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
The beginning adventure to the Dragonlance, War of the Lance series of adventures, upon which the Dragonlance novels are based. The companions meet in the Inn of the Last Home to discover a barbarian couple with a mysterious staff. The PCs journey to discover the staff's history which leads them to a ruined temple to the Forgotten Gods. Includes a full map of Xak Tsaroth and overland maps, some color. Art by Jeff Easley. TSR 9130
What happened to the signal tower? What waits for you in the misty mountains? The mayor of the town of Four Trails hires you to find the missing magic user, Delea the White! Delea was tasked with improving the signal tower at Eddistone Point. After leaving with her party of dwarven mercenaries, the mayor received a message from Delea's familiar; a white crow with a note scrawled in charcoal; "Bandits in the tower! Help!" The tower is straightforward, five levels, each a single room. There's a bait-and-switch where the players think the half-orc bandit leader is the bad guy, but an innocuous-seeming vagabond is actually a powerful illusionist. No monsters to speak of, only class-based NPCs, no magic apart from a ring of protection (not listed in this record, being equivalent to magic armor.) Pgs. 19-27
The island of Viledel, the mighty Sea King, was sacked by a pirate army 60 years ago. Its destruction was so complete that even the location of the island was lost and forgotten. Despite the rumors of immense treasures still hidden in the ruined stronghold, no one ever found the Sea King's island again. Until now. Through a cruel twist of fate, a small band of unwilling adventurers is washed ashore on a small, barren island, and discovers what remains of Viledel's settlement. But they aren't alone; marauding ores and goblins have found the island, too, and are frantically searching for the lost hoard. In this desperate treasure hunt, the real payoff may be survival. TSR 9185
Crippled, wingless, old and a thousand times more dangerous. Surely, a crippled dragon is less dangerous than a healthy one. Pgs. 35-45
Untamed by the laws of man, the Giantdowns region remains a buffer zone between the ruined empire of Anuire and its northern neighbor, the Rjurik Highlands. The Great Downs themselves are the stuff of legend: Giants, they say, are buried beneath the mounds, awaiting some call to rise and battle once more. But in the meantime, other forces threaten the Downs. A new awnshegh, the humanoid known as Ghuralli, strives to make his small kingdom a rival to the neighboring Gorgon's Crown. His armies of humanoids, giant-kin, and monsters stand ready to strike at the few human settlers brave enough to live in the shadow of the Great Downs. The Rjurik settlers need a leader, someone who can defeat Ghuralli and forge a kingdom out of their scattered clans. They need someone to step forth and become King of the Giantdowns. This 64-page adventure accessory contains detailed information on the Giantdowns region, the people, monsters, and places that can be found within, and several adventures for beginning and experienced characters alike TSR 3142
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
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
The game is afoot in the royal palace. A thief prowls the dwarven palace, but even more goes on than meets the eye. Set in in a dwarven kingdom, a peace treaty with an aggressive rival kingdom is to be signed with ceremonial gifts exchanged to mark the occasion. However the treaty is put in jeopardy when the ceremonial sword that was gifted to the kingdom is stolen before the signing. The adventure begins when the characters receive a vision that directs them to help the kingdom. They must investigate the mystery of the missing sword, navigating a diverse cast of palace dwarves in order to preserve peace in the kingdom. A tale of intrigue, can the heroes find the sword before it is too late? Pgs. 16-32
Daggerford is fairly quiet for a frontier town. Sure, lizard men raid the local baron's holding now and then, orcs sneak out of the Misty Forest to raid caravans on the Trade Way, and Lady Bronwyn has a few suitors who are a touch too passionate, but there's nothing going on that a member of the renowned Daggerford militia can't handle. Except that the Shining River has turned green, and cattle are dying. Except that the Elf King of Laughing Hollow, a place where no human dares go without fearing for his life, is asking the militia for help. Except that strange substances are oozing from the fissures caused by a recent earthquake. Except that the earthquake also has opened an entrance in the cliffs around the Laughing Hollow that might lead to the fabled dwarf mines of Illefarn. Suddenly, being a militiaman isn't quite as easy as it used to be. TSR 9212
