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.
A "simple errand" is never what it seems. It's a wizard's privilege - and curse - to change his mind. Pgs. 3-7
The PCs answer a call for heroes by the Church of Traladara, asking for help in finding an ancient relic- the Shield of Halav. This is located in a lost temple, and the PCs must locate this temple, and brave its dangers to recover the shield before two competing teams from other churches find it first. Part one involves setting up the adventure, doing research, following clues, and discovering the site of the lost temple. Part two; once the site is known (ruins under a modern town) the heroes must travel there and find the entrance. Part three is braving the lost temple, filled with traps, puzzles, and other dangers, to find the missing shield, and then culminating in a climatic showdown with the completing teams.
For those seeking high level adventure in the dead lands of the Adurite Empire the trail leads through Qualtorian’s Gap. This area was once a breadbasket of agricultural success that fed a great deal of the empire. Qualtorian, a retired general, knew that the best friend to an army was its filled stomach. After leaving the military he set to creating vast wheat fields and arbors for food and drink needs. Decades after his death and the fall of the empire this land is teaming with humanoids and other creatures to challenge your PCs!
This AD&D scenario is designed to be a humorous departure from regular adventuring. The "heroes" are a fellowship of monsters on a quest to recover a magical item for an orc chieftain whom they have displeased. Having lost the map given to them, they must gain entry to a frontier outpost - probably by sneaking through sewers - and recover the map from a locked safe in the commanders quarters. Once they again have the map, the monsters must travel overland to an abandoned elven witches' temple on the shore of a mountain lake, where they will find the object of their quest. Pgs. 23-32
"Come on," they said, "It won't be so tough, just stopping a slavery ring," they said. "I don't know," you said. "Those slaves aren't even entirely human! How do we know they won't try to kill us?" But you went, and now you're having second thoughts. There were the thieves in the lost crypts of Empyrea, raising hundreds of - no, that's too disturbing to think about. There were the three daughters who - no, that's too painful to remember. Now there's this Egg of the Phoenix. What does that have to do with anything? This was supposed to be a cut-and-dried stop-the-slavers job. Who said anything about retrieving lost artifacts? Trudging through forests, traipsing through castles, trotting throug dungeons, traveling through other planes: this has turned into more than your run-of-the-mill adventure. The compensation had better be worth it! Provided, of course, you're around at the end to collect your share. TSR 9201
This setting was used in the FN series and like the others in the FA series, it was used as an area for multiple adventure opportunities as well as a semi-safe haven. The main community in the area is the Village of Tomore. This community is offered as a free download! With a multitude of side adventures this area helps mid-level adventurers increase their experience point base. Close to this area is the previously published Sunken Temple of Bulu and the Ruins of Tarlac Keep.
While the PCs continue the quest for the missing pages of the Codex of Gamber Dauch they find the lands of Count Elam. The ruler has recently been informed of an agricultural problem with a herd of Anhkheg tearing up the lush farmland. Further investigation will uncover darker secrets in the area, and those involving Drow and Derro!
In the bitter cold of a land mired in eternal winter, hunters take the shape of wolves to better kill their prey. They stalk the snow-filled forests on paws of deadly silence. Powerful and swift, these evil shapechangers roam the land at will, murdering those who oppose them and plundering the weak. At the head of this pack paces the great Black Wolf of the Wood. Is this murderous beast the underling of Gregor Zolnik, the boyar who rules this waste? Seeking to extend his conquests by any means he can, Gregor has cowed the land of Vorostokov by relying on ruthless strength and savagery. Are your player characters clever enough to survive against villains who are stronger, faster, and fiercer than any they've ever encountered? The Black Wolf awaits your answer in the biting cold.... TSR 9419
The Mists of Ravenloft lead to G'Henna, land of famine and zealous devotion to Yagno Petrovna, high priest of the Beast-God, Zhakata. In the cities of G'Hanna, worshipers starve themselves to prove their faith; in the Outlands, twisted mongrelmen struggle to survive in a land of unforgiving windstorms and bleak plains. No domain in the Demiplane of Dread has been in greater need of change?and the subtle agents of the Circle of Darkness wish for nothing less than the overthrow their oppressive leader and create a new order lead by Zhakata himself. They should be careful what they wish for. Circle of Darkness is a dangerous adventure for heroes willing to face not only the Dark Lord of G'Henna, but also the greater evil which threatens to overcome him. The fate of an entire domain is in the heroes' hands! For 4 to 6 characters of levels 5 to 7. TSR 9493
The three of you are a group of adventurous wanderers. You have journeyed to a far-off land in search of the fabled ROCK OF AGES, a mighty artifact which is rumored to confer everlasting youth, strength and health to its possessor. You have determined that it is somewhere in this vast land, but the legends place it in at least a dozen different places. The Second Official AD&D Masters Tournament. Pregenerated characters are referenced, but not provided. There are several original monster in here with bare-bones statics (AC, hp, Attacks, and Damage)
The giants are only a half-mile away - straight up. Giants and humanoids that sail down from the heavens? Where could they be coming from? No base town or general area map has been provided, as this adventure can take place anywhere and can be easily integrated into any existing campaign.The DM should make sure that the town in which the PCs start is large enough to provide most anticipated supplies, spells, and services. This module is not a simple hack·and slay expedition. It also involves diplomacy and wit; if the PCs attack everything in sight, they may be destroyed. But the adventure is not entirely negotiation, for it has a good share of hearty dungeon exploration as well. Pgs. 4-23
The legacy of Dr. Frankenstein lives on as the handiwork of a rash young scientist responds in an unexpected manner. An angry lover and an evil monster. The party must stop this monster before he kills the young lovers.
