In the Yatil Mountains south of Perrenland there is rumored to be a magical hoard of unsurpassed value, a treasure of such fame that scores of adventurers have perished in search of it. Find the perilous Lost Caverns of Tsojanth and you may gain the hidden wealth of the long-dead arch-mage-- if you live. Module S4, this contains a brief wilderness journey to the caverns, but the bulk is underground. The caverns are noted as a previous lair of the Arch-mage Iggwilv- though she is long gone, her Demonomicon remains. This module marks the first appearance of several monsters and items that would later appear in the Monster Manual 2 and Unearthed Arcana. A labyrinth features in the caves. TSR 9061
When the wizard's gone, who minds his home? The wizard's gone, and his pets are home alone - but not for long! The wizard, Asflag, has met a horrible fate as a result of a sorcerous accident! Dangerous creatures have since been escaping from his home. The players are hired by the town to stop this danger. Pgs. 8-21
A dangerous beast - but one with a mission. Even the gods slip up now and then, but few dare remind them of it. Ri Conn's son was killed by the white boar of Kilfay, and he has passed sentence of death upon it! What starts as a hunting expedition for the PCs ends up being a grand adventure through the forest. Several interesting set pieces on the path of the boar's rampage are included in the adventure. The path of destruction leads through a goblin camp and ends in the tower of a now-dead mage (which still holds the target of the boar's ire, a mutated bulette that the mage bred). Will the party help the boar kill the bulette mutation, or let it free? Pgs. 32-47
The nightbound realm of Sithicus is dying! The grey forested crags scarred by jagged rifts echo with the laments of the dying elven nation. But the lord of the land sits uncaring on his blackened throne in the charred castle of Negragaard, lost in ancient memories. Through his passion and hatred the nightmare haunted death knight, Lord Soth, permitted catastrophe to befall his native world of Krynn. Now trapped in the Realm of Terror, Soth has once more brough calamity to his home. Abandoning rule of his twisted realm of Sithicus, Lord Soth has retreated to a still more distorted domain: the mad fantasies of his own history. To save the land and themselves, the heroes must venture into banshee-haunted Nedragaard Keep, and there into the warped mindscapes of a tormented darklord. TSR 9476
"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
An isloated mansion hidden in the mountains of eastern Europe is the setting for this 32-page drama in which the PCs must face death itself. TSR 1103
Deep below the surface lies an ancient beholder city called Ilth K'hinax. In times past, hundreds of beholders called it home - until simmering rivalries within their society exploded into warfare. The few survivors fled, leaving the city deserted for hundreds of years. However, the story of Ilth K'hinax's glory was passed down from one generation of beholders to the next. Now, after countless years of self-imposed exile, the beholders are back! After securing the city, the hive mother of Ilth K'hinax implemented a plan to wipe out all the beings living above it. Unfortunately for the beholders, several facets of the hive mother's plan have been revealed through the exploits of a party of adventurers. Now, this group of heroes must meet eye to eye with Ilth K'hinax's newest occupants in an effort to stop the hive mother's pernicious plan! "Eye to Eye" is the last of three adventures featuring the nightmarish beholder. It can be played as an individual mission or as part of the series that began with "Eye of Pain" and continued in "Eye of Doom." TSR 9536
In the kingdom of Keystone, at the mouth of the Manyforks River, stands the port city of Barnacus. It was founded two hundred years ago, and its strategic military and commercial location has made it the second most important city in the kingdom. The city is under the rulership of Haermond II, Duke of the province of Elcadan, a half-elf of high esteem who has been in charge for more than a century. His outstanding commercial politics have made the city very prosperous; almost every trade company in this part of the continent has a counting house in the port of Barnacus. Because of this prosperity, the city has suffered many pirate raids, and thieving activity is a fact of life for residents and visitors alike.
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.
