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
The coastal city of Magnimar is no stranger to crime, yet recently, a series of murders has sent a chill through the early morning streets. Someone—or something—is stalking and killing worshipers of Sarenrae, the goddess of the sun. The city guard is prepared to ambush the murderer, but they need help—help of the kind that adventurers are so good at providing. What is the sinister truth behind these violent acts?
The valley of Haven was a peaceful land. Its crops were abundant, its citizens prosperous. Elves, Dwarves, Halflings, and Humans lived together in harmony. Hidden away in the heart of the Thunder Mountains, Haven was a safe place to live. The rivers were sweet and pure; the weather was pleasant and warm. Something terrible has come to pass in Haven - terrified refugees speak of a fabulous ruby uncovered in the mountains and a catastrophe that befell the palace. Whatever the cause, Haven now lies in chaos. Raiding bands of orcs, goblins, and hobgoblins terrorize the countryside. The disaster happened so suddenly that the citizens are confused and helpless. Without their leaders, who are trapped in the palace, they have no courage to fight back. The situation has become desperate. TSR 9044
In Treasure of Talon Pass, the player characters explore an ancient mountain garrison in search of a jade chalice reputed to be worth a small fortune. But the path to the jade chalice isn’t easy. A dragon and its kobold minions have taken up residence in the garrison, and some undead soldiers from long ago still haunt its halls as well. Nor are the PCs the only ones seeking the jade chalice. A band of orc mercenaries known as the Nightfists are after the chalice . . . and they arrived at the dungeon only minutes before the PCs
This adventure includes large-scale battles, war-planning and the potential challenge of PCs claiming and holding dominion over territory. A King's Commission leads to danger! All communication with the barony of Twolakes Vale has ceased. King Ericall, worried about the security of his border and angered at the loss of tax revenues, has commissioned you, a delegation of powerful adventurers, to investigate. This is not a petty problem to by solved by the armies of local nobility. Indeed, the king's forces are desperately needed elsewhere. Twolakes Vale is, after all, only a small barony on the far frontier of Ericall's domain. And yet? The cloud is there, its nature and cause unknown. None have returned for the barony for weeks. Furthermore, the cloud is spreading, and vague reports of unrest and mysterious disappearances are starting to trickle in from nearby baronies. Can you discover the secret of Two Lakes Vale? TSR 9118
Immortals lie chained atop a mountain in the Broken Lands. Their bonds relentlessly drain their power while demons cavort with glee around the wispy barrier, as strong as any prison. Have you the courage to embark on a dangerous mission for the materials necessary to craft an artifact? If you survive that task, you must then assume the Identities of legendary heroes of Darokin and face deadly Immortal foes without revealing your Immortality! The demons of Entropy stand between you and your final Goal. Have you the power to rescue the imprisoned Immortals and preserve the Prime Plane? The future of the Prime Plane is in your Hands! TSR 9189
Jinkies! Uldryn Beauregard is dead—and he’s left one million gold to anyone who can survive the night in his haunted mansion! But spooky things are going on, and nothing is as it seems. Luckily, Mystery LLC is on the case! A Night of Fright is a parodic one-shot adventure designed to be played in a single four-hour session by five players. In a loving send-up of classic mystery cartoons, players will take the role of one of four meddling heroes—or their talking gnoll! Explore a haunted mansion full of traps, frights, spooks, scares, ghosts, ghasts, and ghouls to uncover old Uldryn’s secrets before it’s too late—for this is no run-of-the-mill real estate scam. There’s real danger in the mansion and Mystery LLC will need all the help they can get!
Hail, heroes of Tyr! Bravely you have served your adopted city since the day of King Kalak's fall. As slaves and rebels you rose from Kalak's slave pits to claim your freedom from his ancient tyranny. Now that freedom is being threatened once again by an insidious new enemy, one who controls the use of psionics throughout the dying world of Athas! The Dragon's Crown adventure is the exciting climax of the Freedom module series in one final journey of epic proportions, the player characters must defend everything they have worked so hard to build. Seven adventures connected by one great plot take the PC's from the volcanic islands of the Sea of Silt to an ancient wonder hidden in the forests of the Dragon Crown Mountains. The grandest and most ambitious adventure of the Dark Sun game world, Dragon's Crown will provide many hours of exciting play! The previous flip-book modules (Freedom, Road to Urik, Arcane Shadows and Asticlian Gambit), are helpful, but they are not necessary to enjoy Dragon's Crown Dragon's Crown, the first epic adventure for the DARK SUN™ world, takes players to the four corners of Athas, a world without...psionics? Someone, or something, in Athas has seized control of psionics. The magical powers of the sorcerer-kings, the avangion Korgunard, and the Dragon are ebbing rapidly. A tide of evil is blanketing the land and it must be stopped! But first, players must learn the secrets of the Order. This "super module" can be played as one big adventure or as separate scenarios. Contains: Out of the Valley adventure The Road of Fire adventure Dragon's Crown Mountains adventure TSR 2416
The battle between the mighty undead army of the Witch-King of Vaasa and the forces of Bloodstone has come to a standstill. As long as the source of the Witch-King's power is at work, his evil forces will never be defeated! As the rulers of Bloodstone Pass, it is up to you to find and destroy the sources of Vaasa's power. All you have to do is journey to the Abyss, confront the mightiest demon of all, steal the Wand of Orcus, and take it to the Seven Heavens to be destroyed. The Throne of Bloodstone is the fourth and final installment in a series of modules specially designed for high-level characters. While it is not necessary to have played any of the three previous modules, The Throne of Bloodstone is the climax of an epic struggle for a kingdom against the forces of darkest evil. Recommended for characters of levels 18-100, The Throne of Bloodstone is the highest-level adventure ever published by TSR! TSR 9228
Strange lights in the sky, prophecies of doom, and a threat unlike any other draw the heroes to Aston Point. In this small frontier town, the fate of the world will be decided. If the heroes and their strange new allies defeat the invaders, they must then pass through a portal to another battleground, a metal city on a far-distant world, where aliens fight desperately against death machines that threaten to overwhelm all organic life. So trade in your sword for a blaster rifle, your sling stones for a few high-explosive grenades, and see what happens when you mix magic with high technology. This box contains A 32-page book, The Cast and Props, describing new, high-tech equipment, detailing the battleground of the Rael-Overseer war, and explaining how to mix fantasy and science under the AD&D game system. Two 64-page books, The Tale Begins and Crossing Over, presenting the grand adventure that is the Tale of the Comet. Eight sheets of charts, maps, art, and statistics for the players and the DM. Two posters, one a double-sided map of the regions where the action takes place and the other an illustration of all the technological terrors the heroes will have to face in the course of the adventure. TSR 1143, From 1997
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
Delbert's friend Thordyn has been wrongfully arrested and placed in quarantine inside the Lazar's Walls, where all those who have contracted King's Evil are banished to. It is your missing to infiltrate the settlement, and free Thordyn. The task will not be simple, as a crime syndicate rules the Lazar's Walls with an iron fist.
