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Cover of WS3.5 Pirate Lords of the Dark Sargasso
WS3.5 Pirate Lords of the Dark Sargasso
AD&D
Levels 5–7
10 pages
0

The Pirates of the Dark Sargasso is a companion adventure made to go along with the events unfolding in Folio #16 (WS3 Distant Turtle City). It contains the information needed to run a side adventure that will help characters in their journey toward Distant Turtle City. After exploring the derelict wreck of the Blue Ki-Rin, the characters return to their own ship to tell a tale of dark adventure to their captain and employer. However, during the debriefing, strange sounds can be heard hon deck, and was that a scream... This adventure is formatted to both 1E & 5E gaming rules.

Cover of SJQ1 Heart of the Enemy
SJQ1 Heart of the Enemy
AD&D
Levels 8–11
96 pages
0

A little information is a very frightening thing. Hundreds of years ago, the elves and the goblinkin fought for control of known space in the Unhuman War. Though the elves won that first campaign, they know the goblinkin are clamoring for a rematch. Recently the elves commissioned a few good adventurers to infiltrate the base of a new race of advanced orcs known as the scro. They were hoping to gain information on their enemies' numbers and plans. The news they found was far worse. The scro have discovered a weapon of awesome destruction, one that can lay waste to entire worlds. But the key to unlock its power lies lost and forgotten. Even now the scro are searching for it. When they find it, they will wreak destruction and revenge on the inhabited planets. The elves are looking for an adventuring team who can win this desperate race, and find the key first. Your PCs may be the only thing that stands between known space and doom. Heart of the Enemy is a 96-page adventure set in the Second Unhuman War. The second of a two-part series, it can either be linked with the previous Goblin's Return or it can be played as a stand-alone adventure. TSR 9347

Cover of The Mud Sorcerer's Tomb
The Mud Sorcerer's Tomb
AD&D
Levels 10–14
21 pages
0

Two common elements mixed together create deadly peril. The last dungeon that many heroes will ever see. This dungeon crawl was based on the original S1 Tomb of Horrors. This is not an adventure for neophyte adventurers. Many traps, puzzles, and monsters exist to kill the party. However, the treasure of the mud sorcerers may be too tempting to pass by! Pgs. 50-70

Cover of Old Sea-Dog
Old Sea-Dog
AD&D
Levels 2–5
7 pages
0

A barque with a bark; or, You can't be Sirius! Another day, another kidnap victim to rescue - but this victim has four feet and likes old soup bones. An adventure with some bite. Sir Veneti of Chardon's prize mastiff was stolen just before the city's mastiff duel. He knows that it was his biggest rival, Sir Machi. Sir Veneti needs the party to seize Sirius, the mastiff, from a ship called Gale's Teeth. What the party doesn't know is that a pirate stranged in town is also planning a heist on this ship the very same night that they plan to steal back the mastiff! This adventure has opportunities for both combat and roleplaying, and allows for multiple ways for the players to finish the adventure. Pgs. 32-38

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 Tale of the Comet
Tale of the Comet
AD&D
Any Level
160 pages
0

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

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 The Cauldron of Plenty
The Cauldron of Plenty
AD&D
Levels 2–4
11 pages
0

From the magazine: "'That's right," said the druid. "You must steal the giant's cauldron - without harming him in the slightest.'" The adventurers are sent on a mission to reclaim the legendary Cauldron of Plenty for a celtic inspired kingdom. This magic item is kept by an intelligent Verbeeg called the Bolg Mor. A secondary goal is to discover the command words for the cauldron in the cave system. There is a curse on the cauldron, stating that violence breeds violence; he who slays the owner of the cauldron and steals the device will also fall prey to acts of violence. Players are encouraged to attempt to roleplay and negotiate with the villain to gain the cauldron.

Cover of I11 Needle
I11 Needle
AD&D
Levels 8–10
48 pages
0

The king's notice asked for adventurers to undertake a mission to a far land. It was marked with the rune for "high danger, high reward" so of course you volunteered. The king has heard of a great obelisk that towers over a ruined city in a far country. He wants to know more about the obelisk and its strange powers. Your job is to find the obelisk and bring back a report to the king. The mission seems absurdly easy...until you reach the jungle. Don't think the king is through with you if you get back to the capital city alive. You haven't seen the last of that jungle yet. Is a share in the spoils of an ancient civilization worth the risk? Don't forget to pack you bug repellent! TSR 9187

Cover of Forbidden Mountain
Forbidden Mountain
AD&D
Levels 6–8
8 pages
0

A mad venture across the fourth dimension. Hang onto your helmets in this topsy-turvy dungeon. Be warned that the accidental release of the Evil One (described in the text) could have devestating consequences on the PCs, not to mention the local campaign area. The DM should consider alternatives to the Evil One's powers if they are felt to be too destructive. Pgs. 32-39

Cover of Beneath the Twisted Tower
Beneath the Twisted Tower
AD&D
Levels 1–3
48 pages
0

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.

