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666 adventures found
Cover of FD1 - Death of the Jabin Sagna
FD1 - Death of the Jabin Sagna
AD&D
Levels 1–3
16 pages
0

As a pair of fresh faced adventurers yearning to show the world what you have you can almost taste the action, but you haven’t found any yet. While on the road a local farmer tells you that the Thorp of Templeton is looking for someone to find their missing ferryman. While the farmer doesn’t have many details the thorp in question is less than half a day’s walk from where you are. As you wander down the road with your friend you both revel in a job as easy as finding a drunken boat captain!

Cover of The Doomgrinder
The Doomgrinder
AD&D
Levels 4–8
48 pages
0

The Lost Tombs, Volume 3 The Doomgrinder, a mysterious stone windmill many leagues east of the City of Greyhawk, has for centuries been a source of rumors, frustration and fear. The rumors say that vast treasures are stored inside-all cursed. The frustration belongs to hundreds of adventurers who over the years have attempted to enter the windmill and failed. The fear is felt by those who believe the world will end when the stone sails of the Doomgrinder turn again. In the City of Greyhawk, powerful spellcasters read bad omens for the future, and the Doomgrinder is part of them. Some see no future at all, good or bad. TSR 9581

Cover of Jammin'
Jammin'
AD&D
Any Level
9 pages
0

From the magazine: "A rotting ship holds the secrets of all the universe, but its crew wants you only for the 'fuel' you carry." This scenario is useful for launching players into a Spelljammer campaign. The players are tasked with investigating a derelict ship that fell from the sky. The ship is captained by a spectre and crewed by a host of undead enemies. Clearing the ship gives the players the possibility of a Spelljammer ship as well as access to several wheel-lock pistols and ammunition (the biggest treasure from the adventure). The adventure takes place in the Forgotten Realms setting, though it may be easily altered to fit any other campaign world. Module LC1 Gateway to Ravens Bluff, The Living City, would be helpful, as the city of Ravens Bluff is suggested as the PCs' starting point for this adventure. Any other city can be substituted without difficulty. Pgs. 29-37

Cover of Trial by Fire
Trial by Fire
AD&D
Level 1
30 pages
0

An introductory adventure for AD&D. Discover the secret fortress! See if your character can survive the Trail by Fire! Use your own characters, or use the fully equipped characters that are provided. Also contains maps of the fortress and a detailed wandering monster table. Exploration into an underground military base, now occupied by monsters.

Cover of AT1.5 Storm Seasons
AT1.5 Storm Seasons
AD&D
Levels 5–7
3 pages
0

Everyone comes to Taux for a reason, and yet they come. A few will brave the Ebon Swamp, but most come via ship, which is the method the party now employs. Unbeknownst to them, however, a strom is brewing, one with untold magical energy that can bend the very fabric of space and time. If they are lucky they will have a story to be told beyond imagination. If they aren't, they will become the fodder of sea-faring legend, just another lost ship that never made it into the sheltered bay of Taux. This mini-adventure sets up the events of Folio #11 (AT1 The Subtle Revenant) This adventure is formatted to both 1E & 5E gaming rules.

Cover of FO1 - Ruins of Linthar Keep
FO1 - Ruins of Linthar Keep
AD&D
Levels 3–4
11 pages
0

Word has reached your ears that a relic weapon is nearby and at the ruins of Linthar Keep. Once a bastion of humanity the remains of this fortress is now home to roving bands humanoids that have been attacking nearby communities. Can your young adventurer brave the dungeon of the old keep and find the riches others have been unable to…..the famed SKULLCLEAVER blade!

Cover of The Menacing Malady
The Menacing Malady
AD&D
Levels 2–4
9 pages
0

The doctor is out … of patients! An infection of mold is spreading in the city, and its haveing a mnsterous affect on the population. Its up to the party to deal with this growing threat. Pgs. 60-68

