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
Wednesday's child... It's a blessed event only if you can end the curse in time. People have been disappearing form the town of Monetenapoleone and a swamp has appeared blocking the towns trade route. It is up to the players to find what is causing all of these strange events and to stop it. Pgs. 32-49
After hiring a group of brave adventurers to help him "acquire" a beholder specimen, the mage Velinax disappears! Rumors blame an insidious thieves' guild called the Unblinking Eye for this turn of events. Why would the Unblinking Eye wish to "take care" of the mage? Why does the guild want to speak to anyone involved with Velinax? Finally, what dark goal does the guild truly intend to accomplish? Finding out the answers to these questions will lead doughty adventurers straight through the shadows of a crafty thieves' guild and onto the threshold of an even deeper and more dangerous darkness. "Eye of Doom" is the second of three adventures featuring the nightmarish beholder. It can be played as an individual mission or as part of the series that began with "Eye of Pain" and concludes in "Eye to Eye." TSR 9530
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.
"...the Ultimate Campaign Adventure..." A sinister force, long thought destroyed, stirs from the black hole that spawned it. Like an ebony darkness it prowls the land and safety is but an illusion, for it watches from every shadow and ponders possibilities. What began years ago with the introduction of the players to the quiet village of Hommlet and the amazing lands of Greyhawk, at last is complete. Here is the long awaited campaign adventure featuring the ruins of the Temple of Elemental Evil! Evil broods and grows beneath those blasted stones. This is your chance to drive it back and scatter its forces again. This product includes the village of Hommlet, the filthy shire of Nulb, and reveals the ruins of the Temple of Elemental Evil and the labyrinths that lie beneath, a warren of darkness. And beyond these ruins, even more is revealed. For the first time this product provides a complete campaign adventure which will take beginning characters from 1st all the way to 8th level and possibly beyond! Hours of adventure await you! TSR 9147
Kelick’s Crossing is a frontier town set on side of the mighty Saint Torgoth’s Causeway. The bridge expanse over the river allows adventurers and traders an easy above water crossing into the frontier. While it has a well-trained guard staff that controls passage across the bridge and protecting the citizens. This setting offers an excellent frontier town where PCs can replenish gear and sell their hard fought loot.
A little information is a very frightening thing. Hundreds of years ago, the elves and the goblinkin fought for control of known space in the Unhuman War. Though the elves won that first campaign, they know the goblinkin are clamoring for a rematch. Recently the elves commissioned a few good adventurers to infiltrate the base of a new race of advanced orcs known as the scro. They were hoping to gain information on their enemies' numbers and plans. The news they found was far worse. The scro have discovered a weapon of awesome destruction, one that can lay waste to entire worlds. But the key to unlock its power lies lost and forgotten. Even now the scro are searching for it. When they find it, they will wreak destruction and revenge on the inhabited planets. The elves are looking for an adventuring team who can win this desperate race, and find the key first. Your PCs may be the only thing that stands between known space and doom. Heart of the Enemy is a 96-page adventure set in the Second Unhuman War. The second of a two-part series, it can either be linked with the previous Goblin's Return or it can be played as a stand-alone adventure. TSR 9347
While traveling a mountainous road, the party hears a "song, echoing faintly through the hills around you--a single, achingly beautiful feminine voice that burns its sorrow straight into your gut. The words are Elvish, but you don't have to speak that language to understand the sense of loss and heartache that fills every note." --from the adventure. Includes map of the tower.
Sometimes things are not what they seem. While the PCs are sailing through pirate-infested waters, a crewman spots the floating wreckage of a sailing ship. Two survivors are standing on the deck waving frantically. The survivors — an eccentric old man, and a noble woman, claim to be merchants from Waterdeep, but are in fact pirates. During an attack on a merchant vessel, the old man, a mage, had missed with a fireball and hit their own ship causing serious damage and killing several crew mates. As punishment, the pirate leader left them marooned on the wreckage, taking the ship they had attacked. This is a short module focused on roleplay. Combat is unlikely as the pirates have no reason to attack or threaten their rescuers. The female survivor seeks a hidden treasure, which could provide a hook for ongoing adventure. While the module isn't explicitly written for solo play, it could be easily adapted for any group size provided the power balance between rescuer and pirate is maintained. Pgs. 24-25
Deep below the surface lies an ancient beholder city called Ilth K'hinax. In times past, hundreds of beholders called it home - until simmering rivalries within their society exploded into warfare. The few survivors fled, leaving the city deserted for hundreds of years. However, the story of Ilth K'hinax's glory was passed down from one generation of beholders to the next. Now, after countless years of self-imposed exile, the beholders are back! After securing the city, the hive mother of Ilth K'hinax implemented a plan to wipe out all the beings living above it. Unfortunately for the beholders, several facets of the hive mother's plan have been revealed through the exploits of a party of adventurers. Now, this group of heroes must meet eye to eye with Ilth K'hinax's newest occupants in an effort to stop the hive mother's pernicious plan! "Eye to Eye" is the last of three adventures featuring the nightmarish beholder. It can be played as an individual mission or as part of the series that began with "Eye of Pain" and continued in "Eye of Doom." TSR 9536
Dirty rotten scoundrels. Carn Perrin needs an exterminator. A city is plead with ware rats. Its up to the party to find their lair and kill the rat king. Pgs. 38-55
Eternally does the Lord of Nessus scheme, and his designs are for all eternity; In the pit of Hell do the devils teem round his throne, and his reign is unchallenged; By the eight Dark Ones is he held supreme, and his name (speak it not!) is Asmodeus. - From "The Canticle of Thumis," 142:15 To some, justice is more important than glory, duty is more important than desire, and goodness is more important than life. The great paladin Klysandral was such a man. But even the sleep of death, at the end of a long lifetime spent battling evil, did not bring peace to Klysandral. During his funeral, the entire Temple of Neheod was dragged by terrible magic into the Nine Hells, along with the soul of Klysandral and scores of living mourners! What unearthly motive could be behind this tragedy? Only the bravest, strongest, and most resolute heroes will have the mettle to find the answer. Along the way, they will meet the enigmatic wizard Emirikil the Chaotic, sail aboard the fiendish ship Demonwing, and finally face the horrific minions and overwhelming terrors of Hell itself. Only the path of light can lead the bravest of the brave into perdition and safely out again. Step wisely, and walk in justice.
An isloated mansion hidden in the mountains of eastern Europe is the setting for this 32-page drama in which the PCs must face death itself. TSR 1103
They sure don't make lawful allies like they used to. A question of morality versus ethics - made lethal. Pgs. 17-34
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
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
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
Moonless Night is an adventure module composed of short adventures which are compatible with both the first and second editions of the Advanced Dungeons and Dragons game.
One reason why they call it "the dead of winter." A year ago, a white dragon came out of the mountains north of Polarton, attacking trappers, driving off game, and marauding as it pleased. The dragon is seriously affecting the financial stability of the town. Therefore, the town council has placed a bounty on the dragon. This is a short arctic adventure. Pgs. 15-19
Players encounter the Everlasting, murderous assassins who destroy the mighty from the shadows. Infiltrate their mountain fortress and destroy the grandfather of Assassins before the Grand Caliph falls prey to their knives. TSR 9431