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
A family feud - with green cows? A barn is burned, a field is trampled, and halfling tempers flare. Can you prevent a family feud? Pgs. 48-62
The Mists of Ravenloft draw close, surrounding unfortunate travelers in their clammy embrace. When they part, they reveal the land of Mordent, a domain of rolling moors and woods, beautiful by day and terrifying by night. A new danger lurks in the haunted moors: hounds whose mournful howls and murderous jaws trap the townsfolk in their homes at night. At the heart of it all lies a curse laid a century ago, and a tale of bitter tragedy. Even now, you can hear the howls in the night... Howls in the Night is a dark fantasy murder mystery - but one in which the victim has been dead for 100 years! Alternate adventure backgrounds allow the Dungeon Master to choose one of four possible conclusions. TSR 9466
From the backcover: "Once a generation, they say, a strange comet appears in the sky overhead and the gates of Firestorm peak swing open, (twenty-seven years ago, your father led his band of adventurers into the mysterious mountain, never to return. Now the Dragon's Tear once more flickers in the sky, and the glass gates on the mountainside beckon. Will you pass through to discover the secrets that await beyond the portal none has ever dared and returned? The Gates of Firestorm Peak is the first adventure designed especially for use with the new rules presented in the three PLAYER'S OPTION books: Combat & Tactics, Skills & Powers, and Spells & Magic. While it can also be played using just the AD&D® game core rules (the Player's Handbook and the DUNGEON MASTER® Guide), this adventure offers a perfect opportunity to experience all the potential of the new optional rules. One of the highlights of this package is the first PLAYER'S OPTION player character record sheet. To meet the challenges of Firestorm Peak and escape with their lives, heroic adventurers must battle dark dwarves in their underground city, explore the abandoned caverns of the Elder Elves, and deal with weird alien entities from Beyond. Their goal is to stop the Master of the Twisted Caverns and his dark minions from completing his sinister plot before it's too late . . . if they can. Included in this product are a 96-page adventure book detailing the dungeon that lies beneath Firestorm Peak, 4 full-color poster maps detailing all the important locations in the complex, and a sheet of 56 counters for use with the tactical maps in major combats."
The jewel of the Duchy, the great city of Filbar can be utilized as a home base for adventurers or as a goal to go see. This city has over 130 points of interest and is the home to the Duke of Filbar. Rumor has it that if you can't find it in Filbar, it can't be found anywhere...short of artifacts that is! The walled city has decorative fountains and artisans of every kind. Mages can visit the towers of magic and multiple potion shops. The grand courtyard south of the castle is the home of festivals and carnivals every month. All in all, this city is large enough to provide residence or adventure to almost every adventurer. At 49 pages long there is plenty to explore!
The northwest corner of the Duchy of Bast is ruled by Sir Elwin of Monoth the 4th Earl of Kawall. This pudgy ruler sits in his tower in the small city of Phillipsburg which is a hub of the Caravan trade. The town is rather dirty and mostly considered a backwater area for good reasons. This city is a stopping point on the upcoming release of “FQ4 In the Caravan Service” Get a jump on the next adventure by getting used to one of the main settings. Phillipsburg, along with the Barony of the Knolls are point “A” and point “B” in the next adventure!
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
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!
