Just as the trail led from the STEADING OF THE HILL GIANT CHIEF to the frozen wastes where was found the GLACIAL RIFT OF THE FROST GIANT JARL, so the adventure in the latter place has let (or transported) the intrepid party to what they hope will be their last challenge. They are about to venture into the hot and smoking barrens which are in effect Muspelheim, the home of fire giants. This module contains background information, referee's notes, three level maps, and exploration matrix keys. It provides a complete module for play of ADVANCED DUNGEONS & DRAGONS, and it can be used alone or as the last of a three-part expedition adventure which also employs DUNGEON MODULE G1 (STEADING OF THE HILL GIANT CHIEF and DUNGEON MODULE G2 (GLACIAL RIFT OF THE FROST GIANT JARL). TSR 9018
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.
Who among you dares to challenge the high seas? Inspired by the tales of Sinbad, Golden Voyages provides teh source material and adventures needed to run a mini-campaign on the Crowded Sea. Detailed backgrounds, perilous locations, and wondrous NPCs populate the enchanted seas. Player characters will discover wildly different adventures as they sail from place to place. DM Notes There are multiple options for plot hooks which is nice, of course they all lead to the same spot, follow clues that take you to all corners of the Crowded Sea to find a Great Treasure. TSR 9366
What the living forget, the dead remember forever. For some, duty and revenge are stronger than death. Pgs. 4-7
Stuffed animals. The Vast Swamp is a most unnatural habitat. A crocodile has been attacking a poor druid and its up to the party to help the druid retake his swamp. Pgs. 34-37
Abandoned and forgotten ruins never are. He left the Abyss to visit his human mother, not realizing he was a century too late. Still, there was a lot he had left to do... An ancient castle, Nol-Daer, has of late become the site of frequent strange occurrences. Gargoyles and Blood Hawks roost in the keep's ruined towers, Dwarves have been disappearing from the nearby area, and a Cambion controls it all from the shadows. Pgs. 3-17 & 64
You are hired by a merchant to protect a rare item, a crystal crown, for one night against the attempts of the city's thieves guild. The arrogant guildmaster has informed the merchant that he will steal the crown and he cannot be stopped. Continues in Part 2 in Polyhedron #23 Pgs. 13-20
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
Eternally does the Lord of Nessus scheme, and his designs are for all eternity; In the pit of Hell do the devils teem round his throne, and his reign is unchallenged; By the eight Dark Ones is he held supreme, and his name (speak it not!) is Asmodeus. - From "The Canticle of Thumis," 142:15 To some, justice is more important than glory, duty is more important than desire, and goodness is more important than life. The great paladin Klysandral was such a man. But even the sleep of death, at the end of a long lifetime spent battling evil, did not bring peace to Klysandral. During his funeral, the entire Temple of Neheod was dragged by terrible magic into the Nine Hells, along with the soul of Klysandral and scores of living mourners! What unearthly motive could be behind this tragedy? Only the bravest, strongest, and most resolute heroes will have the mettle to find the answer. Along the way, they will meet the enigmatic wizard Emirikil the Chaotic, sail aboard the fiendish ship Demonwing, and finally face the horrific minions and overwhelming terrors of Hell itself. Only the path of light can lead the bravest of the brave into perdition and safely out again. Step wisely, and walk in justice.
Looks can lie as well as words. Magical minotaurs? Mutant giants? Vampires? One or more of these is preying upon the caravans, and you're going to stop them. A band of ogre magi took over an abandoned dwarven stronghold and have started ambushing merchant caravans. Their leader, Krugii, wants to gain enough power to eventually control a kingdom. In his quest for power, he has bonded a young bronze dragon and has accelerated its growth. The ogre mages all have different personalities and different forms that they prefer to polymorph into. The PCs are hired to take a caravan through Deception Pass and protect it against the random monsters that have been marauding lately (actually ogre mages in disguise). After protecting the caravan, the players track the attacks back to the stronghold of the ogre magi and clear it out. Pgs. 40-62
Dirty rotten scoundrels. Carn Perrin needs an exterminator. A city is plead with ware rats. Its up to the party to find their lair and kill the rat king. Pgs. 38-55
The legacy of Dr. Frankenstein lives on as the handiwork of a rash young scientist responds in an unexpected manner. An angry lover and an evil monster. The party must stop this monster before he kills the young lovers.
A mad venture across the fourth dimension. Hang onto your helmets in this topsy-turvy dungeon. Be warned that the accidental release of the Evil One (described in the text) could have devestating consequences on the PCs, not to mention the local campaign area. The DM should consider alternatives to the Evil One's powers if they are felt to be too destructive. Pgs. 32-39
Come on up for a bite. Sometimes the adventure comes to you. The local inhabitants of a large town have been disappearing and its up to find what is causing and bring back the people that have disappeared. Pgs. 48-59
The Mists of Ravenloft lead to G'Henna, land of famine and zealous devotion to Yagno Petrovna, high priest of the Beast-God, Zhakata. In the cities of G'Hanna, worshipers starve themselves to prove their faith; in the Outlands, twisted mongrelmen struggle to survive in a land of unforgiving windstorms and bleak plains. No domain in the Demiplane of Dread has been in greater need of change?and the subtle agents of the Circle of Darkness wish for nothing less than the overthrow their oppressive leader and create a new order lead by Zhakata himself. They should be careful what they wish for. Circle of Darkness is a dangerous adventure for heroes willing to face not only the Dark Lord of G'Henna, but also the greater evil which threatens to overcome him. The fate of an entire domain is in the heroes' hands! For 4 to 6 characters of levels 5 to 7. TSR 9493
Nothing living guards this island - that's the problem. The party must clear a burned out abbey, only recently the home to a group of evil clerics.
In the port city of Nakamaru, the masks of deceit and treachery embroil the entire city. Plots and counterplots, loyalties, revenge...all can be found in this city of Wa. You have been thrust amidst this cauldron of intrigue. You must pick your loyalties with care. Will you side with one of the yakuza gangs in their secret battle for control of the streets? Will you throw your fate into the political whirlwind that surrounds the powerful families of Nakamaru? Will you sohei battle his rivals for the hearts of the people? Blood of the Yakuza is an adventure for use in your Oriental Adventures campaign. It includes a colorful map of Nakamaru and descriptions of the major NPCs, districts, and factions of the city. All of these make Nakamaru an exciting and dangerous place for adventure! TSR 9203
An isloated mansion hidden in the mountains of eastern Europe is the setting for this 32-page drama in which the PCs must face death itself. TSR 1103
A beautiful face hides treachery and deceit. Treachery, betrayal, and a flower of ice. Samurai Steel is an AD&D® game Oriental Adventures module. Any Oriental PC race or class is suitable, though at least one ninja or yakuze should be included. Gaijin PCs are not recommended. This adventure is compatible with the campaign setting in OA1, Swords of the Daimyo. Pgs. 37-47
Centuries ago, the despotic Alphaks, ruler of Alphatia, was banished to another world. From his own sphere of entropy he learned to manipulate men, and now seeks revenge against the human race. The volatile region of Norworld, a perennial battleground between Thyatis and Alphaita, draws Alphaks's attention. The already existing frictions, small-time political players, and petty vengeances are the sparks Alphaks will use to ignite a huge war that will destroy man-kind. This is an adventure of politics and diplomacy, of treachery and treason. Only courageous and bold actions can save Norworld from the horrors of war and liberate its people from oppression. The Vengeance of Alphaks may be played as a sequel to module M1, Into the Maelstrom, or separately. The D&D Master Set Rules are necessary for running this game. TSR 9148