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Cover of Flotsam
Flotsam
AD&D
Levels 6–8
2 pages
0

Sometimes things are not what they seem. While the PCs are sailing through pirate-infested waters, a crewman spots the floating wreckage of a sailing ship. Two survivors are standing on the deck waving frantically. The survivors — an eccentric old man, and a noble woman, claim to be merchants from Waterdeep, but are in fact pirates. During an attack on a merchant vessel, the old man, a mage, had missed with a fireball and hit their own ship causing serious damage and killing several crew mates. As punishment, the pirate leader left them marooned on the wreckage, taking the ship they had attacked. This is a short module focused on roleplay. Combat is unlikely as the pirates have no reason to attack or threaten their rescuers. The female survivor seeks a hidden treasure, which could provide a hook for ongoing adventure. While the module isn't explicitly written for solo play, it could be easily adapted for any group size provided the power balance between rescuer and pirate is maintained. Pgs. 24-25

Cover of OA2 Night of the Seven Swords
OA2 Night of the Seven Swords
AD&D
Levels 4–6
48 pages
0

While Maeshi province revels in the festival spirit, clouds gather over the political scene. Two warlords are vying for control of this otherwise peaceful place, and you are guests of one of them. Sun Temple officials have offered complete support to the faction which successfully travels to Ito-jo Castle (said to hold relics of great importance to the Sun Temple), brings them back safely, and returns them to the Inn of the Globefish. The plan is laid before you. You are to leave immediately under secrecy for the castle of the Ito clan, also known as the Seven Swords clan. Find the relics, and return them to the renowned inn Doi no Fugu. Extreme caution is needed here, for your warlord's rival must not hear of this! Is the castle really haunted? What lies in the caverns beneath it? Will Korimori's troops discover your plan and try to wrest the relics from you, should you even get that far? What will you find at the Inn of the Globefish? Come, honorable stranger - the Seven Swords await! This module contains an extended adventure in four parts: Ito-Jo, The Ghost Castle Beneath The Ghost Castle A Day In The Country Yakuza's Honor TSR 9186

Cover of Night Below
Night Below
AD&D
Levels 1–10
192 pages
0

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.

Cover of Uzaglu of the Underdark
Uzaglu of the Underdark
AD&D
Levels 5–10
4 pages
0

"The module takes place in a large cavern that is part of an extensive underground cave network. It can be used as a side-trek encounter in the Undermountain or Night Below campaign." -- from the adventure. Includes a small keyed map of the cavern.

Cover of M5 Talons of Night
M5 Talons of Night
BECMI
Levels 20–25
48 pages
0

As the cream of your crop, your party has been selected to act as diplomats on the Isle of Dawn at a historic meeting between Thyatis and Alphatia, timeless rivals. This could herald the dawning of an age of peace, unknown in the area for years past. However, things are not progressing s smoothly as planned. The powers of Entropy, headed by Alphaks, are out to ensure that this peace treaty is not finalized. Two of the diplomats are kidnaped - and you are framed! It's up to you to prove your innocence. This involves traveling to other dimensions, meeting vampiric spirits, and playing deadly games with the Night Spider. Ultimately, you must find and restore the Peaceful Periapt of Pax to its rightful place. Let the games begin. The events of Talons of Night may be played as a sequel to module M3, The Vengeance of Alphaks, or separately. The D&D Master Set Rules are necessary to run this game. TSR 9214

Cover of V2 The Dwarven Glory
V2 The Dwarven Glory
OSR
Levels 1–3
34 pages
0

Precis Intermedia brings back this follow-up to the first known commercially-published adventure (Palace of the Vampire Queen) for the original Roleplaying Game (First Edition/OD&D/0E). Originally released in 1977 by Wee Warriors, The Dwarven Glory provides 8* map sections that can be arranged as desired and containing pre-factored creatures and treasures (in other words, this is essentially a geomorphic stocked dungeon). While hit points are provided for the creatures, the First Edition RPG or an OSR equivalent (B/X recommended) is required for actual rules and their descriptions. At one time, the community of Dwarven Glory was a thriving and wealthy one. The community became easy prey for Mortoc and his Ten Orc Tribes. Although the Orcs conquered Dwarven Glory, they could not completely destroy it. There were parts of the caverns they did not even penetrate. Now the caverns echo in the misty gloom, offering refuge to the forgotten and promise to the adventurer. This piece of gaming history is a must for collectors and old school gamers. With the original on the extremely rare list, this classic reprint of The Dwarven Glory has been remastered for a clean print, and is readily available at a low cost. * The original printing included only 7 map sections, designated Sections B through H. The mythical Section A has been added as a bonus. Wee Warriors and The Dwarven Glory are trademarks of Precis Intermedia. All rights reserved.

