You've just inherited a castle! And now for the bad news... All it needs is a good cleaning out. Pgs. 6-14 & 36
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
The end of the road. A lonely fort stands on the banks of a mighty river. It is here the hardy bands of adventurers gather to plan their conquests of The Hill, the hulking mass that looms over this tiny settlement. The Hill is filled with monsters, they say, and an evil witch makes her home there. Still, no visitor to The Hill has ever returned to prove the rumors are true or false. The thrill of discovery is too great to pass up, and only the river stands in the way. The adventurer's boat is waiting! This module is designed for use with the D&D Basic Rules. A trip through the wilderness begins a unique challenge for the novice player and Dungeon Master. TSR 9078
"Something Fishy" - a Celtic-world campaign. "Iasc" is set in a small Celtic kingdom that can be fit into any medieval/fantasy campaign. The PCs need not be Celts. The likelihood of combat is very high, and the party is recommended to host several warriors.
A simple trip from Urik to Raam: What could be easier? But unexpected encounters and freakish sandstorms conspire to make this journey more dangerous than imagined. Lost and dying of thirst, your characters unwittingly involve themselves in a strange mission-the motivation behind which lies hidden. On the adventurers' trail are enraged dragons, desert fiends, and a curse that threatens to drive them mad-or make them one of the walking dead. Their only hope is to enter the ancient ruins of Yaramuke, site of a great battle between sorcerer-kings of ages past. Yaramuke?City of Black Waters. The very name curdles blood. Designed for four to six characters of 3rd to 6th level, Black Flames is set in and around the remains of Yaramuke and the cities of Urik and Raam. Let your Dark Sun game characters experience new adventure among the ancient ruins of Yaramuke! TSR 2417
While resting in the merchant City of Gurdikar, a merchant approaches the party to investigate the disappearance of his nephew, whom he believes was betrayed by a rival house. The party must go into the into the mountain valley to find the missing nephew, return him if alive and discover any evidence of suspected treachery. Pgs. 43-51
An emissary from the dwarven community of Hearth-Home approaches the player characters, beseeching them to aid the dwarves in finding a powerful mage who might bring disaster upon not only their mountain fortress, but all of the Thunder Rift! Escape from Thunder Rift adventure leads the heroes into a dark dungeon where they may discover a gate between the valley of Thunder Rift and the World of Mystara. Packaged with a DM screen. TSR 9437
The Village of Hommlet has grown up around a crossroads in a woodland. Once far from any important activity, it became embroiled in the struggle between gods and demons when the Temple of Elemental Evil arose but a few leagues away. Luckily of its inhabitants, the Temple and its evil hordes were destroyed a decade ago, but Hommlet still suffers from incursions of bandits and strange monsters. TSR 9026
What strange role does Orcus, Prince of the Undead, play in the invasion of the peace-loving Damara? And what interest does the Grandfather of Assassins have in the tiny barony of Bloodstone Pass? With this adventure, your player characters inherit an entire barony - with a recently-reopened mine that produces immense wealth. Wealth enough to attract the dangerous attention of their neighbors...wealth enough to attract the attention of the Witch-King of Vassa...and Orcus himself! Now, your tiny barony is the pivotal point in a war that threatens to engulf the entire Forgotten Realms. Take command, and defend yourself against the encroachment of the evil, demonic forces of the nightmare realm of Vassa. A large, four-color map of the region makes your new realm come alive. Wild and wooly BATTLESYSTEM scenarios (with options if you're not into miniatures) give you the full range of battlefield excitement! Come learn why high-level AD&D game play can be much more than just monster bashing. The Army of Bloodstone wants you! TSR 9200
Far above the village of Barovia sits Castle Ravenloft, the home and fortress of vampire lord Strahd Von Zarovich. Legends claim that Strahd flies with the bats and runs with the wolves to terrorize the countryside. Ancient tales also tell of dungeons and catacombs deep under the castle. Other stories recall the great halls, treasures, and glory of Ravenloft in centuries past. "House of Strahd" is a revision of the classic gothic horror tale I6: Ravenloft, one of the most popular adventures ever produced for the AD&D game. This version is updated for the AD&D 2nd Edition rules, and those from the Ravenloft campaign set. Count Strahd is now more powerful, and his castle is even more terrifying! TSR 9418
