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
Gang War! is a companion adventure made to go along with the events unfolding in Folio #9 (DF2 The Lost Apprentice). It contains the information needed to run a side advenute during the events of The Hidden Valoria Campaign. Yep, you've stepped in it now! Cross blades with several of the gangs of the Patina to help avoid an all-out war that is likely to set the neighborhood ablaze! Once again the players are pressed into service to help keep the peace in the Patina when a rumor of a murder and deciet will pit on gang against another, their tenuous alliances threatening to pull other gnags into the mess as well. This adventure is formatted to both 1E & 5E gaming rules.
With several adventures under your belts your party arrives at the small settlement of Goshen seeking a warm bed and full bellies. As you begin to satisfy both you hear rumors of some overdue mining Dwarves. These miners have been quite consistent about coming to town to move their gemstones to market and with recent sightings of humanoids the townspeople are concerned. Is your party ready for a well-being check?
A "simple errand" is never what it seems. It's a wizard's privilege - and curse - to change his mind. Pgs. 3-7
Nestled high in the mountains of the Holdfists is Karnack, known for a millennium as the ‘city of the gods’. Known for its multitude of shrines, one in particular has caught the attention of the party. Annwyn is the legendary Plane of Magic for Filbar and can be used to recharge magical weapons that ‘lose their edge’. This adventure was used to help the party recharge one of their weapons they had, but this setting can be used for a variety of different purposes including a visit with a rather nasty neighbor beyond the city borders….it ain’t easy being green!
A sinister demon Fledgling trying to become a mighty Nabassu lures the adventuring party to a dungeon with a cruel history. The dark walls of the dungeon holds more terrors than just scary monsters and deadly traps. Will the adventurers figure out that they are nothing more than the next meal before reaching the waiting demon of the dungeon?
"Long ago the Wizards of the world discovered the Afterglow Sea, a new magically charged plane of existence that lay beyond the Veil of the Elemental Plane of Water. It was from this magical well that they drew their supremacy, but some among them sought more raw energy, and surmised another darker and more powerful plane existed beyond the Elemental Plane of Shadow..." The black-heart necromancer Molo of the 13 Wives has discovered the existence of the Veil of Shadow and has set about to once again make contact, threatening the entire world in the process. So it is that a group of adventurers has been hired by the Wizards of the Taux to find Molo before he can bring about this cataclysm, but he has a head start. Molo has gone south across the sea, and a ship, the Coral Stranger, has been outfitted to try and catch him. Can the adventurers survive the trails of the southern ocean, solve the mysteries of corrupted dinosaur islands, brave the shadow-touched port of Distant Turtle City, and overcome the legendary Corsair Mists where Hyperion, Titan of Fire, is said to hold court over sea creatures the likes of which the world has never seen? Even if they can overcome all these obstacles, there is still the White Ship, death vessel of ancient Uthoria and closest contact point to the Veil of Shadow, and Molo himself... Compiling the full White Ship Campaign adventures series from Folio 14-19, as well as over half a dozen supplemental mini-adventures and the Ports of the Nameless Realms supplement, this is a true monster of a sea-based dungeon and lost island crawl. The adventure will take characters from 1st -12th level in an epic island hopping campaign! Contains: WS1 The Isle of Jade WS1.5 The Pearl of Madness WS1.6 Tomb at the Dragon Spine WS1.7 Candon Shaman of the Dark Fen WS2 The Forgotten Plateau WS2.5 The Ruins of Alaxar WS3 Distant Turtle City WS3.5 Pirate Lords of the Dark Sargasso WS4 Samurai's Fall WS4.5 The Final Stand of the Fallen Leaf WS5 The Shattered Tower WS5.5 The Sunken City WS6 Duel on The White Ship WS6.5 The Ghost Tower Ports of the Namless Realms Volume 1&2, Iconic Characters Also Available: WS2.6 Lost among the Crystals WS3.6 The Ogre Magi of Jade Rock These adventures are formatted to both 1E & 5E gaming rules.
Tillius Morganstein aka the Mad Mage has selected your group to investigate an ancient temple hidden below the peaceful waters of Lake Springwood. The wizard is too old to investigate the area himself and has enlisted your help. While he has studied the ancient texts dedicated to "Bulu" he cannot define what dangers may lurk or what treasures may await those brave enough to delve into the submerged halls but surely the rewards will be great!
After a few scrapes with adventure even novice heroes will need a break and such is the case with this challenge. The young group of PCs will find themselves entering a backwater burg in the hopes of a little R&R (rest and relaxation) but as they come close to town a dead body in the road and the smell of burning foreshadows troubling times ahead. The R&R will have to wait as the young adventurers will be challenged yet again.