By any other name A jewel rose has been stole and its up to the PCs to recover it in this arabain themed adventure. Pgs. 28-47 & 65
Death Is in the Cards The remnants of the Ebon Fold are cutting a deadly path through the Falkovian countryside, draining travelers of their life force and leaving withered corpses in their wake. Hot on their trail you come across the sole survivor of one of these deadly attacks, a young vistani man with an extraordinary skill for fortune-telling. His tarokka deck helps close the gap between you and the assassins. Together you follow the trail through Darkon, the dark domain of the lich lord Azalin, to the city of Nartok. With an Unholy Alliance... Something very strange is happening in Nortok. The killers enter the Temple of the Eternal Order and don't come out. It seems that the state of religion of Darkon is giving succor to these assassins. To make matters more confusing, the Kargat, the domain's secret police, has put aside its feud with the Eternal Order and has a large contingent staying at the temple as well. These three organizations working together bodes ill for the residents of Nartok. ... And Schemes Within Infernal Schemes Great amounts of life energy are being collected for some foul purpose, although no one seems to know what exactly it is. The tarokka cards provide only mysterious glimpses of the future - a future in which a powerful evil sweeps the land and Death walks the world. Can you discover the truth of what is happening in the temple in time to avert the disaster predicted by the cards? Death Ascendant is a full-length adventure that can be run as a stand-alone scenario or as the second part in the Grim Harvest series. It contains a 64-page adventure booklet plus a full-color poster map detailing the Temple of the Eternal Order. TSR 9526
This adventure begins with the party chasing down a thief who has procured the crown of a local Marquis. The trail goes to a northern border community in the dead of winter and potentially ends at the ruins known as Valtarius's Retreat which secured the border in the “old days”. The ruins are currently home to a dreaded Dracolich who will most likely not care to be disturbed by a group of adventurers! Can the party recover the crown and remain alive?
Conquest, not beauty, is in the eyes of this beholder. A promise of adventure and riches, with a hint of total annihilation. The party should also have several powerful magical items, since the challenge that it faces is great. The geographical background and the local population are left vague so that the adventure can fit any campaign setting. Pgs. 39-44
When the magic runs out, so does your luck. The wildspace monster is deadly, but its lair is the real killer. The Spelljammer ship, Sky Ranger, is lost in wildspace and the players are hired to find it. When investigating the Pirtel system where the ship was last seen, the players have a chance for exploration and roleplay in a city called Skyport. The adventure is mostly exploration of Pirtelspace and investigation to find the final resting place of the Sky Ranger. The adventure is full of random and planned encounters for this area. The story culminates in an encounter with an insane radiant dragon named Blacklight. Pgs. 40-69
A strangely delivered advertisement has led you to a sage named Demetrios. He needs a rare component to complete a desperately needed potion. The journey to retrieve it will take you through a large, unexplored swamp to a ruined keep, the former headquarters of a vile cult that once claimed the lives of many innocent youths. You cautiously accept the mission... To solve the mysteries of "Baltron's Beacon," the characters must excel in handling wilderness, building ruins, traps, puzzles, and new monsters. This adventure, originally designed for tournament use, is now available for your own campaign. TSR 9152
A bad heir day. The Land of Fate is known for its hot sands and fiery passions. You must survive both to restore order to the city. An evil order of wizards is terrorizing local towns. It is up to the party to find their secret lair and put an end to their nefarious plots. Pgs. 34-53 & 57
"Dreams Within Dreams" provides a group of heroes with the first hints that ther eis something more to dreams and nightmares than images caused by eating a big meal right before bedtime. It brings them into contact with the first level of reality. One here who experiences a nightmare also catches the interest of Hypnos, a member of the Nightmare Court. This leads to another revelation - dreams can have profound and even dangerous affect on the waking world. Adventure I: Dreams Within Dreams From Book Three: Book of Nightmares: https://www.adventurelookup.com/adventures/the-nightmare-lands TSR 1124
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
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? This adventure is formatted to both 1E & 5E gaming rules. Also available in PDF.
A madman stalks the fog-shrouded streets of Paridon, killing with gruesome precision - and always at midnight. A party of brave adventurers witnesses the most recent of these brutal murders. Now that they've seen the killer's face, they're sure to be his next targets. Who can be trusted in this city where the residents are not what they appear to be? Those who dare to track the killer will find strange allies - and even stranger enemies. The adventurers must investigate the ancient mystery behind the murders that take place when the clock strikes the "Hour of the Knife." This 64-page adventure includes a full-color poster-sized map of Paridon. The adventure is based on the popular RPGA Network tournament by Bruce Nesmith. TSR 9456
Players encounter the Everlasting, murderous assassins who destroy the mighty from the shadows. Infiltrate their mountain fortress and destroy the grandfather of Assassins before the Grand Caliph falls prey to their knives. TSR 9431