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558 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 Beneath the Twisted Tower
Beneath the Twisted Tower
AD&D
Levels 1–3
48 pages
0

An introductory adventure set in and under Shadowdale after the Time of Troubles. The subject of the adventure is the tunnels connecting to to Tower of Ashaba that are rumored to connect to the underdark.

Cover of Assault on Eddistone Point
Assault on Eddistone Point
AD&D
Levels 1–3
9 pages
0

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

Cover of Dark Harvest
Dark Harvest
AD&D
Levels 2–4
22 pages
0

The adventure starts with a prophetic dream and a plea for help. The heroes are asked to recover a cart-load of supplies stolen by a band of savage monsters that have recently moved into the area. A strange fire wiped out everything the villagers had, and the stolen cart contains seeds and tools with which they can replant their crop before the season passes. It is a mundane task for heroes, but it seems simple and the villagers offer a reasonable reward. Adventure II: Dark Harvest from Book Three: Book of Nightmares: https://www.adventurelookup.com/adventures/the-nightmare-lands Pgs. 9-30 TSR 1124

Cover of The Rose of Midnight
The Rose of Midnight
AD&D
Level 7
16 pages
0

This adventure takes the heroes to the Nightmare Lands in search of an item that can destroy night terror, Mandalain. This item, called the rose of midnight, is the night terror's one true weakness and the means for ending the curse hanging over the Clinic for the Mentally Distressed. Adventure IV: The Rose of Midnight From Book Three: Nightmare Lands: https://www.adventurelookup.com/adventures/the-nightmare-lands TSR 1124

Cover of Esmerelda's Bodyguard
Esmerelda's Bodyguard
AD&D
Levels 6–9
8 pages
0

En garde! "Go away, or I shall taunt you a second time!" A duchess recruits the party to deal with a monstrosity. Pgs, 60-67

Cover of The Golden Bowl of Ashu H'San
The Golden Bowl of Ashu H'San
AD&D
Levels 2–4
9 pages
0

What angers the spirits? You don't have long to find out. An angry spirit can even steal the rain. The characters must appease a spirit that has brought drought to the area. Before they can summon him, however, they'll need to collect magical water from three shrines. Pgs. 35-43

Cover of Between a Dragon and His Wrath
Between a Dragon and His Wrath
AD&D
Levels 3–5
10 pages
0

"Between a Dragon and His Wrath" is an adventure for a well-balanced party set in the lands of Nordmarr. Although the adventure is best set a generation after the War of the Lance, the DM should have little trouble placing it in other times in Ansalon's history.

Cover of S3 Expedition to the Barrier Peaks
S3 Expedition to the Barrier Peaks
AD&D
Levels 8–12
32 pages
0

The Grand Duchy of Geoff has recently been plagued by a rash of unusually weird and terrible monsters of an unknown sort. This western area, particularly the mountain fastness which separates the Grand Duchy from the Dry Steppes, has long been renowned for the generation of the most fearsome beasts, and it has been shunned accordingly -- save a handful of hardy souls with exceptional abilities. Within the last few months, however, a walled town not far distant from the area, and four small fortresses as well, have been destroyed by mysterious attacks! This classic adventure set on a crashed spaceship challenges the players assumptions, and expands on what's possible within the "fantasy" label. TSR 9033

Cover of OA5 Mad Monkey vs The Dragon Claw
OA5 Mad Monkey vs The Dragon Claw
AD&D
Levels 6–9
56 pages
0

The followers of the many gods of Kara-Tur have always fought, to prove the superiority of their martial discipline and the greater wisdom of their deities. The strict hierarchy of the gods is now threatened by the sudden prominence of the followers of the Dragon Claw, a new and deadly school of martial arts that threatens to destroy all other schools. The players, recruited by a mysterious old monk with a bizarre fighting style, must find out what's behind the emergence of the Dragon Claw and put a stop to it. Mad Money vs. The Dragon Claw will take players across the entire country of T'u Lung, from the mouth of the great river Fenghsintzu to its headquarters, where they must deal with the legendary Cult of the Black Leopard - all in the name of the Mad Monkey. Mad Monkey vs. The Dragon Claw is a scenario for the ORIENTAL ADVENTURES supplement to the AD&D game. It is set in KARA-TUR, the oriental world in the Forgotten Realms. Mad Monkey vs. The Dragon Claw is designed for five to eight characters of Levels 6-9. TSR 9242

Cover of The Flowers of Flame
The Flowers of Flame
AD&D
Levels 5–8
18 pages
0

Why are your governor , your Emperor, and your gods so interested in a fairy tale? In search of a dangerous fairy tale. Compelled by duty and loyalty, the characters partake in a quest to find the fabled flowers of flame, rumored to be located in a beautiful valley paradise. For Oriental Adventures. Pgs. 46-63

Cover of The Dancing Hut
The Dancing Hut
AD&D
Level 9
19 pages
0

Exploring Baba Yaga's Dancing Hut. This adventure design to test high level PCs can be used in a variety of scenarios as the DM sees fit.

