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Cover of Goblin Fever
Goblin Fever
AD&D
Levels 3–5
21 pages
0

A plague has struck Waen Fawr, leaving hundreds dead, the city lawless and in crisis. The plague seems to drive those affected to violent, manic behaviour and the city militia have their hands full. Smoke shrouds the city as buildings burn, bandits and looters roam the streets amid the chaos. This adventure comes with tiles to create a city map as the players explore. Tables of rumours and random encounters are provided, as well as detailed location-based encounters. Pgs. 28-48

Cover of Sharla's Zoo
Sharla's Zoo
AD&D
Levels 4–6
8 pages
0

A walk in the woods, a trip to the zoo, a day at the circus - harmless enough, right? Wrong, as players will discover when things are not as they appear to be. Included in I13 Adventure Pack I - https://www.adventurelookup.com/adventures/i13-adventure-pack-i TSR 9202

Cover of L1 The Secret of Bone Hill
L1 The Secret of Bone Hill
AD&D
Levels 2–4
28 pages
0

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

Cover of WGM1 Border Watch
WGM1 Border Watch
AD&D
Levels 1–3
38 pages
0

Greatwall is in peril - not from military forces of Iuz, but from lack of goods and supplies. Caravans from Willip have ceased thanks to increased dangers on the Willip Critwall Grabford Trail. As the key fort positioned to contain the Iuzian flood, Greatwall is a strategic necessity. Its failure would mean a major incursion along the border. Your characters are hired to escort a caravan from Greatwall to Willip; if its merchants are afraid to come to the fort, the fort will go to them. This should be simple, cut and dried guard job. Right? Of course not. There are many surprises in store for your little caravan, and your characters will need to keep their wits about them day and night in order to make it to the other end. Secret plans are afoot, conspiracies are brewing, and nothing is as it seems while on the Border Watch. This module uses information presented in the From the Ashes boxed set and the Iuz the Evil accessories. However, ownership of these two products is not necessary to play this module. TSR 9406

Cover of FP11 - Johan's Lost Vault
FP11 - Johan's Lost Vault
AD&D
Levels 7–10
35 pages
0

At one time the City of Tygos was a bustling metropolis located in the southeastern portion of the Plains of Dorack. Sitting in the shadow of the Dorack Mountains this city flourished as a trading metropolis. Decades ago the leaders of the city, the Serpentine Cultists, began a racially charged campaign against certain factions of the Plainsmen tribes. The resulting response of the Plainsmen was devastating to Tygos and the city was levelled for the most part and the water supply was poisoned. The city was also home to a group of adventurers called JOHAN and their fortress was said to contain powerful ancient magic that was never recovered. If these items can be located the resulting power can bring continued success to your party’s wealth and fame.

Cover of FT - Feastelburg
FT - Feastelburg
AD&D
Levels 1–6
20 pages
0

A moderate sized town perfect for adventurers to relax in and pick up extra supplies and lift a pint or two. This particuliar town is a focal point in several adventures in Filbar including FN6 - Sunken Temple of Bulu and F3 - Adventure in Skull Pass. A larger settlement than Xer, Feastelburg offers a variety of different shops for the well-heeled and 'healed' adventurer. As the Mayor of Feastelburg says "Oy, pull out a stool and drop a coin or two for something that suits your fancy"

Cover of Challenge of Champions
Challenge of Champions
AD&D
Levels 1–20
14 pages
0

Step right up ... You too can be a contestant on … Adventuring Gladiators? A set of challenges meant to test the resolve of the party. Pgs. 32-45

Cover of The Heart of the Jungle
The Heart of the Jungle
AD&D
Levels 5–8
34 pages
0

This adventure is part of TSR 9386 FRM1 - The Jungles of Chult Introduction: Lord Onovan of the Dales stumbled through the underbrush, his clothes in tatters, his body aching from a tenday in the jungle. The food was gone; the water, too. The last of the bearers had fled hours ago, leaving him nothing but the tunic on his hack and the sword in his hand. Through the lush curtain of vines and broad-leafed plants surrounding Onovan came the ominous sound of Batiri war drums. He glanced up at the thick canopy high overhead. The sun was going down. The goblins would be after him soon. The howling packs would trail him like bloodhounds through the jungle until the sun drove them into hiding again. Panic closed around his heart like a stone giants fist, crushing his dreams of escape. The goblins had killed Kadir Silveraxe and Ryn the Bold as if they'd been stripling warriors, not experienced sellswords. And if stout warriors like them were no match for the Batiri, what hope did a gentleman explorer like Onovan have? That grim thought flew from the explorers mind as he pushed through a tangle of saw-leafed vines. The creature lurking there in wait for him was huge, at least as tall as a two-story building. Splashes of browns and greens covered the beasts scaly hide, perfectly masking its bulk against the jungle. A dinosaur! Onovan noted in fearnumbed awe, just before the allosaurus snapped him in two with its powerful jaws and row after row of daggerlike teeth.

Cover of Mark of Amber
Mark of Amber
AD&D
Medium Level
64 pages
0

The PCs are singled out by happenstance as prophesied heroes who will find and return a great wizard to his family. Once brought back to the the family chateau, they are brought on as paid companions and free to explore the location as they wish. This is a large sandbox style adventure with several plots going on, including assassination, a wedding, false accusations of murder, and many machinations of the nobles to solidify or gain power. Whole this is going on the PCs are dropped into dream sequences where they learn more about the missing wizard and learn how and where to find and free him

Cover of RC7 - Bulwark of Adolphus The Rogue
RC7 - Bulwark of Adolphus The Rogue
AD&D
Levels 6–8
23 pages
0

The final installment of the three-part Rock Con ’17 convention is here! Can the heroes enter the stronghold of the brazen thief and recover the final tome? The challenge is high but the stakes are much higher for failure!

