An exclusive party at an illustrious antiquities museum. A missing benefactor and host who turns up dead. A missing mummy, the crown jewel of a new exhibit, and a hardboiled detective trying to make sense of it all. And a party of adventurers caught right in the middle! Welcome to the Lucaryen Museum of Antiquities, enjoy your visit. We recommend for your safety not to wander the halls at night; some of our exhibits have a habit of coming alive and attacking the unwary. Not to mention other guests who may have something damming to hide, and a loose set of morals. Don’t worry - I’m sure you’ll be fine! In this pulp thriller mystery one-shot, your players will be thrust into the role of Occult Detectives, investigating the murder of the museum’s namesake and searching the premises by night to uncover clues and the whereabouts of a missing mummy. Inspired by films such as Night at the Museum, The Mummy, and classic ‘Whodunnit’ murder mystery tales, your players are sure to have a killer time! Featuring: 15 pages of content, comprising 4-8 hours of play A full-scale, two story museum for your players to explore Shady NPC suspects and unlikely allies, complete with unique stat blocks Myriad potential encounters and one epic final Boss Fight, with 46 unique creatures from the Monster Manual, Volo’s Guide to Monsters, and Mordenkainen’s Tome of Foes Helpful tips for newer DMs
A town in Falkovnia finds itself stuck in a time loop that repeats the final hour before it is overtaken by a legion of undead. Only the PCs and a mysterious crone are able to remember the events of each cycle. The heroes must find a way to prevent the destruction of the town and stop the cycle of death!
For 1000 years, the Pyramid of Amun-re has lain undisturbed. Now the ghost of the once-great Pharaoh pleads with adventurers to venture into his tomb, foil the devious traps within, and free his soul. A classic dungeon crawl, with mazes and quality lore. No one has ever returned from the tomb of Amun-re: his Star Gem must still lie unclaimed! You will need all your cunning, imagination, strength and magic -- just to survive! TSR 9052
Captain Brunswick’s Manor is a dark, dream-infused adventure where players unravel the mysteries of a haunted noble estate. As they navigate twisted corridors, confront eerie foes like the Dreamborne Wyvern and Auntie Sol, and face mind-bending trials in a nightmare-filled dream realm, the party must find a way to free Captain Brunswick and his daughter from their cursed slumber. With multiple routes through the manor and unique magical rewards, this adventure offers both intense combat and chilling roleplay. Boss Fights: Engage in memorable battles against Captain Brunswick, the Dreamborne Wyvern, and the malevolent Auntie Sol. Puzzle Encounters: Solve challenging trials that mix dream and reality, testing both wit and strength. Legendary Weapon: Unlock Tulva, the Tide Bringer, a powerful magic weapon that evolves with its wielder.
Special Basic/Expert Transition Module Barely one day's march from Kelven, the uncharted tracts of the Dymrak forest conceal horrors enough to freeze the blood of civilized folk. Those who have ventured there tell how death comes quick to the unwary - for the woods at night are far worse than any dungeon. But you are adventurers, veterans of many battles, and the call of the wild is strong. Will you answer the call, or are you afraid of the dark terrors of the night? The campaign adventure is for characters just beginning Expert play (levels 2-4) and hurls them into the exciting outdoor world which awaits in the Expert rulebook. With a 64 page booklet, 2 double-panel covers, a double-sided, fold-out mapsheet and 120 die-cut counters, this super module provides all you need for epic wilderness and dungeon adventuring. Journey across the Grand Duchy of Karameikos in a desperate race against time and the forces of evil. This adventure is for use with the Dungeons & Dragons Expert Set, which continues and expands the D&D Basic Rules. This adventure cannot be played without the D&D Basic and Expert rules produced by TSR inc. TSR 9149
An unusual pirate outpost on a small island is causing big trouble for the residents of coastal towns in more ways than one. A Minotaur clan have recruited outlaws and formed an alliance with Sahuagin in order to establish a pirate outpost on a formerly abandoned island and have begun raiding up and down the coast...
