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557 adventures found
Cover of The Baron
The Baron
AD&D
Levels 5–8
30 pages
0

In this adventure, the heroes face the sinister Baron Metus, the vampire who took the life of Van Richten's son, Erasmus. Metus, with Daclaud Heinfroth, has been doing the bidding of the ghost of Madame Radanavich in her quest to destroy Rudolph van Richten. But Metus has his own reasons for seeing van Richten destroyed as well. Included in Bleak House: The Death of Rudolph van Richten TSR 1141

Cover of U2 Danger at Dunwater
U2 Danger at Dunwater
AD&D
Levels 1–4
30 pages
0

The little fishing town of Saltmarsh is threatened! Why are lizard men gathering force nearby and why have they been buying large quantities of weapons? A party of bold adventurers must answer these questions or the people of salt marsh will never live in peace! Danger at Dunwater is the second part in a series of three modules designed and developed in the United Kingdom for beginning adventures with the AD&D rules. Its plot follows direct from that of the first part (Module U1 - The Sinister Secret of Saltmarsh.) TSR 9064

Cover of L1 The Secret of Bone Hill
L1 The Secret of Bone Hill
AD&D
Levels 2–4
28 pages
0

Danger Lurks in the Lendore Isles. Bands of evil creatures prowl the hills overlooking the town of Restenford. Now you have come to this sleepy little village looking for adventure and excitement. You seek to fathom the unexplored reaches of Bone Hill and unlock the mysteries of Restenford. TSR 9045

Cover of The Vaka's Curse
The Vaka's Curse
AD&D
Levels 2–7
7 pages
0

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

Cover of ALQ3 A Dozen and One Adventures
ALQ3 A Dozen and One Adventures
AD&D
Levels 2–10
64 pages
0

High Adventure is Your Companion Throughout the Land of Fate! There is no escaping Fate in the world of Zakhara, home of caliphs and favored land of the genies. And the Fate of brave adventurers is to travel the wide realms, vanquishing the urnrighteous and protecting the meek. A Dozen and One Adventures leads the characters from bustling Muluk, City of Kings, to the mysterious citadel fo flame, and many points between. They may meet the king who never died, the fish-people of the Great Sea, and other wonders too amazing to mention. This adventuresourcebox contains a 64-page booklet of 13 adventures, a 32-page campaign guide describing Muluk, the northern lands, and several new magical items, a poster map of Muluk and Krakal-Niraan, six map cards, and four MC instert pages featuring NPCs. Recommended for use with the Arabian Adventures rulebook. Contains 13 adventures. TSR 9432

Cover of EX2 The Land Beyond the Magic Mirror
EX2 The Land Beyond the Magic Mirror
AD&D
Levels 9–12
32 pages
0

Your adventures have taken you to strange places before, but in the eyes of your experienced party, few of these places are as unusual as the bizarre Land Beyond the Magic Mirror. Here the delightful and the light-hearted often hide great challenges and dangers; here you will journey through a landscape unique among fantasy role-playing scenarios. This adventure was first conceived by E. Gary Gygax as part of the Greyhawk Castle dungeon complex and has been the source of challenge and fun for many skilled players of the Advanced Dungeons & Dragons game. It is finally available to all players and can be added to your existing campaign with ease. "The Land Beyond the Magic Mirror" is designed so that it may be used with its companion scenario, EX1: "Dungeonland." Still, "Land Beyond the Magic Mirror" may easily be played on its own, and should offer hours of excitement in its strange landscape! An adaptation of Lewis Carrol's book 'Alice Through the Looking Glass' into a dungeon crawl, and a sequel to the module EX1 Dungeonland which adapted 'Alice in Wonderland' in the same way. TSR 9073

Cover of The Ghost Knight
The Ghost Knight
AD&D
Level 8
3 pages
0

The adventure begins one moonlit night, when PCs are walking in the vast moors south of the city. The Darker the Knight, the more ghosts will walk...

