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Cover of Carcass Fracas!
Carcass Fracas!
AD&D
Level 1
2 pages
0

It's only a flesh wound. This roadkill isn't as harmless as it looks. Reports abound of brigands and hobgoblins attacking travelers in the area. Though there were brigands, the attacks are the work of a Thoul (magical combination of a hobgoblin, ghoul, and troll). The Thoul is playing dead in the road to attract prey. It has been doing this successfully for a number of days now with the help of its mate, a second Thoul hiding nearby. The PCs must defeat the Thouls to keep the road safe for travelers between the local towns. Pgs. 26-27

Cover of Eye of Pain
Eye of Pain
AD&D
Levels 4–8
30 pages
0

Inside the woods near Burke's Crossing lurks a very real danger. It began as a sense of unease, a feeling of being watched, but now people are disappearing. The lumberjacks who have stayed in the little village talk of ghosts and other superstitions. Or at least they did - until a mysterious statue appeared in a clearing near the logging camp. As if matters weren't strange enough, two mages have arrived and begun hiring armed guards to escort them into these very same woods. Is there a connection, or is it just coincidence? Either way, be prepared! You never know what's out there waiting... and watching. "Eye of Pain" is the first of three Monstrous Arcana adventures featuring the cunning and deadly beholder. If can be played as an individual adventure or as part of the series which continue in "Eye of Doom" and concludes in "Eye to Eye." For four to six characters of levels 4-8.

Cover of The Dark Conventicle
The Dark Conventicle
AD&D
Levels 8–12
17 pages
0

Rescuing maidens is a dirty job, but - you know the rest. On the road, the PCs encounter the aftermath of an attack on a small merchant caravan. The PCs must find and return Zenobia, the merchant's daughter. To do this, they must track, locate, and confront the unknown raiders while keeping the Zenobia's safety in mind.

Cover of Death of an Arch-Mage
Death of an Arch-Mage
AD&D
Levels 7–9
21 pages
0

A murder mystery adventure for AD&D. The Arch Mage is dead. Murdered. The players must solve the mystery before time runs out.

Cover of Caravan Guards
Caravan Guards
BECMI
Levels 6–8
7 pages
0

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

Cover of D1 Descent Into the Depths of the Earth
D1 Descent Into the Depths of the Earth
AD&D
Levels 9–14
16 pages
0

The final confrontation with the giant, King Snurre, and the entry of mighty adventurers into the caverns under his stronghold (DUNGEON MODULE G3, HALL OF THE FIRE GIANT KING) discovered the Dark Elves, the Drow, had instigated the giant alliance and its warfare upon mankind and its allied races. 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 cavern area, encounter and map matrix keys, and an additional section pertaining to a unique new creature 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 first part of a series of three modules (with SHRINE OF THE KUO-TOA, D2, and VAULT OF THE DROW, D3), or as the fourth part of a continuing series of modules which form a special progressive campaign scenario (DUNGEON MODULES G1, G2, G3, D1, D2, D3, and Q1, (QUEEN OF THE DEMONWEB PITS). TSR 9019

Cover of The Ghost of Mistmoor
The Ghost of Mistmoor
AD&D
Levels 3–6
19 pages
0

Trouble always comes in threes. For years the mansion has hidden its secrets and its sorrows, but now it has returned to dreadful life. The Ghost of Mistmoor is an investigative adventure where the PCs are tasked with finding the entrance to a secret vault in a haunted mansion. There are ghosts to be had, but unbeknownst to the characters also a cunning thief and her sidekick took residence here. It does not contain many combat encounters but has a rich list of spooky events, some from the ghosts, some staged by the thief. Pgs. 52-70

