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683 adventures found
Cover of Troll Bridge
Troll Bridge
AD&D
Levels 2–4
3 pages
0

A very big problem from a very small source. Pay the toll or feed the troll' seems pretty obvious. Too bad that it isn't. A tricky gnome has used illusions to fleece anyone crossing a bridge, posing as a fearsome troll. To direct more traffic across his bridge, he has also set fire to the Great Bridge downstream. The players find the Great Bridge burned and follow this detour. At the bridge, the players will fight with the illusory troll. After a few rounds, it flees back to the gnome's lair under the bridge, and the players will need to deal with a combination of the gnome and his traps if they investigate. Pgs. 22,23 & 69

Cover of Their Master's Voice
Their Master's Voice
AD&D
Levels 2–4
3 pages
0

Everybody's a fool for a lost kid. He wanted power but settled for scraps - for now. The outcast wizard Lertol has adopted two leucrotta, and their team is ambushing passing travelers and robbing them with no-one the wiser. The players first fall into this trap when the leucrottas mimic a lost child and a search party in the middle of a night at camp. If the players leave to investigate the voices, the wizard loots the camp while they are gone. The players can then follow the wizard back to his lair and get their treasure back. Pgs. 48-49 & 28

Cover of The Ghost of Mistmoor
The Ghost of Mistmoor
AD&D
Levels 3–6
19 pages
0

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

Cover of Threshold of Evil
Threshold of Evil
AD&D
Levels 14–18
22 pages
0

On a storm-blasted mountain lives an immortal Arch-Mage with a foul temper. The townspeople want you to talk to him - and kill him, if necessary. Is immortality worth the price? An Arch-Mage's magics threaten a small village. To protect it the party must brave a dangerous climb, and survive the Mage's warded lair. Pgs. 43-64

Cover of I4 Oasis of the White Palm
I4 Oasis of the White Palm
AD&D
Levels 6–8
32 pages
0

Tired and sore, you struggle over the burning sands toward the long-forgotten city. Will you reach the place in time to save yourselves from the evil efreeti? The sun beats down, making your wounds stiff and worsening the constant thirst that plagues anyone who travels these waterless wastes. But there is hope - are those the ruins over there? In the midst of broken columns and bits of rubble stands a huge statue. This is the place! You've found it at last. Gratefully, you sink onto the sand. But there is no time to lose. You must hurry. So with a quavering voice you say the magic words. And then you wait... A hush falls over the ruins, making the back of your neck prickle. Then, out of the east, a wind rises, gentle at first but quickly growing stronger and wilder, until it tears at your clothes and nearly lifts you off your feet. The once clear sky is choked with white and grey clouds that clash and boil. As the clouds blacken day turns to night. Lightning flashes followed by a menacing growl of thunder. You are beginning to wonder if you should seek shelter, when all of a sudden there is a blinding crash and a bolt of lightning reduces the statue to dust. For a moment, silence. The, out of the statue's remains, soars a blue flame. Its roar deafens you as higher and higher it climbs, until it seems about to reach the clouds. Just when you think it can grow no larger, its shape begins to change. The edges billow and soften, their roar lessens, and before your eyes materializes a gigantic blue man. This adventure can be played alone or as the second part of the Desert of Desolation series. For characters level 6-8. TSR 9053

Cover of The Awakening
The Awakening
AD&D
Levels 4–6
64 pages
0

Upon the horse plains of Nova Vaasa, the Koshka Bluffs rise from the earth like gigantic, misshapen tumors. They give up stone to feed the sheer walls of Castle Faerhaaven, but lately they have yielded stranger objects: figurines, coins, and other odd artifacts, which curse those foolish enough to claim them. Now, the ancient priestess Sachmet has awakened from a timeless sleep to come and take them back.... TSR 9452

Cover of Eye to Eye
Eye to Eye
AD&D
Levels 8–12
68 pages
0

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

Cover of I6 Ravenloft
I6 Ravenloft
AD&D
Levels 5–7
32 pages
0

Under raging stormclouds, a lone figure stands silhouetted against the ancient walls of castle Ravenloft. Count Strahd von Zarovich stares down a sheer cliff at the village below. A cold, bitter wind spins dead leaves around him, billowing his cape in the darkness. Lightning splits the clouds overhead, casting stark white light across him. Strahd turns to the sky, revealing the angular muscles of his face and hands. He has a look of power - and of madness. His once-handsome face is contorted by a tragedy darker than the night itself. Rumbling thunder pounds the castle spires. The wind's howling increases as Strahd turns his gaze back to the village. Fas below, yet not beyond his keen eyesight, a party of adventurers has just entered his domain. Strahd's face forms a twisted smile as his dark plan unfolds. He knew they were coming, and he knows why they came, all according to his plan. He, the master of Ravenloft, will attend to them. Another lightning flash rips through the darkness, its thunder echoing through the castle's towers. But Strahd is gone. Only the howling of the wind - or perhaps a lone wolf - fills the midnight air. The master of Ravenloft is having guests for dinner. And you are invited. TSR 9075

