Kidnapped! The cursed Baron von Hendriks has kidnapped your betrothed. Now the madman wants as a ransom your Alandah's weight in unrefined gold! How are you going to pay? The baron himself has been kind enough to provide you with that answer: streams of raw gold gush from a burning mountain somewhere in the Sea of Dread. All you have to do is find this mysterious mountain. Unfurl the sails! The open sea awaits you and your crew as you sail from the city harbor. But beware! The Sea of Dread has more than earned its title over the centuries. Can you survive the perils of the sea? Will your crew mutiny before you reach the Burning Mountain? Or will you have to throw crew-members overboard just to make room for the gold? Solo adventure. "Lathan's Gold" is a real innovation in solo adventure design, considerably more complex than any of the gamebooks then being produced. Though the adventures uses the typical trope of numbered paragraphs, its paragraphs are divided into six types: "S"pecularum, "U"rban", Island "E"xploration", "C"oastal", "T"rade Routes, and "V"oyages. Players can jump between the sections, then return, in slightly freeform ways. Players are also required to keep track of hit points, money, and treasure (which were typical for the more advanced gamebooks), and rations, days remaining, and hull points (which were not). Another freeform element, quite unusual for gamebooks, is the "wandering monsters" table, which introduces semi-random encounters. TSR 9082
To arms! To arms! The battle lines are drawn as desert men and inhuman tribes wait poised to strike on the fertile and rich lands of the east. The call has gone out through the civilized lands. The armies have been raised to match the invading foes from the west. Nobles and peasants have joined swords to greet the foes. But Fate or Chance has decreed another role for a small few. No glorious banners will wave on their march. No squadrons of knights will charge at their word. Instead, they will fight the war with stealth, secrecy, and cunning. The risks they will take are great, but the fates of both armies lie with them. It begins one night for your party far from the fighting. Suddenly you are entrusted with the most dangerous mission of the war. Can you cross the Sind Desert, occupied now by enemy armies, to find the Great Pass? Can you find the one known only as The Master? What will you do if you find him? So begins your adventure in The Master of the Desert Nomads, the first module of a two-part adventure that can be concluded in the exciting Temple of Death or played entirely on its own. Can your party do what must be done? TSR 9068
"You opened the chest? You shouldn't have opened the chest! You are magically transported to a ruined temple surrounded by vast desert. A dragon, driven mad by the slaying of her mate and brood, lies between you and a wish-granting treasure that could mean your salvation, or spell your doom…"
Years ago the valley was green, and animals ran free through golden fields of grain. The princess Argenta ruled over this peaceful land and the people were secure and happy. Then one day a warrior riding a red dragon appeared in the skies over the princess’ castle and almost overnight the tiny kingdom fell into ruin. Now only ruins and rumors remain, and what legends there are tell of a fabulous ruby still buried somewhere within the Palace of the Silver Princess TSR 9044
Anandak, a red dragon, has taken over an abandoned dwarven stronghold as his lair. He has also assembled together a rough confederation of monsters to act as his bodyguard. Anandak is preparing to enter into an alliance with the Black Prince, the March Lord Draven. The plan is for Anandak's monster allies to terrorize the lands north and east of Knacker Knob while the Black Prince, on pretext of marching to the aid of Knacker Knob, take control of Knacker Knob and the surrounding region. An emissary from the Black Prince, Lord Gonzaga, is currently in the dungeon, and he is in possession of papers that might reveal the Black Prince's treasonous plot. The lair is horribly overcrowded because monsters of all tribes and gangs are gathered to take counsel with the red dragon. Monsters are sleeping in the hallways because there is so little room, and the antagonism between races is at flash point. The PCs may be able to fan these resentments into intermonster battles. League of the Red Serpent is the third dragon's lair to conquer. Part of TSR 1073 The Dragon's Den
Introductory module for the Hollow World setting. First Adventure in the Blood Brethren Trilogy. Into the Depths! Under the ruins of Barleycorn Monastery, a tunnel leads one thousand miles downward. Through it, a rescue mission into the Broken Lands turns much stranger. Much more Serious. For the trail leads to the Hollow World. Launch your D&D game players into fabulous lost-worlds adventure across the Hollow World! Travel the Azcan Empire. Explore the secret labyrinth of the Great Pyramid in Chitlacan. Fly to the core of the world and enter the Smoking Mirror, before the monstrous Prince Kano enacts his devastating scheme - a scheme called: NIGHTWAIL! Nightwail is the first adventure for the D&D Hollow World Campaign Set. (The Hollow World boxed set is required to play.) This 64-page adventure fits easily into your existing campaign, either as a stand-alone adventure or as part of the continent-spanning Blood Brethren trilogy. These three linked modules can be played in any order - but the adventure starts here! Easily adaptable to the AD&D game! TSR 9303
