Traveling the space lanes is risky and mysterious, and danger comes in many forms. The rescue of a tiny ship from pirate attackers leads to the discovery of a monumental, supernatural evil. Nothing is ever routine in space. Crystal Spheres takes player characters through four unique crystal spheres to battle a powerful force of darkness. Player Characters will find themselves fighting not just for their lives, but the fate of an entire solar system and its millions of inhabitants. TSR 9299
Introductory Adventure that came bundled with some versions of the Holmes Basic version of D&D. Two powerful adventurers, Rogahn the Fearless and Zelligar the Unknown, have apparently deserted the stronghold they once occupied. The PCs have discovered a map which leads to it. First published in 1978, this is a basic dungeon crawl introducing players to many of the dungeoneering tropes. Location descriptions are provided but it is up to the DM to fill in the actual monsters and treasure for each one. TSR 9023
The king's notice asked for adventurers to undertake a mission to a far land. It was marked with the rune for "high danger, high reward" so of course you volunteered. The king has heard of a great obelisk that towers over a ruined city in a far country. He wants to know more about the obelisk and its strange powers. Your job is to find the obelisk and bring back a report to the king. The mission seems absurdly easy...until you reach the jungle. Don't think the king is through with you if you get back to the capital city alive. You haven't seen the last of that jungle yet. Is a share in the spoils of an ancient civilization worth the risk? Don't forget to pack you bug repellent! TSR 9187
What the living forget, the dead remember forever. For some, duty and revenge are stronger than death. Pgs. 4-7
Some ports are more dangerous than the storm. It's alive, it's hungry, it's growing. And you're on the menu. Alone, out in the wilds with a savage winter storm bearing down on you, you need shelter to survive. You stumble through the trees and smell wood-smoke. Ahead you spot the small fortified trading outpost known as Jacob's well. You're not the only traveller to find themselves stranded here in the teeth of the storm. The only problem, someone has bought something with them, it's alive, it's growing, it's voracious and you are all on the menu. Think Aliens and The Thing and you're on the right track. Has potential to be scaled to suit a group of adventurers. Pgs. 8-23
All's fair in love and rivalry. Some matches are made in heaven, but not this one. Pgs. 26-36
A monster amonkst us... The monastery of Montelegro was once a major center of academia, but it fell out of favor when its library burned to the ground some 20 years ago. (The fire is rumored to have been started by the candle of a monk who fell asleep while reading.) Without books to attract scholars and patrons, the order of monks that run the monastery has dwindled. Now the monastery is a mere shell, its once-thriving halls empty. Only 21 monks remain. The order that runs Montelegro supports a number of scribes dedicated to copying and illuminating books of all kinds. The most talented of these illuminators was Brother Abel of Corbone, a young monk fresh out of the university. A few days prior to the adventure, Brother Abel witnessed a miraculous sight. While walking about on the outskirts of the monastery, he beheld a vision of his god. The vision instructed him to build a well upon the spot where he stood. If Abel did this, the god promised prosperity would return to Montelegro. Unfortunately Brother Abel was unable to fulfill his god's vision and appears to have taken his own life.... Or was there Murder in the Monastery? Pgs. 8-17 & 55
What strange role does Orcus, Prince of the Undead, play in the invasion of the peace-loving Damara? And what interest does the Grandfather of Assassins have in the tiny barony of Bloodstone Pass? With this adventure, your player characters inherit an entire barony - with a recently-reopened mine that produces immense wealth. Wealth enough to attract the dangerous attention of their neighbors...wealth enough to attract the attention of the Witch-King of Vassa...and Orcus himself! Now, your tiny barony is the pivotal point in a war that threatens to engulf the entire Forgotten Realms. Take command, and defend yourself against the encroachment of the evil, demonic forces of the nightmare realm of Vassa. A large, four-color map of the region makes your new realm come alive. Wild and wooly BATTLESYSTEM scenarios (with options if you're not into miniatures) give you the full range of battlefield excitement! Come learn why high-level AD&D game play can be much more than just monster bashing. The Army of Bloodstone wants you! TSR 9200
Buried in fire, but hardly dead. Only the Keep survived the destruction of Koralgesh, but few adventurers will survive the terrors that now stalk the lost Keep's halls. Players hear rumours of the Keep at Koralgesh and then traverse it to acquire the treasure within. Pgs. 45-64
Precis Intermedia brings back this setting sourcebook for the original Roleplaying Game (First Edition/OD&D/0E). Originally released in 1977 by Wee Warriors, The Misty Isles briefly describes the people and events for nine islands, and includes maps for each. Each is full of inter-related danger, intrigue, and adventure that can be woven into entire fantasy campaigns. While hit points and armor class are provided when needed, the First Edition RPG or an OSR equivalent (B/X recommended) is required for actual rules and their descriptions. This piece of gaming history is a must for collectors and old school gamers. With the original on the extremely rare list, this classic reprint of The Misty Isles has been remastered for a clean print, and is readily available at a low cost.
