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665 adventures found
Cover of Deception Pass
Deception Pass
AD&D
Levels 7–9
23 pages
0

Looks can lie as well as words. Magical minotaurs? Mutant giants? Vampires? One or more of these is preying upon the caravans, and you're going to stop them. A band of ogre magi took over an abandoned dwarven stronghold and have started ambushing merchant caravans. Their leader, Krugii, wants to gain enough power to eventually control a kingdom. In his quest for power, he has bonded a young bronze dragon and has accelerated its growth. The ogre mages all have different personalities and different forms that they prefer to polymorph into. The PCs are hired to take a caravan through Deception Pass and protect it against the random monsters that have been marauding lately (actually ogre mages in disguise). After protecting the caravan, the players track the attacks back to the stronghold of the ogre magi and clear it out. Pgs. 40-62

Cover of F13 - Necropolis of Sutama
F13 - Necropolis of Sutama
AD&D
Levels 6–10
29 pages
0

A cemetery is nice but an entire city of the dead.....THAT'S an adventure. At 29 pages this adventure a large number of challenges for a party of higher levels. Set in the famed Adurite city of the dead this adventure offers many challenges to a party. What lies within? What treasures may be found? This adventure is not for the faint of heart. With over ten area maps and multiple pictures of areas the party may find, this is a full adventure. Are your players ready for a big adventure?

Cover of FQ5 - Journey to Oblivion
FQ5 - Journey to Oblivion
AD&D
Levels 4–7
25 pages
0

FQ5 – Journey to Oblivion continues the Filbar Quest Series and begins in The Knolls with word that Baron Wizzel requests your assistance. A humanoid threat has been growing near the small town of Oblivion. The baron will speak with the party and offer them a large reward to perform a scouting mission. The baron and other nobles are attempting to gather their forces but would like an idea of what they are going to face. With the reputation of the PCs the baron feels that the group is more than capable of the mission.

Cover of WS2 The Forgotten Plateau
WS2 The Forgotten Plateau
AD&D
Levels 3–5
21 pages
0

Deep within the Kraken's Maw, a brutal maelstrom of ocean that devours ships, lies the mysterious Isle of Jade. Long forgotten in the memory of men, the island has served as a bastion for an ancient sect of female Corsairs, but their power is waning, and the threat of the outside world is at their shores in the form of a necromancer from Roslof Keep. Now a party has set out from Taux seeking the necromancer. Their course will take them directly into a conflict of high magic, ancient warrior religions, marauding fern goblins, and primordial dinosaurs. Will you take up the challenges presented by the Isle of Jade? This adventure is formatted to both 1E & 5E gaming rules. Also available in PDF.

Cover of DQ1 The Shattered Statue
DQ1 The Shattered Statue
AD&D
Levels 5–9
48 pages
0

"A mutual friend has praised your skills highly. If you seek rich reward and the opportunity to delve into mysteries ancient and lost, bring this bottle forthwith to my demesne in the village of Volkumburgh. Together we may seek to bring mankind the lost wonder of the awtawmatawn." A mysterious note, a disappearing 5-foot-long religious relic, and the ruins of two magical schools. What do these things have in common? How deeply are your party members involved in all this? "The Shattered Statue" is the first dual-game-system module of its kind. Players of both the AD&D game system and DRAGONQUEST game system can use this adventure. It is suitable for use with FORGOTTEN REALMS campaign setting. TSR 9221

Cover of FA4 - Clover Island
FA4 - Clover Island
AD&D
Levels 4–7
21 pages
0

This setting was used in the F series and like Corsair Bay, it was used as an area for multiple adventure opportunities as well as a semi-safe haven. The main community is home to the Pirate King Hannibal the Black. This community is offered as a free download! One of the adventures off the island is the Quest for the Golden Rose involving the sunken ship. With a multitude of side adventures this area helps mid-level adventurers increase their experience point base.

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 FO7 - Tomb of Delekin the Fallen
FO7 - Tomb of Delekin the Fallen
AD&D
Levels 7–9
18 pages
0

Half a century ago the legendary mage Delekin reached his zenith but began a fall of monumental disaster. After being betrayed by his party the mage changed alignment and began a cruel tirade against the residents. He was finally taken down by the Lords of Evil and imprisoned in a tomb created to lure good adventurers to their death. Many have entered the unholy locale and none have returned. Whatever evil is present in the tomb is powerful, and most likely very wealthy. This adventure is one of the Original series i.e. an early work!

