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Cover of A1 Slave Pits of the Undercity
A1 Slave Pits of the Undercity
AD&D
Levels 4–7
24 pages
0

It is time to put a stop to the marauders! For years the coastal towns have been burned and looted by the forces of evil. You and your fellow adventurers have been recruited to root out and destroy the source of these raids. But beware, hundreds of good men and women have been taken by the slavers and have never been seen or heard from again! First part of Scourge of the Slave Lords (A1–4) TSR 9039

Cover of The Chasm Bridge
The Chasm Bridge
AD&D
Levels 4–6
8 pages
0

A special underworld encounter from DUNGEON Adventures! The toll may be higher than you can afford... To travel further into the Underdark the party must cross a bridge spanning a deep chasm. But to cross, they must pay the toll, or risk another route. Pgs. 47-54

Cover of U2 Danger at Dunwater
U2 Danger at Dunwater
AD&D
Levels 1–4
30 pages
0

The little fishing town of Saltmarsh is threatened! Why are lizard men gathering force nearby and why have they been buying large quantities of weapons? A party of bold adventurers must answer these questions or the people of salt marsh will never live in peace! Danger at Dunwater is the second part in a series of three modules designed and developed in the United Kingdom for beginning adventures with the AD&D rules. Its plot follows direct from that of the first part (Module U1 - The Sinister Secret of Saltmarsh.) TSR 9064

Cover of Tegel Manor
Tegel Manor
AD&D
Levels 1–20
44 pages
0

Haunted House Fun House Dungeon. Tegel Manor, a great manor-fortress on the seacoast, is rumored to be left over from ancient days when a charm was placed over it protecting it from most of the ravages of time and human occupation. The hereditary owners, whos family name is Rump, have been amiss in their traditional duty of providing protection for the market village to the west. Some have said tha this failing and their bizarre eccentricities have led to their corruption. Many have found the manor and area to be a dangerous place to visit! A huge haunted house with a 17"x22" Judges map and a 11"x17 Players map, printed on both sides, brown on high-quality tan stock. Each map has the manor printed on one side and the surrounding wildernes on the other. Enclosed in the product is a 32-page booklet with room and monster descriptions. Over 240 rooms and chambers include a hall of magic portraits and four secret dungeon levels beneatht the manor. The booklet also has tables to create magic statues, ghostly encounters, resurrection results, and more. Tegal Manor has always been one of our more popular playing aids, and has been a lot of fun for Judges and players all over the country. This is an officially approved playing aid for use with D&D. This edition was published by Gamescience.

Cover of Mountain Sanctuary
Mountain Sanctuary
AD&D
Levels 1–3
6 pages
0

It's the little things that count. Obnoxious little problems can easily become obnoxious big ones. Although designed as a companion to "Grakhirt's Lari" (which appeared in issue#1), a copy of that module is not required to enjoy this one. Pgs. 3-8

Cover of N5 Under Illefarn
N5 Under Illefarn
AD&D
Levels 1–3
32 pages
1

Daggerford is fairly quiet for a frontier town. Sure, lizard men raid the local baron's holding now and then, orcs sneak out of the Misty Forest to raid caravans on the Trade Way, and Lady Bronwyn has a few suitors who are a touch too passionate, but there's nothing going on that a member of the renowned Daggerford militia can't handle. Except that the Shining River has turned green, and cattle are dying. Except that the Elf King of Laughing Hollow, a place where no human dares go without fearing for his life, is asking the militia for help. Except that strange substances are oozing from the fissures caused by a recent earthquake. Except that the earthquake also has opened an entrance in the cliffs around the Laughing Hollow that might lead to the fabled dwarf mines of Illefarn. Suddenly, being a militiaman isn't quite as easy as it used to be. TSR 9212

Cover of The Deadly Sea
The Deadly Sea
AD&D
Levels 4–7
13 pages
0

A desperate rescue beneath the waves. The Deadly Sea is an oceanic quest for 4-8 characters of 4th-7th level in the AD&D® game. The use of magical items or spells which aid undersea combat, movement, and breathing is strongly advised. The ability to open locks is also helpful, as are mariner skills and knowledge. See additional notes in the section ‘‘For the Dungeon Master.” The adventure begins at a seaport which the Dungeon Master should name and develop as desired, to fit the circumstances of his campaign. The names of other areas may be changed to fit the campaign as well. This module requires some detailing and planning prior to use.

