Five exciting short adventures to make your Basic campaign come alive! The Clearing of Castle Caldwell - A local merchant has recently purchased a small castle... but when he tried to move in, he discovered that the castle was already inhabited! Dungeons of Terror - A strange trapdoor in the floor of Castle Caldwell leads to a terrifying challenge! The Abduction of Princess Sylvia - On the eve of her wedding, the beautiful princess has been kidnapped! Can you save her in time? The Great Escape - Imprisoned in an enemy fortress, without armor or weapons, your situation seems hopeless. Yet there may be a way to freedom... The Sanctuary of Elwyn the Ardent - A mystical chime of great power has been stolen - but by whom? In the wrong hands, the chime can cause untold harm! But can you find and defeat this mysterious and powerful creature? TSR 9143
"You opened the chest? You shouldn't have opened the chest! You are magically transported to a ruined temple surrounded by vast desert. A dragon, driven mad by the slaying of her mate and brood, lies between you and a wish-granting treasure that could mean your salvation, or spell your doomโฆ"
๐๐ก๐ข๐ฌ ๐๐๐ฏ๐๐ง๐ญ๐ฎ๐ซ๐ ๐ข๐ฌ ๐ ๐๐จ๐ง๐ญ๐ข๐ง๐ฎ๐๐ญ๐ข๐จ๐ง ๐จ๐ ๐ญ๐ก๐ ๐จ๐ซ๐ข๐ ๐ข๐ง๐๐ฅ ๐ฌ๐๐ฆ๐ฉ๐ฅ๐ ๐๐ฎ๐ง๐ ๐๐จ๐ง ๐๐จ๐ฎ๐ง๐ ๐ข๐ง ๐ญ๐ก๐ ๐๐๐๐ ๐๐๐ฌ๐ข๐ ๐๐ฎ๐ฅ๐๐๐จ๐จ๐ค, ๐ค๐ง๐จ๐ฐ๐ง ๐๐ฌ ๐ญ๐ก๐ ๐๐จ๐ฐ๐๐ซ ๐จ๐ ๐๐๐ง๐จ๐ฉ๐ฎ๐ฌ. It includes the hinted at, deeper dungeons and darker secrets of Zenopus. This adventure details the Tower of Zenopus located in the map found in Ghosts of Saltmarsh and is a quick side bar for adventurers level 1-3. It has been 50 years since anyone has seen or heard from Zenopus. Rumors abound concerning cultists and marshland creatures roaming near Portown. Could it be that Zenopus is behind it all? Return to the dungeon that started it all. Additional material based on Dr. J. Eric Holmesโ original sample dungeon. More levels, more monsters, more treasure await under the Tower of Zenopus! 4 new dungeon levels included!
Something is rotten in Rhoona... When the grotesque god, Cretia, casts his ugly shadow over the town, strange things start happening. First, Duke Stephen vanishes. Then bizarre proclamations begin coming out of the Ducal Palace... Dwarves are outlawed... taxes must be paid in beer... horses must be ridden backwards. Soon the entire town is in an uproar and a Dwarven army is marching on Rhoona. This is the situation when you and your part of valiant adventurers arrive in the suffering town. There you find... A ragged beggar who prowls the streets offering cryptic advice. A mysterious black-garbed cleric planning treachery. A trusted soldier plotting his master's overthrow. A sinister jewel casting its evil emanations over the town. You and your party are Rhoona's only hope. Only YOU can unravel the dark mystery that plagues the town and save Rhoona from...the Curse of Xanathon. TSR 9056
You are the guest of the count, one of your allies and the strongest man in the region. Your sojourn has been pleasant, a nice change after weeks of battle. Suddenly the courtyard below your window is filled with the noise of galloping horses. More Guests? You yawn as you look out. But these people arriving look more like tax collectors than guests. You decide to give your attention to something more interesting, like dinner. Relax while you can, friend, because these new arrivals are about to lead you to a crimson sailor, a cozy Tower of Terror, and a river with an aching heart. Sabre River includes a complete campaign setting, new NPCs, dungeon and wilderness encounters, and a mysterious story. TSR 9119
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.
The Great Mage Cheiromar, known as Aglahund the Mighty, is said to be buried under the Leaning Stone atop Galzar's Crag. One of his apprentices, Ulthorn, has been discovered dead in an aperture of the Leaning Stone - a doorway that locals swear has never been there before! You must discover how Ulthorn died and the mystery of the Leaning Stone. In the process, you may find yourself at the Endless Stair. Those who never climbed it say is seems to lead nowhere. Those who did never lived to tell of it. Will you dare ascend into the unknown? TSR 9192
Snakes fly, stones walk, and colossal monsters burrow in the world's crust - do these omens fore-tell catastrophe? Perhaps so, for now the dark elves walk in the sunlight, wearing armor that turns the shcaprest blades and strongest spells. They are poised to conquer the fabulous Hollow World. But what is this armor? How does its creation involve the ancient, mile-long Great Annelids, as well as those wondrous creatures, the feathered serpents? The mystery's solution draws your heroes across three thousand miles, from ruins to seaports, through the trackless caverns beneath the World's Spine, and finally to the eternal land of Nithia. There, your heroes discover the true meaning of... NIGHTRAGE! Nightrage is the second part of the far-ranging Blood Brethren Trilogy. You can play these three Hollow World modules in any order, or play this 64-page adventure by itself. You need the D&D Hollow World Campaign set to play. Easily adaptable to the AD&D game! TSR 9310
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.