Cover of ALQ5 Ruined Kingdoms
ALQ5 Ruined Kingdoms
AD&D
Levels 3–12
104 pages
0

Unveil the forbidden secrets of Nog and Kadar! The Nogaro River has seen the rise and gall of countless empires, unequaled in their evil and terror. Buried but not destroyed, their legacy lives on, shrouded by the tangled jungle and by time itself. With Ruined Kingdoms, bold explorers can at last lift the veil of oblivion and unravel the mysteries of a dark and sinister past. Inside you'll discover: A 32-page campaign booklet describing the Ruined Kingdoms and their many secrets. A 64-page book packed with adventures-nine plots of intrigue and danger that transport player characters from Dihliz to Afyal and into the heat of the ruin-choked jungle. Adventurers face yak-men, genies, and giants, and unearth artifacts of awesome magical power. An 8-page booklet filled with villainous women and deadly reptilian monsters. Six cardstock sheets featuring detailed maps and player aids. A stunning poster map of eastern Zakhara, depicting the twisting valleys and ancient capitals of the Ruined Kingdoms. Recommended for use with the Arabian Adventures rulebook. TSR 9440

Cover of A3 Assault on the Aerie of the Slave Lords
A3 Assault on the Aerie of the Slave Lords
AD&D
Levels 4–7
32 pages
0

Into the Drachensgrab Mountains! Hot on the trail of the marauding slavers, you and your fellow adventurers plunge deep into hostile hills. Spurred on by your past success, you now seek the heart of the slaver conspiracy. But hurry! Your must move quickly before the slavers recover from your previous forays and attack! This module was originally used for the official Advanced Dungeons & Dragons Tournament at Gen Con XIII and is the third of four in a series of related tournament modules. This module contains a challenging scenario, the tournament scoring system, plus nine pre-rolled, playtested tournament characters. Also included are large scale referee's maps, notes, and background information. A3 is a complete adventure in itself, but it is also a companion to A1 (Slave Pits of the Undercity), A2 (Secret of the Slavers' Stockade), and A4 (In the Dungeons of the Slave Lords). TSR 9041

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 AT2 The King and the Serpent
AT2 The King and the Serpent
AD&D
Levels 5–7
15 pages
0

With the most powerful ruling house of Taux now an enemy, heroes of the Emerald Serpent must take shelter inside the revelry of the Festival of a Thousand Blossoms. This massive carnival sweeps over the city in the spring of each year for seven full days, and with it as a shield to their activities, a secret mission into the heart of The Grand Playhouse awaits. Can the heroes infiltrate the Thunderstone Crew? Will iconic characters from the Taux fiction come to their aid? What sinister plots still take form in the city by the insidious House Vash? Become part of the Tales of the Emerald Serpent in this 2nd part of the Taux Trilogy This adventure is formatted to both 1E & 5E gaming rules. Also available in PDF.

Cover of The Shattered Circle
The Shattered Circle
AD&D
Levels 1–3
32 pages
0

The Shattered Circle is an AD&D® adventure for four to six player characters of 1st to 3rd level. For many ages, the standing stones known as the Circle of Cahervaniel have stood on a grassy hilltop, unremarkable and unmenacing, but something has changed. A powerful artifact deep within the earth has been uncovered, and its evil power has corrupted the recent inhabitants of a dungeon complex. The chitine live within, a cross between humans and spiders created by the drow, but trying to live a quiet existence. The evil Foundingstone has corrupted some of the chitine, and split their society in two, bringing them to conflict. Adventurers who navigate the chitine factions and dangerous dungeon will need to end the threat of the Foundingstone and the solve the mystery of the strange dark unicorn Mizar that has appeared recently around the stones. Interestingly, one of the unique magic items in this adventure, Icerazor - is said to have grown from a shard of Frostrazor, a sword that appears in a famous later adventure - Return to White Plume Mountain. There is a brief mention of Suloise, so it can be considered a Greyhawk adventure, but clearly states it can be placed anywhere.

Cover of Blood On the Plow
Blood On the Plow
AD&D
Levels 4–6
3 pages
0

Beat your swords into plowshares. "Blood on the Plow" is an "interlude" adventure for a small party. It can be inserted into virtually any campaign world where agriculture is a common way of peasant life, at any time during the late summer months. A small side track adventure for adventures in the country side. A string of accidents have prevented a poor farming couple from harvesting their wheat crop. A party of adventurers could help bring in the crop with a week of hard labour. By the time they finish they'll discover the previous accidents were more than just bad luck. Pgs. 32-33 & 59

Cover of GK2 The Druid Child
GK2 The Druid Child
AD&D
Levels 3–5
14 pages
0

The world in which the air sailors still travel is a shrinking one, where each death is knowledge lost that will likely never be regained. There should be a sadness about that that penetrates all things in the Gun Kingdoms setting. The era of magic is coming to an end, and with it will go the skyships. This adventure is formatted to both 1E & 5E gaming rules.

