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683 adventures found
Cover of FA2 - Springwood Forest
FA2 - Springwood Forest
AD&D
Levels 3–5
11 pages
0

Rumor has it that an evil temple resides in the forest as well as a mad mage who may or may not consume children. While these rumors abound speculation of the existence of such is frequently countered with the tenacity of the elves watching over the forest and how it would be unthinkable for them to allow such issues to occur. Note: This seems an incomplete adventure. While the evil temple is mentioned, there are no maps for it. Also the mad mage is given back ground, there are not stats for an encounter.

Cover of HHQ4 Cleric's Challenge
HHQ4 Cleric's Challenge
AD&D
Levels 2–4
32 pages
0

Cleric's Challenge is a one-on-one AD&D adventure, made specifically for a Cleric character. Pommeville is a sleepy little town that seems like a good place to stay for the night. That is, until the dead rise from their graves and begin terrorizing the village! Ancient evil threatens to overwhelm the good folk of Pommeville unless someone can find a way to comfort the restless dead. A lone, player character cleric will have to be clever, courageous, and more than a little lucky to solve the mystery and save Pommeville from the mindless zombies that threaten it! TSR 9429

Cover of Rudwilla's Stew
Rudwilla's Stew
AD&D
Levels 1–2
15 pages
0

In Mulcrow, food - not music - soothes the savage beast. The adventure begins in the town of Griffondale whre the PCs encounter Jelmark, an emissary of the Duke of Mulcrow. Jelmark hires the party to help the witch Rudwilla prepare a special stew for a cantankerous bugbear chief who lives in the Rockforge Mountains. Bruggh the bugbear demans the stew once a year on his birthday.-- from the adventure. Pgs. 34-48

Cover of The Star Cairns
The Star Cairns
AD&D
Levels 5–8
48 pages
0

The Lost Tombs, Volume 1 Derro swarm in the Abbor-Alz. The Doomgrinder windmill's blades approach their zenith. Strange sightings in Hardby and rumors of a bandit empire in the mountains have commoners and nobles concerned. The Circle of Eight hopes that the key to averting this disaster can be found in the mysteries of a group of five ancient crypts, the Star Cairns. But first someone has to find the fifth cairn.... Five separate adventure sites playable individually or linked together, The Star Cairns can provide a diversion for treasure-hungry adventurers - or can be used as the seeds for an extensive campaign. Although the adventures are designed for four to eight characters of levels 5-8, each section can be adjusted for weaker or stronger groups. TSR 9579

Cover of Whitelake Mine
Whitelake Mine
AD&D
Levels 2–4
9 pages
0

"There's this huge fish in my mine," says the gnome, "and you've got one week to get rid of it." A little fishing trip - with you as the bait! A gnomish mine at the bottom of Whitelake is being terrorized by a giant pike. The party has a week to find a way to capture or kill the beast. However, once they do, another monstrous fish attacks. The party eventually finds a tribe of merrow has claimed a cave on the north shore and are releasing the fish to keep the gnomes away. Pgs. 8-15, & 64

Cover of U2 Danger at Dunwater
U2 Danger at Dunwater
AD&D
Levels 1–4
30 pages
0

The little fishing town of Saltmarsh is threatened! Why are lizard men gathering force nearby and why have they been buying large quantities of weapons? A party of bold adventurers must answer these questions or the people of salt marsh will never live in peace! Danger at Dunwater is the second part in a series of three modules designed and developed in the United Kingdom for beginning adventures with the AD&D rules. Its plot follows direct from that of the first part (Module U1 - The Sinister Secret of Saltmarsh.) TSR 9064

Cover of The Kappa of Pachee Bridge
The Kappa of Pachee Bridge
AD&D
Levels 2–5
5 pages
0

A little village with a turtle-shelled problem. An unusual visitor who likes villagers - medium rare. The Kappa ofPachee Bridge is an AD&D® game Oriental Adventures module. Whether a group of religious pilgrims or a samurai with, bushi attendants, any strangers passing through Pachee are stopped by the frantic rice farmers, pleading for aid. This encounter is designed to fit into any Oriental campaign and draws upon Japanese folk legends about the nature of lake kappa, considered here to be a subspecies of common kappa (Oriental Adventures, page 124). The village of Pachee is a remote and usually quiet spot where travelers rarely pause, a collection of 35 rice farmers and their extended families, with fishermen, hunters, and herdsmen, a smith, two carpenters, and a potter. It is named for Pachee-ko, a deep, stream-fed lake west of the village. The waters of Pachee-ko irrigate all the rice paddies and yield the fish that feed the townspeople. Pgs. 28-32

Cover of Q1 Queen of the Demonweb Pits
Q1 Queen of the Demonweb Pits
AD&D
Levels 10–14
32 pages
1

How different things seem now from when you undertook the crushing of a few rebellious hill giants! What seemed a simple adventure has turned into a major expedition. Much time has passed since you discovered the conspiracy that led you to the frost giants, fire giants, and eventually to the long-forgotten Drow. Through your encounter with the dark elves, you have found the true source of the evil -- the demon queen Lolth! This module is the exciting conclusion of a series of seven AD&D modules. It may be played on its own or as the climax of the "Giant" series (G1-G3) and the 'Drow' series (D1-D3). The first of a new series of other-planar adventures, this module includes several new monsters, maps of the Demonweb and lair of Lolth, and notes on eight alternate worlds, suitable for expansion and addition to existing AD&D campaigns. TSR 9035

