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Cover of Faction War
Faction War
AD&D
Levels 5–9
128 pages
1

SIGIL'S BEEN AT PEACE FOR OVER 600 YEARS. ALL GOOD THINGS COME TO AN END. Six centuries ago, events surrounding the Great Upheaval imposed an uneasy peace in the City of Doors. Since that time, the 15 factions have quietly conducted their philosophical battle for the hearts and minds of all Cagers - and always stopped short of all-out war. But now tensions are flaring, tempers are rising, and the Cage is about to explode into conflict! Faction War is a 128-page adventure that tracks the war from its nefarious origins through its bitter battles to its ultimate resolution and beyond - and puts the future of Sigil in the hands of the player characters. This book reveals secrets, unravels musteries, brings long-simmering plots to ahead, and marks the beginning of a new era for the City of Doors. It also features the following: - New details on Sigil's wards, personalities, and politics - Adventures that draw the player characters into the heart of the struggle and toward the secrets surrounding the war's beginning and ultimate end - Extensive notes on the aftermath of the conflict - A detailed Timeline of the war, including additional events that the DM may use expand to the adventure Faction War builds on story elements first explored in the PLANESCAPE accessories In the Cage, Factol's Manifesto, and Uncaged: Faces of Sigil. Familiarity with those products is recommended but not required. TSR 2629

Cover of FT - Barony of Civille
FT - Barony of Civille
AD&D
Levels 1–5
21 pages
0

Sitting at the mouth of the Saint Torgoth’s Causeway leading to the Newmack Sea is the port city of Civille and home to the baron of the land. This former fishing settlement has grown in the last century to be a stronghold for the Baron Philostratos de Civille as well as a financial boon for the entire area. In growing itself into a small seaport this city has been able to increase income by a factor of five. While the port itself brings in a significant amount of goods it also acts as a travel point for the Caravan Masters. This location is one of the main areas for the FD series and can be used as a base of operations

Cover of The Dark Tower of Cabilar
The Dark Tower of Cabilar
AD&D
Levels 4–7
15 pages
0

The prince's godmother commissions you to retrieve the prince's jade crown, held in the tower of the vampire! The vampire's tower has three levels, and the three-level dungeon below 45 rooms. The party must be wary! Lethal traps abound. Marching order is important. A straight-forward dungeon crawl with many Gygaxian rooms and encounters. No roleplaying to speak of. Pgs. 4-18

Cover of I3-5 Desert of Desolation
I3-5 Desert of Desolation
AD&D
Levels 5–9
128 pages
0

Deep blue mists of the night swirl over the sands of Raurin, the incomparable Desert of Dust. As the cool night air drains the heat from the sand, you and your friends huddle around your campfire, glancing nervously at the giant pyramid in the distance. Gradually, the winds change direction, bearing a thin streak of white mist toward you from the pyramid. It swirls and takes shape as a faceless man dressed in ancient robes and an ornate head-piece; moonlight shining through his ghostly body and robes, he lifts his arms toward the pyramid and speaks. It was magic that conveyed you all to Bralizar, and an ancient map that guided you through the pass in The Dustwall. But it was, after all, the tales that finally brought you to this place - tales of endless wealth, of spirit-guarded pyramids, of crystalline obelisks, of gemstones with mysterious properties. Now, as the haunted voice of the spectre before you begins his tale, you wonder if the treasure and the quest are worth the price...perhaps your very lives. Are you really the heroes of the prophecies, those who will overcome the foretold tests, and those for whom the treasure awaits? It is time to search your hearts before you venture further into the Desert of Desolation. An epic adventure includes the revised Desert of Desolation series plus totally new adventures within Raurin, a desert wilderness set in the Fabulous Forgotten Realms TSR 9199

Cover of The Shattered Circle
The Shattered Circle
AD&D
Levels 1–3
32 pages
0

The Shattered Circle is an AD&D® adventure for four to six player characters of 1st to 3rd level. For many ages, the standing stones known as the Circle of Cahervaniel have stood on a grassy hilltop, unremarkable and unmenacing, but something has changed. A powerful artifact deep within the earth has been uncovered, and its evil power has corrupted the recent inhabitants of a dungeon complex. The chitine live within, a cross between humans and spiders created by the drow, but trying to live a quiet existence. The evil Foundingstone has corrupted some of the chitine, and split their society in two, bringing them to conflict. Adventurers who navigate the chitine factions and dangerous dungeon will need to end the threat of the Foundingstone and the solve the mystery of the strange dark unicorn Mizar that has appeared recently around the stones. Interestingly, one of the unique magic items in this adventure, Icerazor - is said to have grown from a shard of Frostrazor, a sword that appears in a famous later adventure - Return to White Plume Mountain. There is a brief mention of Suloise, so it can be considered a Greyhawk adventure, but clearly states it can be placed anywhere.