Cover of R5 The Great Bugbear Hunt
R5 The Great Bugbear Hunt
AD&D
Levels 5–7
16 pages
0

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

Cover of UK1 Beyond The Crystal Cave
UK1 Beyond The Crystal Cave
AD&D
Levels 4–7
36 pages
0

Fleeing the rage that consumed their feuding families, Juliana and Orlando fled to the Cave of Echoes, where it is said every wish is granted. Two years have passed, and all attempts to return the lovers to their parents have failed, though some believe them lost in the enchanted garden beyond the cave. Many are the rescuers venturing into that enchanted park; a few have returned after long absences, their minds and memories curiously disturbed. Now, the handsome reward offered for the return of the lovers has tempted you, but who knows that lies beyond the Crystal Cave? TSR 9066

Cover of FN14 - Myric's Elemental Maze
FN14 - Myric's Elemental Maze
AD&D
Levels 8–12
20 pages
0

The conclusion of the Filbar North series this adventure puts the party in front of a large and dangerous maze and home to the power of the Elementals! Each section has a riddle that the party must solve in order to obtain a key and continue to the center of the maze where the party will face off with a very special adversary. This adventure is not for those with little experience and will require the ability to solve riddles!

Cover of S4 The Lost Caverns of Tsojcanth
S4 The Lost Caverns of Tsojcanth
AD&D
Levels 6–10
64 pages
0

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

Cover of ROS6.5 The Final Banner
ROS6.5 The Final Banner
AD&D
Levels 10–12
10 pages
0

Having now realized that they require 4 Mithel Standards at the same time, the Ivory Scimitar will be faced with actually taking a Banner from another Mithel Company. This scenario pits the characters against the waning might of Men of Iron, and should allow them to claim the Banner for House Aldenmier, thus guaranteeing that they can clear the final level of Mithelvanr's Labyrinth. This adventure is formatted to both 1E & 5E gaming rules.

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 FP5 - Temple of the Si Hur
FP5 - Temple of the Si Hur
AD&D
Levels 4–6
18 pages
0

Sometimes wandering through the frontier garners information as opposed to bloodshed. In this adventure the party stumbles across a party of Plainsmen who tell the party of some strange goings on at a remote graveyard. They tell the party that they observed ghostly figures after a lightning strike and small fire. As they were unprepared to deal with the undead but suggest if the party is up for some experience, perhaps they should head north in the morning!

Cover of L2 The Assassin's Knot
L2 The Assassin's Knot
AD&D
Levels 2–5
32 pages
0

The Assassin's Knot is a sequel to The Secret of Bone Hill, picking up on themes from that module and shifts them to a new locale. The player characters must solve the mystery of who killed the Baron of Restenford, with evidence pointing to somebody from the town of Garrotten. The scenario describes the town and its castle. The Assassin's Knot module is different from most of its contemporaries in that it contained no dungeon or dungeon-like area. The longer the players take to find the murderer, the more unfortunate events occur in the village. The village, Garrotten, is reputed to be the place to go to have someone killed. The entire village shuts down when the Baron of Restenford is found dead, mutilated beyond the possibility of magical restoration. Three small clues are all the player characters have to unravel the mystery. TSR 9057

Cover of FT - Bixatel
FT - Bixatel
AD&D
Levels 1–7
16 pages
0

Set in the Plains of Dorack the large, frontier town of Bixatel offers an oasis in the land of the Plains people. This community offers a safe haven for all travelers including multiple tribe members as long as they maintain the peace. The residents of Bixatel have decreed that the town itself is a neutral location and no tribal hostilities are permitted within the town walls. This town rests between between the Imperial Realm and the bulk of the plains.

Cover of Blood on the Snow
Blood on the Snow
AD&D
Levels 3–7
16 pages
0

In the frozen wastes, one can find wealth, beauty and one's own death. A deadly hunt deep in the arctic wastes Pgs. 11-26

Cover of FT - Village of Tomore
FT - Village of Tomore
AD&D
Levels 1–5
7 pages
0

When adventurers are in the same area its nice to have a base of operations. The Village of Tomore rests between adventures pertaining to two different campaigns in the Filbar region. The quaint village has a caravan stop and will allow PCs to come into contact with a wide variety of personages and rumors for exploration. This area can be utilized as a base of operations near the areas of the FN or F series campaigns or just as a rest stop for the party.

Cover of A Race Against Time
A Race Against Time
AD&D
Levels 1–3
18 pages
0

Ka-boom! A mad bomber terrorizes the city of Red Fern. Can you unravel the string of clues and bring this criminal to justice? A follow up to Dungeon Magazine #79 The Best Laid Plans Pgs. 12-27 & 86