Picking up where the adventures left off in Sordack Valley, the PCs gain information on areas with potential treasure. Several ruins are just within reach and at least one may be the burial site known as the Ossuary of the Bear! A magical crozier was said to be buried there and has never been found. Are your players ready to make themselves legends?
Adventure into the Ancient Stronghold of the Sorcerer Yrammag. Includes six story tower and five dungeon levels. Designed for high-level characters and filled with wizard apprentices, their creations and undead. Please note: The link for this adventure on Amazon is for a reprint of the original.
The Lost Tombs, Volume 3 The Doomgrinder, a mysterious stone windmill many leagues east of the City of Greyhawk, has for centuries been a source of rumors, frustration and fear. The rumors say that vast treasures are stored inside-all cursed. The frustration belongs to hundreds of adventurers who over the years have attempted to enter the windmill and failed. The fear is felt by those who believe the world will end when the stone sails of the Doomgrinder turn again. In the City of Greyhawk, powerful spellcasters read bad omens for the future, and the Doomgrinder is part of them. Some see no future at all, good or bad. TSR 9581
For 1000 years, the Pyramid of Amun-re has lain undisturbed. Now the ghost of the once-great Pharaoh pleads with adventurers to venture into his tomb, foil the devious traps within, and free his soul. A classic dungeon crawl, with mazes and quality lore. No one has ever returned from the tomb of Amun-re: his Star Gem must still lie unclaimed! You will need all your cunning, imagination, strength and magic -- just to survive! TSR 9052
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
Deep blue mists of the night swirl over the sands of Raurin, the incomparable Desert of Dust. As the cool night air drains the heat from the sand, you and your friends huddle around your campfire, glancing nervously at the giant pyramid in the distance. Gradually, the winds change direction, bearing a thin streak of white mist toward you from the pyramid. It swirls and takes shape as a faceless man dressed in ancient robes and an ornate head-piece; moonlight shining through his ghostly body and robes, he lifts his arms toward the pyramid and speaks. It was magic that conveyed you all to Bralizar, and an ancient map that guided you through the pass in The Dustwall. But it was, after all, the tales that finally brought you to this place - tales of endless wealth, of spirit-guarded pyramids, of crystalline obelisks, of gemstones with mysterious properties. Now, as the haunted voice of the spectre before you begins his tale, you wonder if the treasure and the quest are worth the price...perhaps your very lives. Are you really the heroes of the prophecies, those who will overcome the foretold tests, and those for whom the treasure awaits? It is time to search your hearts before you venture further into the Desert of Desolation. An epic adventure includes the revised Desert of Desolation series plus totally new adventures within Raurin, a desert wilderness set in the Fabulous Forgotten Realms TSR 9199
In part two of the Rock Con scenario, our group of heroes heads towards Bibliotheca. This urban adventure has a variety of encounters unique to the city setting. Can the group uncover the missing books?
This setting was used in the F series and like Corsair Bay, it was used as an area for multiple adventure opportunities as well as a semi-safe haven. The main community is home to the Pirate King Hannibal the Black. This community is offered as a free download! One of the adventures off the island is the Quest for the Golden Rose involving the sunken ship. With a multitude of side adventures this area helps mid-level adventurers increase their experience point base.
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
In FQ13 – Future Past our brave adventurers are summoned by the Duke of Bast to the capital city. You quickly learn that your exploits have earned you a celebration in Bast and are to be honored by all! Prior to the festivities, the duke’s advisor Thril Galia requests to meet you and makes a unique proposal and shows you an arcane piece of the historic book…what have you gotten yourselves into now?
The kingdom of Dunador is in trouble. Since the king, Halfred of Dunthrane, was killed in a hunting accident, the land has hovered on the brink of civil war. Crown Prince Edmund, at 18 only half-trained and quite unprepared to assume the throne, has yet to be crowned. Currently he is on a pilgrimage to the holy shrine of Nevron in the province of Andevar. While the uncrowned king is far from home, anarchy reigns in Dunador. Throughout the realm, plots are brewing and evil hands are eagerly clutching at the sword of treason. Inevitably the focus of these intrigues is in the troubled province of Andevar to the north. For it is here that the young Prince has journeyed and here that he must be crowned. In this dark hour Dunador has but one faithful servant: Hollend, chief advisor to the old king. Painfully aware of all that is at stake, Hollend has sought the aid of a brave party of adventurers in a desperate bid to tip the scales in favor of truth and justice. But, even as the party secretly enters Andevar, the forces of evil strike with blinding speed and ruthless determination. TSR 9163
Let the buyer be-were! Sometimes you should be afraid to visit the dentist. A small coastal town is plagued with a curse and it is up to the PCs to find out what is causing the inhabitants of the town to transform into mad seawolfs. This adventure is set in the busy seaport of Rocky Harbor, which is located on a sheltered island dep in an extensive archipelago. Rocky Harbor is another location in the Volkrad campaign setting, as previously published in Dungeon Adventures issue #41, Old Man Katan and the Incredible, Edible, Dancing Mushroom Band. Pgs. 8-20
This adventure is part of TSR 9386 FRM1 - The Jungles of Chult Introduction: Lord Onovan of the Dales stumbled through the underbrush, his clothes in tatters, his body aching from a tenday in the jungle. The food was gone; the water, too. The last of the bearers had fled hours ago, leaving him nothing but the tunic on his hack and the sword in his hand. Through the lush curtain of vines and broad-leafed plants surrounding Onovan came the ominous sound of Batiri war drums. He glanced up at the thick canopy high overhead. The sun was going down. The goblins would be after him soon. The howling packs would trail him like bloodhounds through the jungle until the sun drove them into hiding again. Panic closed around his heart like a stone giants fist, crushing his dreams of escape. The goblins had killed Kadir Silveraxe and Ryn the Bold as if they'd been stripling warriors, not experienced sellswords. And if stout warriors like them were no match for the Batiri, what hope did a gentleman explorer like Onovan have? That grim thought flew from the explorers mind as he pushed through a tangle of saw-leafed vines. The creature lurking there in wait for him was huge, at least as tall as a two-story building. Splashes of browns and greens covered the beasts scaly hide, perfectly masking its bulk against the jungle. A dinosaur! Onovan noted in fearnumbed awe, just before the allosaurus snapped him in two with its powerful jaws and row after row of daggerlike teeth.