Your cousin Rolph is dead - and while there is cause for sadness, there is also cause for celebration. As his heir, you were willed his dominion: Fenhold. Of course, the Deep Swamp is threatening to engulf all of your new holding. People are seeing ghosts and disappearing mysteriously. Animals die without reason, and crops are suddenly blighted. The farmers don't like the swampdwellers, the swampdwellers don't like the farmers, and no one likes the halflings. The entire civil service of the dominion seems to have either worked for the failure of the dominion or resigned due to actions of the others. It's going to be tough task to make all this ship-shape once again, but you're 15th level now. Isn't it about time you settled down? TSR 9210
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
"It shines in the night. Ogres run in terror of it. It kills by sight and by touch. It never stops hunting - and it's hunting for you." Vengeance denied in life is reborn in death. Druida Glanadyl, a female elf adventurer, seeks aid from the PCs in avenging the mysterious deaths of her family members. The horror that haunts Elfswood can be attributed to a spirit (odic) of a vengeful cleric, Irkthorn Balin. Pgs. 16-28 & 64
For a long time you have heard legends about the Island of Vacros; when you were only a child, the stories about evil minotaurs were used to scare you into behaving. Now you are grown, and you no longer believe children's stories. But King Trueon of Cathos is worried: his daughter Princess Lydora has been kidnapped, and he has found clues that she has been taken to the ancient and evil island of Vacros. You have heard rumors that a large and dangerous mazework lies beneath the surface of the island - a mazework that is guarded by minotaurs. Of course many rumors are false, but then again... The Maze of the Riddling Minotaur is the second in a series of invisible ink modules: using the invisible ink pen included in this module, you may play the adventure by yourself. After you have played the solo version, you have not used up the module: instructions are provided as to how you may change the solo version into an exciting group adventure! TSR 9060
"The storm-stuff is not matter as we know it, and beyond Immortal control," the Hierarch sighs. "I fear we are doomed." It appeared only a few weeks ago - a swirling gray mass of incalculable size. And in its center, an eye. A humanoid eye. Now the storm threatens the very era of Immortal rule. The growing maelstrom emits a message to the Hierarchs. But what does it mean? Can it help save this realm of existence? Is there time to save this realm? The first Immortal adventure pits your party against the multiverse in a desperate struggle to find the essence of life. This adventure is nothing like you've ever played before. TSR 9171
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
One of four magical, snow white pearls protecting Tarylon has been stolen! And you, a Companion level elf, are responsible for its safe keeping. Now the very existence of your beautiful village is threatened unless you can find the powerful pearl. Milgor, the evil wizard with an evil sense fo fun, challenges you to find the pearl, and return it to Tarylon. This adventure uses a "Magic Viewer" - a piece of colored film - to reveal the hidden results of the player's choices. This includes encounters, puzzles, and traps. TSR 9128
Revolt of the Gladiators! The corrupt Thyatian senator, Helenites Osteropolus, his latest scheme smashed by the adventurers and their gladiator allies, hatches a new plot to destroy the influence of the Order of the Sands (even, perhaps, to attack the Emperor himself!) Yet greater dangers lie ahead. If his plot succeeds, it will remove the guardians that protect the city from the creatures that lurk in the caverns and catacombs below. Can the players block his gambit? Will the wheel of justice grind small, or will the greasy palm of political corruption reach out and save the senator once again? You decide, in the chaotic swirl of the Thyatian capital's politics. This module is designed especially for the DM who wants to sharpen his interactive skills. Recommended for four to six characters, levels 3-4 Includes map of a realistic catacomb complex below Thyatis City Unique role playing climax tests players' integrity and skill New information on the military Legions of Thyatis This module is a stand-alone sequel to DDA1 Arena of Thyatis. TSR 9296
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.
The ancient dwarven kingdom of wonder and fable is no more! Only the tales of it's grandeur remain to entertain the children, or so you thought. Then you met Nimron. Distraught and desperate, you alone can pass the gates sealed so long ago. Within are the lairs of bandits, cutthroats, and worse. The evil that destroyed the dwarven home - the Halls of Paradise - is awakened again. Into this horror ventured the dwarven princess Grona Marblefist to reclaim her kingdom. She, like so many others, has not returned. Now you must face this peril alone. Thunderdelve Mountain is a solitaire adventure for the DUNGEONS & DRAGONS Expert game. Players who don't wish to face the fallen Halls of Paradise alone may also use this adventure for group play. TSR 9157
This adventure includes large-scale battles, war-planning and the potential challenge of PCs claiming and holding dominion over territory. A King's Commission leads to danger! All communication with the barony of Twolakes Vale has ceased. King Ericall, worried about the security of his border and angered at the loss of tax revenues, has commissioned you, a delegation of powerful adventurers, to investigate. This is not a petty problem to by solved by the armies of local nobility. Indeed, the king's forces are desperately needed elsewhere. Twolakes Vale is, after all, only a small barony on the far frontier of Ericall's domain. And yet? The cloud is there, its nature and cause unknown. None have returned for the barony for weeks. Furthermore, the cloud is spreading, and vague reports of unrest and mysterious disappearances are starting to trickle in from nearby baronies. Can you discover the secret of Two Lakes Vale? TSR 9118