Buried in fire, but hardly dead. Only the Keep survived the destruction of Koralgesh, but few adventurers will survive the terrors that now stalk the lost Keep's halls. Players hear rumours of the Keep at Koralgesh and then traverse it to acquire the treasure within. Pgs. 45-64
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
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
Remember Fluffy? The cute little dog? Well... Fluffy Goes to Heck is a shamelessly absurd AD&D® game adventure for the six silly characters provided on pages 39-40, or 4-6 characters of 3rd-5th level, played by those with senses of humor. A good mix of classes and races is helpful but hardly necessary.
'Help wanted: Fearless crew to stop undead pirates. Pay bills before applying." The first thing you'll hear is dead silence. The party must hunt down a ghostship disrupting commerce in the trade port of Koll. At least, everyone thinks it's a ghostship, the party may discover otherwise.
The king's notice asked for adventurers to undertake a mission to a far land. It was marked with the rune for "high danger, high reward" so of course you volunteered. The king has heard of a great obelisk that towers over a ruined city in a far country. He wants to know more about the obelisk and its strange powers. Your job is to find the obelisk and bring back a report to the king. The mission seems absurdly easy...until you reach the jungle. Don't think the king is through with you if you get back to the capital city alive. You haven't seen the last of that jungle yet. Is a share in the spoils of an ancient civilization worth the risk? Don't forget to pack you bug repellent! TSR 9187
As the floating cities of Netheril hover peacefully in the air, the winds of intrigue boil all around them. The phaerimm continue to plot the downfall of the Netherese even as Karsus prepares for the casting of his greatest spell. Undead walk the land, driving orcs and humans before them. And somewhere below the greatest nation of Faerûn, the Tarrasque awakens from a long slumber. How the Mighty Are Fallen, is an adventure designed for use with the Netheril: Empire of magic boxed campaign setting (which is required to play this adventure). Within these pages, the final heroes of Netheril can : Gather the spell components, that Karsus requires for casting his "most wondrous" spell, the only 12th level spell ever known. He just needs a few body parts from two creatures - A gold dragon and the Tarrasque. Reuinte lost lovers after they have been separated by death. Nopheu's wife was killed in a magical explosions, and now he's finally saved enough money for her to be resurrected. Certainly a dead body couldn't pose a threat to a band of stalwart heroes?! Follow the winds of fate to wherever Tyche delivers them. Numerous side adventures allow players to take their characters to a variety of different locations. Some heroes might want to follow the trail of the missing nether scrolls, while others might want to join the resistance and fight Karsus and the other archwizards. But only the bravest hearts can take the first step... TSR 9540
Your sleek cloudskate skims across the Skysea. It is midnight. All day long, the glass sea soaked up the scorching desert sunlight. Now, that heat lifts your ship a few inches off the glass and fills its sails. The only sound you hear is the soft swish of the diamond-edged rudder as it cuts a path across the Skysea. One thousand years ago, the wizard Martek knew that you would come to find his Sphere of Power. Now, one of his glowing Star Gems shows you the way. The starlight, reflected in the glass beneath you, flickers peacefully. Suddenly, the Skysea before you bursts up into a thousand shards of splintered glass, showering into the moonlight! A horrible creature is silhouetted against the moon. You strain against the rudder to keep your ship upright. Too late! Your cloudskate tips onto one runner, and then tumbles over, skidding to a stop on the glass. As your companions struggle to right the ship, you turn and face the monster. You must hold the creature back to give them time. Without the ship, none of you can get off the glass before the sun rises in the morning. Martek's prophecy spoke of heroes, tests, and dangers. Are you the heroes? What are the tests? What dangers and riches lie ahead? This adventure can be played by itself, or as the third and final part of the Desert of Desolation series. For character levels 7-9. TSR 9054
Something is very wrong in Stormport: Corruption runs rampant among city officials, more and more people turn up missing every day, dark prophesies of Change convert new believers, and rumors persist of a demonic beast with a taste for human flesh that stalks the alleyways. Worse yet, spring is overdue; winter refuses to relinquish its icy grip. Only one vile force could cause such chaos: The illithids have risen up once again, ready to enslave the surface races. Now, as never before, the world needs great heroes, mighty adventurers who will challenge the illithids; dark agenda. A Darkness Gathering is the first of an adventure trilogy (continuing with Masters of Eternal Night and concluding in Dawn of the Overmind) that pits brave adventurers against the brain eating mind flayers. Dungeon Masters can run each individual adventure of the trilogy separately, or they can be linked together to form a seamless, epic-length adventure.
