All's fair in love and rivalry. Some matches are made in heaven, but not this one. Pgs. 26-36
Giants and ghost trees and foul undead beasties... What happens when elves, giants, and a mysterious witch all decide only you can settle their troubles. Strange new tree species! A hobgoblin fort! Unexplained noises during the day and different noises at night! Investigate and explore the Bretonwood to get to the bottom of its problems. The adventure provides an overland open-world style map of the Bretonwood which the players are encouraged to explore. Many set and random encounters are provided. There are opportunities for combat in this area, but players should be ready to handle some problems out of combat to get the most satisfying experience. Pgs. 22-43
"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
The Ivory Scimitar now has a choice, continue on into the azure glow that leads to Mithelvarn's Dungeon or retrace their steps and investigate the source of the sounds they heard on the way in. Inside the unknown region is a massive forge, home to mad Kin who has been crafting weapons and armor that are delivered to his 'god', although in reality they are transported into Mithelvarn's Dungeon. This adventure is formatted to both 1E & 5E gaming rules.
On moonlit nights in the Land of Fate, many adventurers hear the call of long-forgotten cities rich with burial treasure. But is it bravery to breach the tombs of Zakhara's ancients and risk the ire of vengeful spirits, or is it greed? Fate knows the answer and will guide all to their destinies in the Cities of Bone! Shifting sands conceal much from the eyes of man. Winds howling across the rolling dunes peel back the veil of time to reveal aeonic ruins or crumbling tombs, long preserved by a shroud of sand. Wrecked and forbidding, monoliths command attention in many unpredictable locales. The remnants of antique civilizations litter the Land of Fate, where time-ravaged towers and decaying shrines hide in the arid wastes. I am but a humble efreeti, a creature of fire and spirit, but what little I know of theses places of danger and mystery I pass on to you, O' Master of Dungeons Unfathomable. Inside this enchanted box lies my gift to you: an Adventure Book holding six plots of deception and many creatures of intrigue with which to challenge and entertain the players under your care; six cards and a poster, all inscribed with carefully drawn maps; and a short booklet detailing new characters to encounter. This Campaign Guide lying open before you contains background needed to lead the adventures in the official Land of Fate. TSR 9467
"The southlands of Eor are being despoiled. Merchants will no longer run their caravans on the main highway past the quiet village of Waycombe. The peasants are fleeing their lands, and all are demanding protection from the powerful Count of Eor. The goodly count has sent a troop of his trusted fighters to exterminate the brigands believed responsible for these outrages, but weeks have passed, and still there is no word from this force. Now John Brunis, Count of Eor, has turned to you for aid. After taking counsel with the High Priest of Eor, he believes that a small party of cunning, bold adventurers may succeed where armed might has failed. You find yourselves faced with many mysteries! Why has robbery suddenly erupted in the peaceful southlands? How could mere brigands be as powerful as the foes described to you by their numerous victims? Is this really mere robbery? Or is there some truth to the rumors, told only in hushed whispers, about the beginnings of a hideous plot being hatched by an ancient, vile, and evil foe of all mankind?" Eor is beset by marauders and lizardmen of a boldness not seen in years. Hired by the Count of Eor, the party is tasked with tracing the source of these foes and eliminating them for the safety of the realm. After a set piece combat in Count Brunis's castle, the party must trek across Eor's wilderness, eventually coming to the Great Southern Swamp beyond the village of Waycombe. With further exploration they can locate the Ancient Temple which serves as the tomb and stronghold of Sakathas, the vampiric LIZARD KING! TSR 9055
The orcs remember Tarran Kratys. Today he wishes they had not.
The Ice Tyrant is a Dragonlance Firth Age adventure set in Southern Ergoth, the domain of Gellidus the white dragon. This scenario takes the heroes from a coldswept refuge of the Silvanesti elves to the citadel of Anghanor, left untouched since the Knights of Takhisis' withdrawal in 383 A.C. (just before the Second Catalcysm). The once-familiar locales of Ergoth have changed since the War of the Lance. Now, in the Age of Mortals, most of Southern Ergoth is covered by a great glacier, and the capital city of Daltigoth has fallen to ogres loyal to the brutal dragon overlord Gellidus (known to humans as Frost). The adventure begins when the heroes join a band of Silvanesti renegades who have successfully evaded Gellidus' clutches. The elves plan to strike back at the cruel Ice Tyrant by uncovering his "secret" in Anghanor. --from the adventure. NOTE: this module uses the Fifth Age rules based on the Saga card system. It is supplemented by AD&D rule text boxes. As such, there is no recommended level although Tier 2 play seems appropriate. Includes an overland map and a map of the tower and keep. Pgs. 26-49
With rumors of disappearances running rampant in the area, your group comes into the small community of Morla Dale with more questions than answers. Several wanted posters during your journey have shown a criminal called Sukits the Butcher. Perhaps this strange individual is behind the abductions?