In the canyon of Thunder Rift, in the village of Kleine, goblins have always been a nuisance, but the natives have dealt with them and continued an otherwise peaceful existence. Now, a valuable magical item, called the scepter of truth, has disappeared! The ingenuity of the crime bears the mark of the goblins' leader, the Master Thief Raven. The scepter must be recovered, but there is no one in Kleine with the strength and courage to penetrate Raven's trap-laden hide-out, deep in goblin territory. A party of stout adventurers might survive the mission, but they will have to be quick, smart, and especially careful. This module has been created especially for the inexperienced Dungeon Master and players who are interested in the exploration of dungeons and ruins. TSR 9350
The lizard men are just pining for the fjords. A plague of locusts is bad enough, but when the locusts are each a yard long, the farmers need professional help! A swarm of giant locusts has been eating all the grapes and leaves from the vineyards of Vineyard Vale! In addition, lizard folk have attacked and destroyed several steads in the vale. The farmers are desperate, but what they don't know is that these events are linked! A mage known as Rhungold the Trickster has been orchestrating the attacks and locusts to try to scare the farmers off the land so he can claim it as his own. The players slowly piece the story together by investigating a fairly linear story through a cave, a marsh, and finally to a compound owned by the wizard Rhungold. Pgs. 6-16
So this is the Ffenargh? Mile after mile of stinking bogs overlain by a swirling mist that clings to the skin and chills to the bone. Ahead, a decrepit causeway rises scant inches above the fetid waters and meanders its way through the twisted forms of stunted trees into the depths of this forsaken land. For years, these blighted fens have been ignored by the outside world, but now an urgent summons brings you into the Ffenargh, to the Court of the Lords Spiritual at Eylea. A foul murder has been committed. Geoffrey D'Arcy, Lord of Myrkfast, has been slain by his own son and you are called upon to find out why. Death has always hung heavy over this mire, but now an ancient evil has returned to haunt the mist - an evil whose icy fingers reach out to crush any who dare delve its secrets. You who have faced death a thousand times, meet it now in ts most terrible guise. Can you defeat it, or will you fall victim to the Ravager of Time? TSR 9169
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
"Far be it from me to impugn the mettle of adventurers such as yourselves, but daring the depths of Undermountain merely for fortune's sake is more absurd than kicking a sleeping dragon in the nose for sport. Even so, you've returned for another trip to the Underhalls, so be prepared. You stand to enter the Lost Level this time: Gird yourselves for diplomacy as well as destruction. You'll find the last stronghold of an extinct dwarven clan: Do be good enough to extend the greetings of the Blackstaff to Bandaerl. There's also a dark vampiress who enjoys a good hunt, and be sure to mind the beholders: They're trained to keep you from escaping. "Enjoy, and don't say Khelben didn't warn thee." TSR 9519
The Mists of Ravenloft draw close, surrounding unfortunate travelers in their clammy embrace. When they part, they reveal the land of Mordent, a domain of rolling moors and woods, beautiful by day and terrifying by night. A new danger lurks in the haunted moors: hounds whose mournful howls and murderous jaws trap the townsfolk in their homes at night. At the heart of it all lies a curse laid a century ago, and a tale of bitter tragedy. Even now, you can hear the howls in the night... Howls in the Night is a dark fantasy murder mystery - but one in which the victim has been dead for 100 years! Alternate adventure backgrounds allow the Dungeon Master to choose one of four possible conclusions. TSR 9466
Old soldiers never die... For more than three decades, Dr. Rudolph van Richten stood against the forces of darkness, and hunted their servants in the far corners of the land of Mists. Now he had thought his long battle over, had thought he could spend his declining years in quiet enjoyment with old friends. But for some, a tragic end is inevitable. Dark forces have been gathering in the Mists. Their objective is to see Ravenloft's foremost expert on the supernatural destroyed, shattered in spirit as well as in body. From the crumbling edifice of Van Richten's childhood home, an enemy long thought vanquished spins a web of powerful evils and lost souls, drawing Van Richten to his doom. And then a group of heroes gets trapped in the web as well. . . . Witness the final stand of Rudolph van Richten! Inside this box is a grand-scale Ravenloft adventure that pushes heroes to the brink of madness, and draws them into the terrifying scheme to annihilate Rudolph van Richten. TSR 1141
The Heroes are relaxing in an inn when they hear a scream, rushing outside they find that a local merchant has been kidnapped! The merchant's wife saw the assailants drag him into an alley, where the heroes give chase. Following the villains through a maze of natural fissures, tunnels, and ancient ruins they encounter a number of monsters, traps, and puzzles. Eventually they make their way to the kidnappers hideout, where they confront the kidnappers in a final climatic battle to rescue the merchant and uncover a criminal gang.
This material was originally published as two separate adventures, D1: "Descent into the Depths of the Earth" and D2: "Shrine of the Kuo-Toa." Contained herein are referee notes, background information, maps, and exploration keys intended for use with the Advanced Dungeons & Dragons rules. The adventure can be used alone or as part of an extended adventure that begins with G1-3: "Against the Giants" and continues with D3: "The Vault of the Drow" and Q1: "Queen of the Demonweb Pits." TSR 9059
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