Beneath the blood moon, a dark monastery appears for one night atop a high plateau. Inside its walls, the mighty black lotus flower reaches its full bloom. Can the characters steal inside the monastery, defeat its sorcerous guardians, and claim the blossom before the sun rises? Monastery of the Shadow Sorcerers is a fiendish sword-and-sorcery adventure and includes: -An extra-planar monastery brooding beneath the blood moon -Sorcerer-monks who move like smoke and strike with fire and blade -Combat cards for each monster, PC, and special treasure -High-quality digital maps for use with virtual table tops
Has reality got you down? Tired of everyday, humdrum, commonplace happenings of life on the Prime Material Plane? Want to really get away from it all? Then step right up for the chance for adventure out of the ordinary...way out of the ordinary... Tales of the Outer Planes is an anthology of short adventures set throughout the many Outer Planes for use with the AD&D Manual of the Planes. Some of gaming's best designers have contributed adventures to this set, which includes scenarios set in the Seven Heavens, Olympus, the four Elemental Planes, the Nine Hells, and the Astral and Ethereal Planes. Tales of the Outer Planes is a perfect collection for powerful characters who have it too easy at home and are looking for new challenges. Many of the most fearsome monsters are even more dangerous on their own planes - can you take them on and live to tell the tale? These adventures can be inserted as a "change of pace" in an existing campaign, or can be the foundation of an entire new set of adventures. Either way, Tales of the Outer Planes will be sure to open up a whole new frontier for AD&D game players everywhere. TSR 9225
Stirrings of an ageless war between Law and Chaos are drawing you into an epic adventure! A Struggle More Savage than Good vs. Evil Imagine a time before the words Good and Evil had meaning, a day when the world was young. Discover an ancient conflict that predates the stars. It was in these days that Law and Chaos forged worlds out of nothingness; their war began while the cosmos was yet unfinished. The Rod of Seven Parts defines epic role-playing. The reappearance of the Rod has awakened the powers of Chaos, and their queen seeks to turn the whole world into a battleground. Bold heroes must undertake the enormous task of seeking out and assembling the pieces of the Rod, but even its power cannot stand alone. Ages ago, primal forces of Law stood fast against Chaos; now their champions must once more confront the Queen of Chaos and her foul spyder-fiends, lest the flame of civilization be extinguished. Follow the quest for the capricious Rod as it leads characters on a journey of high fantasy. The Rod of Seven Parts is designed for four to six heroes and heroines of levels 10 to 12. This boxed set includes: Initiation to Power, a 96-page book of grand adventure playable in any AD&D world, including original campaigns; The War Against Chaos, a 64-page book of world-crossing adventures pitting PCs toe to toe against the minions of Chaos; Might and Menace, a 32-page book detailing the mysterious powers of the Rod of Seven Parts: how it affects both its enemies and its friends; Monsters, a 16-page book of new villains, new monsters, and even a new race! 6 two-sided reference cards; 6 full-color poster maps portraying the key locations heroes can visit. Read about this ancient artifact in the epic novel The Rod of Seven Parts by best-selling author Douglas Niles! TSR 1145
Earth giants, frost giants, fire giants... when the giants strike out to raid and destroy the civilized lands, it becomes apparent that something much larger and more dangerous lurks in the background. A group of adventurers must locate the spark that has ignited this spreading fire and find a way to snuff it out before it engulfs the world. Revenge of the Giants is a super-length adventure that takes characters from 12th level to 17th level. It includes background material, adventure hooks, new monsters and magic items, and a powerful, unfolding story that shows off the best of the paragon tier of play. It also includes a double-sided battle map depicting key encounter sites, designed for use with D&D Miniatures.
Mystery in the Moonsea! Disappearing shipments, missing alchemists—and proven musical acts whose rehearsals sound terrible! Instead of showing off Thentia to potential trading partners and giving the locals something to celebrate, the pall over this year’s Magic and Gold Festival threatens to drive business to Melvaunt and give the locals a reason to riot. Combat optional but possible. Role-playing opportunities abound.
