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
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
Some monsters don't have any class. The quest for knowledge can be as dangerous as any other. The heroes investigate a library after one of the locals claims to have seen a librarian be attacked by a tentacled creature. In reality, a group of orcs found a secret entrance into the library and the "tentacle" is merely the whip that the leader wields. The party must make their way through a labyrinth hidden underneath the library and rescue the hostages. Pgs. 4-9
Terrible Trouble at Tragidore is a 16 page tournament module for 5th to 8th level characters. Notorious for being one of the worst modules of all time, with implausible background and encounters and a railroad of a plot.
The ground-breaking introductory adventure for Dungeons & Dragons that served as a DM aid in the first D&D Basic Set, released by TSR in 1977. This set included a 48-page rulebook covering the first three levels of play, and was skillfully edited by Dr. J. Eric Holmes from the original 1974 D&D rules written by Gary Gygax and Dave Arneson. The original set included an exemplary dungeon level, but it was a loose collection of examples and not geared toward starting characters. Holmes advanced this concept by writing a new thematic dungeon with a strong backstory, creating an adventure that has remained a fan favorite over the decades. Officially, its only title is "Sample Dungeon" but colloquially it goes by various names based on Zenopus, the doomed wizard who built the dungeon under his tower
The Well of Souls. . . That's what Zugzul babe the Afridhi call the evil artifact that he had taught them to make. They must call it the Well of Souls, and they must carry it before them into every battle? and they would be mighty. Thus said the god of the Afridhi, Zugzul the One. So the Afridhi did as they were bade. Seeking the volcano called the Hill of the Hammer in the far Barrens of Karsh, they built in its heart a great forge. There, as Zugzul had promised, efreet came to help them make the mighty artifact. There, amid vile, unholy rites, they bound the souls of men into its very substance, and, for the red-handed work that must surely follow hard upon its completion. Many were the men who guarded the Hill of the Hammer during the days of making? for their foes in hated Blackmoor would try to unmake that which they had wrought. Yet, it was not men that would keep the Well of Souls from destruction, but a prophecy? that the artifact would be unmade only by the hand of one as yet unborn! TSR 9205
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.
What sends you adventuring deep into unknown lands, across dark waters, around The Savage Coast? Adventure? The sincere desire to help others? Or greed? Cartographers Guild members tell of lost cities and hidden treasures. Sailors tell of menacing beasts and cannibals to the west. They tell of savages along the shores who use gold nuggets for fishing weights. They also tell of great mounds of gold that collect at river mouths. You must decide the grater lure; the safety of Slagovich or the glimmer of gold along The Savage Coast. This adventure includes a map which expands the D&D game world, and a special expanded monsters section. TSR 9129
"Tyr is free! Tyr is free!" Such is the heady cry that echoes from the darkest warrens to the gleaming chambers of the Council in that ancient city. Now is your chance to savor life released from the oppressive gloom of the sorcerer-kings-but for how long? New forces threaten the newly-born independence of Tyr, as outside forces march upon the city. King Tithian is determined to resist, but there are others on the Council of Advisors less eager to risk their wealth and lives for the cause of independence. It falls upon you to help mobilize and lead the citizen-army of Tyr on the road to Urik. In Road to Urik, the city-State of Tyr has thrown off the yoke of the sorcerer-king Kalak and declared all slaves free, but the neighboring city-state of Urik is amassing its own armies to conquer Tyr. In the first part of the adventure, the PCs must negotiate with various factions of the city in order to win their support for the war effort. In the second part the PCs leading a scouting force ahead of the main army, and the choices and successes in the first part will affect the troops they lead here. Finally, they will need to fight and lure away the Urik army's own scouting force, letting the army of Tyr ambush them. The second and third part make heavy use of the Battlesystem rules, which were pushed pretty heavily in the early Dark Sun books. Like many Dark Sun adventures, the module makes heavy use of handouts that come in a flip-book along with the main adventure. This adventure is a sequel to Freedom. It stands on its own, but the plot of the adventure is based on the events of Freedom and the novel the Verdant Passage, so you can't really run them in reverse order. Much like Freedom took place concurrently with The Verdant Passage, Road to Urik takes place just before the events of The Crimson Legion, the second novel in the Prism Pentad. TSR 2406
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.
