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558 adventures found
Cover of To Save A Forest
To Save A Forest
AD&D
Levels 4–6
16 pages
0

Only You can prevent forest curses! The population of a small town have been disappearing and its up to the party to save them and the town from a looming disaster.

Cover of Ravager part 1 The Darkcrypt
Ravager part 1 The Darkcrypt
AD&D
Levels 5–7
12 pages
0

An army has appeared from the desert wastes led by a sorcerer said to be immortal. Fearing imminent attack, the Border Kingdoms have sent assassins to slay this so called Ravager and find this terrible rumor is true. You are tasked with discovering the secret to the sorcerer's immortality, hidden amidst an ancient crypt.

Cover of The Dark Conventicle
The Dark Conventicle
AD&D
Levels 8–12
17 pages
0

If you save only one kidnapped daughter this year, save this one. Rescuing maidens is a dirty job, but - you know the rest. On the road, the PCs encounter the aftermath of an attack on a small merchant caravan. The PCs must find and return Zenobia, the merchant's daughter. To do this, they must track, locate, and confront the unknown raiders while keeping the Zenobia's safety in mind. Pgs. 4-19 & 34

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

Cover of A1-4 Scourge of the Slavelords
A1-4 Scourge of the Slavelords
AD&D
Levels 7–11
128 pages
0

"... an Adventure to Challenge the Bold..." Screams echo in the night, the charred remnants of a village are mute by day. From the decaying lands of the Pomarj, slavers have struck again! The adventure that began in the Temple of Elemental Evil now sweeps southward across the Wild Coast and into the desolate lands of the inhuman Pomarj. Slave raiders scour the countryside, leaving death and destruction in their wake. Daring adventurers strike into the heartland of the foe to harry the villains and bring retribution and justice to the land. This product contains the completely revised Aerie of the Slavelords series of adventures. Also included are new challenges and new scenarios detailing the Wild Coast, the city of Highport, the blasted lands of the Pomarj and the Drachensgrab Mountains. TSR 9167

Cover of HWA3 Nightstorm
HWA3 Nightstorm
BECMI
Levels 8–10
64 pages
0

To Find the Immortals! The all-powerful Immortals have vanished! The quest to locate them has led across the Atlass Ocean and the land of Shahjapur, where moguls hunt tigers, un-touchables respectfully avoid higher castes, and holy fakirs perch immobile for years on end. In this land of shrines and elephants and shapeshifting assassins, resolution may lie at the end of the mysterious "Emerald River." But no one knows the location of this river and no map shows its bed. Does the answer lie within the Temple of Eight Sweet Winds? Hopefully so, for time grows short. The Immortals themselves must be found and enlisted - to stave off the approaching cataclysm called: NIGHTSTORM! Nightstorm is the third adventure for the D&D Hollow World Campaign Set. The Hollow World boxed set is required to play. This 65-page adventure fits easily into your existing campaign, either as a stand-alone adventure or part of the history-spanning Blood Brethren trilogy. These three lined modules can be played in any order - but the adventure ends here! This adventure is designed for four to six characters of levels 8 to 10. Easily Adaptable to the AD&D Game! TSR 9311

Cover of The Fell Pass
The Fell Pass
AD&D
High Level
13 pages
0

Along the caravan routes that tie the Cities of the West to the Kingdoms of the East, many tales are told of the mountains called the Towers of the Sun. One of these legends concerns a dark road said to be hidden among the twisty trails that spiderweb the mountains. Into the earth the road leads, into and through a series of vast caverns filled with treacherous traps and cunning monsters. Yet dangerous though the path is, many a party of adventurers have been tempted to walk it, for the stories say that the loot of a hundred lost caravans lies concealed along that evil way. [Comment: Uncertain for what levels of play this adventure is designed]

Cover of Ssscaly Thingsss
Ssscaly Thingsss
AD&D
Levels 3–6
14 pages
0

Not Everything is what it ssseems. Can you stop the raids of the Three Towers Tribe? Second in the Mere of Dead Men series, your Patron, Sir Justin sends you to investigate Mornhaven Towers and the rumors that Lizard Men are plundering travelers on the High Road. Set in the Mere of Dead Men region of the Forgotten Realms. Pgs. 34-47

Cover of Twilights Last Gleaming
Twilights Last Gleaming
AD&D
Levels 8–10
18 pages
0

Where shadows reign, darkness follows. You'll be lucky if you live to see the dawn's early light. The player characters are charged with entering a portal the demiplane of shadows to retrieve a magical staff that can close the portal. Roleplaying and betrayal. This adventure features many creatures native to and associated with the demiplane of shadow, often as random encounters. Pgs. 8-25

Cover of For Duty & Deity
For Duty & Deity
AD&D
Levels 10–12
64 pages
0

For over a decade, mystery has surrounded the fate of the lost goddess of trade and wealth, Waukeen. The Golden Lady disappeared during the Time of Troubles and has not been heard from since. Now, in Marpenoth in the Year of the Tankard (1370 DR), a young prophet suffers from disturbing, divine visions that reveal a beautiful, golden-tressed woman imprisoned on a far plane of existence by some great evil. The leader of Waukeen's church believes that these visions mean Waukeen is alive but trapped in the deadly and dangerous Abyss. A party of adventurers is dedicated to peeling back the mystery of the Golden Lady's fate. Their route takes them to the plane-spanning Infinite Staircase and beyond, to the Abyss, the home of the demonic tanar'ri. The heroes must brave the dangers of the Abyss and rescue the lost goddess from the clutches of one of the most brilliant and dangerous of all Abyssal lords. This stand-alone adventure was developed in concert with the Planescape adventure anthology Tales from the Infinite Staircase. They can be played separately. However, guidelines within both allow a Dungeon Master to use either product as a subplot for the other, creating new opportunities for player characters and extending the opportunity for adventure.

