The humanoids of the north are preparing to attack! Reports of large gatherings of evil creatures are coming in near the Holdfist Mountains. With more and more verified reports coming in something needs to be done quickly. With your fame firmly intact the people have asked your group to once again save the day....are you ready for your next challenge? Ya know....wasn't there an old castle around here somewhere?
The hunter becomes the hunted. Monsters prowl the hills, but you never see more than one at a time. The players will need to hunt down a polymorph monster. In order to confront it, they'll need to fight through its lair. Pgs. 4-13
What the living forget, the dead remember forever. For some, duty and revenge are stronger than death. Pgs. 4-7
With several adventures under your belts your party arrives at the small settlement of Goshen seeking a warm bed and full bellies. As you begin to satisfy both you hear rumors of some overdue mining Dwarves. These miners have been quite consistent about coming to town to move their gemstones to market and with recent sightings of humanoids the townspeople are concerned. Is your party ready for a well-being check?
A small valley in the Basalt Mountains is home to a small farming community and a priory for the deity Enyndeth. Here young acolytes study to be full-fledged clerics of their faith. The priory was built into the side of one of the mountains when the community specialized in mining. This town should be able to provide road weary adventurers a reprieve from problems….or will it?
A Pliable Dungeon for use with any fantasy sandbox. This adventure is formatted to both 1E & 5E gaming rules.
This module is based on pre-Columbian Meso-America. Some changes from historical reality have been made to make the transition from reality to fantasy easy to accomplish. It is recommended that the DM research one or more of several historical works in order to more accurately recreate the atmosphere established in this adventure.
Set Sail with the Pirates of Chaos! A thousand welcomes, noble friend! I see your eye is as keen as the eagle and your mind as sharp as my jambiya, for you hold in your hand a great treasure. This box contains everything needed to launch an epic adventure featuring corsairs and mamluks: - A stunning poster map of the Corsair Domains and Zakhara's northern shores. - Six full-color cardstock sheets containing maps and player aids. - An 8-page booklet filled with new monsters, including the dreaded ghul-kin. - A 32-page sourcebook detailing the wily pirates of Hawa and their greatest enemies, the stalwart mamluks of Qudra, plus several new magical items. - A 64-page adventure book presenting a fabulous array of tales set in or near the Corsair Domains. Meet the beautiful and notorious Jayani al-Jasir, called by some the Queen of pirates. Face untold perils to fetch the wondrous waters of the River of Gold. Save Hawa's people from the horrible Soultaker, and much, much more. But beware! Treachery awaits at the hands of those you trust most! Recommended for use with the Arabian Adventures rulebook. TSR 9449
So this is the Ffenargh? Mile after mile of stinking bogs overlain by a swirling mist that clings to the skin and chills to the bone. Ahead, a decrepit causeway rises scant inches above the fetid waters and meanders its way through the twisted forms of stunted trees into the depths of this forsaken land. For years, these blighted fens have been ignored by the outside world, but now an urgent summons brings you into the Ffenargh, to the Court of the Lords Spiritual at Eylea. A foul murder has been committed. Geoffrey D'Arcy, Lord of Myrkfast, has been slain by his own son and you are called upon to find out why. Death has always hung heavy over this mire, but now an ancient evil has returned to haunt the mist - an evil whose icy fingers reach out to crush any who dare delve its secrets. You who have faced death a thousand times, meet it now in ts most terrible guise. Can you defeat it, or will you fall victim to the Ravager of Time? TSR 9169
FN11 – The Amulet of Dorian Beldor begins as a race to catch a fugitive from justice and quickly escalates into a much larger problem. With over 40 pages and 8 different maps this adventure has your party stumbling onto a former city covered by a rock slide now inhabited by a large group of humanoids. Buried deep within the complex is the ancient relic that controls elementals and will be quite useful as the Filbar North series winds down.
The Knolls is the second largest city in the Duchy of Bast and a frequent spot for the adventurers going through the Filbar Quest (FQ) series. At over 60 pages this setting can easily appear in any campaign. Welcome to the city that Baron Tamar Wizzel rules and is a safe haven for adventurers of any level.
A short adventure to tie player characters into the events of the climax of the Prism of Pentad series. Terrible cataclysmic occurrences herald the end of one Athasian age and the beginning of another. As the Great Earthquake rattled the Tablelands huge storm of lightning and torrential rain appeared over the distant edge of the Sea of Silt, a powerful defiler named Malignor watched for a sign from his master, Tithian, King of Tyr... The relentless passage of time sweeps across the burning plains, and the world beneath the crimson sun changes in its wake... The Dragon of Tyr is gone, his evil scattered on the scalding winds. Torrential rains fall over the Sea of Silt, spinning off deadly storms that can strike anywhere in the Tablelands with only a moment's notice. Violent upheaval rocks the city-states of Raam, Draj, and Balic after the deaths of their sorceror-kings. A new age has dawned on Athas, but will it be an age of restoration - or of destruction?