Cover of OA7 Test of the Samurai
OA7 Test of the Samurai
AD&D
Levels 6–9
96 pages
0

The penninsula of Wa is no place to visit. The land is poor, the people wary and suspicious. Yet this quiet backwater has been the site of strange disturbances - mysterious disappearances and omens of dire events to come. Why do the animals of Wa disappear, only to return a short while later? Who are the Blue Kumi bandits, and why are they so active? Why do the black geese fly into the Jusofu Mountains? And what fell creature lurks along the southern coast of Wa? Or does the stench of corruption emanate from the Celestial Bureacracy itself? Could the danger, unchecked, grow great enough to doom all living creatures in Kara-Tur? Which clues will lead to the truth, and which are merely traps for the unwary... Test of the Samurai will take the players across the Wa peninsula and to the unknown land of Qui. They will encounter such legendary beasts as the feng huang (phoenix) and the chi'-lin (unicorn) as they attempt to discover the secrets of Wa. Test of the Samurai is a scenario for the Oriental Adventures supplement to the AD&D game. It is set in Kara-Tur, the oriental world in the Forgotten Realms. Although Test of the Samurai follows the events of module OA6, Ronin Challenge, it is an independent adventure for five to eight characters of levels 6-9. TSR 9258

Cover of Granite Mountain Prison
Granite Mountain Prison
AD&D
Levels 4–6
14 pages
0

Abandon hope early and avoid the rush. A rebel leader is locked in a prison from which there is no escape. That's why the rebels called for you. The players are recruited to help rescue a prisoner of the Theocracy. The prison is very unique in that the cells are situated in a wheel formation. The prisoners are forced to push against their cell walls every day until after 1 full year (1 full rotation of the wheel), an opening appears in their cell and they are free to leave. There are many paths to success in this adventure, and it can play out more like a heist rather than a dungeon crawl. Pgs. 24-37

Cover of Ruins of Myth Drannor
Ruins of Myth Drannor
AD&D
32 pages
0

MYTH DRANNOR, city of glory. We shall not see its like again PERHAPS YOU'VE HEARD ITS SHINING STORY.. of a time when elves and dwarves, gnomes and halflings and men lived and loved together, striving to create beauty and right wrongs. Magic was brighter then, in the City of Song. Folk were richer then, in the City of Wonder. Once this proud city stood as the highest jewel in the glittering crown of civilization. THERE CAME A DAY when it was overwhelmed by evil, thrown down, despoiled, and left a ruin in the heart of its encircling wood, as all things of beauty are. Evil spawned and crawled there, and the elves kept watch around it, that evil might not spread. Centuries passed, but the tales let few forget the powerful magic, the great treasure--and the deadly horrors that lay waiting within its walls. Now the elves are gone, and adventurers from a hundred lands and cities are rushing to Myth Drannor to seize what they can of the long lost glory. If the bards and sages are right, power lies there for the claiming that could change the face of the Realms, rule kingdoms or lay waste to them. 32 page adventure booklet contained in the boxed set with 5 adventures within: The Crown of Stars Pg. 6 The Wyrm Below Pg. 10 What We Face in Dreams Pg. 15 A Harp at Sunset Pg. 20 The Arm of Valor Pg. 25 TSR 1084

Cover of FT - Feastelburg
FT - Feastelburg
AD&D
Levels 1–6
20 pages
0

A moderate sized town perfect for adventurers to relax in and pick up extra supplies and lift a pint or two. This particuliar town is a focal point in several adventures in Filbar including FN6 - Sunken Temple of Bulu and F3 - Adventure in Skull Pass. A larger settlement than Xer, Feastelburg offers a variety of different shops for the well-heeled and 'healed' adventurer. As the Mayor of Feastelburg says "Oy, pull out a stool and drop a coin or two for something that suits your fancy"

Cover of Dreams Within Dreams
Dreams Within Dreams
AD&D
Any Level
6 pages
0

"Dreams Within Dreams" provides a group of heroes with the first hints that ther eis something more to dreams and nightmares than images caused by eating a big meal right before bedtime. It brings them into contact with the first level of reality. One here who experiences a nightmare also catches the interest of Hypnos, a member of the Nightmare Court. This leads to another revelation - dreams can have profound and even dangerous affect on the waking world. Adventure I: Dreams Within Dreams From Book Three: Book of Nightmares: https://www.adventurelookup.com/adventures/the-nightmare-lands TSR 1124