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
One crazy night in Waterdeep. Start as tavern bouncers. End up on the Astral Plane. All in one crazy night in Waterdeep. The party has been hired for a simple mission: make sure the Slumbering Prince tavern doesn't get wrecked during the rowdy Midsummer Festival. And what better motivation than 200gp per person for a single night of work. Sound too good to be true? Well, here's the catch: all damages to the tavern are to be deducted from that amount. And there is no shortage of festival-goers looking to unwind by wrecking other people's stuff. Over the course of the festival, the party must deal with drunken wizards, vain bards, loud goliaths, incompetent parade goers, complaining neighbours, disruptive satyrs, aspiring cultists, and a full-on tavern brawl. As well as an unusual number of strange slugs crawling around. Slowly they become aware there is something off about the Slumbering Prince. And when a reckless noble disturbs the secrets beneath the tavern, our heroes must soon delve into the hidden dungeon themselves. Down below, they discover the terrible threat: a planar rift that can only be opened on Midsummer's Eve, and the slumbering demigod that awaits beyond, the great astral slug Cthumbra!
The Iron King's daughter has been cursed by a demon who lurks inside a mirror locked deep in the palace dungeons. Can the characters win their freedom from those same dungeons by entering the mirror demon's horrifying, maze-like realm and finding a way to end the curse? The Demon in the Mirror is a creepy dungeon crawl adventure for 5th-level characters. It takes about 5-7 hours to complete and includes: -An otherworldly, reality-bending realm inside a magical mirror -Four new monsters: the mirror demon, ceiling creep, reflection demon, and librarian of Leng! -Combat cards for each monster, PC, and special treasure -Gorgeous digital maps (with and without grid) for virtual table tops
How different things seem now from when you undertook the crushing of a few rebellious hill giants! What seemed a simple adventure has turned into a major expedition. Much time has passed since you discovered the conspiracy that led you to the frost giants, fire giants, and eventually to the long-forgotten Drow. Through your encounter with the dark elves, you have found the true source of the evil -- the demon queen Lolth! This module is the exciting conclusion of a series of seven AD&D modules. It may be played on its own or as the climax of the "Giant" series (G1-G3) and the 'Drow' series (D1-D3). The first of a new series of other-planar adventures, this module includes several new monsters, maps of the Demonweb and lair of Lolth, and notes on eight alternate worlds, suitable for expansion and addition to existing AD&D campaigns. TSR 9035
This adventure is about a quest to save a city that disappear underneath there feet in a power play by a wizard from another plane. The previous ruling wizards are trapped in magic coins scattered nearby and help defeat the evil wizard on an inverse material plane and end with the players going into the middle of a sun to convince the ruling fire elemental to give the city back. TSR 9204
The Bloody Maul of Kord is a magic weapon protected by the priests of Kord, who occasionally allow a noteworthy hero to use it when going on a dangerous quest worthy of the storm deity’s blessing. Six months ago, Atrimos of Ardor took the Bloody Maul for a quest to the Caverns of Demise, hoping to end attacks to the realm being launched from the caverns. He never returned. Now, the clerics of Kord hire the PCs to go into the caverns to retrieve the Bloody Maul of Kord—and to find Atrimos, if possible. Pgs. 108-113
Light of Xaryxis is a thrilling space adventure set in the Spelljammer: Adventures in Space campaign. Heroes sail through the vast expanse of wildspace, encountering cosmic threats and unraveling mysteries. The Xaryxian menace, fueled by the star Xaryxis, seeks to annihilate the multiverse. As brave spacefarers, your characters must navigate intrigue, battle alien foes, and ultimately decide the fate of worlds. Will they save the realms or face oblivion in the cosmic glow of Xaryxis?
