A desperate rescue beneath the waves. The Deadly Sea is an oceanic quest for 4-8 characters of 4th-7th level in the AD&D® game. The use of magical items or spells which aid undersea combat, movement, and breathing is strongly advised. The ability to open locks is also helpful, as are mariner skills and knowledge. See additional notes in the section ‘‘For the Dungeon Master.” The adventure begins at a seaport which the Dungeon Master should name and develop as desired, to fit the circumstances of his campaign. The names of other areas may be changed to fit the campaign as well. This module requires some detailing and planning prior to use.
The door to the Abyss can be opened with good intentions. An act of mercy released a creature of unspeakable evil. Now, only you have a chance to stop it. A vrock has been trapped inside a stone circle outside the village of Sundown. This stone circle remained untouched for thousands of years, until an unwitting mage decided to depetrify one of the standing stones that he mistakenly thought was a helpless farmer. This released the vrock, who killed the mage and has been trying to regain enough power to plane shift back to its home. This module primarily is based on investigation and problem solving, with a final fight with the vrock at the end. Roleplaying should be emphasized. The town of Sundown is fleshed out with NPCs and stores for player exploration. Pgs. 4-16
Crippled, wingless, old and a thousand times more dangerous. Surely, a crippled dragon is less dangerous than a healthy one. Pgs. 35-45
This Brief Encounter is made up of three events, a fixed encounter and details of the Hivebrood. The events can be played in any order that the DM wishes and should be dropped into play while the adventurers are apparently on their way to another adventure. They are not tied to any set location.
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
Abandoned and forgotten ruins never are. He left the Abyss to visit his human mother, not realizing he was a century too late. Still, there was a lot he had left to do... An ancient castle, Nol-Daer, has of late become the site of frequent strange occurrences. Gargoyles and Blood Hawks roost in the keep's ruined towers, Dwarves have been disappearing from the nearby area, and a Cambion controls it all from the shadows. Pgs. 3-17 & 64
Two thieves' guilds fight to the death - with you in the middle. Run silently; the Midnight Stalkers are after you. Escape from the Tower of Midnight is an AD&D* game module for 2-6 thieves of 2nd-4th level. The Dungeon Master may change the names of the thieves’ guilds, countries, deities, and so forth to fit the individual campaign. Note that all player characters are assumed to have been imprisoned at the start of the adventure; little or no equipment will be available at first. This module is well suited for tournament use. Adventure Background It must be assumed, for the sake of the adventure to follow, that the PCs have no way of avoiding capture by the Midnight Stalkers. However, the DM may find a way to play out this adventure and have some or all of the PCs captured, allowing any who escape to attempt to rescue their comrades. Pgs. 16-27
A Place and Time for Death is a companion adventure made to go along with the events unfolding in Folio Digital Quarterly #1, (GK1 The Adventure Begins). Far out in the uncharted territories, the Enlightened still cling to life, but the ever encroaching presence of the xenophobic Samaya threatens the last of their hidden enclaves. Now, a bounty hunter has been dispatched to deal with the supposed Enlightened sympathizers in the border town of Hogan's Hooch, but there is more to the story than meets the eye. Unbeknownst to the citizens of the town and old relic of the Final War is the price the bounty hunter seeks. Can the party find a way to thwart the bounty hunter and deal with the relic before it falls into the hands of Samaya willing to use it to sway the balance of power in the world? This adventure is formatted to both 1E & 5E gaming rules.
As your party closes in on the coast of the Newmack Sea you are greeted by a large group of the duke’s military. After gaining an audience with General Zulta you discover that your reputation has preceded you. The general asks your party if they could assist him in the capture of the rogue mage Oxidosus who is currently trapped in his island fortress. A cautionary note, if the players make poor decisions TPK is a very real possibility!
With the docks of Distant Turtle City behind them, the challenge of the city's castle still lies ahead. Ancient dwarven samurai were lords of the mighty estate, but now it has fallen to darkness. What secrets and horrors might be found there are disheartening enough, but with a city of the shadow dead at their backs, the adventurers have little choice but to put an end to Molo's corruptions once and for all. Come join the battle against legendary tortoise oni, stealthy gaint mantises, corrupted beasts, undead half-dwarven guards, and even a rumored shadow dragon! This adventure is formatted to both 1E & 5E gaming rules. Also available in PDF.
The End of the World Is at Hand! A hideous death cult has seized control of an ancient artifact-monument known as Tovag Baragu. The power behind the cult is the Old One himself, Iuz the Evil, demonic master of an empire. He's on an all-or-nothing quest for supremacy over the world—and the heavens beyond. To stop him, heroes must face horrors never dreamed of, journeying to a shadowed city where Death rules and the living cower. Here, Iuz will achieve his mad dream by destroying the imprisoned master of that alien citadel: Vecna, the mightiest lich, an immortal demigod. Two items exist with the power to stop Iuz—the Eye and the Hand of Vecna—but using them carries fantastic risks. Not even the gods know what will be unleashed when these items are fully activated. Die Vecna Die! takes the heroes from the Greyhawk campaign to the demiplane of Ravenloft and then to the Planescape city of Sigil. However, none of the material from those settings is required for play. TSR 11662
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? When a necromancer steals a maiden of ancient bloodline, the Wizards of the Order of Towers must find a way to get her back. Hiring a merchant lord of Taux to fund a rescue mission the hope is to return her before the dark Wizard can use her to find the legendary White Ship and the key to magic beyond this world. Now the mission is in jeopardy as the adventurers have become stranded on the mysterious Isle of Jade. Braving a dark corruption, nasty native Fern Goblins, and even ancient Amazons, the party will have to stop the corruption before it turns the islands inhabitants and giant reptiles mad. This adventure is formatted to both 1E & 5E gaming rules. Also available in PDF.