The players are tasked by a mysterious Wizard's servant quest to recover the two gems of the Twofold Talisman: the Heart of Light and the Ebon Stone. The quest for the Heart of Light takes the adventurers to the Wizard's own mansion. Pgs. 43-54
In the Yatil Mountains south of Perrenland there is rumored to be a magical hoard of unsurpassed value, a treasure of such fame that scores of adventurers have perished in search of it. Find the perilous Lost Caverns of Tsojanth and you may gain the hidden wealth of the long-dead arch-mage-- if you live. Module S4, this contains a brief wilderness journey to the caverns, but the bulk is underground. The caverns are noted as a previous lair of the Arch-mage Iggwilv- though she is long gone, her Demonomicon remains. This module marks the first appearance of several monsters and items that would later appear in the Monster Manual 2 and Unearthed Arcana. A labyrinth features in the caves. TSR 9061
In the city of Waterdeep rests a tavern called the Yawning Portal, named after the gaping pit in its common room. At the bottom of this crumbling shaft is a labyrinthine dungeon shunned by all but the most daring adventurers. Known as Undermountain, this dungeon is the domain of the mad wizard Halaster Blackcloak. Long has the Mad Mage dwelt in these forlorn depths, seeding his lair with monsters, traps, and mysteries—to what end is a constant source of speculation and concern. This adventure picks up where Waterdeep: Dragon Heist leaves off, taking characters of 5th level or higher all the way to 20th level should they explore the entirety of Halaster’s home. Twenty-three levels of Undermountain are detailed herein, along with the subterranean refuge of Skullport. Treasures and secrets abound, but tread with care!
Dracula, the Lord of Shadow and Darkness, has covered the land in shadow and dispatched armies of monsters and undead from his magical castle. His armies threaten to overrun major cities and plunge the world into a literal Dark Age. The last of the vampire-hunting clan that traditionally opposed him has disappeared, and still the armies advance. He must be stopped. If that's not enough motivation, it is well-known that his castle is full of magical items and great riches... but also great danger. If you've ever wanted D&D and Castlevania to meet, look no further. This adventure is exactly what you wanted. Every area of the castle poses different and unique challenges to keep the party engaged and on their toes. Written for the DM as a ready-to-run adventure, it is designed for four to six characters. The adventure starts at level 3 at the outer defenses of the castle, and ends with the party advancing to level 13 after defeating Dracula in an epic battle. The adventure includes documentation to help even a new DM succed, including suggestions for how to run each of the area "boss" monsters in combat. There are approximately 50 new enemies and over 3 dozen new magical items. It also comes with a list of suggested music for many areas of the castle, and a 25-page campaign log recounting an actual tabletop play-through of this adventure from the DM's perspective.
The Iron Route, an important trade road east of Phlan, is beset by competing bandits. An exiled Black Fist officer leads his band of mercenaries turned cloaked ruffians, while a mysterious dragonborn sorcerer commands screaming savages from the north. In this war over the trade route, the beleaguered merchants are the victims, and Phlan suffers from a lack of supplies. It’s up to adventurers to strike out and reopen this vital route.
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
"Between a Dragon and His Wrath" is an adventure for a well-balanced party set in the lands of Nordmarr. Although the adventure is best set a generation after the War of the Lance, the DM should have little trouble placing it in other times in Ansalon's history.
Gray Mountain lies deep in the lush elven forest. The temple there was a haven of meditation and learning - until taken over by an evil cleric known as the Rahib. Far under the mountain, he paces before the temple's great altar. A brown-robed servant rushes in and falls to his knees, trembling at the sight of the Rahib's black panther. "Rahib, adventurers came to the village as the sun rose - the strangers now protect Rahasia." A scowl crosses the Rahib's face. "I must have Rahasia! Attack again tonight." As the servant scurries away, a deep growl rises from the giant cat. Gripping the panther's leash, the Rahib paces again, speaking out loud. "We must dispose of these strangers quickly; the secret beneath the temple will not wait much longer." Note: the setting is unspecified, but certain tie-ins, like the wines, prefigure Ravenloft. See: https://twitter.com/chrisperkinsdnd/status/703751906703749120 TSR #9115
In this adventure, the PCs discover that not all souls rest easy, particularly those spirited away to Nightwyrm Fortress. To learn the truth, players must pierce death's veil itself and enter the Shadowfell, where sinister echoes of life wing through eternal gloom. This adventure can be run as a stand-alone adventure or as Part Three of a three-part series of adventures (starting with P1 King of the Trollhaunt Warrens(TM) and P2 Demon Queen's Enclave(TM)) that spans 10 levels of gameplay.
