The heroes are sent to find what happened to a local druid, but discover his mind has been driven to madness and he is attacking the local villages. The heroes track down the druid's grove and find he was enchanted by a hag, and the heroes have to find a way to destroy the chimes she uses to enchant the druid.
Some games aren't played for fun. A friendly little gambling game - with the most bizarre players and rules! Pgs. 24-32
Sent on a desperate mission into an unknown land, you must seek out the one called "the Master" and his Temple of Death. There is little time to waste, as you must act before the Master's armies destroy your homelands. But to complete your task, you must battle fearsome guardians, travel through a hostile kingdom, and discover the secret of the master. Can you survive his defenses and win? This module contains referee's notes, background, maps and detailed keys. It is the second adventure in the two-part Desert Nomads series begun in X4, Master of the Desert Nomads, but it can stand on its own as a seperate adventure. Wheter you play Temple of Death by itself or as part of a series, the adventure will offer you hours of excitement and fun! TSR 9069
The lerendi princess, Corinna, has disappeared. She set sail aboard a ship of the Minrothad Guilds - the guilds whose ships have been pirated and plundered for many weeks. Trade is horribly disrupted as many ships leave, never to be seen again. The guild masters now call for adventurers of great skill and renown. They offer small fortunes to any who can help them discover who is pirating their ships. But most importantly, to any who can rescue the princess. Can you and your party of adventurers defeat the dangers that lurk in the dark depths of a terrifying sea? Or will you find a watery grave within the cold confines of a murky sea floor? This game adventure contains special rules for underwater adventuring. TSR 9079
Adventure Lies Ahead, Deep in the Heart of the Dymrak Forest Are you ready to meet the Lord Forester's challenge: to put an end to needless death and destruction by doing away with the goblin war chieftain, Kosivikh, and his evil band of raiders? Eager to prove yourselves as new adventurers and to collect a sizable bounty, you travel to the goblins' dungeon in the Dymrak Forest - a place that has captivated your interest for years, a place where few have dared to venture. Only you and your fellow adventurers can put an end to the rampant bloodshed and return peace to the territory. This module is recommended especially for beginner Dungeon Masters and players who are interested in dungeon exploration. Can be used as a follow-up to the DDA3, Eye of Traldar module or it can stand alone Features easy-to-follow rules on dungeon adventuring in the heart of the Dymrak Forest. TSR 9272
Tortles of the Purple Sage - Part 2 completes a D&D Expert Set wilderness adventure which began in DUNGEON issue #6. Through the gate stones, into the unknown. 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. 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. Expert Set module X9, The Savage Coast, would be especially helpful, as Tortles of the Purple Sage should easily serve to continue that module's direction and plot line, adding previously undescribed areas 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. 8-25
Somewhere ogre the rainbow.... You and your fellow humanoids are going to be diplomats! Can you say "disaster?" I knew you could. This module is made for humanoid monster PCs created with GAZ10 (The Orcs of Thar Gazetteer). That module is required to play through this adventure. The players start in the village of Flooshpragh, which acts as the horde center for the Rude Mongrel tribe of goblinoid races. Unknown to the players, the tribe has grown unmanagebly large, and the chief has marked the players as expendable individuals! Many subtle clues exist throughout the module to clue the players into this betrayal. The adventure proceeds through a town with roleplaying opportunities, a tower dungeon, and finishes by the players unknowingly pranking a human wizard. Pgs. 50-64
Special Basic/Expert Transition Module Barely one day's march from Kelven, the uncharted tracts of the Dymrak forest conceal horrors enough to freeze the blood of civilized folk. Those who have ventured there tell how death comes quick to the unwary - for the woods at night are far worse than any dungeon. But you are adventurers, veterans of many battles, and the call of the wild is strong. Will you answer the call, or are you afraid of the dark terrors of the night? The campaign adventure is for characters just beginning Expert play (levels 2-4) and hurls them into the exciting outdoor world which awaits in the Expert rulebook. With a 64 page booklet, 2 double-panel covers, a double-sided, fold-out mapsheet and 120 die-cut counters, this super module provides all you need for epic wilderness and dungeon adventuring. Journey across the Grand Duchy of Karameikos in a desperate race against time and the forces of evil. This adventure is for use with the Dungeons & Dragons Expert Set, which continues and expands the D&D Basic Rules. This adventure cannot be played without the D&D Basic and Expert rules produced by TSR inc. TSR 9149
This module is especially for a party of elven PCs, level 8+. The Feadiel clan's Tree of Life is dying. As the bravest and strongest elves in the clan, you must undertake the challenge of the elders: seek out the source of the disease and destroy it. If you fail, the Tree of Life will surely perish, and all your family with it. The quest is great and you may die on the journey, never to find the cause of the disease. The journey will take you to the deepest part of ancient Selinar, Elvenhome, to find the guarded grave of the first Treekeeper... TSR 9166