Cover of DSR4 Valley of Dust and Fire
DSR4 Valley of Dust and Fire
AD&D
96 pages
0

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

Cover of WGQ1 Patriots of Ulek
WGQ1 Patriots of Ulek
AD&D
Levels 1–3
31 pages
0

"A dwarven prince has requested your party's aid in quelling the coming invasion (if there is one, of course). Do you take him at his honorable word, and gird yourselves for battle? Or do you listen to the street talk, and take the side of those who disbelieve the warmongering? Most importantly of all: what if you make the wrong choice?" Patriots of Ulek is an adventure set in the world of Greyhawk - designed for a party of six to eight characters of first to third level who must help defend the Principality of Ulek against the despot’s horde and uncover a conspiracy which could lead to Ulek’s defeat. Fighters and clerics with healing spells are best suited to this adventure, as it involves a substantial amount of combat. Mages are helpful, but not required. Thieves will find minimal opportunities to practice their trade, although their skills as spies and scouts may come in handy. This adventure was designed specifically for inexperienced players and beginning dungeon masters. TSR 9385

Cover of B12 - Queen's Harvest
B12 - Queen's Harvest
BECMI
Levels 1–2
36 pages
0

The wizard Kavorquian is dead. But certain items belonging to his adopted son were in the wizard's keeping at the time of his demise. Now someone must venture into the silent vaults of Kavorquian's stronghold and recover the missing property. Queen's Harvest picks up its story where B11, King's Festival, left off. It can be played as a sequel to that adventure or as a complete adventure in itself. It is tailored for beginning Dungeon Masters and players and contains helpful hints on adventuring and the land of Karameikos. The story develops simply, but ultimately leads the player characters into the nether reaches of Penhaligon's politics to confront Ilyana Penhaligon, mad pretender to the throne! TSR 9261

Cover of Quest for the Silver Sword
Quest for the Silver Sword
BECMI
Levels 2–3
16 pages
0

A group of beginning adventurers sets out to help the small town of Torlynn. This village has mysteriously fallen under a dreadful curse, a curse that has locked the area in a terrifying state of perpetual winter. The Burgomaster of Torlynn has discovered that the creature responsible is hiding in the ruins nearby, but he has been unable to do anything about it. Everyone he has sent to investigate has thus far failed to return. TSR #9342

Cover of Scourge of Scalabar
Scourge of Scalabar
AD&D
Levels 1–3
18 pages
0

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

Cover of H1 Bloodstone Pass
H1 Bloodstone Pass
AD&D
Level 15
56 pages
0

This adventure is designed for use with the Advanced Dungeons & Dragons game and the AD&D Battlesystem Fantasy Combat supplement. It cannot be played without these games This is the first Battlesystem supermodule. The tiny village of bloodstone pass s menaced by an army of thousands of brigands - orcs, goblins, giants, and human renegades led by a powerful assassin. Outnumbered and helpless, the villagers must pay tribute in gold, food...slaves. Two villagers have traveled far to find aid for their people. They have turned to you, brave and powerful adventurers, as their only hope they cannot afford to pay more than a few silver pieces a day, but their need is great. You are invited to save the people of Bloodstone Pass. Can you organize a defense, train and equip the peasants, recruit allies, gather intelligence?and win the war? Bloodstone Pass is an exciting good aligned, high-level (15+) adventure that combines role-playing with the thrill of mass combat. TSR 9122

Cover of Invisible Stalker
Invisible Stalker
AD&D
Levels 1–2
3 pages
0

Don't you wish they'd stay dead? A ghost has been threating a local shop keeper and it is up to the party to ride her of this treat. Pgs. 54-56

Cover of B3 Palace of the Silver Princess (green)
B3 Palace of the Silver Princess (green)
BECMI
Levels 1–3
32 pages
0

The valley of Haven was a peaceful land. Its crops were abundant, its citizens prosperous. Elves, Dwarves, Halflings, and Humans lived together in harmony. Hidden away in the heart of the Thunder Mountains, Haven was a safe place to live. The rivers were sweet and pure; the weather was pleasant and warm. Something terrible has come to pass in Haven - terrified refugees speak of a fabulous ruby uncovered in the mountains and a catastrophe that befell the palace. Whatever the cause, Haven now lies in chaos. Raiding bands of orcs, goblins, and hobgoblins terrorize the countryside. The disaster happened so suddenly that the citizens are confused and helpless. Without their leaders, who are trapped in the palace, they have no courage to fight back. The situation has become desperate. TSR 9044

Cover of Bride of Mordenheim
Bride of Mordenheim
AD&D
Levels 2–4
6 pages
0

This short adventure is set in the Ravenloft domain of Lamordia where the PCs find themselves trying to save a beautiful maiden from the mad scientist, Dr. Victor Mordenheim, who is trying to restore life to his dead wife. TSR 9336

