itself, but it is also a companion to A1 (Slave Pits of the Undercity), A2 (Secret of the Slavers' Stockade), and A4 (In the Dungeons of the Slave Lords). TSR 9041
An adventure for starting characters When vicious bandits waylay a caravan bound for an outpost on the edge of civilization, the player characters are the only survivors, trapped and lost in a hostile wilderness. If they would live to see another day, they must learn to work together and discover the people they might one day become. This adventure is designed for a group of starting characters and is especially suited to new players. Published by Schwalb Entertainment.
"The first raid on our village happened a little over 3 months ago. We awoke in the morning to discover that the Cooper family's house at the edge of town had been sacked in the entire family was missing," croaks Obed, the village elder. "We mounted a search party, but found no trace of them." The old man lifts his gaze to the west woods. "After the third such attack, we sent a messenger to seek aid from one of the larger towns nearby. He never returned." He turns back to face your party and continues, "We had no idea who or what was attacking our village... Until last week. Creatures in black robes drifted out of the woods to the west and began setting houses on fire. Then, they seized four of our bravest men and carried them, screaming, into the mists." Obed throws his mug of ale into the fire, suddenly angry, "The only creature capable of this evil is the Barrow King, who lives in the burial mounds to the west. But I swear, we have done nothing to focus his anger upon us, nothing!" Warily, the elder stands, leaning heavily on his walking stick. Slowly, he lifts it, pointing at each one of you in turn. "If it is the Barrow King, God help us!"
One of the original D&D classics, "The Isle of Dread" is a hex crawl wilderness adventure. It focuses on surviving primitive beasts, dinosaurs, and pirates while uncovering the mystery of the island's inland city, where a great treasure awaits. From the cover: "This module contains maps and background material for the Isle, fifteen new monsters, and suggestions for further adventures. In addition, The Isle of Dread contains a map and background information for a large continent, and eleven smaller maps for encounters on the island itself. In this module, players will push their way through dark jungles and treacherous swamps to discover the lost plateau, and the final secrets of - the Isle of Dread!" TSR 9043
Not even memories of past glory live on in the gentle hills around the village of Kusnir. Today its people have more concern for commonplace things, like the harvest, trade, and the threat of death in the night! Kusnir is beset by a skulk. The attentions of such a creature are a curse on any community. Streets and alleys which ring to the voices of children by day become fearful, shadowy places by night. Men go abroad armed and in groups, while women and children stay behind locked doors and even there are not safe. But life goes on. The lot of the peasant is always hard, what cannot be prevented must be endured and, of course, things could be worse. Much worse. The skulk has begun to visit the village more and more often. Sometimes it kills, yet just as often it spares a victim, leaving clear signs of what it might have done had it wished. Its visits are now marked by strange and illegible symbols scrawled in blood on the walls of the buildings. The people are worried, helpless, and desperate. Desperate enough to welcome adventurers. UK2: "The Sentinel" (1983) is the second UK-series adventure, the fifth TSR UK adventure overall, the first solo effort by Morris, and the first half of the two-part Adlerweg series (whew!). It was run as a tournament at the GamesFair '83 Open, then published later in 1983. TSR 9101
Multiple groups seek a thug’s girlfriend through the streets and alleys of Zobeck. The adventurers’ lives may depend on finding her first.
A snow hag lair suitable for four or five 7th-level characters. Mother Rime lives north of a small fishing village in the far cold north. For years she's hidden her true nature from the townsfolk, appearing as an old benevolent wild-woman to the town. When one of Mother Rime's 'children' break from her cold-hearted ways, adventurer's are sought to seek to correct the evil in the north.
This adventure takes the heroes to the Nightmare Lands in search of an item that can destroy night terror, Mandalain. This item, called the rose of midnight, is the night terror's one true weakness and the means for ending the curse hanging over the Clinic for the Mentally Distressed. Adventure IV: The Rose of Midnight From Book Three: Nightmare Lands: https://www.adventurelookup.com/adventures/the-nightmare-lands TSR 1124
Within the darakhul city of Gonderif, at the nadir of a thousand‑foot‑deep chasm, is the site of a vile tournament where Gonderif ’s most rebellious slaves and war prisoners are forced to fight to the death—and through undeath after undeath—until only one living champion remains. Whether they came as captives or as liberators, the PCs must survive the Undying Tournament.
The Amulet of a Demon Prince In a few days, the rising blood moon will reveal the resting-place of the soul amulet of a forgotten demon prince. A dark lord seeks the amulet, and if he finds it ultimate power is within his grasp. Someone must stop him and his diabolical scheme before evil is unleashed! But for the heroes to beat the dark lord to his prize, they must travel through time and conquer demonic foes! A Battle Throughout Time Chaos Rising is a classic dungeon exploration adventure by Jim Collura, it details an ancient and abandoned dwarven citadel where the demon's amulet is hidden and provides unique encounters allowing the players to travel back in time to shape the very future itself! Chaos Rising supports monsters found in the Tome of Horrors. Also available for S&W and 5e.