Having put down a rising of giants, it was discovered that the motivating force behind their depredations was that of long-forgotten evil - the Dark Elves. Determined to seek out these creatures, a body of doughty adventurers mounted an expedition to learn the strength of the Drow and bring retribution to them (DUNGEON MODULE D1, DESCENT INTO THE DEPTHS OF THE EARTH). This module contains background information, a large-scale referee's map with a matching partial map for players, referee's notes, special exploration and encounter pieces, a large map detailing a temple complex area, encounter and map matrix keys, and an additional section pertaining to a pair of unique new creatures for use with this module and the game as a whole. A complete setting for play of ADVANCED DUNGEONS & DRAGONS is contained herein. This module can be played alone, as the second part of a series of three modules (with DESCENT INTO THE DEPTHS OF THE EARTH, D1, and VAULT OF THE DROW, D3), or as the fourth part of a continuing scenario (DUNGEON MODULES G1, G2, G3, D1, D2, D3, and Q1, QUEEN OF THE DEMONWEB PITS). TSR 9020, From 1978
Jack Mooney owner of the "Jack Mooney & Sons" Circus. Wants to hire the PCs to capture a great cave bear with a brilliant golden coat.
Part 1 of an Expert-level quest into a hostile wilderness. This adventure takes place in the Known World of the D&D game, as outlined throughout the D&D game rule books and modules. The DM may find it useful to consult the Companion and Masters Sets, as well as most of the X-series of Expert Set modules. D&D Expert Set module X9, The Savage Coast, would be especially helpful, as Tortles of the Purple Sage could easily serve and continue that module's direction and plot like, adding a previously undescribed area (the Great Northway) to the Known World. The DM may also place the areas and events of this adventure within an existing campaign setting, as long as the geographical areas of the campaign match those set forth here. Pgs. 40-62
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.
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.
New Magic? That's what the flying egg has. New magic unlike any ever encountered in Blackmoor. New magic of a type that could give the fledgling kingdom an important edge in the wars that are brewing on its borders. There are only a few minor problems. Like the fact that the magician who piloted the metal egg to one of Blackmoor's sworn enemies, the monks of evil and eccentric Order of the Frog, are also interested in the magic represented by the egg. And, most important, the fact that the egg came from the distant and dangerous City of the Gods. Set amist the blistered salt flats of the Valley or the Ancients, the City of the Gods is a strange and deadly metal metropolis whose powerful guardians do not welcome intruders. Yet it is to this place of deadly menace that Blackmoor's leaders now send a daring expedition? to bargain for aid in the coming wars? or to steal the magic of the gods. TSR 9191
The legacy of Dr. Frankenstein lives on as the handiwork of a rash young scientist responds in an unexpected manner. An angry lover and an evil monster. The party must stop this monster before he kills the young lovers.
Snakes! Why does it have to be snakes? They never forgot the theft. They proved it, too. Yuan-ti are looking to reclaim a symbol of their leadership, and it's up to the players to stop them from harming a small desert town. The adventure starts with roleplay and investigation in the town, followed by a trek through the desert and a delve into the Yuan-ti lair. Pgs. 6-18
Your sleek cloudskate skims across the Skysea. It is midnight. All day long, the glass sea soaked up the scorching desert sunlight. Now, that heat lifts your ship a few inches off the glass and fills its sails. The only sound you hear is the soft swish of the diamond-edged rudder as it cuts a path across the Skysea. One thousand years ago, the wizard Martek knew that you would come to find his Sphere of Power. Now, one of his glowing Star Gems shows you the way. The starlight, reflected in the glass beneath you, flickers peacefully. Suddenly, the Skysea before you bursts up into a thousand shards of splintered glass, showering into the moonlight! A horrible creature is silhouetted against the moon. You strain against the rudder to keep your ship upright. Too late! Your cloudskate tips onto one runner, and then tumbles over, skidding to a stop on the glass. As your companions struggle to right the ship, you turn and face the monster. You must hold the creature back to give them time. Without the ship, none of you can get off the glass before the sun rises in the morning. Martek's prophecy spoke of heroes, tests, and dangers. Are you the heroes? What are the tests? What dangers and riches lie ahead? This adventure can be played by itself, or as the third and final part of the Desert of Desolation series. For character levels 7-9. TSR 9054
At last- an opportunity to avert the threat to the little town of Saltmarsh! The real enemies have been identified-- evil, cruel creatures, massed in force and viciously organized. Can the brave adventurers thwart this evil and ensure the safety of Saltmarsh? The Final Enemy is the final part in the series of three modules designed and developed in the United Kingdom for beginning adventures with AD&D rules. Its plot follows directly from those of the first two parts (U1 - The Sinister Secrets of Saltmarsh, and Module U2 - Danger at Dunwater.) TSR 9076