Playing a Paladin can be an enjoyable experience especially with their vast array of powers and special abilities. One of their most overlooked abilities is their calling for a bonded mount at 4th level. Several scenarios are available for this "calling" including dreams, quests, etc. in the books but I have yet to run across any published adventures for it. This adventure provides one such option for gaining the mount and utilizing the Paladin's recent ability to turn undead as well. While this is a short adventure, it gives the DM an option to go one on one with a Paladin PC and challenge him/her in order to win their steed and a little glory as well.
The sea has many perils. Are the treasures of a sunken pirate ship worth the risk? Arkos Seatamer, a privateer and the sole survivor of a shipwreck has gathered a new crew. He's returning to the wreck to recover the body of his closest friend, Devek Harpwind, for a proper burial. Arkos had rammed the pirate vessel 'Striking Shadow' in combat, shattering its hull. He leapt aboard the sinking ship to take the pirate queen as a prisoner. Shortly after, a sudden storm arose, so violent that it sunk his ship as well. This isn't the whole story. The pirate queen wore a cursed gold armband, shaped like a coiled eel. The sight of the band made Arkos mad with greed and he moved to slay her to take it. Devek tried to intervene but Arkos killed his friend in rage. With his dying breaths Devek laid a horrible curse upon Arkos to become a were-eel each night. The PCs are hired to accompany Arkos and his crew to the wreckage and recover Devek's body from the wreck, along with the armband he still lusts for. Pgs. 18-35
Your magic user friend has had his spellbook taken by marauding bugbears. He, and by extension you, are tasked by his mentor to recover the tome. Now you must track the goblinoids across the maze like hill country to find his stolen book. Pgs. 9-24 of Polyhedron #28
Bizarre thunderstorms in the city of Arabel are only the beginning. Who is killing all the city's mages? Foul weather foes A city is plead by mysterious weather and unique monsters. The Party must find and stop whatever is causing the weather and the monster to attack. Pgs. 28-43
A knife flashes in the darkness. You never see the face of your attacker. The adventure begins. Their spirits trapped by a cursed magical weapon, the heroes find themselves imprisoned on the surreal domain of Aggarath. Here, they must explore the mind of Chardath Spulzeer, the isane lord of the realm. Somewhere in his shattered dreams and tormented memories lie secrets that may enable the adventurers to escape. This product may be used with the Forgotten Realms Castle Spulzeer game adventure. TSR 9537, from 1997
It's just a bad dream-a very bad dream.... Beware the night, for sleep provides another path to the Demiplane of Dread. In the unique domain called the Nightmare Lands, darkness offers not blissful slumber, but ultimate terror. Heroes enter this realm at the bidding of the night, drawn from their dreaming bodies and captured by an enigmatic figure known only as the Nightmare Man. Trapped in this region of psychological fear, heroes face their worst nightmares in strange surrealistic terrain. If they escape the treacherous clutches of dark slumber, they'll be safe-at last until the nest time sleep overtakes them... This box set Campaign Expansion contains 4 adventures: Dreams Within Dreams: https://www.adventurelookup.com/adventures/dreams-within-dreams Dark Harvest: https://www.adventurelookup.com/adventures/dark-harvest The Loathsome Deep: https://www.adventurelookup.com/adventures/the-loathsome-deep The Rose of Midnight: https://www.adventurelookup.com/adventures/the-rose-of-midnight TSR 1124
The characters are summoned by the Norse gods to track down two dwarves, one of whom has made a weapon for the giants to use against the gods. The mission takes the characters to Jotunheim, on the plane of Gladsheim, to take the god-slaying weapon from the giants.
DMs, do you wish you had more time to put together fresh, innovative adventures for your players? Have you ever been stuck for a new plot line, but been unwilling to delve into the reading and prepartion required by full-length modules? TSR Inc. proudly presents a new AD&D game accessory designed for the DM who wants variety and challenge for player characters. Adventure Pack I contains 12 short modules, each a complete stand-alone adventure. The scenarios are unique and unusual; they will intrigue characters of all levels, and offer a variety of settings and plots for the DM to choose from. These adventures are suitable for one-time play, or can be inserted into your campaign at any time. Each module includes one or more maps, background for the DM, NPC capsules, and complete encounter descriptions. The scenarios are designed for a specific range of player character levels, and can easily be made more or less difficult if neccessary. Now, with a minimum of preparation, you can give your player characters a challenge that will last for as little as one day of game time or months of it. DMs are sure to find Adventure Pack I convenient, innovative, and invaluable! Contains 11 Adventures: The Circus of Gandolfo - https://www.adventurelookup.com/adventures/the-circus-of-gandolfo Sharla's Zoo - https://www.adventurelookup.com/adventures/sharlas-zoo The Weird Woods of Baron Orchid - https://www.adventurelookup.com/adventures/the-weird-woods-of-baron-orchid To Kill a Kraken - https://www.adventurelookup.com/adventures/to-kill-a-kraken Reign of Triumph - https://www.adventurelookup.com/adventures/reign-of-triumph Terror of Skytumble Tor - https://www.adventurelookup.com/adventures/terror-in-skytumble-tor Steaks - https://www.adventurelookup.com/adventures/steaks The House of Long Knives - https://www.adventurelookup.com/adventures/the-house-of-long-knives The Lauros Road Bandits - https://www.adventurelookup.com/adventures/the-lauros-road-bandits Scavenger Hunt - https://www.adventurelookup.com/adventures/scavenger-hunt Blood and Laurels - https://www.adventurelookup.com/adventures/blood-and-laurels TSR 9202