Cover of FD9 - Windmill of Tregg
FD9 - Windmill of Tregg
AD&D
Levels 4–6
22 pages
0

You’ve arrived at the small community of Smentz (15 locations!) to regain strength after your last adventure. While speaking with the people of the small village you catch wind of some ruins across the river that may have a mine or cache of ore and ruins to investigate. Your group is not the first who has had interest in searching but those that have ventured east have not returned. Are you ready for a bit more adventure?

Cover of The Rotting Willow
The Rotting Willow
AD&D
Levels 7–9
7 pages
0

Tree houses are not just for kids. This roadside stop could well be your very last. These characters may be of any class, race, or alignment, although characters of good alignment have added incentive to rid the world of the evil depicted herein. The characters should possess only a low to moderate amount of magic, as too much will throw off the balance of the scenario. The Dungeon Master should pay particular attention to the viewpoint of the antagonists: three braggarts. This Scenario is designed to be used as the player PCs travel from one adventure to another, along the fringe of a swamp. The players should be given no introduction for the scenario. Treated it as an extended random encounter. The adventure takes place in the village of Rotting Willow and the nearby swamp. The village lies at the intersection of two trade routes. One route follows the edge of the Great Cypress Swamp and is well traveled because it is shorter (although not safer) than larger trade routes. A smaller route runs east and west, ending abruptly where it meets the swamp route. Pgs. 4-10

Cover of WGS2 Howl From the North
WGS2 Howl From the North
AD&D
Levels 8–10
66 pages
0

Barbarian legends tell of five magical blades of measureless power. The more civilized cultures of warmer climes believe these tales to be nothing more than delirious dreams of frost-bitten brains. "Those frozen louts- they're trying to scare respect out of us!" At least that's what they want to believe. Three of the legendary blades of Corusk have been unearthed, and their powers have proven to be all that the tales claimed. You have been given these to use in the quest for the remaining two blades. However, word has spread to the peoples of the neighboring areas, and two groups are working against you to prevent your securing these swords. Beware the Hold of the Stonefist and the Rovers of the Barren! Only so much time remains for you to locate the last two Blades of Corusk ... and your enemies are on the horizon. Find the blades, and reclaim your birthright of honor and respect; fail, and be outcast from your tribes for life. The choice is yours. TSR 9337

Cover of The Great Modron March
The Great Modron March
AD&D
Levels 1–10
129 pages
0

THE NEXT MARCH WASN'T DUE FOR ANOTHER 189 YEARS. TRY TELLING THAT TO THE MODRONS! On a regular schedule, the Great Modron March spills out of Mechanus, and the lawful automatons files their way around the Great Ring. No one knows why they do it, but everyone stays out of their way - because when the modrons march, they'll walk right over a berk who doesn't know enough to move aside. But this March has started decades before it was supposed to begin, and that's even more of a mystery. Caught unprepared, the planes shudder under the modrons' collective footsteps - and even the modrons themselves seem a little out of sorts. The Great Modron March anthology features 11 adventures for characters ranging from 1st to 10th level, as well as new information about the modrons of Mechanus. Each adventure can be played separely or linked together to form an extended campaign. The modron procession touches every Outer Plane in turn - and it isn't always welcome. On their unswerving path, the clockwork creatures will destroy celestial towns, be attacked by evil knights intent on using modron parts in foul experiments, and lead characters onto the deadly plains of the Abyss and into the famous prime-material labyrinth of Undermountain. Without help, they'll be lost in the swirling chaos of Limbo or even fail to complete the March entirely. And along their route, every blood on the planes seeks the answer to the most important question: Why have the Modrons abandoned their normal, lawful schedule to march years before they're due? TSR 2628

Cover of The Pit of the Oracle
The Pit of the Oracle
AD&D
Levels 6–8
16 pages
0

The Pit of The Oracle is a game module designed for use with the rules of Advanced Dungeons & Dragons. It can be used by itself as a self-contained campaign (or as a springboard to a larger campaign), or it can be easily incorporated into an existing campaign. Comment: Level range is my best guess. Adventure includes a lot of unique short-hand

Cover of FVS2 - Lands of Count Carmos
FVS2 - Lands of Count Carmos
AD&D
Levels 2–4
14 pages
0

At times adventuring groups will hit a town after a successful foray and go their separate ways for a short time. This adventure centers on such a scenario with one member opting to chase down a thief that has burgled the merchant’s guild. When checking with their cohorts the adventurer discovers they are the only one interested and, since its only one thief, the challenge should be fairly easy….right?

