The prince's godmother commissions you to retrieve the prince's jade crown, held in the tower of the vampire! The vampire's tower has three levels, and the three-level dungeon below 45 rooms. The party must be wary! Lethal traps abound. Marching order is important. A straight-forward dungeon crawl with many Gygaxian rooms and encounters. No roleplaying to speak of. Pgs. 4-18
Barbarian legends tell of five magical blades of measureless power. The more civilized cultures of warmer climes believe these tales to be nothing more than delirious dreams of frost-bitten brains. "Those frozen louts- they're trying to scare respect out of us!" At least that's what they want to believe. Three of the legendary blades of Corusk have been unearthed, and their powers have proven to be all that the tales claimed. You have been given these to use in the quest for the remaining two blades. However, word has spread to the peoples of the neighboring areas, and two groups are working against you to prevent your securing these swords. Beware the Hold of the Stonefist and the Rovers of the Barren! Only so much time remains for you to locate the last two Blades of Corusk ... and your enemies are on the horizon. Find the blades, and reclaim your birthright of honor and respect; fail, and be outcast from your tribes for life. The choice is yours. TSR 9337
A combination wilderness/dungeon module, first searching for then exploring the temple of Tharizdun. Tharizdun is long gone from the place, so there's no epic final fight. Rather, a mysterious Black Cyst waits at the bottom of the dungeon. The encounter with it is almost scripted, having no hazard except for careless/foolish players. Contains several monsters from the Fiend Folio. Loosely follows Lost Caverns of Tsojcanth. TSR 9065
This material was originally published as two separate adventures, D1: "Descent into the Depths of the Earth" and D2: "Shrine of the Kuo-Toa." Contained herein are referee notes, background information, maps, and exploration keys intended for use with the Advanced Dungeons & Dragons rules. The adventure can be used alone or as part of an extended adventure that begins with G1-3: "Against the Giants" and continues with D3: "The Vault of the Drow" and Q1: "Queen of the Demonweb Pits." TSR 9059
"While staying in the quant rual town of Keswig, the PCs are approached by a troubled young woman named Elexa Justheart. Elexa has just returned from the Galhanor Crusades--a war fought against giants and humanoids in the distant Galhanor Mountains. After serving six months as a cleric in a series of major battles, she recently arrived home to find her uncle's castle occupied by evil brigands." -- from the module. Includes overland maps and maps of the tower and castle.
Pirates and powderkegs. An undersea menace has the merchants of Scalabar up in arms. A strange sea monster is plaguing the trade ships near Scalabar, a coastal city. You have arrived in Scalabar at the behest of Sora Calhaigne. The lady of House Calhaigne needs brave heroes to investigate the loss of her galleon, the Morning Star. She has reason to believe that the sea monster is not what it seems. Includes a list of random city encounters, a keyed map of the port city, Scalabar, as well as a simple overland map of the Scalabar coast, a map of a typical two-story warehouse, a keyed map of the pirate caves, and a keyed map of the ship Thresher. Pgs. 10-27
It begins as a simple martial arts tournament. Sure, your skills are tested and you might even win a trophy - or learn a lesson or two. But it's still just a tournament.... Until someone starts playing for keeps. When a traitor to the empire is revealed, His Excellency calls loyal and heroic citizens to follow the trail of deception. The scale of the treachery is grand - it seems that an entire army has turned its back on its rightful liege! The trail leads through trackless (or seemingly trackless) mountains, into peaceful (or seemingly peaceful) valleys. The emperor has promised great rewards to heroes who can solve his mystery, but as the journey progresses the heroes find their own reasons for continuing. As a sinister suspicion grow in the minds, the adventure reaches its climax in the ruins of an ancient civilization. Finally, our heroes are faced with an ultimate choice - between success and failure, loyalty and betrayal, even good and evil. On their choice rests the future of nations. TSR 9257
Some dozens of leagues to the north and west of the STEADING OF THE HILL GIANT CHIEF (Module G1 of this series), amidst the tallest mountain peaks, is the stronghold of Grugnur, Lord of Frost Giants. As frost giants have been amongst those who have been in the reaving bands, the party is to deal with them as the hill giants have been dealt with. Death and destruction are to be meted out to the frost giants in the same measure they gave to the peoples below. This module contains background information, referee's notes, two 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 second of a three-part expedition adventure which also employs DUNGEON MODULE G1 (STEADING OF THE HILL GIANT CHIEF) and DUNGEON MODULE G3 (HALL OF THE FIRE GIANT KING). TSR 9017
It's strange that a shrine to a vanished god should still be taking sacrifices. Not everyone forgets a forgotten god. The party explores an old shrine to a demon lord, kept up by a superstitious local. Pgs. 3-8
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