Cover of Visitors from Above
Visitors from Above
AD&D
Levels 4–8
20 pages
0

One night, a piece of the sky fell to earth... A star falls from the heavens, and terror follows in its wake. Visitors from Above introduces the DM and players to the concept of flying ships, alien races, and space travel as described in the AD&D SPELLJAMMER boxed set. The adventure is compatible with AD&D 2nd Edition rules and the Monstrous Compendium, but can easily be played with only AD&D 1st Edition rules. "The PCs begin in the city of Neverwinter and must venture upriver through the Neverwinter Woods to Mount Hotenow." Pgs. 50-69

Cover of X5 Temple of Death
X5 Temple of Death
BECMI
Levels 6–10
32 pages
0

Sent on a desperate mission into an unknown land, you must seek out the one called "the Master" and his Temple of Death. There is little time to waste, as you must act before the Master's armies destroy your homelands. But to complete your task, you must battle fearsome guardians, travel through a hostile kingdom, and discover the secret of the master. Can you survive his defenses and win? This module contains referee's notes, background, maps and detailed keys. It is the second adventure in the two-part Desert Nomads series begun in X4, Master of the Desert Nomads, but it can stand on its own as a seperate adventure. Wheter you play Temple of Death by itself or as part of a series, the adventure will offer you hours of excitement and fun! TSR 9069

Cover of When Black Roses Bloom
When Black Roses Bloom
AD&D
Levels 4–6
64 pages
0

The nightbound realm of Sithicus is dying! The grey forested crags scarred by jagged rifts echo with the laments of the dying elven nation. But the lord of the land sits uncaring on his blackened throne in the charred castle of Negragaard, lost in ancient memories. Through his passion and hatred the nightmare haunted death knight, Lord Soth, permitted catastrophe to befall his native world of Krynn. Now trapped in the Realm of Terror, Soth has once more brough calamity to his home. Abandoning rule of his twisted realm of Sithicus, Lord Soth has retreated to a still more distorted domain: the mad fantasies of his own history. To save the land and themselves, the heroes must venture into banshee-haunted Nedragaard Keep, and there into the warped mindscapes of a tormented darklord. TSR 9476

Cover of Whitelake Mine
Whitelake Mine
AD&D
Levels 2–4
9 pages
0

"There's this huge fish in my mine," says the gnome, "and you've got one week to get rid of it." A little fishing trip - with you as the bait! A gnomish mine at the bottom of Whitelake is being terrorized by a giant pike. The party has a week to find a way to capture or kill the beast. However, once they do, another monstrous fish attacks. The party eventually finds a tribe of merrow has claimed a cave on the north shore and are releasing the fish to keep the gnomes away. Pgs. 8-15, & 64

Cover of Of Kings Unknown
Of Kings Unknown
AD&D
Levels 2–4
7 pages
0

This strange fruit has an unusual aftertaste. That horrible blue, bug-eyed monster you just fought - was it really an orc? An alchemist hires the party to gather as many moonmelons as possible for his own experiements. This strange fruit causes random mutations in the offspring of those that eat it. Unfortunately, it can only be found in the domain of a strange and mutated orc tribe. Pgs. 24-31

Deadly Treasure
AD&D
Levels 10–20
16 pages
0

No treasures here just lying around to be taken. This tomb's riches fight back! Never mind the guardians. Watch the loot! A new tomb has recently opened for business in your area! The wealth of a wizard's lifetime can be yours! Defeat his traps! Slay his guardians! Zathis the Insightful took a century to collect these marvelous treasures. Now they can be yours in a matter of hours! Pgs. 10-25

Cover of B10 Night's Dark Terror
B10 Night's Dark Terror
BECMI
Levels 2–4
64 pages
0

