"The adventure begins shortly after the PCs arrive in the village of Whitebirch, located just one mile outside Bunglewood, a thick forest. Unless the adventurers prefer to camp by the side of the road, the only rooms in town are available at The Swanmay's Song, a local inn. Shortly after nightfall, a wounded traveler staggers into the inn." -- from the module. Includes overland map, ambush site map, and cave system map.
This adventure is designed for use with the Advanced Dungeons & Dragons game and the AD&D Battlesystem Fantasy Combat supplement. It cannot be played without these games This is the first Battlesystem supermodule. The tiny village of bloodstone pass s menaced by an army of thousands of brigands - orcs, goblins, giants, and human renegades led by a powerful assassin. Outnumbered and helpless, the villagers must pay tribute in gold, food...slaves. Two villagers have traveled far to find aid for their people. They have turned to you, brave and powerful adventurers, as their only hope they cannot afford to pay more than a few silver pieces a day, but their need is great. You are invited to save the people of Bloodstone Pass. Can you organize a defense, train and equip the peasants, recruit allies, gather intelligence?and win the war? Bloodstone Pass is an exciting good aligned, high-level (15+) adventure that combines role-playing with the thrill of mass combat. TSR 9122
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
This beginning level adventure pits your PC party against humanoid thugs who have found a nice niche in a narrow pass headed to HAVENDALE. Adorning the pass is a rock formation that appears to be a large skull thereby giving its name to the pass. These humanoids are led by a large Ogre named Roark. The mayor of Feastelburg has placed a bounty on the head of Roark and his evil minions. Is your party strong enough to rid the area of this menace?
A bizarre puppet master pulls the strings in this introductory RAVENLOFT® adventure for lower level characters. "Beware what you wish, for it might come true" is an old Vistani saying. In the small town of Odiare, a toymarker has wished a puppet to life--only this puppet is not a friendly, playful toy. It is a thing of evil, bent upon killing all the adults of Odiare. When the player characters are trapped within this town, Maligno the puppet and his animated toys begin to hunt them down. The PCs' only chance for escape is to defeat the mad marionette.
Ratmen of the Dead Oak is a companion adventure made to go along with the events unfolding in Folio #8 (DF1 The Patina Court). It contains the information needed to run a side advenute during the events of The Hidden Valoria Campaign. You haven't truly been inducted into the culture of Valoria unless you've had dealings ith the mysterious Ratmen. Now, a problme has emerged from an infamous tree in the Patina and only the characters have the unique skills required to deal with it both diplomatically and martially. This adventure is formatted to both 1E & 5E gaming rules.
A search for the ghostly dragon of the Deadwaters. The sage's deal is simple: The more you learn about the dragon, the richer you get. In this adventure, the bard Rondelle offers players rewards for learning all they can about a mysterious dragon that has been sighted in the area. Pgs. 22-38
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
After the last adventure you are now on a quest to find a warm bed and good food. Passing travelers have pointed out that you are quite close to the Thorp of Marstan, a small settlement in the area under the control of the Earl of Sakov. His troops are well known for their horsemanship skills and after all your walking perhaps you may find proper mounts! What the party will find is a community fearful from recent humanoid attacks but with the passing of a guard unit they have hope….except the guard unit hasn’t been heard from since.
Time is running out for the members of the Ivory Scimitar as they strive to overcome the latest challenges of the Infernal Machine and Mithelvarn's Labyrinth. With the discovery of a secret entrance into the 5th level of the dungeon, the party must now enter uncharted waters with an entirely new type of environment and monstrous threats. Can they withstand these new creation of the Machine, and will they finally breach the 6th seal and gain entry into the last level of the legendary dungeon and save all of Roslof Keep? This adventure is formatted to both 1E & 5E gaming rules. Also available in PDF.
For thousands of years a great and terrible secret has lain hidden in the depths of the Sea of Silt. In the heart of this vast dust basin, an endless storm of ash and shrieking wind guards the deadliest concentration of evil and power found on the dying world of Athas - The Valley of Dust and Fire Valley of Dust and Fire more than doubles the known portions of the world of Athas. Intrepid explorers will discover new wonders and perils within the deadly Sea of Silt, from the beautiful island of Shault to the savage Mountains of the Sun. New rules for traveling the dust basin and surviving its many dangers are included. With luck and determination, a skillful and well-prepared party just might pass through the Great Ash Storm and enter the Valley of Silt and Fire. But this realm of shattered badlands and awful monsters is so deadly that only one man has ever reached the valley and returned to tell the tale. TSR 2413
Two common elements mixed together create deadly peril. The last dungeon that many heroes will ever see. This dungeon crawl was based on the original S1 Tomb of Horrors. This is not an adventure for neophyte adventurers. Many traps, puzzles, and monsters exist to kill the party. However, the treasure of the mud sorcerers may be too tempting to pass by! Pgs. 50-70
The player characters are contracted to go on an expedition to discover the fate of a long-lost tribe of Elves (the followers of King Thiondar). This is a lengthy adventure across several locations. Roleplaying is stressed, as some encounters will be very deadly if resolved through combat.
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!
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
A little village with a turtle-shelled problem. An unusual visitor who likes villagers - medium rare. The Kappa ofPachee Bridge is an AD&D® game Oriental Adventures module. Whether a group of religious pilgrims or a samurai with, bushi attendants, any strangers passing through Pachee are stopped by the frantic rice farmers, pleading for aid. This encounter is designed to fit into any Oriental campaign and draws upon Japanese folk legends about the nature of lake kappa, considered here to be a subspecies of common kappa (Oriental Adventures, page 124). The village of Pachee is a remote and usually quiet spot where travelers rarely pause, a collection of 35 rice farmers and their extended families, with fishermen, hunters, and herdsmen, a smith, two carpenters, and a potter. It is named for Pachee-ko, a deep, stream-fed lake west of the village. The waters of Pachee-ko irrigate all the rice paddies and yield the fish that feed the townspeople. Pgs. 28-32
"The end times approach. To everything there is a season. Every campaign has to come to an end sometime, so why not go out with a bang? The Apocalypse Stone is an epic adventure to challenge high-level characters, but beware, it will destroy your world. This adventure has it all: gods and devils, plague and pestilence, rains of fire, and world-shattering conflicts. Here is an opportunity for PCs to display undreamt-of heroism. . . or fall to ultimate defeat. The Apocalypse Stone is a tool for Dungeon Masters to present extremely challenging encounters for high-level parties, to wrap up a long-running campaign. . .or both. This adventure is a literal universe-ender. Past a certain point in the campaign, there is nothing the players can do. The world *will* end.
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.
The adventure begins one moonlit night, when PCs are walking in the vast moors south of the city. The Darker the Knight, the more ghosts will walk...
Watch your step. Out-of-this-world adventure. An odd box falls by a watch tower and its up to the party to discover what it is and why its here. Pgs. 22-29