A little friendly competition can be fun now and then - unless, of course, the competition isn't friendly at all. Included in I13 Adventure Pack I - https://www.adventurelookup.com/adventures/i13-adventure-pack-i TSR 9202
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
Wednesday's child... It's a blessed event only if you can end the curse in time. People have been disappearing form the town of Monetenapoleone and a swamp has appeared blocking the towns trade route. It is up to the players to find what is causing all of these strange events and to stop it. Pgs. 32-49
The Lost Tombs, Volume 3 The Doomgrinder, a mysterious stone windmill many leagues east of the City of Greyhawk, has for centuries been a source of rumors, frustration and fear. The rumors say that vast treasures are stored inside-all cursed. The frustration belongs to hundreds of adventurers who over the years have attempted to enter the windmill and failed. The fear is felt by those who believe the world will end when the stone sails of the Doomgrinder turn again. In the City of Greyhawk, powerful spellcasters read bad omens for the future, and the Doomgrinder is part of them. Some see no future at all, good or bad. TSR 9581
Sail beyond the realm of the living. The wages of sin is sometimes worse than death. "The Vaka's Curse" is a short AD&D adventure for two PCs. The adventure is set entirely on board a ship, so it can occur whenever the PCs take a sea voyage. At least one PC should possess a silver or magical weapon. Pgs. 8-13 & 70
A vanished tome, a faded legend, and the end of the world. Out of the eons, the deadliest artifact. At least one magic-user is required, and fighters and thieves would be very helpful. Magic-users may have a special interest in this quest due to the nature of the item for which they search. Traps and puzzles are a dominant theme, and problem solving is necessary. Pgs. 41-64
Two head-strong sisters and a dying giant all have something in common: they need help only adventurers can give. It seems there's this little problem. Included in I13 Adventure Pack I - https://www.adventurelookup.com/adventures/i13-adventure-pack-i TSR 9202
Up the river "Just sit right back, and you'll hear a tale, a tale of a fateful trip..." Pgs. 58-67
For thousands of years a great and terrible secret has lain hidden in the depths of the Sea of Silt. In the heart of this vast dust basin, an endless storm of ash and shrieking wind guards the deadliest concentration of evil and power found on the dying world of Athas - The Valley of Dust and Fire Valley of Dust and Fire more than doubles the known portions of the world of Athas. Intrepid explorers will discover new wonders and perils within the deadly Sea of Silt, from the beautiful island of Shault to the savage Mountains of the Sun. New rules for traveling the dust basin and surviving its many dangers are included. With luck and determination, a skillful and well-prepared party just might pass through the Great Ash Storm and enter the Valley of Silt and Fire. But this realm of shattered badlands and awful monsters is so deadly that only one man has ever reached the valley and returned to tell the tale. TSR 2413
A boxful of trouble. Sugar and spice and everything nice, that's what little girls are made of - but not this one! Think of this short adventure as 'Home Alone' meets AD&D. An apprentice to the town's wizard accidentally got into the cursed items while her teacher was away. Now she's acting strangely and playing a dangerous game of hide and seek with the party! Pgs. 44-47
Immortals lie chained atop a mountain in the Broken Lands. Their bonds relentlessly drain their power while demons cavort with glee around the wispy barrier, as strong as any prison. Have you the courage to embark on a dangerous mission for the materials necessary to craft an artifact? If you survive that task, you must then assume the Identities of legendary heroes of Darokin and face deadly Immortal foes without revealing your Immortality! The demons of Entropy stand between you and your final Goal. Have you the power to rescue the imprisoned Immortals and preserve the Prime Plane? The future of the Prime Plane is in your Hands! TSR 9189
Part of the First Quest Box Set TSR1105, this is an adventure designed to introduce new players and DMs to AD&D. The High Wizard Nethril asks the PCs to enter an old ruin and search it fro his missing apprentice. The ruin is not empty, though! Horrible things have moved in, so the search will be dangerous... First Quest Adventure Book Pgs. 7-17