You have no friends here What can you do when the Mists deposit you in the city of Lekar? The militia is no better than a gang of sadistic bullies, the citizens are more contagious than a fleet of plague ships, and every foot of public space is covered with corpses of criminals who committed no crime greater than struggling to survive in the oppressive domain of Falkovnia. Danger haunts your every move A secret society of assassins, known only as the Ebon Fold, has been hunting down visitors to Lekar and killing them in a most grisly fashion; all that remains of the victims are desiccated husks that crumble to ash when touched... and you are their next targets. There is no escape When everyone who has befriended you is either dead or hunted by the authorities, you have no choice but to fight back. But the Ebon Fold is a numberless horde whose leader holds sway over death. How can you defeat enemies that won't stay in the grave? They strike from the depths of darkness and steal your life... one dagger stroke at a time. This 64-page adventure can be played independently, or as the opening challenge in the Grim Harvest series that continues with Death Ascendant and concludes with Requiem. Inside the package is a poster map that fully details asll 10 levels of the chilling complex known as the Well of Bones. TSR 9523
One bad apple. The brownies would have been fine, except for the addition of one unexpected ingredient. This is a starting adventure for one druid. They set off on a wacky adventure with teh help of their driud master. Pgs. 22-31
Abandon hope early and avoid the rush. A rebel leader is locked in a prison from which there is no escape. That's why the rebels called for you. The players are recruited to help rescue a prisoner of the Theocracy. The prison is very unique in that the cells are situated in a wheel formation. The prisoners are forced to push against their cell walls every day until after 1 full year (1 full rotation of the wheel), an opening appears in their cell and they are free to leave. There are many paths to success in this adventure, and it can play out more like a heist rather than a dungeon crawl. Pgs. 24-37
From the magazine: "A rotting ship holds the secrets of all the universe, but its crew wants you only for the 'fuel' you carry." This scenario is useful for launching players into a Spelljammer campaign. The players are tasked with investigating a derelict ship that fell from the sky. The ship is captained by a spectre and crewed by a host of undead enemies. Clearing the ship gives the players the possibility of a Spelljammer ship as well as access to several wheel-lock pistols and ammunition (the biggest treasure from the adventure). The adventure takes place in the Forgotten Realms setting, though it may be easily altered to fit any other campaign world. Module LC1 Gateway to Ravens Bluff, The Living City, would be helpful, as the city of Ravens Bluff is suggested as the PCs' starting point for this adventure. Any other city can be substituted without difficulty. Pgs. 29-37
FN11 – The Amulet of Dorian Beldor begins as a race to catch a fugitive from justice and quickly escalates into a much larger problem. With over 40 pages and 8 different maps this adventure has your party stumbling onto a former city covered by a rock slide now inhabited by a large group of humanoids. Buried deep within the complex is the ancient relic that controls elementals and will be quite useful as the Filbar North series winds down.
Caverns of the Dorgel Mountains is/was the finale in Filbar series. It features Lexicon Meridius the Ancient Red Dragon and scourge of the Dwarf Lords (F4 & F5). This large adventure represents how I look at the difficulty of taking on the deadliest dragon of the Prime Material plane. Will your party return to the Halls of the Dwarf Lords to help aid them one more time?
The penninsula of Wa is no place to visit. The land is poor, the people wary and suspicious. Yet this quiet backwater has been the site of strange disturbances - mysterious disappearances and omens of dire events to come. Why do the animals of Wa disappear, only to return a short while later? Who are the Blue Kumi bandits, and why are they so active? Why do the black geese fly into the Jusofu Mountains? And what fell creature lurks along the southern coast of Wa? Or does the stench of corruption emanate from the Celestial Bureacracy itself? Could the danger, unchecked, grow great enough to doom all living creatures in Kara-Tur? Which clues will lead to the truth, and which are merely traps for the unwary... Test of the Samurai will take the players across the Wa peninsula and to the unknown land of Qui. They will encounter such legendary beasts as the feng huang (phoenix) and the chi'-lin (unicorn) as they attempt to discover the secrets of Wa. Test of the Samurai is a scenario for the Oriental Adventures supplement to the AD&D game. It is set in Kara-Tur, the oriental world in the Forgotten Realms. Although Test of the Samurai follows the events of module OA6, Ronin Challenge, it is an independent adventure for five to eight characters of levels 6-9. TSR 9258