Special Basic/Expert Transition Module Barely one day's march from Kelven, the uncharted tracts of the Dymrak forest conceal horrors enough to freeze the blood of civilized folk. Those who have ventured there tell how death comes quick to the unwary - for the woods at night are far worse than any dungeon. But you are adventurers, veterans of many battles, and the call of the wild is strong. Will you answer the call, or are you afraid of the dark terrors of the night? The campaign adventure is for characters just beginning Expert play (levels 2-4) and hurls them into the exciting outdoor world which awaits in the Expert rulebook. With a 64 page booklet, 2 double-panel covers, a double-sided, fold-out mapsheet and 120 die-cut counters, this super module provides all you need for epic wilderness and dungeon adventuring. Journey across the Grand Duchy of Karameikos in a desperate race against time and the forces of evil. This adventure is for use with the Dungeons & Dragons Expert Set, which continues and expands the D&D Basic Rules. This adventure cannot be played without the D&D Basic and Expert rules produced by TSR inc. TSR 9149

Cover of I6 Ravenloft
I6 Ravenloft
AD&D
Levels 5–7
32 pages
0

Under raging stormclouds, a lone figure stands silhouetted against the ancient walls of castle Ravenloft. Count Strahd von Zarovich stares down a sheer cliff at the village below. A cold, bitter wind spins dead leaves around him, billowing his cape in the darkness. Lightning splits the clouds overhead, casting stark white light across him. Strahd turns to the sky, revealing the angular muscles of his face and hands. He has a look of power - and of madness. His once-handsome face is contorted by a tragedy darker than the night itself. Rumbling thunder pounds the castle spires. The wind's howling increases as Strahd turns his gaze back to the village. Fas below, yet not beyond his keen eyesight, a party of adventurers has just entered his domain. Strahd's face forms a twisted smile as his dark plan unfolds. He knew they were coming, and he knows why they came, all according to his plan. He, the master of Ravenloft, will attend to them. Another lightning flash rips through the darkness, its thunder echoing through the castle's towers. But Strahd is gone. Only the howling of the wind - or perhaps a lone wolf - fills the midnight air. The master of Ravenloft is having guests for dinner. And you are invited. TSR 9075

Cover of WG7 Castle Greyhawk
WG7 Castle Greyhawk
AD&D
Levels 0–2
130 pages
0

Deep beneath the keep of Castle Greyhawk, a really nasty device is creating mutated, unpleasant monsters that are running wild throughout the castle and the twelve-level dungeon beneath. The call has gone out for heroic, fearless, and perhaps foolish adventures to out-hack, out-slash, and sometimes even out-think hordes of doughmen, headless mice, manic bee queens, really bad dead things, burgermen, crazed chefs, and movie moguls. If they survive these and much odder obstacles, the characters still have to find the nasty monster creator and put it out of business. Castle Greyhawkcontains 13 detailed levels for adventuring and exploration. Each is a separate adventure written by different author and each has its own unique brand of baffling weirdness. Some levels involve solving puzzles and some require good old hacking and slashing. The adventure can be played separately or all together as a grand quest to free Castle Greyhawk from the evil, rotten hordes that are plaguing it. The common theme of this dungeon is that no joke is so old, no pun so bad, and no schtick so obvious that it can't be used to confuse and trip up PCs! 13 Adventures for Character Levels 0 to 25. TSR 9222

Cover of House of Cards
House of Cards
AD&D
Levels 9–12
26 pages
0

The fate of a city lies within a dungeon whose doors are sealed with - cards It's up to you to bring it tumbling down. “House of Cards” combined dungeon exploration with the Deck of Many Things to create an adventure experience unlike anything seen before. The deck is both a treasure and a trap, guarding a tomb complex that’s being used by the Night Masks thieves’ guild as a lair. If the PCs want the deck for themselves, they must first gather all the cards, which is easier said than done. - Christopher Perkins Pgs. 38-64

Cover of The Djinni's Ring
The Djinni's Ring
BECMI
Level 3
11 pages
0

A scenario for a single player taking the role of Moonstone, a 3rd-level elf caught up in an Arabian Nights adventure - no Dungeon Master required! It's also possible to use one of your own D&D characters, or even an AD&D fighter/magic-user.

