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683 adventures found
The Bandits of Bunglewood
AD&D
Levels 1–3
10 pages
0

"The adventure begins shortly after the PCs arrive in the village of Whitebirch, located just one mile outside Bunglewood, a thick forest. Unless the adventurers prefer to camp by the side of the road, the only rooms in town are available at The Swanmay's Song, a local inn. Shortly after nightfall, a wounded traveler staggers into the inn." -- from the module. Includes overland map, ambush site map, and cave system map.

Cover of Wild in the Street
Wild in the Street
AD&D
Levels 1–3
4 pages
0

Don't feed the animals. Be kind to animals or else. The party is shown a rare set of baby monsters that they must face. Pgs. 56-59

Cover of DLQ2 Flint's Axe
DLQ2 Flint's Axe
AD&D
Levels 2–4
32 pages
0

Follows DLQ1 Knight's Sword. Rumors are circulating that Flint's axe has been seen around Hillhome. It is up to the player characters to solve the mystery and find the legendary battle axe of one of the Heroes of the Lance. TSR 9382

Cover of FP14 - Dominion of Sophicles the Virulent
FP14 - Dominion of Sophicles the Virulent
AD&D
Levels 7–10
34 pages
0

The Plains series wraps up with 150th Filbar offering Dominion of Sophicles the Virulent! This adventure starts with the PCs hearing of a town in trouble. After learning of trouble in the Village of Ardeth the PCs arrive via boat and quickly discover the community has been attacked by humanoid forces. A successful track will lead the party to one of the toughest adversaries in the land….Sophicles, the Green Dragon!

Cover of The House of the Brothers
The House of the Brothers
AD&D
Levels 6–10
6 pages
0

Old fog giants never die - they just slowly fade away. The House of the Brothers is an AD&D® game scenario for 3-6 characters of levels 6-10. Parties composed of less-experienced players should have higher levels, while seasoned players may be able to handle this adventure with lower-level characters. This scenario is designed to fit into the WORLD OF GREYHAWK™ Fantasy Setting. It takes place in hex M5-127 on the WORLD OF GREYHAWK boxed-set maps, three hexes north of Loftwick in The Yeomanry, on the border of the Jotens mountain range. If desired, this encounter may be used to expand a campaign using the supermodule GDQ 1-7 Queen of the Spiders, or it may stand alone. Of course, the scenario can be easily adjusted to fit into nearly any campaign world. The entire adventure may be dropped into a single evening's play. Pgs. 26-31

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

Welcome to Cappadocia! This ruined ancient city is home to a group of shipwrecked Gnome adventurers. For the past several years they have tried to make the best of their situation and are starting to feel at home. This is also a side adventure to FP13 - Odie's Staff. Oh yea and two more words.....Gnome Airship!

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

Cover of T1-4 Temple of Elemental Evil
T1-4 Temple of Elemental Evil
AD&D
Levels 1–8
128 pages
0

"...the Ultimate Campaign Adventure..." A sinister force, long thought destroyed, stirs from the black hole that spawned it. Like an ebony darkness it prowls the land and safety is but an illusion, for it watches from every shadow and ponders possibilities. What began years ago with the introduction of the players to the quiet village of Hommlet and the amazing lands of Greyhawk, at last is complete. Here is the long awaited campaign adventure featuring the ruins of the Temple of Elemental Evil! Evil broods and grows beneath those blasted stones. This is your chance to drive it back and scatter its forces again. This product includes the village of Hommlet, the filthy shire of Nulb, and reveals the ruins of the Temple of Elemental Evil and the labyrinths that lie beneath, a warren of darkness. And beyond these ruins, even more is revealed. For the first time this product provides a complete campaign adventure which will take beginning characters from 1st all the way to 8th level and possibly beyond! Hours of adventure await you! TSR 9147

Cover of FP13 - Odie's Staff
FP13 - Odie's Staff
AD&D
Levels 7–10
26 pages
0

This adventure has it all for an upper level group of players. With the rumor of a lost wizards staff on an island, the chase is on to find this powerful piece of magic. Arrival on the island leads off in over three directions and each path has a different set of challenges and rewards. Can your party locate the staff?

Cover of WS2.6 Lost Among the Crystals
WS2.6 Lost Among the Crystals
AD&D
Levels 3–5
8 pages
0

Lost Among the Crystals is a companion adventure made to go along with the vents unfolding in Folio #15 (WS2 The Forgotten Plateau). It contains the information needed to run a side adventure that will help the characters in their exploration of the Sacred Plateau. The mighty crystal fields of the Sacred Plateau have become a confusing maze amid the now rising vapors of necrotic energy that masks the midlands. Even the keen senses of 'Numphy', the party Triceratops beast of burden, have become dulled. Can the players navigate the crystal maze and find their true goal on the far side? This adventure is formatted to both 1E & 5E gaming rules.