Cover of Blood On the Plow
Blood On the Plow
AD&D
Levels 4–6
3 pages
0

Beat your swords into plowshares. "Blood on the Plow" is an "interlude" adventure for a small party. It can be inserted into virtually any campaign world where agriculture is a common way of peasant life, at any time during the late summer months. A small side track adventure for adventures in the country side. A string of accidents have prevented a poor farming couple from harvesting their wheat crop. A party of adventurers could help bring in the crop with a week of hard labour. By the time they finish they'll discover the previous accidents were more than just bad luck. Pgs. 32-33 & 59

Cover of FN8 - Codic Keep
FN8 - Codic Keep
AD&D
Levels 4–7
15 pages
0

While the name Codic Keep used to have prestige associated with it in the past, it is now a crumbling fortress blasted years ago by a large tornado. Now the ruin sits next to a swamp and is pretty much left ignored. Recently word has reached Feastelburg that strange lights have been noticed near the keep and many have wondered if the wanted criminal relative has returned to reclaim the property. Wanted posters of “Si” Codic have been circulating for quite some time with a reward of 1500 gp for his capture. Who’s up for a swamp trip?

Cover of RA3 Touch of Death
RA3 Touch of Death
AD&D
Levels 3–5
32 pages
0

You find yourself in the burning wastelands of Har'Akir - where nothing is as it seems. The desert is a powerful foe, but in Har'Akir an ancient evil is awakening and the desert will be the least of your worries. As withered hands cast off ancient shrouds, little can save you from their touch of death. TSR 9338

Cover of Troll Bridge
Troll Bridge
AD&D
Levels 2–4
3 pages
0

A very big problem from a very small source. Pay the toll or feed the troll' seems pretty obvious. Too bad that it isn't. A tricky gnome has used illusions to fleece anyone crossing a bridge, posing as a fearsome troll. To direct more traffic across his bridge, he has also set fire to the Great Bridge downstream. The players find the Great Bridge burned and follow this detour. At the bridge, the players will fight with the illusory troll. After a few rounds, it flees back to the gnome's lair under the bridge, and the players will need to deal with a combination of the gnome and his traps if they investigate. Pgs. 22,23 & 69

Cover of In the Abyss
In the Abyss
AD&D
Levels 8–10
32 pages
0

Looking for a little extra jink and maybe some excitement? It seems the Doomguard lost track of their coveted ship of chaos. It's flying about the abyss, driving the local tanar'ri even more barmy than they already are. Several factions want to get their hands on the Doomguard's stake, so there's bound to be a few job offers for bloods looking for a little action. Every sod's got a tale to tell about the abyss—it's the sinkhole of the multiverse, after all, peopled with every kind of scum a body can imagine and a few he can't. Never been there? Well, there's no time like the present. *** "In the Abyss" is a Planescape adventure for a party of four to six characters of levels 8 to 10. A simple errand to salvage the lost ship of chaos allows the player characters their first opportunity to explore the most notorious plane of them all. Of course, complications are as inevitable as the tanar'ri! The Planescape Campaign Setting and Planes of Chaos boxed sets, as well as the Planescape Monstrous Compendium Appendix, are required to run this adventure. TSR 2605

Cover of ALQ3 A Dozen and One Adventures
ALQ3 A Dozen and One Adventures
AD&D
Levels 2–10
64 pages
0

High Adventure is Your Companion Throughout the Land of Fate! There is no escaping Fate in the world of Zakhara, home of caliphs and favored land of the genies. And the Fate of brave adventurers is to travel the wide realms, vanquishing the urnrighteous and protecting the meek. A Dozen and One Adventures leads the characters from bustling Muluk, City of Kings, to the mysterious citadel fo flame, and many points between. They may meet the king who never died, the fish-people of the Great Sea, and other wonders too amazing to mention. This adventuresourcebox contains a 64-page booklet of 13 adventures, a 32-page campaign guide describing Muluk, the northern lands, and several new magical items, a poster map of Muluk and Krakal-Niraan, six map cards, and four MC instert pages featuring NPCs. Recommended for use with the Arabian Adventures rulebook. Contains 13 adventures. TSR 9432

Cover of FD8 - Mask of Vexicon
FD8 - Mask of Vexicon
AD&D
Levels 3–6
20 pages
0

After checking local pawn shops and the library you have discovered information on an old Adurite noblewoman who possessed a magical mask. The woman had suffered a facial injury and commissioned a magical face shield to hide her wound. Having never heard of the item you believe it is probably in the ruins near Ugus Horrus where she lived. With no other leads at the moment you gear up and decide to embark on the search for this item!

Cover of Lady of the Lake
Lady of the Lake
AD&D
Level 1
8 pages
0

Who is the dying woman? Where is the lake that can save her? Even ladies in distress aren't all that they seem. Ideally, there should be at least a cleric, a magic-user, and a ranger in the party. Pgs. 11-18

Cover of For a Lady's Honor
For a Lady's Honor
AD&D
Levels 4–7
9 pages
0

When the Guildmaster speaks, everybody listens. When the going gets tough, the thieves get going. For 3-6 thieves. Pgs. 9-16 & 34

Cover of Nemesis
Nemesis
AD&D
Levels 9–12
27 pages
0

A Planescape adventure for 4-7 PCs of levels 9-12 (about 60 total levels). While the module begins in the planar city of Sigil, most of the action takes place in Vudra, a layer of the Abyss. The PCs start in Sigil, tasked to find a vanished brother, and the trail leads to Vudra where the layers demonic ruler gathers magical blades for a terrible vengeance plot. Pgs. 32-58