The Isle of Ruk and the Dungeon of Klinis A sandbox adventure module and mini‑setting for classic fantasy play. Explore the bustling port town filled with factions and intrigue, wander the wilds where strange creatures stalk, and delve into the dungeons. New monsters, magic items, and two new character classes bring fresh flavour without adding rules. At the island’s heart stands the Dungeon of Klinis a three‑level ruin carved deep into the mountain, filled with traps, factions, and long‑buried treasures waiting to be uncovered. Whether your table prefers exploration, intrigue, or old‑school dungeon delving, Ruk offers a flexible foundation for emergent play. Inside you’ll find: A lively port town packed with NPCs, factions, rumours, and adventure hooks A hex‑crawl wilderness full of oddities, encounters, and strange phenomena The Dungeon of Klinis, a multi‑level adventure site designed for classic play New monsters and magic items that add flavour without adding rules Two new character classes to drop straight into your campaign A setting built to be hacked, expanded, or used as a launchpad for your own stories Design Inspirations This project draws on the spirit of Gary Gygax’s classic article “How to Set up Your Dungeons & Dragons Campaign – and Be Stuck Refereeing It Seven Days per Week until the Wee Hours of the Morning!” and the practical creativity of Ray Otus’s workbook approach to worldbuilding. The map were drawn with inspiration from Niklas Wistedt (Paths Peculiar) how to draw basic dungeon maps. The Graves design aided by James Holloway's The Tome of Tombs. The earliest seeds of the Isle of Ruk emerged while designing a character class for the OSE Class Jam, eventually growing into a full mini‑setting and adventure module,
If the drought doesn't get you, the goblins will. The river has mysteriously run dry and the farmers' crops are in peril. Locals are convinced a nearby tribe of goblins are responsible, and have offered a reward to anyone brave enough to sort it out. While they were correct about the goblins causing the drought, they were wrong about the reason. The chief of the goblin tribe is an enthusiastic fisher and a particular fish, Salvel the Talking Trout has continually eluded him. This adventure has a humourous tone and emphasises role-playing and negotiating. Pgs. 8-21 & 49
Not long age, a magical vortex released into the lands of Thunder Rift a strange and haunted ship from another time and place. A cursed ship, bad luck for those who see it. The party never wanted to see the ship, much less board it. However, the mystical astrolabe they found must have had great power?at least enough to send them here. Too bad it's missing, now. Will the heroes find a way off the haunted ship, or are they doomed to sail strange seas forever? TSR 9436
Some games aren't played for fun. A friendly little gambling game - with the most bizarre players and rules! Pgs. 24-32
This module is especially for a party of elven PCs, level 8+. The Feadiel clan's Tree of Life is dying. As the bravest and strongest elves in the clan, you must undertake the challenge of the elders: seek out the source of the disease and destroy it. If you fail, the Tree of Life will surely perish, and all your family with it. The quest is great and you may die on the journey, never to find the cause of the disease. The journey will take you to the deepest part of ancient Selinar, Elvenhome, to find the guarded grave of the first Treekeeper... TSR 9166
THRESHOLD! The northernmost town in the Duchy - and your last stop before your adventures begin. Threshold, the gateway to mysterious castles, lost temples, deadly caves and caverns. You have heard the stories and legends, now you wish to see for yourself. This product provides a complete campaign adventure that will take beginning characters from 1st all the way to 3rd level and possibly beyond, drawn from the first nine modules of the B-series adventures. See individual adventure entries for Boss, Common Monster and Items lists. TSR 9190
As the cream of your crop, your party has been selected to act as diplomats on the Isle of Dawn at a historic meeting between Thyatis and Alphatia, timeless rivals. This could herald the dawning of an age of peace, unknown in the area for years past. However, things are not progressing s smoothly as planned. The powers of Entropy, headed by Alphaks, are out to ensure that this peace treaty is not finalized. Two of the diplomats are kidnaped - and you are framed! It's up to you to prove your innocence. This involves traveling to other dimensions, meeting vampiric spirits, and playing deadly games with the Night Spider. Ultimately, you must find and restore the Peaceful Periapt of Pax to its rightful place. Let the games begin. The events of Talons of Night may be played as a sequel to module M3, The Vengeance of Alphaks, or separately. The D&D Master Set Rules are necessary to run this game. TSR 9214