Cover of DL2 Dragons of Flame
DL2 Dragons of Flame
AD&D
Levels 5–7
32 pages
0

The dragonmen have taken Solace. Its beautiful tree houses lie black and battered amid the stumps of great vallenwood trees. Kapak Draconians, armed with poisoned weapons, enforce a brutal martial law on the survivors. And Solace is only one outpost: the dragon armies control the plains. Only the elven kingdom of Qualinesti stands unconquered. The rest of the plainsmen suffer the most: a long slave caravan hauls hundreds of them to the fortress prison of Pax Tharkas. "Dragons of Flame" is the second in TSR's series of Dragonlance adventures for use with the AD&D game system. Your players will adventure in the world of Krynn and visit strange places such as Qualinost or the Sla-Mori, encountering bizarre draconians and disgusting Aghar. They can play the modules as a set of separate adventures or as a great quest that spans the entire Dragonlance story. Art by Jeff Easley. TSR 9132

Cover of Light of Lost Souls
Light of Lost Souls
AD&D
Levels 2–4
4 pages
0

What the living forget, the dead remember forever. For some, duty and revenge are stronger than death. Pgs. 4-7

Cover of L2 The Assassin's Knot
L2 The Assassin's Knot
AD&D
Levels 2–5
32 pages
0

The Assassin's Knot is a sequel to The Secret of Bone Hill, picking up on themes from that module and shifts them to a new locale. The player characters must solve the mystery of who killed the Baron of Restenford, with evidence pointing to somebody from the town of Garrotten. The scenario describes the town and its castle. The Assassin's Knot module is different from most of its contemporaries in that it contained no dungeon or dungeon-like area. The longer the players take to find the murderer, the more unfortunate events occur in the village. The village, Garrotten, is reputed to be the place to go to have someone killed. The entire village shuts down when the Baron of Restenford is found dead, mutilated beyond the possibility of magical restoration. Three small clues are all the player characters have to unravel the mystery. TSR 9057

Cover of FO4 - Morian Curse
FO4 - Morian Curse
AD&D
Levels 2–4
25 pages
0

After a few adventures you decide to find safety in a city setting. Along the way to Morristown you discover a few abandoned villages causing to wonder what is going on. With further investigation you quickly discover that something sinister is afoot and begin to uncover an evil cult! Can your party rescue the citizens and put an end to the nefarious religion?

Cover of The Murder of Maury Miller
The Murder of Maury Miller
AD&D
Level 1
14 pages
0

Death and taxes. Only two things in life are certain. The PCs must deal with a corrupt tax collector and his band of thugs in order to save a small village. Pgs. 48-61 & 66

Cover of WGM1 Border Watch
WGM1 Border Watch
AD&D
Levels 1–3
38 pages
0

Greatwall is in peril - not from military forces of Iuz, but from lack of goods and supplies. Caravans from Willip have ceased thanks to increased dangers on the Willip Critwall Grabford Trail. As the key fort positioned to contain the Iuzian flood, Greatwall is a strategic necessity. Its failure would mean a major incursion along the border. Your characters are hired to escort a caravan from Greatwall to Willip; if its merchants are afraid to come to the fort, the fort will go to them. This should be simple, cut and dried guard job. Right? Of course not. There are many surprises in store for your little caravan, and your characters will need to keep their wits about them day and night in order to make it to the other end. Secret plans are afoot, conspiracies are brewing, and nothing is as it seems while on the Border Watch. This module uses information presented in the From the Ashes boxed set and the Iuz the Evil accessories. However, ownership of these two products is not necessary to play this module. TSR 9406

Cover of DQ1.5 A Place and Time for Death
DQ1.5 A Place and Time for Death
AD&D
Levels 1–3
8 pages
0

A Place and Time for Death is a companion adventure made to go along with the events unfolding in Folio Digital Quarterly #1, (GK1 The Adventure Begins). Far out in the uncharted territories, the Enlightened still cling to life, but the ever encroaching presence of the xenophobic Samaya threatens the last of their hidden enclaves. Now, a bounty hunter has been dispatched to deal with the supposed Enlightened sympathizers in the border town of Hogan's Hooch, but there is more to the story than meets the eye. Unbeknownst to the citizens of the town and old relic of the Final War is the price the bounty hunter seeks. Can the party find a way to thwart the bounty hunter and deal with the relic before it falls into the hands of Samaya willing to use it to sway the balance of power in the world? This adventure is formatted to both 1E & 5E gaming rules.

Cover of Serpents of the Sands
Serpents of the Sands
AD&D
Levels 6–10
13 pages
0

Snakes! Why does it have to be snakes? They never forgot the theft. They proved it, too. Yuan-ti are looking to reclaim a symbol of their leadership, and it's up to the players to stop them from harming a small desert town. The adventure starts with roleplay and investigation in the town, followed by a trek through the desert and a delve into the Yuan-ti lair. Pgs. 6-18