Cover of Nightshade
Nightshade
AD&D
Levels 1–3
5 pages
0

A "simple errand" is never what it seems. It's a wizard's privilege - and curse - to change his mind. Pgs. 3-7

Cover of Hail the Heroes
Hail the Heroes
AD&D
Levels 1–4
32 pages
0

The PCs answer a call for heroes by the Church of Traladara, asking for help in finding an ancient relic- the Shield of Halav. This is located in a lost temple, and the PCs must locate this temple, and brave its dangers to recover the shield before two competing teams from other churches find it first. Part one involves setting up the adventure, doing research, following clues, and discovering the site of the lost temple. Part two; once the site is known (ruins under a modern town) the heroes must travel there and find the entrance. Part three is braving the lost temple, filled with traps, puzzles, and other dangers, to find the missing shield, and then culminating in a climatic showdown with the completing teams.

Cover of Juggernaut
Juggernaut
AD&D
Levels 4–7
5 pages
0

"Several small wagon trains have recently been overrun by a force of goblins and wolves while the former were camped out at night. Among the attackers was a titanic black beast on which some of the goblins rode, a monster so huge that it crushed whole wagons beneath its feet and flung horses and riders aside with its arms." --from the adventure. Includes an extensive narrative opening to the adventure and a map of the cave system.

Cover of My Lady's Mirror
My Lady's Mirror
AD&D
Levels 6–8
23 pages
0

The heroes have spent the last several days in the quiet, secluded town of Relvaunt. Relvaunt's vineyards, wines, and scenic beauty are the subject of bards's songs, and many travelers journey long miles to visit them. Another site receives far fewer visitors--several miles east of town, partially obscured by woods and hills, stands the wondrous Castle Freitstein. As the heroes depart the town in search of adventure, an elderly couple approaches them. The woman suddenly clutches her chest and collapses in the street and the old man calls out to the heroes for help. Includes castle random encounter chart, a map of castle grounds and isometric castle level maps (four main levels, a tower level and a cellar level).

Cover of Death Unchained
Death Unchained
AD&D
Levels 5–7
64 pages
0

You have no friends here What can you do when the Mists deposit you in the city of Lekar? The militia is no better than a gang of sadistic bullies, the citizens are more contagious than a fleet of plague ships, and every foot of public space is covered with corpses of criminals who committed no crime greater than struggling to survive in the oppressive domain of Falkovnia. Danger haunts your every move A secret society of assassins, known only as the Ebon Fold, has been hunting down visitors to Lekar and killing them in a most grisly fashion; all that remains of the victims are desiccated husks that crumble to ash when touched... and you are their next targets. There is no escape When everyone who has befriended you is either dead or hunted by the authorities, you have no choice but to fight back. But the Ebon Fold is a numberless horde whose leader holds sway over death. How can you defeat enemies that won't stay in the grave? They strike from the depths of darkness and steal your life... one dagger stroke at a time. This 64-page adventure can be played independently, or as the opening challenge in the Grim Harvest series that continues with Death Ascendant and concludes with Requiem. Inside the package is a poster map that fully details asll 10 levels of the chilling complex known as the Well of Bones. TSR 9523

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 Axe of the Dwarvish Lords
Axe of the Dwarvish Lords
AD&D
Levels 13–15
192 pages
0

The Dwarven clans are in chaos, and a powerful host of goblins stand poised to sweep over the land in a wave of death and terror. Only the Axe of the Dwarvish Lords- one of the most powerful weapons ever created by the dwarven race- holds the key to ultimate victory against the massing humanoids. Can the PCs brave the labyrinth of an abandoned dwarven stronghold to find the Axe? TSR 11347

Cover of M2 Vengeance of Alphaks
M2 Vengeance of Alphaks
BECMI
Levels 28–32
32 pages
0

Centuries ago, the despotic Alphaks, ruler of Alphatia, was banished to another world. From his own sphere of entropy he learned to manipulate men, and now seeks revenge against the human race. The volatile region of Norworld, a perennial battleground between Thyatis and Alphaita, draws Alphaks's attention. The already existing frictions, small-time political players, and petty vengeances are the sparks Alphaks will use to ignite a huge war that will destroy man-kind. This is an adventure of politics and diplomacy, of treachery and treason. Only courageous and bold actions can save Norworld from the horrors of war and liberate its people from oppression. The Vengeance of Alphaks may be played as a sequel to module M1, Into the Maelstrom, or separately. The D&D Master Set Rules are necessary for running this game. TSR 9148

Cover of The Doomgrinder
The Doomgrinder
AD&D
Levels 4–8
48 pages
0

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

Cover of B2 Keep on the Borderlands
B2 Keep on the Borderlands
BECMI
Levels 1–3
32 pages
0

The heroes arrive at the eponymous Keep on the Borderlands, a fortress on the edge of civilization built to stave off the chaos and evil of the wilderness. Using it as a home base, a party can make forays into the surrounding wilderness, encountering monster and marauder alike. The centerpiece of the adventure is certainly the CAVES OF CHAOS, a network of tunnels and caverns found in the walls of a nearby but isolated ravine. It is here that hordes of evil humanoids have made their home. Through combat and negotiation, the players can try to explore and map out these caves, perhaps with the aim of accumulating valuable treasure or even cleansing the land of evil creatures. However, even the Caves are not all they seem. Beyond the goblins and kobolds lurk dark horrors: cults dedicated to fiendish chaos and a Minotaur's enchanted labyrinth await the unprepared adventurer. But for the hero who is brave, clever, and fortunate in equal and sufficient measure, great treasures and glory await in the Caves of Chaos that lie beyond the Keep on the Borderlands! TSR 9034