Cover of Threshold of Evil
Threshold of Evil
AD&D
Levels 14–18
22 pages
0

On a storm-blasted mountain lives an immortal Arch-Mage with a foul temper. The townspeople want you to talk to him - and kill him, if necessary. Is immortality worth the price? An Arch-Mage's magics threaten a small village. To protect it the party must brave a dangerous climb, and survive the Mage's warded lair. Pgs. 43-64

Cover of FS7 - A Paladin's Warhorse
FS7 - A Paladin's Warhorse
AD&D
Levels 1–4
12 pages
0

Playing a Paladin can be an enjoyable experience especially with their vast array of powers and special abilities. One of their most overlooked abilities is their calling for a bonded mount at 4th level. Several scenarios are available for this "calling" including dreams, quests, etc. in the books but I have yet to run across any published adventures for it. This adventure provides one such option for gaining the mount and utilizing the Paladin's recent ability to turn undead as well. While this is a short adventure, it gives the DM an option to go one on one with a Paladin PC and challenge him/her in order to win their steed and a little glory as well.

Cover of Jacob's Well
Jacob's Well
AD&D
Levels 2–4
16 pages
0

Some ports are more dangerous than the storm. It's alive, it's hungry, it's growing. And you're on the menu. Alone, out in the wilds with a savage winter storm bearing down on you, you need shelter to survive. You stumble through the trees and smell wood-smoke. Ahead you spot the small fortified trading outpost known as Jacob's well. You're not the only traveller to find themselves stranded here in the teeth of the storm. The only problem, someone has bought something with them, it's alive, it's growing, it's voracious and you are all on the menu. Think Aliens and The Thing and you're on the right track. Has potential to be scaled to suit a group of adventurers. Pgs. 8-23

Cover of FQ3 - Outpost of the Humanoids
FQ3 - Outpost of the Humanoids
AD&D
Levels 2–4
23 pages
0

FQ3- Outpost of the Humanoids is the third adventure for the Filbar Quest Series. As you make your way to a meeting with the Baron of the Knolls you come across a roadside inn and a pair of old adventurers that have a small task for you near some old abandoned ruins. Sounds easy enough right? For some reason it never is easy, especially in Filbar!

Cover of Eve of Sorrows
Eve of Sorrows
AD&D
Levels 4–6
32 pages
0

Welcome to the dark heart of Forlorn, brooding Castle Tristenoira. In this stony ruin, ghosts rule the night and mortals quake in fear until morning comes. Few enter the gloomy halls of this keep and live to recross its crumbling drawbridge. Those adventurers who have survived such a foray tell eerie tales of half-seen shapes, shifting hallways, and ominous shambling beasts. "All is not as it seem sin Castle Tristenoira," they say through trembling lips. "Time itself has no meaning there." This adventure booklet is set entirely within the confines of Castle Tristenoira, and it serves as a climax to Melancholy Meetings, the other 32-page adventure booklet found in the Castles Forlorn boxed set. Eve of Sorrows brings together adventurers and the inhabitants of the castles three, providing a chance to solve several mysteries of this lonely domain. Included in Castles Forlorn - https://www.adventurelookup.com/adventures/castles-forlorn TSR 1088

Cover of The Iron Orb of the Duergar
The Iron Orb of the Duergar
AD&D
Levels 11–15
22 pages
0

The Northmen and their allies play hardball. The Northmen are on a rampage, and only the duergar know why. Discover the secret of the iron orb. In the lands of the Northmen, near the city of Tallborg a mysterious relic was uncovered in a mine: a perfect orb of black iron. The orb was taken to the temple. When Ulvmard, high priest of Odin lifted the orb it revealed its true nature. The orb levitated from his hands, floating before him. The orb had changed Ulvmard, bestowing him great powers. The orb spoke to him with flattery and advice. As he became reliant on the orb, its power over him extended, bending him to its will and taking control. It used him to further its agenda: destruction of the dwarven race and restoration of the duergar! Claiming to be acting on Odin's behalf, Ulvmard lead the Northmen to rise up against the dwarves, and ordered raids to pillage the southern kingdoms for the materials he would need to construct a colossal iron warrior to defeat the dwarves. This adventure has viking and norse mythology influences. Pgs. 50-71

Cover of S1 Tomb of Horrors
S1 Tomb of Horrors
AD&D
Levels 10–14
12 pages
0

Somewhere under a lost and lonely hill of grim and foreboding aspect lies a labyrinthine crypt. It is filled with terrible traps and not a few strange and ferocious monsters to slay the unwary. It is filled with rich treasures both precious and magical, but in addition to the aforementioned guardians, there is said to be a demilich who still wards his final haunt (Be warned that tales told have it that this being possesses powers which make him nearly undefeatable). Accounts relate that it is quite unlikely that any adventurers will ever find the chamber where the demilich Acererak lingers, for the passages and rooms of the Tomb are fraught with terrible traps, poison gases, and magical protections. Furthermore, the demi-lich has so well hidden his lair, that even those who avoid the pitfalls will not be likely to locale their true goal. In the far reaches of the world, under a lost and lonely hill, lies the sinister TOMB OF HORRORS. This Labyrinthine crypt is filled with terrible traps, strange and ferocious monsters, rich and magical treasures, and somewhere within rests the evil Demi-Lich. TSR 9022