Stepping through a door can mean a grand adventure - or a horrifying death. The shortest distance between two points is not always a straight line. A number of magic towers connected by failing teleportation magic. Abandoned in ages past, other creatures now make the towers their homes and provide challenges to parties of varying levels. Pgs. 34-42
Adventurers who care where their next meal is coming from will enjoy sinking their teeth into this mystery. Included in I13 Adventure Pack I - https://www.adventurelookup.com/adventures/i13-adventure-pack-i TSR 9202
Step right up, ladies and gentlemen... A carnival of laughs, thrills - and terror. "Sometimes an adventure comes along that tackles a particular idea or theme so well that it pretty much closes the door on other submissions of its kind. Such is the case with 'The Jingling Mordo Circus.' Owner and ringleader Max Mordo, an evil wizard, uses the circus as a front for his kidnapping schemes and his magic to turn his victims into sideshow monsters. It’s the first and only circus Dungeon has published." - Christopher Perkins Pgs. 48-63
On a busy day in the marketplace, something hurtles down out of a clear sky. When the dust clears, you c can see that it's a ship's anchor, attached to a rope that stretches up as far as you can see. What do you do? Pull you AD&D game players up the rope and into the astounding universe of fantasy space! Send their spacegoing galleon, the Skyrunner, across the vast reaches of Wildspace. Drop them in the Hive, the largest dungeon ever created. Then pit them against the Ravager, a monster that threatens the characters' entire homeworld! TSR 9273
Abandon hope early and avoid the rush. A rebel leader is locked in a prison from which there is no escape. That's why the rebels called for you. The players are recruited to help rescue a prisoner of the Theocracy. The prison is very unique in that the cells are situated in a wheel formation. The prisoners are forced to push against their cell walls every day until after 1 full year (1 full rotation of the wheel), an opening appears in their cell and they are free to leave. There are many paths to success in this adventure, and it can play out more like a heist rather than a dungeon crawl. Pgs. 24-37
From the magazine: "'That's right," said the druid. "You must steal the giant's cauldron - without harming him in the slightest.'" The adventurers are sent on a mission to reclaim the legendary Cauldron of Plenty for a celtic inspired kingdom. This magic item is kept by an intelligent Verbeeg called the Bolg Mor. A secondary goal is to discover the command words for the cauldron in the cave system. There is a curse on the cauldron, stating that violence breeds violence; he who slays the owner of the cauldron and steals the device will also fall prey to acts of violence. Players are encouraged to attempt to roleplay and negotiate with the villain to gain the cauldron.
Horrible hauntings, cruel curses, dark secrets...this is no pleasure cruise! The mists of Ravenloft know no boundaries and observe no rules. One way or another, they always get what they want - this time with some help from a cursed captain and his ship. Player characters boarding an innocent-looking ship will soon find themselves aboard a haunted vessel, destined for an island inhabited by a new form of undead creatures. But that's not the end of the horror - an evil necromancer lies at the root of the evil on the island. The battle isn't over until he's been defeated! Ship of Horror is an adventure set in Ravenloft with two beginnings: one for PCs already in Ravenloft, and one for DMs looking for a way to push his PCs into Ravenloft from other worlds. The adventure includes three new monsters, new spells, and several handouts ready for distribution to players. Ship of Horror is an adventure for four to six players of levels 8-10 looking for grisly chills and thrills! TSR 9321
Watch your step. Out-of-this-world adventure. An odd box falls by a watch tower and its up to the party to discover what it is and why its here. Pgs. 22-29
The Sword of the Dales, an icon of the Dalelands symbolizing the unity and strength of the people, has reappeared! Created by Shraevyn the weapons-mage hundreds of years ago, the lost Sword had become nothing more than a fantastic children's tale - until now. A group of warriors led by Randal Morn, rightful ruler of Daggerdale, rushed to the Sword's resting place to recover it, but dark forces awaited them, and Randal and his men fell to an ambush. Only one man escaped, yet he brought with him the hope that Randal Morn yet lives. Resolved to rescue his leader, that lone survivor turned to the great Elminster of Shadowdale for aid. But Elminster is gone, off plane-hopping while the fate of Daggerbale hangs in the balance. Hence, it is up to Lhaeo, scribe to the old mage, to find a group of heroes who have mettle enough to face down the menace which claimed Randal Morn and his hearty followers... This is the first of three adventures that grant player characters the opportunity to determine the fate of Daggerdale. The saga continues with "The Secret of Spiderhaunt" and concludes with "The Return of Randal Morn." TSR 9484
Arson, rioting, sabotage, murder - and no suspects. Watchmen are murdered, ships explode and sink in their berths, and savage monsters are summoned in the streets - but no one can catch the killers. The party must navigate the growing tensions between rival factions in the city. After following clues to a tavern, The Flying Hamhock, the party will need to defeat a powerful Hivemind which is behind the attacks. Pgs. 47-64