Into your hands has been thrust a great responsibility: the management of a growing domain. It has been a hard winter. Now, with the coming of spring, the populace looks to you for leadership. It will take a careful and generous hand to restore your subjects' confidence. But even as you hold your first courts of the new season, an ominous shadow falls across the land. Earthshaker - wonder of the world - has arrived! Will its arrival be a curse or a blessing? With bold action and skillful diplomacy, you may yet divert disaster. But if you fail, the consequences will certainly be the subject of many a minstrel's tragic songs for years to come! "Earthshaker" includes a complete dominion setting, new player characters and NPCs, and complete material on one of the greatest marvels of the world - the giant and unstoppable Earthshaker! TSR 9128
A missing mage... A ruthless band of kidnappers... A sinister conspiracy... Night Below, the first epic campaign adventure for the AD&D game, is designed to take the player characters from 1st level to 10th level and beyond. The PCs start as beginning adventures on a routine courier mission who soon become drawn into combating a sinister plot that menaces the pleasant land of Haranshire.
The tournament of the bloody stones has come to Taux, and the streets are said to run red with the blood of the combatants. Now, amid the crackdowns of the Sturgeons and the secret duels of the three great fencing schools, the heroes must once and for all solve the mystery of the House Vash blood feud. Taking on the guise of foreign swashbucklers, all must brave bloody single combat, pirates, ravenous cursed lowl, and evne magical reverberations from distant Roslof Keep! Complete the Adventures of the Emperald Serpent trilogy with this module. This adventure is formatted to both 1E & 5E gaming rules. Also available in PDF.
She ran. Where to or for how long, she really couldn't say. The little flame of her oil lamp sputtered and went out a few times. She'd snap her fingers and make the wick flare to life, but she may as well have ran blind. The hallways were pitch black with soot and choked with smoke, every turn was a guess and every corridor a gamble. Unnatural screams echoed from every direction. Left, right, left again, was this the south or north end of the labyrinth? She had no idea. The next turn brought her face to face with a doorway completely consumed in blue fire. The room beyond was so bright she had to look through her fingers at it. A shadow covered her, a shape in the doorway: a hulking creature with a wolf-shaped muzzle and enormous pincers for hands, wreathed in the same blue flames. The screams were getting closer behind her, too. They had her cornered, again. The demon slammed its shoulders through the narrow opening, splintering the wood and stone. She dropped the lantern and let the wand in her sleeve fall into her waiting hand. With a word of power and a gesture, she appeared in the familiar bedroom: stuffy and reeking of wood smoke. She'd have to try again tomorrow, if she could remember. During an exploration on the sixth level of Undermountain, a strange invisible creature leads to a series of collapsed chambers that hide a forgotten secret and one of the most devastating forces known to the multiverse. Marambra Nyghtsteel, the forgotten apprentice of Halaster Blackcloak, has been locked away for an age deep within Undermountain. What point and purpose her forced seclusion has, only Blackcloak may know. When a spell consuming blue fire, known as The Spellplague is trapped within the chambers, a series of events have left Marambra, lost in her madness, struggling to survive.
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
An Arch-Mage who can kidnap a dragon is one tough Arch-Mage. Definitely not for those who are afraid of heights. An evil archmage, Ezoran, has kidnapped a dragon in order to discover the means to seize control of a cloud giant's castle. The adventures are tasked with rescuing the dragon by the dragon's mate. The adventure revolves around tracking and navigating through dense jungle and working through a cloud giant's fortress. Pgs. 50-63
A shadow from the past, the Ghost Tower of Inverness has loomed ever larger in the mind of the great Seer of Urnst, Now he has convinced the Duke that an expedition should be organized to go to the ancient keep and recover its greatest treasure — the fabled Soul Gem. TSR 9038
Kidnapping and politics as usual? Not so much. Something is different about this job, and you just hope that difference doesn’t get you killed. Contains sexual content.
The players are tasked by a mysterious Wizard's servant quest to recover the two gems of the Twofold Talisman: the Heart of Light and the Ebon Stone. The quest for the Heart of Light takes the adventurers to the Wizard's own mansion. Pgs. 43-54
The King is dead! And the queen is in trouble. She has chosen you to find the fabled heartstone, which is buried somewhere deep in the Mountains of Ice. Is the gem I the hands of the corrupt Master Thief? Has he harnessed its powers for his own vile purposes? Or does it lie unguarded in the frozen ranges to the north, which teem with horrible creatures? This is your kind of quest! Quest for the Heartstone is a combined wilderness/dungeon adventure designed to be compatible with the Advanced Dungeons & Dragons Action Toys from LJN Toys, Ltd. and the Advanced Dungeons & Dragons Fantasy Adventure Figures from TSR, Inc. The adventure also includes complete maps, new monsters and players' illustrations. Will the heartstone be the key to peace in the kingdom? By her majesty's request... it's up to you to find out! TSR 9114
A level 1–3 dungeon adventure by Giuseppe Rotondo. The secret workshop of a long-dead jeweler-magician is now open, as his grandson wants the place finally cleared of all dangers. What treasures might remain within, and what might be watching over them? This adventure combines classic dungeon crawl elements with the intrigue of uncovering a magician’s legacy, making it a rich experience for both new and seasoned players. For Old-School Essentials (OSE) Included as one of four adventures in "Old-School Essentials Adventure Anthology 1"
The Forbidden Book - Caverns of Kehill is easy to implement in any setting and provides tools for real player motivation, interesting NPC interaction, exploration and meaningful combat by context and engaging situations. This adventure can be run in one session. The Forbidden Book is an old demonic artifact, that was destroyed and is manifesting after two hundred years. Cults are practicing rituals all over the world and the heroes will find one of them. It is the story of a group of adventurers, that stand valiantly against the darkness, rescue and old friend and if they succeed, become heroes of the small town of Kehill. Complete and ready to play with dungeon maps, a village map of Kehill and stat blocks directly on the pages. Featuring an additional print friendly version, all hand drawn maps (included additionally as separate files), beautiful artwork and two all new magic items. Published by StLion
A deadly encounter for a party of level 7-10s. Brave the crypt in an attempt to save Lord Eldark's son. This challenging dungeon is adaptable and easy to run in any existing campaign. It has some very tough encounters and is available for free on DM guild!