Cover of FA3 - Darkwood Forest
FA3 - Darkwood Forest
AD&D
Levels 2–6
15 pages
0

This setting was used in the FN series and like the others in the FA series, it was used as an area for multiple adventure opportunities as well as a semi-safe haven. The main community in the area is the Village of Tomore. This community is offered as a free download! With a multitude of side adventures this area helps mid-level adventurers increase their experience point base. Close to this area is the previously published Sunken Temple of Bulu and the Ruins of Tarlac Keep.

Cover of UK4 When a Star Falls
UK4 When a Star Falls
AD&D
Levels 3–5
32 pages
0

The power of prophecy is given to few. Wise are they who guard this gift well, for those who thirst after such knowledge are not always men of principle. Bastion of destiny, the Tower of the Heavens stands silhouetted against the star-studded night sky. From within his darkened observatory, perched like an eyrie on the highest turret, a figure in white charts the course of a shooting-star as it disappears behind the snow-capped peaks of the Tegefed mountains. The old man smiles grimly to himself; the event foretold has come to pass! Power, glory, riches - it takes years to acquire them. The uncanny accuracy of their predictions has brought all these and more to the sages of the Tower of the Heavens. But what is hard to win is often easier to lose, and the future of the tower now hangs in the balance. For it is written that the day of reckoning draws nearer when a star falls.... TSR 9120

Cover of FT - Corsair Bay
FT - Corsair Bay
AD&D
Levels 1–6
17 pages
0

Clover Island is home to one of the wildest towns in the world of Filbar. While the town of Corsair Bay is recognized as the home of the Pirate Kingdom it is a fully functional town. This location sits at the midway point for those crossing the Newmack Sea and is a resupply stop for most commercial traffic pirate and otherwise. The ruler of Corsair Bay is the legendary, and somewhat retired, pirate named Hannibal the Black. This fearsome pirate now enjoys ruling the community and most of the explored areas on the island but his ship still waits in port for him should he decide to set sail again

Cover of Juggernaut
Juggernaut
AD&D
Levels 4–7
5 pages
0

"Several small wagon trains have recently been overrun by a force of goblins and wolves while the former were camped out at night. Among the attackers was a titanic black beast on which some of the goblins rode, a monster so huge that it crushed whole wagons beneath its feet and flung horses and riders aside with its arms." --from the adventure. Includes an extensive narrative opening to the adventure and a map of the cave system.

Cover of FRC1 Ruins of Adventure
FRC1 Ruins of Adventure
AD&D
Any Level
96 pages
0

A great evil force descended on the town of Phlan years ago. The townspeople were all either killed or driven away, and Phlan became (literally) a ghost town. Fifty years later, the survivors are ready to reclaim their town. But they need a band of strong and brave adventurers to lead the fight-they need you. Ruins of Adventure is a set of connected short adventures written by James Ward, David "Zeb" Cook, Steve Winter and Mike Breault-four names familiar to all AD&D game fans. It uses the same setting, locations and characters as the classic computer game Pool of Radiance by Strategic Simulations, Inc. In fact, many of the scenarios here in Ruins of Adventure will provide important clues to the successful completion of Pool of Radiance. TSR 9238

Cover of A Light in the Belfry
A Light in the Belfry
AD&D
Levels 6–8
32 pages
0

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

Cover of FQ3 - Outpost of the Humanoids
FQ3 - Outpost of the Humanoids
AD&D
Levels 2–4
23 pages
0

FQ3- Outpost of the Humanoids is the third adventure for the Filbar Quest Series. As you make your way to a meeting with the Baron of the Knolls you come across a roadside inn and a pair of old adventurers that have a small task for you near some old abandoned ruins. Sounds easy enough right? For some reason it never is easy, especially in Filbar!

Cover of I5 Lost Tomb of Martek
I5 Lost Tomb of Martek
AD&D
Levels 7–9
32 pages
0

Your sleek cloudskate skims across the Skysea. It is midnight. All day long, the glass sea soaked up the scorching desert sunlight. Now, that heat lifts your ship a few inches off the glass and fills its sails. The only sound you hear is the soft swish of the diamond-edged rudder as it cuts a path across the Skysea. One thousand years ago, the wizard Martek knew that you would come to find his Sphere of Power. Now, one of his glowing Star Gems shows you the way. The starlight, reflected in the glass beneath you, flickers peacefully. Suddenly, the Skysea before you bursts up into a thousand shards of splintered glass, showering into the moonlight! A horrible creature is silhouetted against the moon. You strain against the rudder to keep your ship upright. Too late! Your cloudskate tips onto one runner, and then tumbles over, skidding to a stop on the glass. As your companions struggle to right the ship, you turn and face the monster. You must hold the creature back to give them time. Without the ship, none of you can get off the glass before the sun rises in the morning. Martek's prophecy spoke of heroes, tests, and dangers. Are you the heroes? What are the tests? What dangers and riches lie ahead? This adventure can be played by itself, or as the third and final part of the Desert of Desolation series. For character levels 7-9. TSR 9054

Cover of WG6 - Isle of the Ape
WG6 - Isle of the Ape
AD&D
Levels 18–20
48 pages
0

Isle of the Ape is an adventure module for the Dungeons & Dragons role-playing game World of Greyhawk campaign setting, in which the events occur in a magical demiplane of the same name created by the mad archmage Zagyg Yragerne TSR 9153