The country of Rhyl has been beset nearly every night for many years by a large, terrible creature that flies out from the mountains near the city of Asereht. Nearly a year ago the creature broke through the wall of King Namreh’s castle and carried off the king’s son, Prince Laechim, along with a large amount of the royal treasure. After the creature’s raid on the castle, King Namreh ordered his army to search the mountains and discover Astylis’ complex. The soldiers made two forays into the mountain wilderness, but each time were harassed and eventually driven back by goblin raiders. Since the failure of the second assault, the king has taken to commissioning small parties of mercenaries and adventurers, sending them into the mountains with promises of great reward upon the completion of the rescue mission. For reasons which the king has never found out, none of these rescue parties has ever returned to Asereht. Your party is now attempting to be the first. Pgs. 37-44
Built into what was thought to be an inactive volcano, the Halls of Beoll-Dur were created as an isolated training ground for dwarven clerics. However, upon their mountain shaking itself awake the dwarves discovered that they shared the mountain with something far more sinister. Few escaped to tell of the massacre as an horde of salamanders rising from the fiery depths, claiming the halls for their king. Now the temple sits desecrated, waiting for the day that hero's will purify it of the evils within. Pgs. M1-M16
Lots of stronghold assaults and shipboard travel/encounters in this one. This adventure's deep political basis might be seen as an introduction for the domain-focused adventures of Companion-level play. This adventure is for use with the Dungeons & Dragons Basic, Expert, and Companion Rules, and includes the intrigue of engaging with nobility's lands and agendas. Intro: All is not well in the kingdom of Vestland. Not only is the king dead and the holy Sonora Crown missing, but the heir to the kingdom was lost at birth and no on knows where to find him. As if this wasn't bad enough, the forces of the Ethengar Khanate, never on the best of terms with Vestland, are now massing on the borders, hoping to take advantage of Vestland's plight. To complete the rosy picture, traitors from within also threaten to speed the downfall of the High Kingdom. Sounds like a job for you. You must find the long-lost heir to the kingdom and recover the Sonora Crown, the mystical device without which a king cannot be crowned. Standing in your way are traitors and spies from within and invaders from without the kingdom of Vestland. Time is running out! Can you save Vestland from disaster? TSR 9218
A new megadungeon from Three Castles Award Winner (2018) and Barrowmaze author Dr. Greg Gillespie! HighFell: The Drifting Dungeon is a 246-page classic megadungeon for use with any old school fantasy role-playing games/clone. The pages of HighFell are crammed full with new material, maps, and art, including a colour cover by Ex-TSR artist Erol Otus (that matches Barrowmaze Complete and The Forbidden Caverns of Archaia as sister-books). HighFell: The Drifting Dungeon will keep your players on their toes and your campaign going strong for years. HighFell is brought to you by the Old School Renaissance (so don’t forget your 10’ pole).
Stonehell Dungeon: Into the Heart of Hell is the long-awaited sequel to Stonehell Dungeon: Down Night-Haunted Halls. This book contains the final levels of the megadungeon, revealing its most terrifying secrets. It contains almost 600 dungeon rooms for the players to explore, more than 70 unique monsters to challenge them, and 13 new magical items to mystify them. Stonehell Dungeon is a classic-style megadungeon intended for use with the Labyrinth Lord™ role-playing game, but adaptable to early versions of the original fantasy role-playing game and its retro-clones. It gives the game master the necessary information to run the dungeon, while offering enormous opportunities to customize the site. Published by Three-Headed Monster Games.