Cover of The Shattered Circle
The Shattered Circle
AD&D
Levels 1–3
32 pages
0

The Shattered Circle is an AD&D® adventure for four to six player characters of 1st to 3rd level. For many ages, the standing stones known as the Circle of Cahervaniel have stood on a grassy hilltop, unremarkable and unmenacing, but something has changed. A powerful artifact deep within the earth has been uncovered, and its evil power has corrupted the recent inhabitants of a dungeon complex. The chitine live within, a cross between humans and spiders created by the drow, but trying to live a quiet existence. The evil Foundingstone has corrupted some of the chitine, and split their society in two, bringing them to conflict. Adventurers who navigate the chitine factions and dangerous dungeon will need to end the threat of the Foundingstone and the solve the mystery of the strange dark unicorn Mizar that has appeared recently around the stones. Interestingly, one of the unique magic items in this adventure, Icerazor - is said to have grown from a shard of Frostrazor, a sword that appears in a famous later adventure - Return to White Plume Mountain. There is a brief mention of Suloise, so it can be considered a Greyhawk adventure, but clearly states it can be placed anywhere.

Cover of Wild Dragon Den
Wild Dragon Den
BECMI
Levels 1–3
16 pages
0

A young black dragon and two hatchling dragons live in an excavated sandstone burrow in the swamp west of Knacker Knob. Connected to the dragon lair is a complex of sandstone tunnels and chambers inhabited by lizard men. Some sandstone tunnels and chambers are partially flooded, and others are filled with nasty things such as slimes, oozes and gelatinous cubes. The lizard men revere the dragons as magical spirit guardians. In small groups the lizard men are easily defeated, but if allowed to prepare a common defense, the lizard men tribe with its spellcasters may present serious threat to the player characters (PCs). Wild Dragon Den is the first dragon's lair to conquer. Part of TSR 1073 The Dragon's Den

Cover of Bride of Mordenheim
Bride of Mordenheim
AD&D
Levels 2–4
6 pages
0

This short adventure is set in the Ravenloft domain of Lamordia where the PCs find themselves trying to save a beautiful maiden from the mad scientist, Dr. Victor Mordenheim, who is trying to restore life to his dead wife. TSR 9336

Cover of OP1 Tales of the Outer Planes
OP1 Tales of the Outer Planes
AD&D
Levels 1–16
96 pages
0

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

Cover of Siege of Kratys Freehold
Siege of Kratys Freehold
AD&D
Levels 1–4
13 pages
0

The orcs remember Tarran Kratys. Today he wishes they had not.

Cover of Crypt of the Smoke Dragon
Crypt of the Smoke Dragon
AD&D
16 pages
0

This self-contained game gives you and your friends the experience of playing the Dungeons & Dragons game in an easy-to-learn format. In this Fast-Play Game, you and your friends take on the imaginary roles in a fantastic tale of mighty heroes, mythical dragons, and powerful magic. This demo version of the game is designed to give you the feel of playing the Dungeons & Dragons game. The full game contains all sorts of options to help you create your own on-going sword and sorcery campaign. We'll tell you more about that at the end of this booklet.

Cover of Sharla's Zoo
Sharla's Zoo
AD&D
Levels 4–6
8 pages
0

A walk in the woods, a trip to the zoo, a day at the circus - harmless enough, right? Wrong, as players will discover when things are not as they appear to be. Included in I13 Adventure Pack I - https://www.adventurelookup.com/adventures/i13-adventure-pack-i TSR 9202

Cover of L1 The Secret of Bone Hill
L1 The Secret of Bone Hill
AD&D
Levels 2–4
28 pages
0

Danger Lurks in the Lendore Isles. Bands of evil creatures prowl the hills overlooking the town of Restenford. Now you have come to this sleepy little village looking for adventure and excitement. You seek to fathom the unexplored reaches of Bone Hill and unlock the mysteries of Restenford. TSR 9045

Cover of OA3 Ochimo The Spirit Warrior
OA3 Ochimo The Spirit Warrior
AD&D
Levels 5–7
48 pages
0