Cover of Priestly Secrets
Priestly Secrets
AD&D
Levels 2–4
20 pages
0

Something's rotten in Restenford! A plague of giant rats is the least of Restenford's worries. The adventure is set in the town of Restenford but with a little work can be adapted to fit almost any setting that features pirates (or once did). Pgs. 10-29

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 S6 Labyrinth of Madness
S6 Labyrinth of Madness
AD&D
Levels 15–20
64 pages
0

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

Cover of Ravenloft
Ravenloft
AD&D
Levels 11–13
48 pages
0

Under raging storm clouds, a lone figure stands upon the ancient walls of Castle Ravenloft. Lightning splits the sky, its cold light revealing a tall form wrapped in a billowing cape of shadows. Another flash exposes a face full of power and madness, contorted by a tragedy darker than the night. Far below, a party of adventurers has entered his dread domain. He smiles. Another lightning bolt rips through the night, but the figure is gone. Only a howling wind fills the midnight air. The master of Castle Ravenloft is having guests for dinner - and you're invited! Originally published in 1985, this classic adventure for four to eight characters of levels 5 to 7 mixes elements of gothic horror with AD&D fantasy for a unique experience. Updated to 2nd Edition, Ravenloft features a haunted castle, gypsy fortunetellers, a tragic back story, and a vampire who is as powerful and intelligent as he is frightening - a menace worthy of the bravest adventuring party! TSR 11397, from 1999

Cover of C3 The Lost Island of Castanamir
C3 The Lost Island of Castanamir
AD&D
Levels 1–4
32 pages
0

In this scenario, the adventurers pass through magical portals into a series of interlinked chambers. The characters are encouraged by a young scholarly mage to voyage into the Sea of Pastures, to explore a mysterious island connected with a number of recent shipwrecks and disappearances. The island is grassy and windblasted, but eventually the characters discover a stone door leading into a subterranean complex. There, they discover 18 rooms linked by secret passages and magical portals. Most of these rooms have been ransacked by a variety of other survivors, human and monstrous. These survivors are likewise trapped within the labyrinth and are either eking out a miserable existence there or else desperately searching for a means of escape. Also within the building are a number of extraplanar creatures, collectively known as gingwatzim, who can shift between various forms: an energy form (glowing ball of light), an inanimate form (usually a magical weapon), and an animate form (an animal or monster). Eventually the characters may find the exit, and are once again deposited on the dreary islands to await rescue. TSR 9110

Cover of Caveat Emptor
Caveat Emptor
AD&D
Levels 3–6
13 pages
0

Let the buyer be-were! Sometimes you should be afraid to visit the dentist. A small coastal town is plagued with a curse and it is up to the PCs to find out what is causing the inhabitants of the town to transform into mad seawolfs. This adventure is set in the busy seaport of Rocky Harbor, which is located on a sheltered island dep in an extensive archipelago. Rocky Harbor is another location in the Volkrad campaign setting, as previously published in Dungeon Adventures issue #41, Old Man Katan and the Incredible, Edible, Dancing Mushroom Band. Pgs. 8-20

Cover of Floating Rock
Floating Rock
AD&D
Levels 5–9
3 pages
0

While travelling across the ocean by ship, the party is attacked at night by by the infamous Floating Rock bugbears. What makes this band of pirates unique is their lair: they live on the shell of a gargantuan sleeping sea turtle as it drifts around in the ocean current. Pgs. 24-26

Cover of The Ruins of Nol-Daer
The Ruins of Nol-Daer
AD&D
Levels 5–8
16 pages
0

Abandoned and forgotten ruins never are. He left the Abyss to visit his human mother, not realizing he was a century too late. Still, there was a lot he had left to do... An ancient castle, Nol-Daer, has of late become the site of frequent strange occurrences. Gargoyles and Blood Hawks roost in the keep's ruined towers, Dwarves have been disappearing from the nearby area, and a Cambion controls it all from the shadows. Pgs. 3-17 & 64