"A great cat sits upon the northern grasslands, my friend, waiting to pounce on adventurers just like you." As you part the tall grass with your sword, the words of the tavernkeeper echo in your head. "He was the mightiest wizard we'd ever known, and that Lion Castle was his home." Your friends' voices mingle with the tavernkeeper's. "He's but a ghost now, haunting those halls, and waiting for an heir." The ground rises slightly. A strong wind rushes through the field. Suddenly, the grasses part, and Lion Castle rises majestically before you! "Magical riches await those who enter!" "Beware of man-beasts!" Voices flood your head again. Will you brave the haunted castle? Can you afford not to? It's all up to you in this D&D Solo Adventure. Ghost of Lion Castle is for one player only, but that one player makes all of the choices and enjoys all of the rewards. An entire castle and courtyard await your exploration. The adventure also includes a complete solo combat system. TSR 9097
Great riches and sudden death, free for the taking. The owners of the vault dared all looters to test their wits against it. Hundreds of years later, the vault is still unopened. Now, it's your turn to try to get in. A heavily trapped vault containing a whole lot of treasure. Little combat. Pgs. 41-46
Sinister, twisting images...Horrific nightmares lurking at the corners of the mind...These are descriptions used to tell the tales of the Labyrinth of Madness. But these tales of the labyrinth are only legends, really, nothing more than stories used to frighten children at night - until a mysterious scepter is found, bearing within its crystal head a visage of insanity and terror, and also delivering a message: "Disturb not the Labyrinth of Madness again, and live a while longer." Now a powerful temple suffers from a tragic curse that is somehow linked to the labyrinth. Does there exist a group of heroes who can penetrate this dark and terrible place to life the curse...and survive? Labyrinth of Madness is a multiple-level, three- dimensional dungeon adventure, a puzzle within a puzzle, that commemorates 20 years of gaming with TSR. TSR 9503
Silent alarm. Who put the dip in diplomat? A small costal town is being attacked by witch's and its up to the party to put a stop to them. Pgs. 58-69
Tired and sore, you struggle over the burning sands toward the long-forgotten city. Will you reach the place in time to save yourselves from the evil efreeti? The sun beats down, making your wounds stiff and worsening the constant thirst that plagues anyone who travels these waterless wastes. But there is hope - are those the ruins over there? In the midst of broken columns and bits of rubble stands a huge statue. This is the place! You've found it at last. Gratefully, you sink onto the sand. But there is no time to lose. You must hurry. So with a quavering voice you say the magic words. And then you wait... A hush falls over the ruins, making the back of your neck prickle. Then, out of the east, a wind rises, gentle at first but quickly growing stronger and wilder, until it tears at your clothes and nearly lifts you off your feet. The once clear sky is choked with white and grey clouds that clash and boil. As the clouds blacken day turns to night. Lightning flashes followed by a menacing growl of thunder. You are beginning to wonder if you should seek shelter, when all of a sudden there is a blinding crash and a bolt of lightning reduces the statue to dust. For a moment, silence. The, out of the statue's remains, soars a blue flame. Its roar deafens you as higher and higher it climbs, until it seems about to reach the clouds. Just when you think it can grow no larger, its shape begins to change. The edges billow and soften, their roar lessens, and before your eyes materializes a gigantic blue man. This adventure can be played alone or as the second part of the Desert of Desolation series. For characters level 6-8. TSR 9053
For decades, the city of Chala, nestled on the banks of the Leal River, boasted a prosperous fishing business. The community's life revolved around the wide, slowly rolling river that meandered miles northward into the Blackweed Swamp Now the city faces misfortune, pestilence, and decay, because the sacred Tefnut statue has been stolen. All clues suggest that the sacred object was carried into the heart of nearby Blackweed Swamp. But who, or what, would commit such a crime? Whoever is responsible, the statue must be recovered, at any cost. TSR 9424
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
People from all over the world travel to the oracle of the dead, the Necromanteion, to commune with the spirits of the dead. Following a ritualistic preparaton of the body and the mind, a "Seeker", as they are called, enters the Adyton, and with the help of the Prophet comes in contact with spirits. Who would your characters talk to if they found themselves in the Necromanteion? Before you can answer that, you must first save it from a demonic invasion! With the temple in chaos, and foul fiends everywhere, will our adventurers be able to save the Necromanteion?