The battle between the mighty undead army of the Witch-King of Vaasa and the forces of Bloodstone has come to a standstill. As long as the source of the Witch-King's power is at work, his evil forces will never be defeated! As the rulers of Bloodstone Pass, it is up to you to find and destroy the sources of Vaasa's power. All you have to do is journey to the Abyss, confront the mightiest demon of all, steal the Wand of Orcus, and take it to the Seven Heavens to be destroyed. The Throne of Bloodstone is the fourth and final installment in a series of modules specially designed for high-level characters. While it is not necessary to have played any of the three previous modules, The Throne of Bloodstone is the climax of an epic struggle for a kingdom against the forces of darkest evil. Recommended for characters of levels 18-100, The Throne of Bloodstone is the highest-level adventure ever published by TSR! TSR 9228
If you but have the will Sonja, you may use your strength to make the world your home. You may become a wanderer, the equal of any man or woman you meet. (The Ring of Ikribu) Red Sonja #1 Steel met steel as Sonja slashed wildly before her. Sparks flew into the air; the mercenary's sword flew to the ground. Her arms vibrated with the contact and her hands grew numb as she tightened her grip on the mighty sword. Still they came - only four in all, but with deadly intent shining deep within theiir hungry eyes. What do these men seek? Why would they rather die than run? TSR 9183
The Sword and Crown is an event unrivaled in Anuirean politics. Every five years, rulers come from across the land to renew friendships, cement alliances, and provoke their enemies with poisoned words and sharpened swords. Wheels turn within wheels, and plots abound. It's politics as usual in Anuire. Except this conclave is different. Not only is it taking place in your kingdom, but before the festivities can even commence, someone wages an attack on Prince Avan and kidnaps his daughter. And to whom do the regents turn to rescue the princess? The hosts, of course! The PCs must win their way past dangerous bandits and treacherous elves to discover a path through darkest caverns, where the slightest misstep mean death. And only then does the real threat become apparent! This adventure contains a 64-page book crammed with details about the setting, the situation, and the major characters, plus a full-color mapsheet. It is designed for use with the BIRTHRIGHT boxed set. TSR 3102
The tournament of the bloody stones has come to Taux, and the streets are said to run red with the blood of the combatants. Now, amid the crackdowns of the Sturgeons and the secret duels of the three great fencing schools, the heroes must once and for all solve the mystery of the House Vash blood feud. Taking on the guise of foreign swashbucklers, all must brave bloody single combat, pirates, ravenous cursed lowl, and evne magical reverberations from distant Roslof Keep! Complete the Adventures of the Emperald Serpent trilogy with this module. This adventure is formatted to both 1E & 5E gaming rules. Also available in PDF.
There is no particular overarching story here, just a prospect dungeon you can drop into your own sandbox and run as you see fit. This adventure is formatted to both 1E & 5E gaming rules.
How different things seem now from when you undertook the crushing of a few rebellious hill giants! What seemed a simple adventure has turned into a major expedition. Much time has passed since you discovered the conspiracy that led you to the frost giants, fire giants, and eventually to the long-forgotten Drow. Through your encounter with the dark elves, you have found the true source of the evil -- the demon queen Lolth! This module is the exciting conclusion of a series of seven AD&D modules. It may be played on its own or as the climax of the "Giant" series (G1-G3) and the 'Drow' series (D1-D3). The first of a new series of other-planar adventures, this module includes several new monsters, maps of the Demonweb and lair of Lolth, and notes on eight alternate worlds, suitable for expansion and addition to existing AD&D campaigns. TSR 9035
While travelling across the ocean by ship, the party is attacked at night by by the infamous Floating Rock bugbears. What makes this band of pirates unique is their lair: they live on the shell of a gargantuan sleeping sea turtle as it drifts around in the ocean current. Pgs. 24-26