Brambletoe Hall has ever been deep, warm and filled with mirth. Here, the good mayor Willie Brambletoe has long presided over a board of warm mutton, fresh apples, berries, peaches and the like, as well as wondrous breads, warm butter and cool drink. Mayor Willie invites all, inviting may various and sundry folks to sit and eat with him, or to gather about his great hall and make merry, pass the time and exchange news of distant happenings in exotic lands. But something has changed in that noble Halfling's Halls and a Shadow of Evil has taken up abode there. Not many days past, in those deep hours before the dawn, the sounds of merriment changed to cries of despair. A haunting came to the Good man's home and left an air filled with the noise of terror and a foul odor of unrepentant evil. Abandoned now, a shadow has hung over the hall ever since. Foul play or murder, none knew. But the Shadow of Fear has spread, stalking the environs of Newbriar. And the locals now say Newbriar has come at last to know the shallow welcome of the other world. In fear, the folk of Newbriar have called for aid, sending riders forth to find courageous heroes willing to rid the town and its sufferages of the terror of the Shadows of the Halfling Hall.
The sewers beneath Mulmaster have always been dangerous, with countless stories of brigands, murderers, and worse that lurk beneath the streets of the City of Danger. But those stories pale in comparison to a new threat under Mulmaster, one brought to light by a strange and disturbing corpse recently found. It is up to you to learn the terrifying truth of what lurks below.
"When the adventurers decide to help a man who has lost his memory, little do they realize he’s Gethirah Kugothan, the notorious anti-paladin! Can the man they know as “Michael” leave his evil past behind and become a champion of good? The answer lies in Gethirah’s former stronghold, a magnificent castle perched atop a waterfall." - Christopher Perkins From the magazine: "The Forgotten Man" is an AD&D adventure designed for 4-5 PCs of levels 6-8 (about 35 total levels)... This adventure focuses on Gethirah Kugothan (also known as Michael), a formerly evil man whose memory has since taken up residence in a church of the god of rebirth and renewal. The premise of the adventure hinges on the possibility that such a man can be turned from the path of evil and become good. The main goal of the PCs is to keep Gethirah from becoming the man he used to be.
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
Chapter 2: The Sinister Secret of Saltmarsh In this version of the adventure, the characters find navigational charts and logs aboard the Sea Ghost that implicate its crew as slavers. Ned Shakeshaft is a Scarlet Brotherhood agent. He makes an attempt to foil the characters, but his true intent is to surrender and implicate Gellan Primewater as a key villain. The distraction afforded by the lizardfolk and the looming sahuagin threat gives the Scarlet Brotherhood the opportunity to bring more agents into town. posing as mercenaries brought in by Anders to protect the town. If Gellan can be removed from the council, Solmor might ask one of the characters to take his place.
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
The PCs begin in the port city of Luskan, where they're hired on by a caravaning merchant to perform guard duty for the long, dangerous journey over the Spine of the World Mountains. If the heroes do well, they reach the small town of Targos, where they hear rumors of a dead mage's lost tower out on the tundra. In order to find it, the PCs must overcome numerous obstacles but may find allies in the peoples of the Ten-Towns region, including a barbarian prince, a sly halfling, and a unique ranger. Not all is as it seems, though, nor can all smiling faces be trusted. Can the PCs separate the truth from the lies, locate the Accursed Tower, determine all its secrets, and survive?
A mad necromancer imprisoned in a sanitarium has died. Now he has come back as a powerful undead wizard. His lunacy was only increased by his death and he has turned all the other inmates into his undead servants. Now the sanitarium is under his control. A traveling group of adventures must put a stop to the necromancer before his evil madness spreads.
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
Join the adventure in the free city of Taux! Written as a narrative piece to help incorporate game play into the shared world anthology series Tales of the Emerald Serpent, this adventure for semi-experienced characters will put you on the run from the most powerful and notorious family in Taux. Can the characters write their own story and join the legends of Black Gate with the help of iconic personas made famous in Tales of the Emerald Serpent and A Knight in the Silk Purse. This adventure is formatted to both 1E & 5E gaming rules. Also available in PDF.