This material was originally published as three separate adventures: G1 (STEADING OF THE HILL GIANT CHIEF), G2 (THE GLACIAL RIFT OF THE FROST GIANT JARL), and G3 (HALL OF THE FIRE GIANT KING). Contained herein are referee notes, background information, maps, and exploration keys for three complete adventures using the ADVANCED DUNGEONS & DRAGONS rules. This module can be used alone or as the first in a series of adventures that includes Dungeon Modules D1-2 (DESCENT INTO THE DEPTHS OF THE EARTH), D3 (VAULT OF THE DROW), and Q1 (QUEEN OF THE DEMONWEB PITS). TSR 9058
This adventure works best after going through the original trilogy (Death, Terror, and Madness in Freeport). After exposing the madness and corruption of the previous Sea Lord, a succession crisis is upon Freeport. There are no heirs to the seat of power, leading the Captains' Council to overturn the Law of Succession. But opening up succession plunges the city into chaos as various factions vy for the title. The PCs will need to survive riots and secret plots to make sure the right man (or woman) ends up with the job.
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
Introductory adventure to the 3.5 system for up to four 1st level characters. The adventure takes the party through a typical dungeon setting, leading to the lair of a Young Blue Dragon.
The Lost City is a low-level adventure, in which the only hope of the PCs' survival can be found in a ruined city slowly rising out of the sands. The adventure is set inside a huge step pyramid, with the lower pyramid only sketched out and the city itself described with a list of the major areas and a map. The adventure’s main villain is Zargon, a giant one-eyed monster and his minions. The entire double pyramid, not including the city, contains over 100 rooms. The module is designed to give novice Dungeon Masters experience fleshing out adventures and is only partially complete. Later TSR material hints that this adventure possibly takes place in Mystara, but the material is largely setting-neutral. TSR #9049
Now bound to Queen Abrogail by infernal contracts, the villainous adventurers are tasked with destroying the Glorious Reclamation's headquarters in the former citadel of the Hellknight Order of the Godclaw, where they face a gold dragon ally of Iomedae herself! Only if they can survive the terrible onslaught of this fearsome foe and secure the citadel from the revolutionaries can the vile characters succeed at their quest—to perform an evil ritual, using the dragon's head to craft a legendary weapon capable of defeating the Glorious Reclamation's army of valorous knights once and for all.
A small local area with ten locations and a big wizard dungeon with 19 rooms. The module is based around some rules lite system exclusive to the module, but for obvious reasons can be run in the system of your choice with little modification. (Some best guess approximations have been made for the creatures for search optimization.) Official description: "This adventure is a work of PARODY based on “Caverns of Draconis,” featured in Season 2, Episode 14 of NBC's TV series, “Community.” THIS IS NOT A TSR PRODUCT. This product was made in accordance with Wizards of the Coast's OGL Version 1.0a. The following game and adventure have been designed to reimagine what the fictional module featured in the episode might look like. This rules-lite RPG is meant to serve as an introduction for newcomers and fans of the show alike. The game can be played with 2-9 players and has everything you need to get started except for dice. "
Enter the ancient and corrupt city of Tyr, whose tyrannical sorcerer king has ruled for a millennium. As you wander the city, from the wreck of the Elven warrens to the sanguine splendor of the arena, you realize that the citizens of Tyr thirst less for water than they do for freedom. Now, after a century of slave labor, sorcerer king Kalak's great ziggurat nears completion. He has promised the city a grand celebration when the monument is done, complete with the most brutal arena spectacle in Tyr's long history. Rumors abound as to the nature of the spectacle: some believe it will bring with it the longed for manumission of countless slaves: others fear the annihilation of Tyr and her people as a sacrifice to Kalak's hunger for power; and a secret few believe it will be a day of revolution - a day of freedom. The adventure that introduces the Dark Sun setting as well as part of its metaplot. The adventure starts with the PCs being enslaved and forced to work on Tyr's ziggurat, where they make various connections that can affect things both in this adventure and the next in the series (Road to Urik). The finale takes place simultaneously with the finale of the Verdant Passage novel, and has something of a disaster movie feel - major events are happening, and the PCs are trying to survive in their shadow and (hopefully) save some people as well. Like many other Dark Sun modules, this adventure comes with a flip-book full of handouts as well as a few pre-generated starting-level characters. TSR 2401