Cover of FS1 - Fortitude Dungeon
FS1 - Fortitude Dungeon
AD&D
Low Level
8 pages
0

Need to teach a newbie how to play? A young village shepherd has been telling a tale of an opening in the ground near where his flock roams. Timby Poster thinks he has found something of great importance. He has been telling everyone that there are stone stairs leading into the depths. He was going to investigate but his flock was set upon by vile humanoids that have been raiding the area more frequently. As Timby is prone to tell “tales” of monsters and his flock came back intact this may be a hoax thought up by the young boy. This adventure was designed for a beginning character with little RPG experience. Created for one player and one DM this allows a new player to understand basic concepts.

Cover of DSE1 - Dragon's Crown Box Set
DSE1 - Dragon's Crown Box Set
AD&D
Levels 10–13
312 pages
0

Hail, heroes of Tyr! Bravely you have served your adopted city since the day of King Kalak's fall. As slaves and rebels you rose from Kalak's slave pits to claim your freedom from his ancient tyranny. Now that freedom is being threatened once again by an insidious new enemy, one who controls the use of psionics throughout the dying world of Athas! The Dragon's Crown adventure is the exciting climax of the Freedom module series in one final journey of epic proportions, the player characters must defend everything they have worked so hard to build. Seven adventures connected by one great plot take the PC's from the volcanic islands of the Sea of Silt to an ancient wonder hidden in the forests of the Dragon Crown Mountains. The grandest and most ambitious adventure of the Dark Sun game world, Dragon's Crown will provide many hours of exciting play! The previous flip-book modules (Freedom, Road to Urik, Arcane Shadows and Asticlian Gambit), are helpful, but they are not necessary to enjoy Dragon's Crown Dragon's Crown, the first epic adventure for the DARK SUN™ world, takes players to the four corners of Athas, a world without...psionics? Someone, or something, in Athas has seized control of psionics. The magical powers of the sorcerer-kings, the avangion Korgunard, and the Dragon are ebbing rapidly. A tide of evil is blanketing the land and it must be stopped! But first, players must learn the secrets of the Order. This "super module" can be played as one big adventure or as separate scenarios. Contains: Out of the Valley adventure The Road of Fire adventure Dragon's Crown Mountains adventure TSR 2416

Cover of The Baron's Eyrie
The Baron's Eyrie
AD&D
Levels 5–7
12 pages
0

Come on up for a bite. Sometimes the adventure comes to you. The local inhabitants of a large town have been disappearing and its up to find what is causing and bring back the people that have disappeared. Pgs. 48-59

Cover of GA3 Tales of Enchantment
GA3 Tales of Enchantment
AD&D
Levels 5–8
32 pages
0

The mysteries and legends surrounding Whispering Widow Woods have always been enough to scare off the timid. The dense canopy shrouds the forest floor in darkness even at mid-day, and the tangled underbrush inhibits travel and can disorient even seasoned woodsmen. Lately, though, terrorized residents have described attacks by normally docile creatures, such as black bears. Respected citizens told wild tales of unprovoked attacks by treants, sprites, and brownies. The last two curious souls to venture into Whispering Widow Woods have not returned. Tales of Enchantment has no mechanism built- in to keep the players on track. That is part of the problem for them to solve. They can go as far afield as their bad judgment takes them, but the farther afield they go, the more trouble they find. TSR 9428

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 RM1 Roots of Evil
RM1 Roots of Evil
AD&D
Levels 8–12
96 pages
0

Roots of Evil, the conclusion to the adventure begun in From the Shadows, delves into the horrific origins of Strahd von Zarovich, master vampire. This 96-page adventure module features Strahd in his final showdown with Azalin the lich, the two most powerful lords of evil in RAVENLOFT® realm. Player characters return to the popular Castle Ravenloft and discover never before known facts about the vampire's roots and origins. The outcome impacts the RAVENLOFT® realm for years to come! TSR 9413