Vecna Lives is a high level adventure that pits players against the lich and almost demi-god Vecna. Although based in Greyhawk, the adventure is easily adaptable to Ravenloft and Planescape. This adventure is meant to kill characters. If you are a DM who cannot bring himself to kill a player’s prized character or one who can be pressured to “give a guy a break,” you must be extra strong when running Vecna Lives! For centuries, Vecna-archmage, despotic tyrant, the most fearsome of all liches-has been nothing but fearful legend to the honest folk of Greyhawk. Once the supreme master of all undead sorcerers, even today his Hand and Eye are object of immense power. Now something evil is stirring in the lands around Greyhawk. The Hand and Eye of Vecna have been found-and Vecna wants them back. TSR 9309
When a wizard makes a mistake, he makes a MISTAKE. Hirward the Wizard has a little problem on his hands - and it's destroying his fortress, followers and future. A good mix of character types is strongly advised, but paladins, rangers, dwarves, and gnomes may not be comfortable sparing the lives of Hirward’s kobold assistants. A generally neutral party composed of humans and half-orcs will stand the best chance of completing Hirward’s Task. This not a standard "hack-and-slash” adventure. The PCs will have to do some fighting to he successful in completing the module, but most of the time they must use their brains to figure out the best way to complete their mission. Pgs. 45-64
Under raging storm clouds, a lone figure stands upon the ancient walls of Castle Ravenloft. Lightning splits the sky, its cold light revealing a tall form wrapped in a billowing cape of shadows. Another flash exposes a face full of power and madness, contorted by a tragedy darker than the night. Far below, a party of adventurers has entered his dread domain. He smiles. Another lightning bolt rips through the night, but the figure is gone. Only a howling wind fills the midnight air. The master of Castle Ravenloft is having guests for dinner - and you're invited! Originally published in 1985, this classic adventure for four to eight characters of levels 5 to 7 mixes elements of gothic horror with AD&D fantasy for a unique experience. Updated to 2nd Edition, Ravenloft features a haunted castle, gypsy fortunetellers, a tragic back story, and a vampire who is as powerful and intelligent as he is frightening - a menace worthy of the bravest adventuring party! TSR 11397, from 1999
"A great cat sits upon the northern grasslands, my friend, waiting to pounce on adventurers just like you." As you part the tall grass with your sword, the words of the tavernkeeper echo in your head. "He was the mightiest wizard we'd ever known, and that Lion Castle was his home." Your friends' voices mingle with the tavernkeeper's. "He's but a ghost now, haunting those halls, and waiting for an heir." The ground rises slightly. A strong wind rushes through the field. Suddenly, the grasses part, and Lion Castle rises majestically before you! "Magical riches await those who enter!" "Beware of man-beasts!" Voices flood your head again. Will you brave the haunted castle? Can you afford not to? It's all up to you in this D&D Solo Adventure. Ghost of Lion Castle is for one player only, but that one player makes all of the choices and enjoys all of the rewards. An entire castle and courtyard await your exploration. The adventure also includes a complete solo combat system. TSR 9097
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.
a baron recruits the party to find a set of magical swords as well as explore a mine shaft that connects to the under dark
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.
Why are your governor , your Emperor, and your gods so interested in a fairy tale? In search of a dangerous fairy tale. Compelled by duty and loyalty, the characters partake in a quest to find the fabled flowers of flame, rumored to be located in a beautiful valley paradise. For Oriental Adventures. Pgs. 46-63
Don't you wish they'd stay dead? A ghost has been threating a local shop keeper and it is up to the party to ride her of this treat. Pgs. 54-56
For a long time you have heard legends about the Island of Vacros; when you were only a child, the stories about evil minotaurs were used to scare you into behaving. Now you are grown, and you no longer believe children's stories. But King Trueon of Cathos is worried: his daughter Princess Lydora has been kidnapped, and he has found clues that she has been taken to the ancient and evil island of Vacros. You have heard rumors that a large and dangerous mazework lies beneath the surface of the island - a mazework that is guarded by minotaurs. Of course many rumors are false, but then again... The Maze of the Riddling Minotaur is the second in a series of invisible ink modules: using the invisible ink pen included in this module, you may play the adventure by yourself. After you have played the solo version, you have not used up the module: instructions are provided as to how you may change the solo version into an exciting group adventure! TSR 9060
At last- an opportunity to avert the threat to the little town of Saltmarsh! The real enemies have been identified-- evil, cruel creatures, massed in force and viciously organized. Can the brave adventurers thwart this evil and ensure the safety of Saltmarsh? The Final Enemy is the final part in the series of three modules designed and developed in the United Kingdom for beginning adventures with AD&D rules. Its plot follows directly from those of the first two parts (U1 - The Sinister Secrets of Saltmarsh, and Module U2 - Danger at Dunwater.) TSR 9076