The heroes get to kick some bhut. Beware of cheerful--and long-fanged--employers! While traveling along a lesser road, the PC's encounter a small merchant caravan traveling in the same direction. The merchant leader wants begs the PC's to travel with them, if only for companionship. The creatures, called Bhuts, are found in Creature Catalogue (AC9) published in 1986 by TSR. Pgs. 30-36
It's party time in Thyatis... And simply everyone is going to the magnificent Villa Osteropolus, home of the wealthy old senator, Helenites. Raucous fun, exotic food, and even advanced betting on the upcoming Arena games are expected. Even adventurers just in from the outlands may meet the powerful here. So don your festive togas, for in Thyatis City there are important connections to be made and deeds to be done, duels to be fought and fame to be won. (But beware, oh Adventurer! The politics of Thyatis can be as labyrinthine as mazes beneath the Coliseum...) This module is designed especially for the DM who wants to sharpen his interactive skills. Presenting the detailed layout of a Thyatian noble's mansion and maps of the multi-level Coliseum of Thyatis. Four four to six characters, levels 2-3 Brief guide to Thyatis legal system New optional class, the Rake Fast unarmed combat system, including disarming attacks Special appendix on creating Thyatian names Featuring the DM's Guide to Winging It TSR 9284
The country of Rhyl has been beset nearly every night for many years by a large, terrible creature that flies out from the mountains near the city of Asereht. Nearly a year ago the creature broke through the wall of King Namreh’s castle and carried off the king’s son, Prince Laechim, along with a large amount of the royal treasure. After the creature’s raid on the castle, King Namreh ordered his army to search the mountains and discover Astylis’ complex. The soldiers made two forays into the mountain wilderness, but each time were harassed and eventually driven back by goblin raiders. Since the failure of the second assault, the king has taken to commissioning small parties of mercenaries and adventurers, sending them into the mountains with promises of great reward upon the completion of the rescue mission. For reasons which the king has never found out, none of these rescue parties has ever returned to Asereht. Your party is now attempting to be the first. Pgs. 37-44
X11 Saga of the Shadow Lord consists of two linked adventures as a mini-campaign: In the first adventure called Elvenstar, PCs try to steal a magic item from the Shadow Lord to thwart his planned invasion of a peaceful neighboring kingdom. Encounters in this adventure include a village populated by adventurers, and a cloud giant living in a small castle, before the party reaches the Shadow Lord's lair for the final encounter. In the second adventure, also enclosed in module X11, The Halls of Drax Tallen, the Shadow Lord returns more powerful than ever. His undead minions are searching for another magical item to give him immense power and the PCs must find this item before he does. Player characters must get past the undead army of the Shadow Lord and infiltrate his haunted fortress to retrieve the magical Elvenstar. TSR 9165
Through seven gates lie seven realms. In seven realms stand seven guardians. With seven guardians lie seven symbols. From seven symbols comes one key. Alpahaks the Dark desires that key, by which he plans to release death and chaos into the realms of man. Your party may be all that stands between life and death. Will you heed the lunatic ravings of a dying madman? Travel to the top of Guardian Mesa, and enter the Septahenge. Gather the mystic symbols, create they key, and defeat the Carnifex, before it's too late... TSR 9174
The Great Mage Cheiromar, known as Aglahund the Mighty, is said to be buried under the Leaning Stone atop Galzar's Crag. One of his apprentices, Ulthorn, has been discovered dead in an aperture of the Leaning Stone - a doorway that locals swear has never been there before! You must discover how Ulthorn died and the mystery of the Leaning Stone. In the process, you may find yourself at the Endless Stair. Those who never climbed it say is seems to lead nowhere. Those who did never lived to tell of it. Will you dare ascend into the unknown? TSR 9192
Centuries ago, the despotic Alphaks, ruler of Alphatia, was banished to another world. From his own sphere of entropy he learned to manipulate men, and now seeks revenge against the human race. The volatile region of Norworld, a perennial battleground between Thyatis and Alphaita, draws Alphaks's attention. The already existing frictions, small-time political players, and petty vengeances are the sparks Alphaks will use to ignite a huge war that will destroy man-kind. This is an adventure of politics and diplomacy, of treachery and treason. Only courageous and bold actions can save Norworld from the horrors of war and liberate its people from oppression. The Vengeance of Alphaks may be played as a sequel to module M1, Into the Maelstrom, or separately. The D&D Master Set Rules are necessary for running this game. TSR 9148