Someone in the misty, wooded Moonshae isles needs hundreds of brand new swords taken under guard from Sword Coast smiths to a certain place on the Isles. The swords are needed so badly, and their safe arrival is considered so unlikely, that someone is willing to pay adventurers a lot of gold - someone fairly important. Adventures foolish enough to take assignments too good to be true (or merely desperate for coins) will soon find themselves embroiled in a dark and mysterious struggle against evil that will take them into sacred groves, crumbling castles, and through ancient magical gates to the halls of the High King - and beyond -- An adventure that takes place on the Moonshae Isles, in which a mid-to-high level party fights against the encroaching darkness of The Cult of Bane. Although helped by the Harpers, players will have to uncover the plans of the cult, and thwart them where possible. Preventing the summoning of the "Godson", a manifestation of Bane's evil. Part of the "Forgotten Realms Adventure" series, this is FA1 - Halls of the High King. FA2 is "Nightmare Keep" TSR 9301
The Frozen Necromancer is a three-part adventure for Fifth Edition that takes player characters from levels 1 to 4. This adventure is the first in a storyline of four modules called The Demonplague that can be used as an entire campaign that takes characters from level 1 to 20. The entire adventure (or just pieces, characters, or encounters from The Frozen Necromancer) can be dropped into any fantasy setting with minimal changes
The Tower of Zoramadria is hidden away in the Feywild. The tower is an arcane academy under the tutelage of the lich Parthal. Parthal and his students lead serene lives of study and contemplation, except when they engage in a bout of bloody necromantic research that requires innocent souls as vital components. Parthal has a score to settle, and the Feywild itself might shudder and scream before the lich has had his revenge on those who killed his love. Pgs. 104-111
A tribe of evil norkers led by a human illusionist threaten the town of Nolivari. The heroes must brave the wilderness, find Grakhirt's lair, and defeat him to ensure the safety of the local villagers. A straightforward dungeon crawl against lots of norkers! When do you get to see those guys in an adventure? Lots of monsters from the AD&D Monster Manual II as well. This adventure features a little bait-and-switch; the titular bad guy Grakhirt is assumed to be a norker, or gnoll, or some other monstrous humanoid, but is in fact a human illusionist/assassin! Note: The adventure doesn't feature caves AND a dungeon, but since the caves are treated like a dungeon with doors and numbered rooms, this is listed as a dungeon adventure as well. Pgs. 28-37
This adventure is a prequel to the first ever stand-alone module published Palace of the Vampire Queen by Wee Warriors She is simply called the Vampire Queen. A being so powerful and evil that the mere mention of her title, raises shrieks of horror and anguish. Her reach is seemingly infinite and her machinations sinister beyond the un-derstanding of mortal men. But those very same mortals must stop her. The path to victory leads to only one place. A place of legend and mystery; the Palace of the Vampire Queen! For the first time the ruined Palace Keep is detailed and ready for exploration! The adventure includes one new monster and two new magic items. This module is designed for the First Edition game using six to eight characters of first level.
Devastated in a war with a nearby wizards' school, the Fighters' Academy has since been surrounded by a foul and dank swamp - the Gloomfens. Since the climatctic battle between the wizards and fighters, the tower has decayed. The spirit of the head of the academy haunts the building, eternally plotting his revenge on the wizards who killed him. his loyal sutdents remain faithful to him even in death. Other foul undead have made their home in the rotting, spacious academy. From their lair, they make forays into farmsteads near the swamp in search of victims to feed their unspeakable appetites. The Problem of these terrible attacks by the savage undead will not stop until the evil that has found a home at the tower is burned from the face of the land forever. Will your party heed the call and help the town of Melinir? Will they be able to clear the former Academy of its undead? Lair of the Vampire Lord is the third in a three part adventure, The Haunted Tower. Or, it can be ran as a stand alone adventure. The choice is up to you. Part of TSR 1081 The Haunted Tower
Barovia has long suffered under the rule of Count Strahd von Zarovich, but the evil that plagues this land extends well beyond the walls of Castle Ravenloft. See what keeps the good citizens of Barovia awake at night.
The King is dead! And the queen is in trouble. She has chosen you to find the fabled heartstone, which is buried somewhere deep in the Mountains of Ice. Is the gem I the hands of the corrupt Master Thief? Has he harnessed its powers for his own vile purposes? Or does it lie unguarded in the frozen ranges to the north, which teem with horrible creatures? This is your kind of quest! Quest for the Heartstone is a combined wilderness/dungeon adventure designed to be compatible with the Advanced Dungeons & Dragons Action Toys from LJN Toys, Ltd. and the Advanced Dungeons & Dragons Fantasy Adventure Figures from TSR, Inc. The adventure also includes complete maps, new monsters and players' illustrations. Will the heartstone be the key to peace in the kingdom? By her majesty's request... it's up to you to find out! TSR 9114