"I AM THE ANCIENT ... I AM THE LAND ..." Your screams still echo in your room. Cold sweat soaks the bedsheets and trickles down your back. It seemed so real! The great towers of a darksome place called Ravenloft ... it's misty vales and the terrible tragedy of a man who had sold his soul to unlife. Now the sunlight streams through the window with the promise of a new day. The dread nightmare at last is over. In the cold sunlight of a dying autumn, you step from your room at the inn and stroll along the friendly streets of Mordentshire. But, from the back of your mind the dream creeps forward to haunt you. Why do the faces of those who have befriended you now seem those of strangers? Why do those who called you here in terror, now seem to dismiss your task as a folly? More .. why are you advised so strongly, to forget about the House on Gryphon Hill ... the domain of the fair haired Count Von Zarovich, a name that cries out from your dark nightmare? You halt, as the swirl of events grow more confusing with every passing minute. Which is the dream ... and which the reality? TSR 9181
Why are your governor , your Emperor, and your gods so interested in a fairy tale? In search of a dangerous fairy tale. Compelled by duty and loyalty, the characters partake in a quest to find the fabled flowers of flame, rumored to be located in a beautiful valley paradise. For Oriental Adventures. Pgs. 46-63
Under raging storm clouds, a lone figure stands upon the ancient walls of Castle Ravenloft. Lightning splits the sky, its cold light revealing a tall form wrapped in a billowing cape of shadows. Another flash exposes a face full of power and madness, contorted by a tragedy darker than the night. Far below, a party of adventurers has entered his dread domain. He smiles. Another lightning bolt rips through the night, but the figure is gone. Only a howling wind fills the midnight air. The master of Castle Ravenloft is having guests for dinner - and you're invited! Originally published in 1985, this classic adventure for four to eight characters of levels 5 to 7 mixes elements of gothic horror with AD&D fantasy for a unique experience. Updated to 2nd Edition, Ravenloft features a haunted castle, gypsy fortunetellers, a tragic back story, and a vampire who is as powerful and intelligent as he is frightening - a menace worthy of the bravest adventuring party! TSR 11397, from 1999
Tired and sore, you struggle over the burning sands toward the long-forgotten city. Will you reach the place in time to save yourselves from the evil efreeti? The sun beats down, making your wounds stiff and worsening the constant thirst that plagues anyone who travels these waterless wastes. But there is hope - are those the ruins over there? In the midst of broken columns and bits of rubble stands a huge statue. This is the place! You've found it at last. Gratefully, you sink onto the sand. But there is no time to lose. You must hurry. So with a quavering voice you say the magic words. And then you wait... A hush falls over the ruins, making the back of your neck prickle. Then, out of the east, a wind rises, gentle at first but quickly growing stronger and wilder, until it tears at your clothes and nearly lifts you off your feet. The once clear sky is choked with white and grey clouds that clash and boil. As the clouds blacken day turns to night. Lightning flashes followed by a menacing growl of thunder. You are beginning to wonder if you should seek shelter, when all of a sudden there is a blinding crash and a bolt of lightning reduces the statue to dust. For a moment, silence. The, out of the statue's remains, soars a blue flame. Its roar deafens you as higher and higher it climbs, until it seems about to reach the clouds. Just when you think it can grow no larger, its shape begins to change. The edges billow and soften, their roar lessens, and before your eyes materializes a gigantic blue man. This adventure can be played alone or as the second part of the Desert of Desolation series. For characters level 6-8. TSR 9053
Player's pickup the quest from the Greyhawk Adventurer's Guild to escort a barge down the Nyr Dyv.
"When the adventurers decide to help a man who has lost his memory, little do they realize he’s Gethirah Kugothan, the notorious anti-paladin! Can the man they know as “Michael” leave his evil past behind and become a champion of good? The answer lies in Gethirah’s former stronghold, a magnificent castle perched atop a waterfall." - Christopher Perkins From the magazine: "The Forgotten Man" is an AD&D adventure designed for 4-5 PCs of levels 6-8 (about 35 total levels)... This adventure focuses on Gethirah Kugothan (also known as Michael), a formerly evil man whose memory has since taken up residence in a church of the god of rebirth and renewal. The premise of the adventure hinges on the possibility that such a man can be turned from the path of evil and become good. The main goal of the PCs is to keep Gethirah from becoming the man he used to be.
Coming off the Plains of Dorack, you enter the Glockenspiel Mountains, where the remote village of Fargone is located. A merchant caravan you encountered a few days ago mentioned that Fargone residents have discovered a pass through the mountains to the sea; and a new trade route is opening up. This sounds like a nice place to stop before venturing to the sea! As you approach the area where Fargone is said to be, large billowing smoke clouds can be seen….this could be problematic…..
Utopian Tower is a solo adventure which brings a new PC/player to the small Halfling village of Phebus on their way to a job opportunity. While the PC has time to spare they learn of a haunted tower that has the villagers on edge and is asked to investigate for a reward! While in town the PC meets a bard also headed to a job opportunity leading to a potential fellowship…if they survive! An excellent setting to teach a player new to the game on the basic mechanics. The adventure ties in roleplaying in a town environment, overland and dungeon movement, as well as combat encounters!