Cover of They Also Serve
They Also Serve
AD&D
Levels 5–7
11 pages
0

Not everything worth stealing is worth cash The party must recover a stolen patent of nobility from a thieves' guild, in order to stop a civil war. Pgs. 12-22

Cover of Find the Lady
Find the Lady
AD&D
Levels 1–3
32 pages
0

Finding missing people is a job any adventurers for hire get used to. But when the missing person turns out to be the recently deceased wife of a prominent merchant's son, and when there is the small matter of a major jewelry theft to deal with as well, then you've got an adventure that is nothing other than normal.... Find the Lady is an adventure for the D&D and AD&D game systems. It is designed for a party of 1st - 3rd level characters, with secondary skills generated according to the article in this issue. This scenario was not designed with any set number of characters or mix of professions and levels in mind, and could equally well be run as a group or solo adventure. It can be played as a one-off adventure or as part of the Pelinore or Zhalindor campaigns, and notes are included on placing the adventure in either world. GM2 Find the Lady Pgs. 15-46

Cover of The Accursed Tower
The Accursed Tower
AD&D
Levels 1–3
32 pages
0

The PCs begin in the port city of Luskan, where they're hired on by a caravaning merchant to perform guard duty for the long, dangerous journey over the Spine of the World Mountains. If the heroes do well, they reach the small town of Targos, where they hear rumors of a dead mage's lost tower out on the tundra. In order to find it, the PCs must overcome numerous obstacles but may find allies in the peoples of the Ten-Towns region, including a barbarian prince, a sly halfling, and a unique ranger. Not all is as it seems, though, nor can all smiling faces be trusted. Can the PCs separate the truth from the lies, locate the Accursed Tower, determine all its secrets, and survive?

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 The Year of Priest's Defiance
The Year of Priest's Defiance
AD&D
Levels 3–5
9 pages
0

In a world where water is more precious than gold, you've found an oasis - but you cannot drink a drop! The adventurers, crossing the desert, encounter a sandstorm that uncovers part of an ancient ruin of an unknown type. Green grass, an unusual and astonishing sight on Athas, magically sprouts around the ancient structure. An irresistible treasure lies inside, a source of pure water... Pgs. 26-34

Cover of UK6 All That Glitters...
UK6 All That Glitters...
AD&D
Levels 5–7
32 pages
0

Jungle, tomb rading style adventure that sets the group to a new locale, with it's own eco systems and cultures. Exploration adventure, with glint of gold as a catalyst. The adventurers accidently find a map, which leads them to this unknown land. "Can you unravel the map's mysteries and find your way to the promised treasure? Or will your dreams end only in death and an unmarked grave far from home! Only the bravest characters of levels 3-5 will live to discover that all that glitters is not gold, but much, much more!" TSR 9126

Cover of When Black Roses Bloom
When Black Roses Bloom
AD&D
Levels 4–6
64 pages
0

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

Cover of FT - Village of Xer
FT - Village of Xer
AD&D
Levels 1–4
13 pages
0

East of the great city of Filbar is the Village of Xer. This large village is the gateway to the Eastern lands and the humanoid tribes. Xer was originally the army base for the Bloodrayne Conflict of 715. After the battle the wounded returned to the serene woods and some remained after that. Since then it has been a comfortable caravan stop for many weary travelers.

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 FT - Antioch - Kingdom of Nirack
FT - Antioch - Kingdom of Nirack
AD&D
Levels 1–7
16 pages
0

Welcome to the Port City of Antioch! This sprawling community is the seat of power for the Kingdom of Nirack and has more than a few sights to see! This setting was created for a desert (fore coming) series and was used as a base of operations for the adventurers. Many strange sights await those wishing to visit the area. Note in the player testing version there was a language barrier until a Dwarven slave was located to translate for the party! This is of course optional. Welcome to the exotic world on the southern shores of the Newmack Sea!

Cover of Return to the Tomb of Horrors
Return to the Tomb of Horrors
AD&D
Levels 13–16
240 pages
0

An expansion on the original Tomb of Horrors with plot and explanation. Contains a facsimile of the original adventure. The Dark Intrusion is causing the dead to rise from their graves. This is linked to a being known as the Devourer. Following the trail of Desatysso, a wizard who followed a similar quest, the players must enter the Tomb, and beyond that, the cursed City that Waits and the Fortress of Conclusion.

Cover of Melancholy Meetings
Melancholy Meetings
AD&D
Levels 4–6
32 pages
0

Forlorn is a dreary yet dangerous place, a land of secrets and whispers. Visitors can expect to find no safe rest, no respite from the terrible creatures that plague this land. The skies are perpetually overcast and the land is damp with rain. By night, sheet lightning illuminates the sky in ghastly colors. Even if the intrepid adventurers who come to explore Forlorn know that the lord of this domain is forever trapped within his strange castle, they should take small comfort from it. Servants of Tristen ApBlanc roam freely, and the land itself is horribly twisted. The encounters in this book are designed to offer an introduction to Forlorn and provide clues about both its lord and his home. Melancholy Meetings is intended to be used before the castle adventure book, Eve of Sorrows, but it's not necessary for the PCs to experience all of the encounters in this book before embarking upon the next. Included in Castles Forlorn - https://www.adventurelookup.com/adventures/castles-forlorn TSR 1088, from 1993