Candon Shaman of the Dark Fen is a companion adventure made to go along with the events unfolding prior to the core adventure found in Folio #14 (WS1 Isle of Jade). It contains the information needed to run a side adventure that will help characters gain a degree of experience before setting out into the interior of the Isle of Jade. After moving into the swamps of the southern coast the party becomes aware of a threat to the native village that now repairs their vessel. A Candon shaman, roused by the corruptive magic of the Necrotic Pearl, is raising a force to destroy the town and only the players have a chance of stopping the Candon before his forces grows to a size they cannot handle. The islanders fear some dark power has corrupted the Candon lizardmen of the lowland fens. If their shaman leader has fallen to the side of darkness, it is only a matter of time before his calls for war are answered by the fern goblins. Can the adventurers stop the shaman before his summons can be answered? This adventure is formatted to both 1E & 5E gaming rules.
Coming off the Plains of Dorack, you enter the Glockenspiel Mountains, where the remote village of Fargone is located. A merchant caravan you encountered a few days ago mentioned that Fargone residents have discovered a pass through the mountains to the sea; and a new trade route is opening up. This sounds like a nice place to stop before venturing to the sea! As you approach the area where Fargone is said to be, large billowing smoke clouds can be seen….this could be problematic…..
The party that has made their way along the causeway has arrived on the edge of the sea and has been summoned by the high priest. The party has been asked to help in a mission on Borsk Isle. The group will be providing security to the mountain temple as a relic is going there to be destroyed. The island is home to a variety of creatures, most of which will be aggressive…up for a challenge?
An introductory adventure set in and under Shadowdale after the Time of Troubles. The subject of the adventure is the tunnels connecting to to Tower of Ashaba that are rumored to connect to the underdark.
The gnomes built a dragon. Can you turn it off? We gnomes built this wonderful dragon but now the darn thing seems to be out of control. The party meets a hapless gnome tinkerer who's mechanical dragon has gone haywire! The construct is possessed by a spirit named Ahmoras. The party is led to a town called Gnomevale on the way to Mount Nevermind. Finding the town devastated by the automaton, the party follows in the wake into the mountains. The party has many ways to defeat the automaton, ranging from brute force to tricking the spirit of Ahmoras out of the construct. Pgs. 36-49
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
A vanished tome, a faded legend, and the end of the world. Out of the eons, the deadliest artifact. At least one magic-user is required, and fighters and thieves would be very helpful. Magic-users may have a special interest in this quest due to the nature of the item for which they search. Traps and puzzles are a dominant theme, and problem solving is necessary. Pgs. 41-64
Trouble always comes in threes. For years the mansion has hidden its secrets and its sorrows, but now it has returned to dreadful life. The Ghost of Mistmoor is an investigative adventure where the PCs are tasked with finding the entrance to a secret vault in a haunted mansion. There are ghosts to be had, but unbeknownst to the characters also a cunning thief and her sidekick took residence here. It does not contain many combat encounters but has a rich list of spooky events, some from the ghosts, some staged by the thief. Pgs. 52-70
This module was originally used for the AD&D Tournament at Origins '79. Your party is lost! You should never have abandoned the ship and struck out into the marshes, but your pursuers were closing on your trail, and it seemed the only way. Stumbling onward through the fens, your party makes for higher ground ahead. As you cross the ridge, you see a clearing before you. There in an ancient ruin - a worn and overgrown pyramid fills the courtyard, shining in the moonlight, seeming almost brighter than the moon itself. TSR 9032
Strange lights in the sky, prophecies of doom, and a threat unlike any other draw the heroes to Aston Point. In this small frontier town, the fate of the world will be decided. If the heroes and their strange new allies defeat the invaders, they must then pass through a portal to another battleground, a metal city on a far-distant world, where aliens fight desperately against death machines that threaten to overwhelm all organic life. So trade in your sword for a blaster rifle, your sling stones for a few high-explosive grenades, and see what happens when you mix magic with high technology. This box contains A 32-page book, The Cast and Props, describing new, high-tech equipment, detailing the battleground of the Rael-Overseer war, and explaining how to mix fantasy and science under the AD&D game system. Two 64-page books, The Tale Begins and Crossing Over, presenting the grand adventure that is the Tale of the Comet. Eight sheets of charts, maps, art, and statistics for the players and the DM. Two posters, one a double-sided map of the regions where the action takes place and the other an illustration of all the technological terrors the heroes will have to face in the course of the adventure. TSR 1143, From 1997
The winter solstice has come to the Oakfield Province of the Free Coast, and with it an inordinate amount of snowfall. Townsfolk in the Daerns speak of a winter witch that has imprisoned the Yarl of the Frost Giants in Strangler's Deep, and until he is free the winter will continue to ravage the land, killing livestock and freezing townsfolk without the means to buy ever dwindling resources of wood. Can a party from Roslof Keep or beyond come together in time to find the truth to these rumors and set the ecological balance to right? This adventure is formatted to both 1E & 5E gaming rules.