Cover of B8 Journey to The Rock
B8 Journey to The Rock
BECMI
Levels 1–3
32 pages
0

To a wizard, knowledge is power, and the wizard Lirdrium Arkayz wants to know the mysterious secret of The Rock. Many have tried to discover it - but The Rock keeps its secret well. The wizard offers a rich reward to anyone bold enough to solve this dark mystery. But the road to The Rock leads to danger and hidden peril - dangers that have claimed the lives of many brave adventurers. Rashness and folly will lead to quick death, but riches await the clever and brave. Have you the wits, courage and skill to survive the Journey to The rock? TSR 9106

Cover of Hirward's Task
Hirward's Task
AD&D
Levels 4–8
20 pages
0

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

Cover of Something Wild
Something Wild
AD&D
Levels 4–7
64 pages
0

Every Berk in Sigil Struggles to keep his savage sid at bay. But now the bars of the cage are breaking down. . . . Don't go to sleep, cutter-that's where the shadows slink, gnawing at the frail cord of sanity. The dream-touched sods of Sigil are snapping one by one, turning on each other like wildcats in the streets. And as people become animals, animals become monsters, rending friend and foe alike with fang and claw. The lawful factions have enough trouble dealing with a rash of breakouts form the Prison. But when the shackles of society fall away, it's all a body can do to keep the beast within form bursting free?and running wild. Something Wild is a Planescape adventure for four to six characters of 4th to 7th levels. When Sigil falls prey to disturbing nightmares and outbreaks of violent fury, the heroes must follow bloody trails to the treacherous peaks of Careeri and the savage jungles of the Beastlands. An ancient terror threatens the planes anew, and only the player characters can stop it from feasting on the flesh of the multiverse. The Planescape Campaign Setting boxed set is required to run this adventure. The Planes of Conflict Campaign Expansion boxed set, the Planescape Monstrous Compedium Appendix, and In the Cage: A Guide to Sigil are recommended as well. Product History "Something Wild" (1996), by Ray Vallese, is the sixth standalone adventure for Planescape. It was published in March 1996. Continuing the Planescape Series. If 1994 was the year of Planescape adventures, and 1995 was the year of Planescape settings, then 1996 had a new focus: novels. The year led off with the first Planescape novel, Blood Hostages (1996), which also led off the setting's increased emphasis on the Blood War. Meanwhile, it took until March for a new RPG book to appear. "Something Wild" was the first of just two adventures published during the year. It continued the trend of 64 page adventure books, but was the first Planescape adventure that didn't have a GM Screen. Adventure Tropes. As with many Planescape adventures, "Something Wild" starts out in Sigil and then travels off into other planes. Like most adventures of the '90s, it's also heavily plotted, with individual scenes moving the storyline along. Though the adventure includes sections set in the wilderness and in a town, they're not explorations, they're segments of a story. There is a traditional dungeon crawl of a gehreleth lair toward the middle of the adventure, but that's it for older-school fare. The most interesting aspect of the adventure is probably its inclusion of a "dreamscape" that players travel through. Though adventures of this type date back to at least DL10: "Dragons of Dreams" (1985), the idea was little used in D&D adventures. Still, it was gaining some traction in the mid '90s thanks to the Ravenloft setting, and especially thanks to the Nightmare Lands (1995) supplement, which includes rules for dreamscape adventures. Expanding the Outer Planes. "Something Wild" travels to the Beastlands and Carceri, both of which had recently been detailed in Planes of Conflict (1995; it includes some new details on each. The expansion of the Beastlands is the most important, because much of the adventure is centered on that plane and the goals of its denizens. Signpost, which lies on the border between the plane's top two layers, is also detailed. Finally, the Cat Lord gets a spotlight; he's a strange being dating back to Monster Manual II (1983) that had never received much attention previously, except in Gary Gygax's Dance of Demons (1988) novel. The information on Carceri is not as generally useful because it details a very specific, primordial prison for a bestial god named Malar. Nonetheless, "Something Wild" makes good use on the plane by focusing on the demodands (gehreleths), a fiendish race dwelling on Carceri that has never gotten much attention. "Something Wild" was also the adventure that really started to push the Blood War forward. For the first two years of Planescape's existence, this fiendish war was a background element, but in the novels and supplements of 1996 it turned into a true metaplot. That ball starts rolling here with several hints that "a particularly nasty stage of the Blood War" lies just ahead. About the Creators. TSR Editor Vallese had done considerable development work on "Fires of Dis" (1995) the previous year, and was now given his own adventure to write. He'd continue on with a few more Planescape products in the next few years, concluding with the Torment (1999) novel. About the Product Historian This history of this product was researched and written by Shannon Appelcline, the author of Designers & Dragons - a history of the roleplaying industry told one company at a time. Please feel free to mail corrections, comments, and additions to [email protected].