It's like a 'Legend of Zelda' puzzle dungeon, but instead of Link, you play as a group of grubby grave robbers. Also, there's way more eyeball stuff. Puzzle Dungeon: The Seers Sanctum is a system neutral adventure for characters of level 1 to 4. It will work with any old school games like Old School Essentials or B/X or the most recent version of the world's most popular roleplaying game. What's in it: * 10 room dungeon crawl where each location has its own mysteries to poke and experiment with * Cohesive puzzles that build on each other * Lets players to discover their own solutions in true OSR fashion * Magic items and equipment that change how the players interact with their environment and previously explored areas * Use as a 4-6 hour one-shot or the start to a planar hopping campaign for wherever you'd like to go
Revealed within are the greatest secrets of the genies: their magics, their rulers, and their homelands. From the Citadel of Ice and Steel to the Great Dismal Delve, the works of geniekind are as wondrous as they are magnificent. Tour the City of Brass, from its golden towers to its brazen streets, foil the evil yak men and their dao servants, travel on the desert whirlwinds of the jann. Learn the legends and secret history of the genies, their cities, their foibles, and their feuds. Secrets of the Lamp includes a 64-page sourcebook about genies, a 32-page booklet of adventures set in Zakhara and the City of Brass, a full-color poster map, six cards showing details of the City, and four MONSTROUS COMPENDIUM pages that introduce new genies and other elemental creatures. TSR 9433
Ranked in 2004 as the single greatest adventure of all time by Dungeon magazine, this is a compilation of three series of modules: the G series "G1-2-3 Against the Giants" (G1 Steading of the Hill Giant Chief, G2 Glacial Rift of the Frost Giant Jarl, G3 Hall of the Fire Giant King), the D series (D1 Descent into the Depths of the Earth, D2 Shrine of the Kuo-Toa, D3 Vault of the Drow), and Q1 Queen of the Demonweb Pits. The characters begin by attempting to stop giant raids that have become prolific. They find out that the giant alliance is caused by the drow. They then descend into the Underdark in order to find the drow and stop their sinister plan. TSR 9179
In which the Many seek the One, and the Heroes must retrieve a Sword lost amid myriad Threats to the Flesh. Chapter II of the "Well of Worlds" adventure anthology.
Player's are transported to strange new plan of madness. The have a role playing encounter with the woman imprisoned there. They explore a wizard laboratory and kill the evil inside. A short well explain one shot or adventure for when the whole group doesn't show up. Pgs. 12-26 Published by Fail Squad Games
Rumors have been spreading in small towns and hamlets, regions isolated in the far reaches of the wilderness and cut off from major cities and trade routes. Rumors of strangeness in the forest, where the animals suddenly watch with intelligent eyes while the sound of a crone’s laughter pierces the veil of night. Rumors of young men and women disappearing without a trace in the wilderness. Rumors of a cottage that walks on enormous chicken legs. Rumors of Baba Yaga. Those rumors turn out to be true and the Dancing Hut of Baba Yaga has come once again to haunt, confuse, befuddle, and terrorize the far corners of the land. The Grandmother of Witches cackles in her flying mortar as she sails over the trees, a shadow in the darkness, but what does she want? Why has she come? And what strangeness awaits in her fantastic hut on dancing chicken legs? Brave heroes are needed to head out and find the answers to these questions and more! Welcome to the Dancing Hut of Baba Yaga, an adventure unlike any other. Baba Yaga, the Grandmother of Witches, has come to town, and her dangerous and mysterious Dancing Hut beckons adventurers to brave its wondrous depths. Open the doors, unlock the puzzles, and meet the famed witch, her adopted daughters, and a host of other strange characters. This module presents the Dancing Hut and its most famous owner, Baba Yaga, as an adventure site worthy of high-level exploration. You can use the module in many different ways, and the Adventures in the Hut section provides ways to entice characters to seek out Baba Yaga. In general, the adventure environments presented are designed to challenge a party of characters levels 11-16, but with some adjusting and focus on non-combat solutions, a party of lower-level characters could also explore the Dancing Hut.
The Cagewrights continue their manipulations of the city of Cauldron, making the PCs their latest pawns in a gambit that leads all the way to the Abyss. The heroes must complete the test of a deposed demon lord to ensure the safety of Cauldron and all its citizens. The 5th adventure in The Shackled City Adventure Path. Pgs. 38-71
FVS7 - Arena of the Gods is a special and non-traditional setting that has dual uses. This scenario brings a single PC to the grand coliseum and pits them against an enemy or enemies in front of a crowd. The danger is high with no one to help and this offering can be quite deadly. A couple of ideas have been outlined for the adventure for its usefulness and, while written as a solo, multiple players could be used in a team formation with an increase in opponents. Take a peek at this special offering that is also free!