A deadly rumble in the jungle. The wicked Leopard Men might have loads of treasure - but no one has ever met one and lived to talk about it. The Leopard Men are a tribal cult in the jungle who worship the wicked leopard god. They stalk at night looking for suitable sacrifices to their god. A merchant asks the PCs to destroy the Leopard Men to improve his trade agreements with other jungle tribes. Their reward for doing so is all the accumulated wealth of this tribe. The party will investigate the cult by travelling through several tribal villages. The cult members are hidden in these villages, watching for future sacrifice victims. The adventure ends with a battle with the leader of the Leopard Men and a spirit of the leopard god that is summoned. Pgs. 13-27
With your adventurers growing up it only makes sense that their surroundings should also grow. Such is the case of Andju Village which is being controlled by the newly created Viscount of Andju, Sir Dimek of Rastinstein. Sir Dimek has launched an ambitious building project with the intent to make his village a trading powerhouse. This area can be utilized as a base of operations near the frontier and be a safe haven for a party of explorers.
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.
Rumors and legends surround a hidden temple dedicated to the god of Magic, Ileaeni. This lost shrine is supposed to be in the Border Hills but no one, not even a legendary general has been able to locate this famed location. While long rumored to hold a supply of magical items no proof exists of this temple aside from notations in old scrolls. Myth or real you and your party are interested in exploration and treasure…this sounds like it may be right up your alley.
What began as a subtle sickness has now spread into a full-blown contagion of magical origins around Roslof Keep! Although protected from the outbreak by their Mithel Standard, the Company of the Ivory Scimitar is now challenged with not only continuing their quest to defeat the Dungeon but also saving the town that they have grown to love. With unlikely allies forming from the other Mithel Companies, as well as unforeseen help within the labyrinth itself, the Ivory Scimitar must now take on the perilous task of curing the Violet Corruption while trying to discern the nature of its cause from somewhere deep within Mithelvanr's mad dungeon of self-propagating monstrosities! This adventure is formatted to both 1E & 5E gaming rules. Also available in PDF.
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
As a future hero, your master has given you one last task to complete before releasing you from your training - delivering a message. Knowing that you are about to start your career on your own is exciting and this task should be a simple one. A two day trip to congratulate Lord Siklos on the wedding of his daughter and you will control your own destiny. Little do you realize that something has gone terribly wrong at the ceremony! This adventure setting was designed for 1st/2nd Edition AD&D for the Filbar Campaign for a solo/low level adventurer and DM.
Don't you wish they'd stay dead? A ghost has been threating a local shop keeper and it is up to the party to ride her of this treat. Pgs. 54-56
The player characters are contracted to go on an expedition to discover the fate of a long-lost tribe of Elves (the followers of King Thiondar). This is a lengthy adventure across several locations. Roleplaying is stressed, as some encounters will be very deadly if resolved through combat.
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
The kingdom of Dunador is in trouble. Since the king, Halfred of Dunthrane, was killed in a hunting accident, the land has hovered on the brink of civil war. Crown Prince Edmund, at 18 only half-trained and quite unprepared to assume the throne, has yet to be crowned. Currently he is on a pilgrimage to the holy shrine of Nevron in the province of Andevar. While the uncrowned king is far from home, anarchy reigns in Dunador. Throughout the realm, plots are brewing and evil hands are eagerly clutching at the sword of treason. Inevitably the focus of these intrigues is in the troubled province of Andevar to the north. For it is here that the young Prince has journeyed and here that he must be crowned. In this dark hour Dunador has but one faithful servant: Hollend, chief advisor to the old king. Painfully aware of all that is at stake, Hollend has sought the aid of a brave party of adventurers in a desperate bid to tip the scales in favor of truth and justice. But, even as the party secretly enters Andevar, the forces of evil strike with blinding speed and ruthless determination. TSR 9163