Your family and those of your friends are deeply indebted to the Ko family, a clan of merchants from distant and alien Shou Lung. The Ko have been instructed by their emperor to develop an island possession to extend the Glorious Empire of Shou Lung. The colony there is failing because of fell spirits and dire hauntings. The Ko family is calling in old favors to discover who is responsible for these evil sendlings. And if the Ko have a problem, you have a prolem.... So you and your companions are bound for the island of Akari, a small pebble in the Celestial Sea. There you will find a land rich in ancient lore and guarded by the sword of a spectral samurai - Ochimo, the spirit warrior. Yet this is only the first taste of the adventures that await you. Ochimo: The Spirit Warrior is an adventure for characters of levels 5-7 and uses the AD&D Oriental Adventures rule book. The module includes descriptions of Akari Island, as well as much information on the lifestyles, attitudes, and history of the most civilized nation in the world: Shou Lung. TSR 9195

Cover of Orange and Black
Orange and Black
AD&D
Levels 1–3
6 pages
0

Tyger, tyger... A search for a small child in the woods outside of the town of Launise, a case of mistaken intentions, and the despoiled ruins of a forgotten goddess of magic. Cursed is the beast that stalks the Black Forest in... Orange and Black! Pgs. 66-71

Cover of Palace of Dread
Palace of Dread
BECMI
Low Level
16 pages
0

Agents for the Mayor of Kleine have discovered the stronghold of the Red Hand goblins deep within the Burning Hills. They have also discovered that the goblins are forming an alliance with local hobgoblin and bugbear tribes to sweep the humans out of Thunder Rift forever. The PCs must reach the lair before the hobgoblin and bugbear agents return to their own tribes. if the envoys do not return, the tribes will assume that the goblins murdered them and attack the goblins instead of the human settlements. In this way, the humans of Thunder Rift gain some unexpected allies against the Red Hand goblins. This is the most dangerous and demanding of the three adventures in this set. It is recommended that you play it after Red Hand Trail and Trouble Below. However, it can stand alone as an adventure in its own right if you wish. Part of TSR 1076 The Goblin's Lair

Cover of ALQ6 Cities of Bone
ALQ6 Cities of Bone
AD&D
Levels 1–10
96 pages
0

On moonlit nights in the Land of Fate, many adventurers hear the call of long-forgotten cities rich with burial treasure. But is it bravery to breach the tombs of Zakhara's ancients and risk the ire of vengeful spirits, or is it greed? Fate knows the answer and will guide all to their destinies in the Cities of Bone! Shifting sands conceal much from the eyes of man. Winds howling across the rolling dunes peel back the veil of time to reveal aeonic ruins or crumbling tombs, long preserved by a shroud of sand. Wrecked and forbidding, monoliths command attention in many unpredictable locales. The remnants of antique civilizations litter the Land of Fate, where time-ravaged towers and decaying shrines hide in the arid wastes. I am but a humble efreeti, a creature of fire and spirit, but what little I know of theses places of danger and mystery I pass on to you, O' Master of Dungeons Unfathomable. Inside this enchanted box lies my gift to you: an Adventure Book holding six plots of deception and many creatures of intrigue with which to challenge and entertain the players under your care; six cards and a poster, all inscribed with carefully drawn maps; and a short booklet detailing new characters to encounter. This Campaign Guide lying open before you contains background needed to lead the adventures in the official Land of Fate. TSR 9467

Cover of X8 Drums on Fire Mountain
X8 Drums on Fire Mountain
BECMI
Levels 5–8
38 pages
0

In a dark cell, Rollo Bargamnn, merchant of Thyatis, turns away in disgust from his evil, green-skinned prisoner; capturing this wretch cost a ship and sixty gallant men. Then his heart hardens once more, and he resumes the interrogation. Here, perhaps, he may find an answer to the question that haunts him. What new evil is casting its shadow over the storm-swept eastern reaches of the Sea of Dread? The trading routes are no longer safe. The attacks of the green-skinned "Orcs-of-the-Sea" and the mysterious "Ship-bane" now go unchecked. Once their raids were random, but the influence of some unseen master has made them into an organized menace. Soon the questioning will be over; Rollo will know enough to track the threat to its lair. Then he will need a band of hardy adventurers brave enough to take on the task. You perhaps? TSR 9127 (Graeme Morris's name is spelled 'Grame' on the cover of this module)