This Digital Quarterly is built around a series of four micro-dungeons that can be used as an introduction to The Roslof Keep Campaign for characters just starting out. These dungeons should allow for a small group of players to not only become familiar with each other but also gain a level before taking up the banner of the Ivory Scimitar and entering Mithelvarn’s Labyrinth. As Roslof Keep is built around characters being asked to take up the Ivory Scimitar banner, it makes sense that they wouldn’t be completely ‘green’ and also might have gotten a bit of a reputation within Daern Kelton and Roslof Keep as trusted adventurers who are looking to help out the locals. This reputation can be used to bring The Folio: Digital Quarterly #6 the characters into the sights of House Aldenmier and, therefore, push characters into the campaign on a more realistic basis. It should also be noted that beginning Dungeon Level 1 with a level of experience is something that will be invaluable to the party and the early stages of the campaign. This adventure is formatted to both 1E & 5E gaming rules.
You are Erystelle of Dorneryll, famed elfin champion and magic-user. After years of adventuring, you have come home to the Emerlas - the hauntingly beautiful elfin woodland at the tip of Canolbarth forest. A place of legends and of peace. The journey has been long, but soon the winding forest track will bring you to Dorneryll, the majestic oak tree home of your childhood. Ahead, you glimpse a plume of smoke curling lazily into the sky. Dorneyll is close, and your mind floods with thoughts of home. Suddenly, your reverie is shattered! The thin plume of smoke is gone, an in its place a column of red flame leaps high among the trees. Dorneryll is under attack! Gripping your lance, you urge your mount into a gallop. Starbow surges forward; your war dogs close on her heels... Blade of Vengeance is an adventure for one player and one dungeon master, featuring a lone elf against the forces of evil. Can you save the Emerlas from destruction? The answer waits inside. TSR 9108
Adventure in the world of Greyhawk! Powerful forces are set in motion as your party searches for the legendary Blades of Corusk. Take them on the perilous journey from Rookroost to the Lair of the Shadow Dragon in the frozen northlands. Will they survive the ramifications of events that they have initiated? Those who hold the magical blades will not easily give them up. Plucking them from the grasp of a jealous dragon or stealing them from the center of the subterranean City of the Ore Horde will strain your adventurers to their limits! TSR 9317
Within a lawless region of the Nameless Realms known as the Barrens, strength, cunning, and a will to survive are all that matters. Here, amid the arid high plateaus, the smoldering hat of the deep jungles, and the haunted marshlands of the northern fringe, countless adventures can be had for those brave, or foolish, enough to undertake them. This is a land of ancient ruins, petty robber barons, wild tribes, elder curses, and the undead. Sorcerers rule over fallen cities, and dark priestesses hold power with all manner of evil minions. Will your party be bold enough to undertake the challenges that await them in this first adventure in the Folio: Black Label Series? Can they overcome the curse of the three sisters, and will they make a name for themselves among the scattered outposts of Humanity? Only time, dice and comradery around the gaming table will tell. This adventure is formatted to both 1E & 5E gaming rules.
Having put down a rising of giants, it was discovered that the motivating force behind their depredations was that of long-forgotten evil - the Dark Elves. Determined to seek out these creatures, a body of doughty adventurers mounted an expedition to learn the strength of the Drow and bring retribution to them (DUNGEON MODULE D1, DESCENT INTO THE DEPTHS OF THE EARTH). This module contains background information, a large-scale referee's map with a matching partial map for players, referee's notes, special exploration and encounter pieces, a large map detailing a temple complex area, encounter and map matrix keys, and an additional section pertaining to a pair of unique new creatures for use with this module and the game as a whole. A complete setting for play of ADVANCED DUNGEONS & DRAGONS is contained herein. This module can be played alone, as the second part of a series of three modules (with DESCENT INTO THE DEPTHS OF THE EARTH, D1, and VAULT OF THE DROW, D3), or as the fourth part of a continuing scenario (DUNGEON MODULES G1, G2, G3, D1, D2, D3, and Q1, QUEEN OF THE DEMONWEB PITS). TSR 9020, From 1978
With the docks of Distant Turtle City behind them, the challenge of the city's castle still lies ahead. Ancient dwarven samurai were lords of the mighty estate, but now it has fallen to darkness. What secrets and horrors might be found there are disheartening enough, but with a city of the shadow dead at their backs, the adventurers have little choice but to put an end to Molo's corruptions once and for all. Come join the battle against legendary tortoise oni, stealthy gaint mantises, corrupted beasts, undead half-dwarven guards, and even a rumored shadow dragon! This adventure is formatted to both 1E & 5E gaming rules. Also available in PDF.
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