Restore an Abandoned Temple Enter the catacombs near the desecrated Temple of Muir, Goddess of Paladins, and search for the lost tomb of Abysthor. Will your party be able to cleanse the evil that now inhabits these once-sacred halls, and recover the Stone of Tircople? Can your characters survive the traps of an undead sorcerer? Will your players discover the chamber of Living Rock and the secret power it holds? Adventure awaits! Gold and Glory! A fantasy adventure published for the D20 system, The Tomb of Abysthor is the first module in Necromancer Games Dungeon series and can be played as a stand-alone story or in conjunction with The Crucible of Freya and the forthcoming city supplement Bards Gate. What secrets lie hidden in the tomb of Abysthor?
The Black Rose Inn has a spectral resident prowling its halls and a cultish secret under its floorboards. Can the characters delve beneath the Black Rose and bring closure to a decades-old tragedy? Beneath The Black Rose is a haunting horror adventure for 6th-level characters. It's a one-shot that takes about 3-5 hours to complete and includes: -A ghostly mystery and a murderous cult -Two new monsters to bedevil your players -Combat cards for each monster, PC, and special treasure -High-quality digital maps for use with virtual table tops
Far above the village of Barovia sits Castle Ravenloft, the home and fortress of vampire lord Strahd Von Zarovich. Legends claim that Strahd flies with the bats and runs with the wolves to terrorize the countryside. Ancient tales also tell of dungeons and catacombs deep under the castle. Other stories recall the great halls, treasures, and glory of Ravenloft in centuries past. "House of Strahd" is a revision of the classic gothic horror tale I6: Ravenloft, one of the most popular adventures ever produced for the AD&D game. This version is updated for the AD&D 2nd Edition rules, and those from the Ravenloft campaign set. Count Strahd is now more powerful, and his castle is even more terrifying! TSR 9418
A hunt for a missing key leads the heroes from the streets of the city of Greyhawk to the Tomb of Blood Everflowing in the treacherous Cairn Hills. Pgs. 18-20, 22 & 24-39
A whispered voice calls from a coffin bound in chains, urging the heroes into the depths of the Shudder Mountains, a place rife with superstition and forlorn secrets. In the shadowy, pine-grown valleys of the Deep Hollows lurk mysteries of a bygone age and a new evil emerging from the ruins of the past. The adventurers must plumb the mountains’ secluded reaches to root out this rising terror before its power comes to fruition. Standing in their path are cackling witches, subtle devils, lingering spirits, and a foul thing that moves in the night. Can the heroes appease that which lies within the Chained Coffin and thwart the dawn of a new and terrible age?
The Mummy's Mask Adventure Path begins with "The Half-Dead City," an exciting new adventure in the pyramid-laden realm of Osirion, Land of Pharaohs! In the city of Wati, the church of Pharasma holds a lottery allowing explorers to delve the tombs of the city's vast necropolis in search of the nation's lost glories. In the course of investigating dusty tombs and fighting their ancient guardians and devious traps, the heroes encounter a group of rival adventurers intent on keeping one tomb's treasures for themselves. At the same time, the heroes learn that a dangerous artifact has been stolen from the tomb. Can the adventurers defeat their rivals, or will they fall to the undead defenders of the city's necropolis?
