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5 Days Tour from Marrakech to Merzouga
AD&D
? pages
0

Join us on an incredible 5-day tour of Morocco, starting from Marrakech and traveling to Merzouga. Along the way, you will cross Tizi n'Tichka in the High Atlas Mountains and take in the breathtaking landscapes of the Dades Valley and its impressive gorges. Enjoy an unforgettable night camel trek in the desert and share a cup of tea with a nomadic family. During the tour, you will also visit Ouarzazate and its film studios, as well as the Kasbah of Ait Benhaddou, a declared UNESCO World Heritage Site. Additionally, you will explore the Sahara Desert on a 4x4 vehicle. The tour concludes back in Marrakech.

Cover of DF3 The Forgotten Temple of Tefnut
DF3 The Forgotten Temple of Tefnut
AD&D
Levels 5–7
12 pages
0

Finish up this Dwarven Forge world of Mythras trilogy in the epic conclusion of The Hidden Valoria Campaign. Master your occupation of the neighborhood of the Patina Court. In this climactic end your players will fight paralyzing hate crawlers, kobold trap masters, spiders, and even a dragon and a mummy lord before a final betrayal awaits This adventure is formatted to both 1E & 5E gaming rules. Also available in PDF.

Cover of Forbidden Mountain
Forbidden Mountain
AD&D
Levels 6–8
8 pages
0

A mad venture across the fourth dimension. Hang onto your helmets in this topsy-turvy dungeon. Be warned that the accidental release of the Evil One (described in the text) could have devestating consequences on the PCs, not to mention the local campaign area. The DM should consider alternatives to the Evil One's powers if they are felt to be too destructive. Pgs. 32-39

Cover of The House of Long Knives
The House of Long Knives
AD&D
Level 10
9 pages
0

Characters strike a blow against evil when they take on orcs and assassins in these scenarios. Included in I13 Adventure Pack I - https://www.adventurelookup.com/adventures/i13-adventure-pack-i TSR 9202

Cover of The Loathsome Deep
The Loathsome Deep
AD&D
Level 4
18 pages
0

In this adventure, the heroes dreamwalk into the nightmares plaguing Sylus Andropov, captain of the doomed sailing ship Wayfarer. It starts with the heroes arriving in Egertus, searching for the Clinic for the Mentally Distressed. Unfortunately, the members of the Nightmare Court don't want help to reach Dr. Illhousen. They throw a dangerous obstacle in the path of the heroes - a killer who terrorized Nova Vaasa a few years ago as the Kantora Strangler. Adventure III: The Loathsome Deep from Book Three: Book of Nightmares: https://www.adventurelookup.com/adventures/the-nightmare-lands TSR 1124

Cover of Chagmat, Greyhawk Aid - World of Bandits
Chagmat, Greyhawk Aid - World of Bandits
AD&D
Levels 1–4
16 pages
0

The town of Byr is in need of heroes. Residents of the town of Byr have been kidnapped. Some think it was marauding Hobgoblins, but a grizzled and crippled veteran who helped to drive the Chagmat (monstrous spider-people) back many years ago believes that the Chagmat are back. Their forgotten temple is believed to be up on Little Boy Mountain. He argues that the mountain is where answers, and the missing townsfolk, can be found. Pgs. 33-48

Cover of GK1 The Adventure Begins
GK1 The Adventure Begins
AD&D
Levels 1–3
17 pages
0

Adventure awaits both AD&D & 5E D&D players looking to take on the challenges of a Steampunk style setting! Using Gary Gygax's notes from the original AD&D DMG under 'Sixguns & Sorcery' and incorperating them into the setting, this introductory gazetteer and adventure will give players the opportunity to use the Nameless Realms (Roslof Keep & Taux) as the backdrop in a later age, The Gun Kingdoms. Secure a ship, find a crew, and take on the xenophobic and apocalypic setting as you try to deliver a spy back to the government she stole from. Will your players become part of the 'greater good' of the new world government, or will they become its opposition, striving to help the dying race of the Enlightened? Only time will tell. This adventure is formatted to both 1E & 5E gaming rules.

Cover of Troll Bridge
Troll Bridge
AD&D
Levels 2–4
3 pages
0

A very big problem from a very small source. Pay the toll or feed the troll' seems pretty obvious. Too bad that it isn't. A tricky gnome has used illusions to fleece anyone crossing a bridge, posing as a fearsome troll. To direct more traffic across his bridge, he has also set fire to the Great Bridge downstream. The players find the Great Bridge burned and follow this detour. At the bridge, the players will fight with the illusory troll. After a few rounds, it flees back to the gnome's lair under the bridge, and the players will need to deal with a combination of the gnome and his traps if they investigate. Pgs. 22,23 & 69

Cover of The 384th Incarnation of Bigby's Tomb
The 384th Incarnation of Bigby's Tomb
AD&D
Levels 15–25
10 pages
0

You possess a map to the tomb of the cursed archmage Bigby. Legend has it that the dungeon itself changes, altered by a powerful artifact and changed each time the tomb is entered. Some tales say that Bigby is trapped in magical stasis seeking something to prolong his life. All agree that great treasure and magic lie within if you are brave enough to face the hazards.