In part one of the Randal Morn Trilogy, "The Sword of the Dales," the legendary leader of Daggerdale, Randal Morn, was captured by unknown assailants as he sought to regain the great weapon for which that adventure was named. A stalwart band of enthusiastic heroes was recruited to ride to his aid, yet all they recovered was the Sword itself and a message: "Seek me in Spiderhaunt Wood." In the second part of the trilogy, "The Secret of Spiderhaunt," those same adventurers found Randal and freed him briefly, yet he was almost as quickly torn from their grasp by an agent of the evil Zhentarim, seeking to end the threat of Randal Morn's return to power. In this final episode, the heroes must follow the kidnapper's trail and rescue Randal Morn again before the Zhentarim finish interrogating him and the axe falls upon his neck. Armed with the Sword of the Dales and aided by a powerful spirit that lives within the weapon, the heroes must march into the heart of Zhent-occupied Dagger Falls, free Randal Morn, and save the city from utter destruction. The job is dangerous - perhaps more than the heroes can handle - yet those who would live in songs and legends cannot concern themselves with living to a ripe old age! This is the final part of a trilogy of modules that began with "The Sword of the Dales" and "The Secret of Spiderhaunt." TSR 9488
"Come on," they said, "It won't be so tough, just stopping a slavery ring," they said. "I don't know," you said. "Those slaves aren't even entirely human! How do we know they won't try to kill us?" But you went, and now you're having second thoughts. There were the thieves in the lost crypts of Empyrea, raising hundreds of - no, that's too disturbing to think about. There were the three daughters who - no, that's too painful to remember. Now there's this Egg of the Phoenix. What does that have to do with anything? This was supposed to be a cut-and-dried stop-the-slavers job. Who said anything about retrieving lost artifacts? Trudging through forests, traipsing through castles, trotting throug dungeons, traveling through other planes: this has turned into more than your run-of-the-mill adventure. The compensation had better be worth it! Provided, of course, you're around at the end to collect your share. TSR 9201
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
One bad apple. The brownies would have been fine, except for the addition of one unexpected ingredient. This is a starting adventure for one druid. They set off on a wacky adventure with teh help of their driud master. Pgs. 22-31
A bad heir day. The Land of Fate is known for its hot sands and fiery passions. You must survive both to restore order to the city. An evil order of wizards is terrorizing local towns. It is up to the party to find their secret lair and put an end to their nefarious plots. Pgs. 34-53 & 57
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
Beware of Baba Yaga and her infamous hut! Baba Yaga is an ancient crone who is said to have power over day and night itself. Many seek her out for her wisdom, which she has gleaned from centuries of travel through numerous worlds. Others, bolder and more foolish, search out the hut to plunder its treasures, which Baba Yaga has gathered from every corner of the multiverse. None, thief or scholar, who enter the Dancing Hut of Baba Yaga leave unscathed. How will you fare now that the great Baba Yaga is in your neighbourhood? TSR 9471
Trapped in the dungeons of the Slave Lords! The hardy adventurers must find a way out, with only their wits and courage to help them. But can they do it before everything is destroyed by the dreaded Earth Dragon? This module contains a challenging scenario for experienced players, the tournament scoring system, and nine fully-equipped playtested characters. Also included are large-scale referee maps, playing aids, notes, and background information. A4 is a complete adventure in itself, but can also be used in conjunction with A1 (SLAVE PITS OF THE UNDERCITY), A2 (SECRET OF THE SLAVERS' STOCKADE), and A3 (ASSAULT ON THE AERIE OF THE SLAVE LORDS). TSR 9042
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
Four great and powerful heroes travel in search of adventure. Led by Mordenkainen, wizard without peer, they have come to mysterious Maure Castle, a forlorn and foreboding place, source of wonderment and awesome adventure, following a strange and terrible story. For, somewhere deep beneath Maure Castle, from whence no person has returned alive, there stands two massive iron doors - doors without latch, lock, or handle - the Unopenable Doors. And if the doors are opened, what then? Such potent evil, such terror lies beyond, that even the bravest adventurers may quail before the ultimate test! Mordenkainen's Fantastic Adventure is a challenging adventure for high-level play. Four original characters from Gary Gygax' famous Greyhawk campaign are included for your use. Can you meet the challenge? Can you survive what lies beyond... the Unopenable Doors? TSR 9112