Swamp creatures! They surround you now as you move slowly through the gurgling muck. How will you reach Quagmire now? Each day, the hungry sea swallows more of the ancient port city. A fierce fever ravages its people, and now - these foul monsters! Their beady eyes glimmer from deep within the tangled vines. Are these the creatures that have blockaded the city, turning away the ships that are the city's lifeline? Are these the scum that are starving the people of Quagmire, threatening an entire race with extinction? These creeps? Let's clean this jungle out! Quagmire includes a large-scale map that expands the D&D world and introduces new areas to explore. The adventure also includes new magic items and a special, expanded monsters section. Hurry! Hoist your colors, saddle your horse - go, before the city by the sea becomes the city beneath the sea! TSR 9081
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
You are cordially invited to a masquerade celebrating the engagement of Lady Laina Vandevic to Lord Iajo Moubotka. Lord Gustav Vandevic welcomes you to his manor for an evening's entertainment. The servants are delighted to make your acquaintance - but watch out for the other guests! Intrigues within intrigues are afoot in Vandevicsny Manor. When a celebration becomes a night of terror, only the most cunning heroes will survive! TSR 2509
He wanted a scabbard - but got the shaft. If the book is to believed, there's a magical sword - completely unguarded! - ripe for the taking. This short adventure starts with the players finding a diary describing the final resting place of Hrothgar and his powerful intelligent sword. In a quest for the sword, the players investigate a small cavern system and find the sword in a gelatinous cube. Pgs. 32-37
The heroes get to kick some bhut. Beware of cheerful--and long-fanged--employers! While traveling along a lesser road, the PC's encounter a small merchant caravan traveling in the same direction. The merchant leader wants begs the PC's to travel with them, if only for companionship. The creatures, called Bhuts, are found in Creature Catalogue (AC9) published in 1986 by TSR. Pgs. 30-36
One of the original D&D classics, "The Isle of Dread" is a hex crawl wilderness adventure. It focuses on surviving primitive beasts, dinosaurs, and pirates while uncovering the mystery of the island's inland city, where a great treasure awaits. From the cover: "This module contains maps and background material for the Isle, fifteen new monsters, and suggestions for further adventures. In addition, The Isle of Dread contains a map and background information for a large continent, and eleven smaller maps for encounters on the island itself. In this module, players will push their way through dark jungles and treacherous swamps to discover the lost plateau, and the final secrets of - the Isle of Dread!" TSR 9043
Gray Mountain lies deep in the lush elven forest. The temple there was a haven of meditation and learning - until taken over by an evil cleric known as the Rahib. Far under the mountain, he paces before the temple's great altar. A brown-robed servant rushes in and falls to his knees, trembling at the sight of the Rahib's black panther. "Rahib, adventurers came to the village as the sun rose - the strangers now protect Rahasia." A scowl crosses the Rahib's face. "I must have Rahasia! Attack again tonight." As the servant scurries away, a deep growl rises from the giant cat. Gripping the panther's leash, the Rahib paces again, speaking out loud. "We must dispose of these strangers quickly; the secret beneath the temple will not wait much longer." Note: the setting is unspecified, but certain tie-ins, like the wines, prefigure Ravenloft. See: https://twitter.com/chrisperkinsdnd/status/703751906703749120 TSR #9115
Alphatia, the most ancient empire, land of the arcane and obscure secrets. It has grown for centuries and its might now overshadows the cauldron of civilization. Some say the Alphatians come from elsewhere, but no one knows for sure. Beyond the scope of mortals broods an evil mastermind, still in darkness. Once a betrayed emperor of ancient Alphatia, now an entity of the Sphere of Entropy, he seeks revenge on the greatest empire and on the race of man. His plots brought a deathly fog on all of Norworld. Perhaps it will extend to the southern nations. The matter is grave, so much that lords of the spheres have now to show their might. For them, it is time for mortals to intervene. Man defends his cause for him to earn divine favor. A great armada has been raised and able commanders must be found. Prove your worth, and the eternal portals of the spheres may open for you. TSR 9159
It's only a flesh wound. This roadkill isn't as harmless as it looks. Reports abound of brigands and hobgoblins attacking travelers in the area. Though there were brigands, the attacks are the work of a Thoul (magical combination of a hobgoblin, ghoul, and troll). The Thoul is playing dead in the road to attract prey. It has been doing this successfully for a number of days now with the help of its mate, a second Thoul hiding nearby. The PCs must defeat the Thouls to keep the road safe for travelers between the local towns. Pgs. 26-27
A cloud of dust forms over the horizon as a titanic army of evil threatens the entire civilized world! The Master of the Desert Nomads and his legions are back, and they form the greatest threat that you have ever faced. You must persuade powerful rulers to join you cause, stave off threats to the alliance, and lead your armies to victory! This adventure contains a full-color map of the D&D Expert Set game world, 200 counters, and a special expansion of the War Machine mass combat rules that allows you to fight the entire war as a strategic wargame! Major battles and engagements can be fought using the BATTLESYSTEM Fantasy Combat Supplement for incredible tabletop action. Never-before-published information on all the nations of the Expert Set game world provides background and detail that will enrich your campaign. This adventure includes large-scale battles and uses an expansion of Douglas Niles and Gary Spiegel's warfare system, "The War Machine", developed as part of the D&D Companion Set (BECMI Ed.) from 1984. "Red Arrow, Black Shield" is more than just a follow-up to X4/X5; it's a lynchpin for the entire B/X/CM adventure sequence. The players travel through many lands that were home to past adventures, and their past interactions with those places could affect diplomacy in this new adventure. TSR 9160
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