Cover of Wards of Witching Ways
Wards of Witching Ways
AD&D
Levels 3–5
19 pages
0

Surviving the shipwreck is easy; living through the wizardly bet afterward is not. Their game could mean your lives. A storm caused the PCs' vessel to sink and is now forcing them to seek shelter in the keep on the remote isle. Their goal is to locate a boat or some other means of transportation to return to the mainland after the storm has passed. But first, they must survive the tests and traps the island's inhabitants have set for them. Pgs. 45-64

Cover of FQ2 - Poisoning of the Elba River
FQ2 - Poisoning of the Elba River
AD&D
Levels 2–4
29 pages
0

Your group of adventurers has come together from a successful adventure in the old ruins seeking more fame and glory. As they travel they come upon the small community of Kamortha. Recently a problem occurred when the Witch of Margrove Swamp cursed the community as she left. Now the people have developed some strange facial malady and they want a cure. Can your party of adventurers discover the secret of the plague and resolve it for the fine people of Kamortha?

Cover of H4 The Throne of Bloodstone
H4 The Throne of Bloodstone
AD&D
Levels 18–100
96 pages
0

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

Cover of A1-4 Scourge of the Slavelords
A1-4 Scourge of the Slavelords
AD&D
Levels 7–11
128 pages
0

"... an Adventure to Challenge the Bold..." Screams echo in the night, the charred remnants of a village are mute by day. From the decaying lands of the Pomarj, slavers have struck again! The adventure that began in the Temple of Elemental Evil now sweeps southward across the Wild Coast and into the desolate lands of the inhuman Pomarj. Slave raiders scour the countryside, leaving death and destruction in their wake. Daring adventurers strike into the heartland of the foe to harry the villains and bring retribution and justice to the land. This product contains the completely revised Aerie of the Slavelords series of adventures. Also included are new challenges and new scenarios detailing the Wild Coast, the city of Highport, the blasted lands of the Pomarj and the Drachensgrab Mountains. TSR 9167

Cover of Scourge of Scalabar
Scourge of Scalabar
AD&D
Levels 1–3
18 pages
0

Pirates and powderkegs. An undersea menace has the merchants of Scalabar up in arms. A strange sea monster is plaguing the trade ships near Scalabar, a coastal city. You have arrived in Scalabar at the behest of Sora Calhaigne. The lady of House Calhaigne needs brave heroes to investigate the loss of her galleon, the Morning Star. She has reason to believe that the sea monster is not what it seems. Includes a list of random city encounters, a keyed map of the port city, Scalabar, as well as a simple overland map of the Scalabar coast, a map of a typical two-story warehouse, a keyed map of the pirate caves, and a keyed map of the ship Thresher. Pgs. 10-27

Cover of Unchained!
Unchained!
AD&D
Levels 6–10
14 pages
0

The gnomes built a dragon. Can you turn it off? We gnomes built this wonderful dragon but now the darn thing seems to be out of control. The party meets a hapless gnome tinkerer who's mechanical dragon has gone haywire! The construct is possessed by a spirit named Ahmoras. The party is led to a town called Gnomevale on the way to Mount Nevermind. Finding the town devastated by the automaton, the party follows in the wake into the mountains. The party has many ways to defeat the automaton, ranging from brute force to tricking the spirit of Ahmoras out of the construct. Pgs. 36-49

Cover of The Halls of Beoll-Dur
The Halls of Beoll-Dur
AD&D
Level 8
17 pages
0

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

Cover of The Nightmare Lands
The Nightmare Lands
AD&D
Level 2
176 pages
0

It's just a bad dream-a very bad dream.... Beware the night, for sleep provides another path to the Demiplane of Dread. In the unique domain called the Nightmare Lands, darkness offers not blissful slumber, but ultimate terror. Heroes enter this realm at the bidding of the night, drawn from their dreaming bodies and captured by an enigmatic figure known only as the Nightmare Man. Trapped in this region of psychological fear, heroes face their worst nightmares in strange surrealistic terrain. If they escape the treacherous clutches of dark slumber, they'll be safe-at last until the nest time sleep overtakes them... This box set Campaign Expansion contains 4 adventures: Dreams Within Dreams: https://www.adventurelookup.com/adventures/dreams-within-dreams Dark Harvest: https://www.adventurelookup.com/adventures/dark-harvest The Loathsome Deep: https://www.adventurelookup.com/adventures/the-loathsome-deep The Rose of Midnight: https://www.adventurelookup.com/adventures/the-rose-of-midnight TSR 1124

Cover of GK3 Descendants
GK3 Descendants
AD&D
Levels 3–5
22 pages
0

In this adventure, a temple to a snake god that has lasted, yet changed, through the ages. This adventure takes place many years following the events that occur in the fantasy age in UN3 Dungeons. Part of a double dungeon adventure that is set in two fantastic time periods. UN3 Dungeons GK3 Descendants This adventure is formatted to both 1E & 5E gaming rules.