Cover of Whom Fortune Would Destroy
Whom Fortune Would Destroy
AD&D
Levels 5–8
65 pages
0

This is the first of the three adventures that comprise the Bleak House campaign. It brings the heroes into Ravenloft (if they aren't there already), introduces them to Rudolph van Richten, and starts them on the long trail that eventually brings them to the door of the manor knows as Bleak House Included in Bleak House: The Death of Rudolph van Richten TSR 1141

Cover of N1 Against the Cult of the Reptile God
N1 Against the Cult of the Reptile God
AD&D
Levels 1–3
28 pages
18  0

"Terror by night! The village of Orlane is dying. Once a small and thriving community, Orlane has become a maze of locked doors and frightened faces. Strangers are shunned, trade has withered. Rumors flourish, growing wilder with each retelling. Terrified peasants flee their homes, abandoning their farms with no explanation. Others simply disappear. . . No one seems to know the cause of the decay -- why are there no clues? Who skulks through the twisted shadows of the night? Who or what is behind the doom that has overtaken the village? It will take a brave and skillful band of adventurers to solve the dark riddle of Orlane!" TSR 9063

Cover of DSE1 - Dragon's Crown Box Set
DSE1 - Dragon's Crown Box Set
AD&D
Levels 10–13
312 pages
0

Hail, heroes of Tyr! Bravely you have served your adopted city since the day of King Kalak's fall. As slaves and rebels you rose from Kalak's slave pits to claim your freedom from his ancient tyranny. Now that freedom is being threatened once again by an insidious new enemy, one who controls the use of psionics throughout the dying world of Athas! The Dragon's Crown adventure is the exciting climax of the Freedom module series in one final journey of epic proportions, the player characters must defend everything they have worked so hard to build. Seven adventures connected by one great plot take the PC's from the volcanic islands of the Sea of Silt to an ancient wonder hidden in the forests of the Dragon Crown Mountains. The grandest and most ambitious adventure of the Dark Sun game world, Dragon's Crown will provide many hours of exciting play! The previous flip-book modules (Freedom, Road to Urik, Arcane Shadows and Asticlian Gambit), are helpful, but they are not necessary to enjoy Dragon's Crown Dragon's Crown, the first epic adventure for the DARK SUN™ world, takes players to the four corners of Athas, a world without...psionics? Someone, or something, in Athas has seized control of psionics. The magical powers of the sorcerer-kings, the avangion Korgunard, and the Dragon are ebbing rapidly. A tide of evil is blanketing the land and it must be stopped! But first, players must learn the secrets of the Order. This "super module" can be played as one big adventure or as separate scenarios. Contains: Out of the Valley adventure The Road of Fire adventure Dragon's Crown Mountains adventure TSR 2416

Cover of XSOLO Lathan's Gold
XSOLO Lathan's Gold
BECMI
Levels 4–6
32 pages
0

Kidnapped! The cursed Baron von Hendriks has kidnapped your betrothed. Now the madman wants as a ransom your Alandah's weight in unrefined gold! How are you going to pay? The baron himself has been kind enough to provide you with that answer: streams of raw gold gush from a burning mountain somewhere in the Sea of Dread. All you have to do is find this mysterious mountain. Unfurl the sails! The open sea awaits you and your crew as you sail from the city harbor. But beware! The Sea of Dread has more than earned its title over the centuries. Can you survive the perils of the sea? Will your crew mutiny before you reach the Burning Mountain? Or will you have to throw crew-members overboard just to make room for the gold? Solo adventure. "Lathan's Gold" is a real innovation in solo adventure design, considerably more complex than any of the gamebooks then being produced. Though the adventures uses the typical trope of numbered paragraphs, its paragraphs are divided into six types: "S"pecularum, "U"rban", Island "E"xploration", "C"oastal", "T"rade Routes, and "V"oyages. Players can jump between the sections, then return, in slightly freeform ways. Players are also required to keep track of hit points, money, and treasure (which were typical for the more advanced gamebooks), and rations, days remaining, and hull points (which were not). Another freeform element, quite unusual for gamebooks, is the "wandering monsters" table, which introduces semi-random encounters. TSR 9082