Cover of Doors to the Unknown
Doors to the Unknown
AD&D
Levels 2–10
63 pages
0

Four doors of mystery appear in the Cage. They lead to four adventures, if a basher has the dark of them. "These aren't doors in the traditional sense, cutter, but they're portals just the same. They appear for a short time every 500 years, popping up in different parts of Sigil. Each hides a mystery that's waiting to be solved, and together they just might hold the key to a secret of the multiverse. All a body's got to do is tumble to the right keys, open the doors, and face down the Unknown." - Estavan, merchant lord Doors to the Unknown is a collection of four Planescape adventures that can be played separately or as a mini-campaign. When four doors appear in the Cage, the barmies crawl out of the shadows, and the heroes get drawn into events that could have consequences for the entire multiverse. Each door leads to a different plane and a different deadly challenge for the player characters. Together they offer a way to stop an ancient menace before it strikes again.

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 FD7 - Needle of Patti
FD7 - Needle of Patti
AD&D
Levels 2–4
20 pages
0

While doing due diligence going over some dusty tomes you have discovered a scrap giving you a clue about some magical items in a strange obelisk somewhere in the vicinity. The adventure takes the PCs across the Torgoth’s Causeway into the frontier. A few coins to a local sage and you will have a better idea on where to go…or so it would seem.

Cover of Them Apples
Them Apples
AD&D
Levels 1–3
12 pages
0

The village of Wistil is known for only two things: amiable halflings and tasty red apples. Someone has spoiled this year's crops and the halflings are scrambling to figure out how to respond. A band of stout folk set out from the town searching for answers; but, they have gone missing. The heroes are called in to investigate. Includes a random encounter sidebar, an overland map, and a map of the hill giant's hovel.

Cover of The Complete Roslof Keep Campaign
The Complete Roslof Keep Campaign
AD&D
Levels 1–12
134 pages
0

"...Night fell again on the ancient keep, whatever had been relegated to life below the surface for so many years finally finding its way to the streets and only the Company of the Ivory Scimitar has a chance to stop it." Follow the exploits of the Company of the Ivory Scimitar as it starts from nothing to become the greatest Mithel company in history. Brave the dangers within the intelligent labyrinth of the mad fey Mithelvarn. Fight enemies both above and below ground, enter the wildlands, wage war against an insidious corruption, and finally take the plunge into a sunken dungeon. Can you and your players find a way to outwit your competition for the ultimate prize, immortality, or will the Infernal Machine win out and destroy the entirety of Roslof Keep? This fully compiled mega-adventure is compatible with 1E and 5# mechanics and will take characters from 1st level through the mid-teens. For beginners and experts, players and DMs, this book provides all a gaming group needs to run the complete Roslof Keep Campaign including new races, monsters, dungeons, side-adventures, and more. Will you be the first to conquer mad fey Mithelvarn's Labyrinth? Contains: ROS1 Beneath Roslof Keep ROS 1.5 Welcome to House Aldenmier ROS2 Tremors in the Machine ROS 2.5 Test of the Tower ROS 3 The Curse of the Violet Corruption! ROS 3.5 Dire Run to House Fleetwood! ROS 4 Glade of the Burning Dead ROS 4.5 Hammer's Fall in Anarchy ROS 5 Deep Dive in the Flooded Halls! ROS 5.5 The Mithel Company Champion ROS 6 Realms of Madness and Despair! ROS 6.5 The Final Banner Races of the Nameless Realms, 1E & 5E blank Character Sheets, Iconic Characters These adventures are formatted to both 1E & 5E gaming rules.

Cover of DL1 Dragons of Despair
DL1 Dragons of Despair
AD&D
Levels 4–6
32 pages
0

The beginning adventure to the Dragonlance, War of the Lance series of adventures, upon which the Dragonlance novels are based. The companions meet in the Inn of the Last Home to discover a barbarian couple with a mysterious staff. The PCs journey to discover the staff's history which leads them to a ruined temple to the Forgotten Gods. Includes a full map of Xak Tsaroth and overland maps, some color. Art by Jeff Easley. TSR 9130

Cover of Easy Money
Easy Money
AD&D
Levels 4–6
6 pages
0

Jack Mooney owner of the "Jack Mooney & Sons" Circus. Wants to hire the PCs to capture a great cave bear with a brilliant golden coat.

Cover of Esmerelda's Bodyguard
Esmerelda's Bodyguard
AD&D
Levels 6–9
8 pages
0

En garde! "Go away, or I shall taunt you a second time!" A duchess recruits the party to deal with a monstrosity. Pgs, 60-67

Cover of The House of the Brothers
The House of the Brothers
AD&D
Levels 6–10
6 pages
0

Old fog giants never die - they just slowly fade away. The House of the Brothers is an AD&D® game scenario for 3-6 characters of levels 6-10. Parties composed of less-experienced players should have higher levels, while seasoned players may be able to handle this adventure with lower-level characters. This scenario is designed to fit into the WORLD OF GREYHAWK™ Fantasy Setting. It takes place in hex M5-127 on the WORLD OF GREYHAWK boxed-set maps, three hexes north of Loftwick in The Yeomanry, on the border of the Jotens mountain range. If desired, this encounter may be used to expand a campaign using the supermodule GDQ 1-7 Queen of the Spiders, or it may stand alone. Of course, the scenario can be easily adjusted to fit into nearly any campaign world. The entire adventure may be dropped into a single evening's play. Pgs. 26-31

Cover of FD8 - Mask of Vexicon
FD8 - Mask of Vexicon
AD&D
Levels 3–6
20 pages
0

After checking local pawn shops and the library you have discovered information on an old Adurite noblewoman who possessed a magical mask. The woman had suffered a facial injury and commissioned a magical face shield to hide her wound. Having never heard of the item you believe it is probably in the ruins near Ugus Horrus where she lived. With no other leads at the moment you gear up and decide to embark on the search for this item!

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