A goblin warband has found the secret tunnel which leads from the dwarven keep of Hearth-Home to the nearby hills. The tunnel is intended to be a means of escape if the keep ever falls to attackers, but now it has provided goblins with an easy way into the Underkeep. So far, the goblins have confined their attentions to the various underground rooms that make up the Underkeep, but sooner or later they will find a way to the surface. They pose a serious threat to Hearth-Home - the goblins must be cleared out of the Underkeep so this breach in security can be repaired before the orcs hear of it and overrun the dwarven keep. This adventure is slightly more challenging than Red Hand Trail, and it is recommended that it is played after that quest and before Palace of Dread. However, the scenario in Trouble Below can easily be played independently from the rest. Part of TSR 1076 The Goblin's Lair
Part of the First Quest Box Set TSR1105, this is an adventure designed to introduce new players and DMs to AD&D. Ever want to spend a night in a haunted house? Want to know what it would be like to meet a ghost? Well, doom creeps closer and closer with each hour your heroes spend in the old house on Harrow Hill! Are they brave enough to make it through the night? Or will the ghost claim some new victims? First Quest Adventure Book Pgs. 28-44
Crops wilt, leaves wither on the trees, and animals must leave the once-fertile Downs valley or die. All who dwell there must abandon their homes or perish-- unless your party can lift the curse TSR 9084
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
A traditional "funhouse" dungeon, White Plume Mountain begins with the archmage Keraptis stealing three artifacts and leaving cryptic poems with their former owners. The players are hired to recover the items, and find a bizarre dungeon in the side of the eponymous volcano. TSR 9027
Devastated in a war with a nearby wizards' school, the Fighters' Academy has since been surrounded by a foul and dank swamp - the Gloomfens. Since the climatctic battle between the wizards and fighters, the tower has decayed. The spirit of the head of the academy haunts the building, eternally plotting his revenge on the wizards who killed him. his loyal sutdents remain faithful to him even in death. Other foul undead have made their home in the rotting, spacious academy. From their lair, they make forays into farmsteads near the swamp in search of victims to feed their unspeakable appetites. The Problem of these terrible attacks by the savage undead will not stop until the evil that has found a home at the tower is burned from the face of the land forever. Will your party heed the call and help the town of Melinir? Will they be able to clear the former Academy of its undead? Towers of Evil is the second in a three part adventure, The Haunted Tower. Or, it can be ran as a stand alone adventure. The choice is up to you. Part of TSR 1081 The Haunted Tower
In the bitter cold of a land mired in eternal winter, hunters take the shape of wolves to better kill their prey. They stalk the snow-filled forests on paws of deadly silence. Powerful and swift, these evil shapechangers roam the land at will, murdering those who oppose them and plundering the weak. At the head of this pack paces the great Black Wolf of the Wood. Is this murderous beast the underling of Gregor Zolnik, the boyar who rules this waste? Seeking to extend his conquests by any means he can, Gregor has cowed the land of Vorostokov by relying on ruthless strength and savagery. Are your player characters clever enough to survive against villains who are stronger, faster, and fiercer than any they've ever encountered? The Black Wolf awaits your answer in the biting cold.... TSR 9419
A chilling 32-page adventure in which PCs must face one of mankind's oldest enemies while exploring the gloomy waterfront of San Francisco. TSR 1103
In a rain-soaked graveyard, a small group of men stands round a coffin bound with heavy chains. "We are here to mourn the passing of Jean de Cardeau," intones the village priest. " Let us pray that his rest is eternal, and that he never returns." As the pallbearers lift the coffin, something scrapes on the wood from inside. Quickly and without emotion, the attendants slide the casket into a crypt. Then they seal the door and flee. Behind them, unheard, a dull thudding begins, growing louder with the onset of twilight. There can be no peace for those who linger in the earthly realm after death. And there can be no sanctuary on the Night of the Walking Dead! Set in a zombie-infested swampland, "Night of the Walking Dead" is an ideal first-time Ravenloft adventure. Players must unravel the mystery behind a string of murders and disappearances in a village plagued by ambulant undead—and all is not as simple as it seems! The hour of fear is upon us. Are you ready to face the Demiplane of Dread? TSR 9352
Where shadows reign, darkness follows. You'll be lucky if you live to see the dawn's early light. The player characters are charged with entering a portal the demiplane of shadows to retrieve a magical staff that can close the portal. Roleplaying and betrayal. This adventure features many creatures native to and associated with the demiplane of shadow, often as random encounters. Pgs. 8-25