Cover of The Weird Woods of Baron Orchid
The Weird Woods of Baron Orchid
AD&D
Levels 4–8
14 pages
0

A walk in the woods, a trip to the zoo, a day at the circus - harmless enough, right? Wrong, as players will discover when things are not as they appear to be. Included in I13 Adventure Pack I - https://www.adventurelookup.com/adventures/i13-adventure-pack-i TSR 9202

Cover of I6 Ravenloft
I6 Ravenloft
AD&D
Levels 5–7
32 pages
0

Under raging stormclouds, a lone figure stands silhouetted against the ancient walls of castle Ravenloft. Count Strahd von Zarovich stares down a sheer cliff at the village below. A cold, bitter wind spins dead leaves around him, billowing his cape in the darkness. Lightning splits the clouds overhead, casting stark white light across him. Strahd turns to the sky, revealing the angular muscles of his face and hands. He has a look of power - and of madness. His once-handsome face is contorted by a tragedy darker than the night itself. Rumbling thunder pounds the castle spires. The wind's howling increases as Strahd turns his gaze back to the village. Fas below, yet not beyond his keen eyesight, a party of adventurers has just entered his domain. Strahd's face forms a twisted smile as his dark plan unfolds. He knew they were coming, and he knows why they came, all according to his plan. He, the master of Ravenloft, will attend to them. Another lightning flash rips through the darkness, its thunder echoing through the castle's towers. But Strahd is gone. Only the howling of the wind - or perhaps a lone wolf - fills the midnight air. The master of Ravenloft is having guests for dinner. And you are invited. TSR 9075

Cover of MV1 Midnight on Dagger Alley
MV1 Midnight on Dagger Alley
AD&D
Levels 4–6
8 pages
0

As darkness presses into the narrow, muddy alleys of Goldstar, silent shadows slip out of hiding. Now is the hour for cutpurses and cutthroats to creep into the night to do their work. Would-be victims bar their doors and lie sleepless in their dingy hovels waiting for dawn. Your task sends you into this dismal, dangerous place after sundown. No moon lights your steps as you scurry past yowling cats in smoke, fog-filled alleys. Above you and beneath you lurk unseen encounters. Somewhere ahead in the despairing gloom lies your goal, if you can survive Midnight on Dagger Alley. TSR 9104

Cover of HHQ4 Cleric's Challenge
HHQ4 Cleric's Challenge
AD&D
Levels 2–4
32 pages
0

Cleric's Challenge is a one-on-one AD&D adventure, made specifically for a Cleric character. Pommeville is a sleepy little town that seems like a good place to stay for the night. That is, until the dead rise from their graves and begin terrorizing the village! Ancient evil threatens to overwhelm the good folk of Pommeville unless someone can find a way to comfort the restless dead. A lone, player character cleric will have to be clever, courageous, and more than a little lucky to solve the mystery and save Pommeville from the mindless zombies that threaten it! TSR 9429

Cover of How the Mighty Are Fallen
How the Mighty Are Fallen
AD&D
Levels 11–14
64 pages
0

As the floating cities of Netheril hover peacefully in the air, the winds of intrigue boil all around them. The phaerimm continue to plot the downfall of the Netherese even as Karsus prepares for the casting of his greatest spell. Undead walk the land, driving orcs and humans before them. And somewhere below the greatest nation of Faerûn, the Tarrasque awakens from a long slumber. How the Mighty Are Fallen, is an adventure designed for use with the Netheril: Empire of magic boxed campaign setting (which is required to play this adventure). Within these pages, the final heroes of Netheril can : Gather the spell components, that Karsus requires for casting his "most wondrous" spell, the only 12th level spell ever known. He just needs a few body parts from two creatures - A gold dragon and the Tarrasque. Reuinte lost lovers after they have been separated by death. Nopheu's wife was killed in a magical explosions, and now he's finally saved enough money for her to be resurrected. Certainly a dead body couldn't pose a threat to a band of stalwart heroes?! Follow the winds of fate to wherever Tyche delivers them. Numerous side adventures allow players to take their characters to a variety of different locations. Some heroes might want to follow the trail of the missing nether scrolls, while others might want to join the resistance and fight Karsus and the other archwizards. But only the bravest hearts can take the first step... TSR 9540