Cover of Tomb it May Concern
Tomb it May Concern
AD&D
Levels 4–6
8 pages
0

You don't know where - or what - you are. You wake up in a dungeon. But how did you get there, and why? This adventure is for a solo paladin character, on a quest to gain a war horse. The character is suffering from amnesia and believes him/herself to be a normal fighter to begin. The quest begins with the character in the middle of an adventure in a dungeon, but not remembering how they got there. After defeating several undead including an intelligent zombie leader, the paladin gains a magic stone to summon a paladin mount. Pgs. 28-35

Cover of The Artisan's Tomb
The Artisan's Tomb
AD&D
Levels 3–5
3 pages
0

Everything would be fine if the person you're trying to help wasn't already dead. The requirements of honor reach even beyond the grave. A spirit asks the party to help grant it passage to the afterlife. Pgs. 9-11

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 Legends of the Hero Kings
Legends of the Hero Kings
AD&D
Any Level
160 pages
0

Far in the future, bards sing tales of kings and conquerors from ages past - but from your present. The Hero-Kings of legend are your player characters from your campaign, who even now shape the course of Cerilian history. More than simply an adventure collection, this 160-page book enables you, the Dungeon Master, to turn ordinary domain actions into oppurtunites for heroic exploits. Each of the eleven "legends" set forth here is based on a different random event from the BIRTHRIGHT Rulebook. Don't allow a mere die roll to decide the outcome of a blood challenge, rebellion, intrigue, or magical event - make the PCs forge their own destinies by confronting a madman who is "Blood Hungry," wresting the "Fang of Kriesha" from its evil wielder's grasp, thwarting a rival regent's "Double Dealing," and saving all of Cerilia from "The Gift of Azrai." These adventures are suitable for PCs of all levels and classes - wheter regents, scions, or commoners - and can take place wherever you campaign is set. This book also includes an appendix that offers advice for running different types of BIRTHRIGHT campaigns and creating your own adventures fit for a king. TSR 3125

Cover of Dead Gods
Dead Gods
AD&D
Levels 6–9
190 pages
0

Silently, ponderously, they float through the Astral Plane, mammoth isles of rock adrift in an endless sea of silver. Once they were gods. Now they're little more than debris, petrified husks of fading belief and forgotten prayer. Yet for many, their memories linger, their dreams live on - and for some, those dreams are terrifying nightmares of vengeance, and conquest, and death. n the first, the heroes are drawn into an epic quest to uncover the secrest behind the retuns of an infamous AD&D villain long thought dead. In the second, the city of Sigil threatens to explode in a faction war for control of an old church and a mysterious force lurking within it. Dead Gods also features a Monstrous Compendium entry for a brand new fiend, full color illustrations to bring scenes alive for players, and a poster sheet of maps for the Dungeon Master. Dead Gods builds on story elements first explored in the Planescape adventure anthology The Great Modron March, though that product is not required to use this one.

Cover of WGR6 City of Skulls
WGR6 City of Skulls
AD&D
Levels 9–12
68 pages
0

The dreadful jails below the appalling City of Skulls, Iuz's nightmare capital, contain many wretched and desperate captives. Among them is Earl Holmer, Knight Commander of the Shield Lands. A brave spy in Dorakaa has shown the ay to find and free Holmer—is your party up to the job of freeing him? King Belvor IV of Furyondy believes so. In the way stand fearsome priests and mages of the Lord of Pain; ogres, giants, fiends, and worse hinder the struggle to defeat the traps and guardians of Iuz. Plucking Holmer from his grasp will bring great renown, knighthood, and treasure—for those who survive. None has ever escaped Iuz's jails. Who will you be the first to use stealth or storm to breach them? TSR 9405

Cover of U3 The Final Enemy
U3 The Final Enemy
AD&D
Levels 3–5
48 pages
0

At last- an opportunity to avert the threat to the little town of Saltmarsh! The real enemies have been identified-- evil, cruel creatures, massed in force and viciously organized. Can the brave adventurers thwart this evil and ensure the safety of Saltmarsh? The Final Enemy is the final part in the series of three modules designed and developed in the United Kingdom for beginning adventures with AD&D rules. Its plot follows directly from those of the first two parts (U1 - The Sinister Secrets of Saltmarsh, and Module U2 - Danger at Dunwater.) TSR 9076

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 SJA2 Skull & Crossbows
SJA2 Skull & Crossbows
AD&D
Levels 6–10
64 pages
0

Different worlds have different laws. But everywhere you go, you're going to find people who bend and break those laws and turn a healthy profit doing it. Whether sailing the high seas or the Flow, they are called pirates. It's these pirates that you've been hired to hunt. With letters of marque in your mapcase, your job is to track down and capture, alive or dead, some of the most dangerous characters in the known( and unknown) spheres. Of course, not everyone in space is a pirate. You'll also meet Torgan Betz (a man famous for bending the laws, rarely breaking them), Tiktitik, the Thri-kreen crusader, " Thought Taker," the illithid, and the feared Drow commander Teela Darkcloud. Even so they all have their personal agendas, and it's often hard to tell enemies from friends. TSR 9286

Cover of Red Jack
Red Jack
AD&D
Levels 1–3
32 pages
0

The most frightening figure ever to stalk the streets of London is on the loose in this 32-page adventure. This time, Jack takes his unique brand of terror to Boston. TSR 1103