As the cream of your crop, your party has been selected to act as diplomats on the Isle of Dawn at a historic meeting between Thyatis and Alphatia, timeless rivals. This could herald the dawning of an age of peace, unknown in the area for years past. However, things are not progressing s smoothly as planned. The powers of Entropy, headed by Alphaks, are out to ensure that this peace treaty is not finalized. Two of the diplomats are kidnaped - and you are framed! It's up to you to prove your innocence. This involves traveling to other dimensions, meeting vampiric spirits, and playing deadly games with the Night Spider. Ultimately, you must find and restore the Peaceful Periapt of Pax to its rightful place. Let the games begin. The events of Talons of Night may be played as a sequel to module M3, The Vengeance of Alphaks, or separately. The D&D Master Set Rules are necessary to run this game. TSR 9214
Six short adventures to supplement your exploration of the jungles of Chult! These six fun adventures feature interesting challenges highlighting the dangers of the jungle. Each scenario is easy to drop into Tomb of Annihilation or any wilderness campaign. Includes the following adventures: Tavern Trouble - With a mysterious curse upon your guide, escaping lizards, and foes who have come to settle debts, your jungle trek gets interesting before you even leave the tavern! If Looks Could Kill - Crossing paths with a merchant prince's expedition can be very lucrative. The expedition members' agendas present interesting choices, as do the dangerous denizens of the swamp. Ambush from Above - Grung acrobats? With a team mascot? What is going on here? Mystic River - Traveling downriver suddenly comes alive with dangerous white water, carnivorous plants, a brontosaurus' tail... and an unusual spectator! Mudslide - It's been raining for days, and that rumble isn't a dinosaur! Run for your lives, and watch the creatures in the mud! Beautiful Plumage - Ancient ruins are now home to beautiful but dangerous singers. A batiri queen demands revenge and her tribe's totem awakens! Perfect for DMs running Tomb of Annihilation: Each adventure fully supports levels 1-10 Ready to run fun, with maps, art, and complete monster statistics Is traveling through the jungle getting dull? Drop in one of these innovative encounters providing interesting roleplay and combat experiences! Party unsure of where to head next? Each scenario provides links both to other Jungle Trek adventures and to Tomb of Annihilation plot points. Provides hours of play!
Death Is in the Cards The remnants of the Ebon Fold are cutting a deadly path through the Falkovian countryside, draining travelers of their life force and leaving withered corpses in their wake. Hot on their trail you come across the sole survivor of one of these deadly attacks, a young vistani man with an extraordinary skill for fortune-telling. His tarokka deck helps close the gap between you and the assassins. Together you follow the trail through Darkon, the dark domain of the lich lord Azalin, to the city of Nartok. With an Unholy Alliance... Something very strange is happening in Nortok. The killers enter the Temple of the Eternal Order and don't come out. It seems that the state of religion of Darkon is giving succor to these assassins. To make matters more confusing, the Kargat, the domain's secret police, has put aside its feud with the Eternal Order and has a large contingent staying at the temple as well. These three organizations working together bodes ill for the residents of Nartok. ... And Schemes Within Infernal Schemes Great amounts of life energy are being collected for some foul purpose, although no one seems to know what exactly it is. The tarokka cards provide only mysterious glimpses of the future - a future in which a powerful evil sweeps the land and Death walks the world. Can you discover the truth of what is happening in the temple in time to avert the disaster predicted by the cards? Death Ascendant is a full-length adventure that can be run as a stand-alone scenario or as the second part in the Grim Harvest series. It contains a 64-page adventure booklet plus a full-color poster map detailing the Temple of the Eternal Order. TSR 9526
Different worlds have different laws. But everywhere you go, you're going to find people who bend and break those laws and turn a healthy profit doing it. Whether sailing the high seas or the Flow, they are called pirates. It's these pirates that you've been hired to hunt. With letters of marque in your mapcase, your job is to track down and capture, alive or dead, some of the most dangerous characters in the known( and unknown) spheres. Of course, not everyone in space is a pirate. You'll also meet Torgan Betz (a man famous for bending the laws, rarely breaking them), Tiktitik, the Thri-kreen crusader, " Thought Taker," the illithid, and the feared Drow commander Teela Darkcloud. Even so they all have their personal agendas, and it's often hard to tell enemies from friends. TSR 9286