The Sword of the Dales, an icon of the Dalelands symbolizing the unity and strength of the people, has reappeared! Created by Shraevyn the weapons-mage hundreds of years ago, the lost Sword had become nothing more than a fantastic children's tale - until now. A group of warriors led by Randal Morn, rightful ruler of Daggerdale, rushed to the Sword's resting place to recover it, but dark forces awaited them, and Randal and his men fell to an ambush. Only one man escaped, yet he brought with him the hope that Randal Morn yet lives. Resolved to rescue his leader, that lone survivor turned to the great Elminster of Shadowdale for aid. But Elminster is gone, off plane-hopping while the fate of Daggerbale hangs in the balance. Hence, it is up to Lhaeo, scribe to the old mage, to find a group of heroes who have mettle enough to face down the menace which claimed Randal Morn and his hearty followers... This is the first of three adventures that grant player characters the opportunity to determine the fate of Daggerdale. The saga continues with "The Secret of Spiderhaunt" and concludes with "The Return of Randal Morn." TSR 9484
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
Neither Man Nor Beast is set in the Ravenloft campaign setting, on the island of Markovia. It recounts a tale in which the heroes encounter all manner of beasts - some wearing human form, some animal, and many somewhere in-between. TSR 9499
This beginning level adventure pits your PC party against humanoid thugs who have found a nice niche in a narrow pass headed to HAVENDALE. Adorning the pass is a rock formation that appears to be a large skull thereby giving its name to the pass. These humanoids are led by a large Ogre named Roark. The mayor of Feastelburg has placed a bounty on the head of Roark and his evil minions. Is your party strong enough to rid the area of this menace?
The journey continues on the high seas as the ship crosses the equatorial reach and heads into waters rarely visited by the children of the North. While plying the trades far off the coast of the mysterious T'ung Empire, the characters encounter a derelict ship caught in a thick seaweed sargasso. The ruins of the craft point to Molo and his deadly plot, and the chase continues to a new port of call, that of Distant Turtle City. Can the city be freed of Molo's dark influence? Do the brave adventurers have what it takes to challenge shade ninjas, ogre magi, bushido goblins, and even a rumored eye tyrant? Only time and dice will tell! This adventure is formatted to both 1E & 5E gaming rules. Also available in PDF.
This is the first of the three adventures that comprise the Bleak House campaign. It brings the heroes into Ravenloft (if they aren't there already), introduces them to Rudolph van Richten, and starts them on the long trail that eventually brings them to the door of the manor knows as Bleak House Included in Bleak House: The Death of Rudolph van Richten TSR 1141
At one time the City of Tygos was a bustling metropolis located in the southeastern portion of the Plains of Dorack. Sitting in the shadow of the Dorack Mountains this city flourished as a trading metropolis. Decades ago the leaders of the city, the Serpentine Cultists, began a racially charged campaign against certain factions of the Plainsmen tribes. The resulting response of the Plainsmen was devastating to Tygos and the city was levelled for the most part and the water supply was poisoned. The city was also home to a group of adventurers called JOHAN and their fortress was said to contain powerful ancient magic that was never recovered. If these items can be located the resulting power can bring continued success to your party’s wealth and fame.
Sinister, twisting images...Horrific nightmares lurking at the corners of the mind...These are descriptions used to tell the tales of the Labyrinth of Madness. But these tales of the labyrinth are only legends, really, nothing more than stories used to frighten children at night - until a mysterious scepter is found, bearing within its crystal head a visage of insanity and terror, and also delivering a message: "Disturb not the Labyrinth of Madness again, and live a while longer." Now a powerful temple suffers from a tragic curse that is somehow linked to the labyrinth. Does there exist a group of heroes who can penetrate this dark and terrible place to life the curse...and survive? Labyrinth of Madness is a multiple-level, three- dimensional dungeon adventure, a puzzle within a puzzle, that commemorates 20 years of gaming with TSR. TSR 9503
The world of Filbar was built upon the remnants of the Adurite Empire an ancient empire that extended among the continents. Centuries ago a curse befell the land and the empire causing its destruction. In the campaign the players were given the opportunity to discover a very difficult way to lift the curse. While this adventure can be used as individual fillers it also offers campaign players the opportunity to lift the centuries old curse. Can your players piece together what happened and solve the mystery?
In which the Many seek the One, and the Heroes must retrieve a Sword lost amid myriad Threats to the Flesh. Chapter II of the "Well of Worlds" adventure anthology. Pgs. 24-33 TSR 2604
A light in the Belfry is the first RAVENLOFT adventure to feature an Interactive Audio CD. As player explore Morgorth's dreadfilled manor, they will actually hear the lamentations of tortured spirits, the clash of swords and thunderous roar of magic. With almost 100 tracks of dialogue, sound effects and mood music, TSR's Interactive Audio CD Adventures add a new dimension to the horror of Ravenloft. TSR 9494