Isle of the Ape is an adventure module for the Dungeons & Dragons role-playing game World of Greyhawk campaign setting, in which the events occur in a magical demiplane of the same name created by the mad archmage Zagyg Yragerne TSR 9153
The PCs must infiltrate a city ruled by monsters to search for the spymaster that holds the key to saving a besiged nation. Pgs. 26-50
Some dozens of leagues to the north and west of the STEADING OF THE HILL GIANT CHIEF (Module G1 of this series), amidst the tallest mountain peaks, is the stronghold of Grugnur, Lord of Frost Giants. As frost giants have been amongst those who have been in the reaving bands, the party is to deal with them as the hill giants have been dealt with. Death and destruction are to be meted out to the frost giants in the same measure they gave to the peoples below. This module contains background information, referee's notes, two level maps, and exploration matrix keys. It provides a complete module for play of ADVANCED DUNGEONS & DRAGONS, and it can be used alone or as the second of a three-part expedition adventure which also employs DUNGEON MODULE G1 (STEADING OF THE HILL GIANT CHIEF) and DUNGEON MODULE G3 (HALL OF THE FIRE GIANT KING). TSR 9017
Somewhere under a lost and lonely hill of grim and foreboding aspect lies a labyrinthine crypt. It is filled with terrible traps and not a few strange and ferocious monsters to slay the unwary. It is filled with rich treasures both precious and magical, but in addition to the aforementioned guardians, there is said to be a demilich who still wards his final haunt (Be warned that tales told have it that this being possesses powers which make him nearly undefeatable). Accounts relate that it is quite unlikely that any adventurers will ever find the chamber where the demilich Acererak lingers, for the passages and rooms of the Tomb are fraught with terrible traps, poison gases, and magical protections. Furthermore, the demi-lich has so well hidden his lair, that even those who avoid the pitfalls will not be likely to locale their true goal. In the far reaches of the world, under a lost and lonely hill, lies the sinister TOMB OF HORRORS. This Labyrinthine crypt is filled with terrible traps, strange and ferocious monsters, rich and magical treasures, and somewhere within rests the evil Demi-Lich. TSR 9022
The ancient ruined city of Tamoacha is familiar to a select few scholars and fortune seekers, who know of it but not always exactly where it is. Even more secluded, lying somewhere within or beneath the ruins, is a hidden shrine said to be dedicated to Zotzilaha, the vampire god of the underworld. Adventurers who catch wind of the place are likely to find its lure irresistible. Remake of the AD&D module by the same name.
All ocean voyages are fraught with peril, yet a voyage to the infamous Isle of Dread might seem to some old salts to be a deliberate goading of the gods of the sea. Many of those who have attempted the voyage before managed to return to civilization often choose not to speak of the trials they experienced on that dangerous route, yet those whose lips can be loosened by a draught of grog whisper amazing stories... tales of pirates, sea monsters, terrifying storms, and perhaps most harrowing of all, of a strange and sinister land without land, a floating graveyard of dead ships mired in a sargasso the size of an island. This place has many names, but its most well-known may be it's most apt - Journey's End. "The Sea Wyvern's Wake" is the third chapter of the Savage Tide Adventure Path, a complete campaign consisting of 12 adventures appearing in Dungeon magazine. For additional aid in running this campaign, check out Dragon magazine's monthly "Savage Tidings" articles, a series that helps players and DMs prepare for and expand upon the campaign. Issue #350 of Dragon magazine features a regional guide to the seafaring environs the PCs can expect on the journey to the Isle of Dread. It’s time to bid farewell to the city of Sasserine as the PCs board the Sea Wyvern for a 3,000-mile voyage south into the uncharted waters of the Vohoun Ocean. Their destination: the Isle of Dread. Pgs. 16-48
This module was originally used for the AD&D Tournament at Origins '79. Your party is lost! You should never have abandoned the ship and struck out into the marshes, but your pursuers were closing on your trail, and it seemed the only way. Stumbling onward through the fens, your party makes for higher ground ahead. As you cross the ridge, you see a clearing before you. There in an ancient ruin - a worn and overgrown pyramid fills the courtyard, shining in the moonlight, seeming almost brighter than the moon itself. TSR 9032
After a riot erupts in the streets of Cauldron, the PCs must track down a missing paladin before the mob tears the city apart. The PCs try to stop an assassin during the riot and get invited to a meeting, where they are tasked to search for the missing paladin. After some investigating they will travel to Vaprak's Voice, an ancient Spell Weaver laboratory, at the edge of the Demonskar. In the dungeon they will find the "Starry Mirror", a puzzle/travel device through which they have to travel, to find the missing paladin. Part 4 of The Shackled City Adventure Path Pgs. 44-82
The colony of Farshore has survived on its own for years, a secluded and struggling hamlet perched on the western shore of the tiny island of Temute. An island dwarfed by the savage landscape across the narrow channel to the north, a landscape of rugged mountains, tangled jungles, and trackless swamps. This is the Isle of Dread, and its resources and hidden treasures are matched only by its peril. Yet for all these dangers, what may bring doom to Farshore is not an invasion of inhuman monsters from the mainland, but an invasion of all-too-human monsters from across the sea. "Tides of Dread" is the fifth chapter of the Savage Tides Adventure Path, a complete campaign consisting of 12 adventures appearing in Dungeon magazine. For additional aid in running this campaign, check out Dragon magazine's monthly "Savage Tidings" articles, a series that helps players and DMs prepare for and expand upon the campaign. Issue #352 of Dragon magazine features rumors of Farshore, a helpful list of improvements the PCs can make to the colony, and other features to help get PCs oriented in their new home on the Isle of Dread. The destruction of a pirate ship signals the beginning of a Crimson Fleet invasion. The PCs must race against time to prepare for the onslaught before an old enemy can release another savage tide. Pgs. 28-59 Also see Pgs. 60-71 Backdrop: Farshore City of Hope.
Abandoned and forgotten ruins never are. He left the Abyss to visit his human mother, not realizing he was a century too late. Still, there was a lot he had left to do... An ancient castle, Nol-Daer, has of late become the site of frequent strange occurrences. Gargoyles and Blood Hawks roost in the keep's ruined towers, Dwarves have been disappearing from the nearby area, and a Cambion controls it all from the shadows. Pgs. 3-17 & 64
Digging in the Dark People are vanishing from the village of Brookhollow. Can you solve the mystery in time to save your friends? Pgs. 12-29
Chapter 2: The Sinister Secret of Saltmarsh In this version of the adventure, the characters find navigational charts and logs aboard the Sea Ghost that implicate its crew as slavers. Ned Shakeshaft is a Scarlet Brotherhood agent. He makes an attempt to foil the characters, but his true intent is to surrender and implicate Gellan Primewater as a key villain. The distraction afforded by the lizardfolk and the looming sahuagin threat gives the Scarlet Brotherhood the opportunity to bring more agents into town. posing as mercenaries brought in by Anders to protect the town. If Gellan can be removed from the council, Solmor might ask one of the characters to take his place.
If the PCs are to avert the Age of Worms, they must invade the heartland of Kyuss' power, the Wormcrawl Fissure, and destroy one of the world's most powerful dracoliches before the Wormgod awakens. "Into the Wormcrawl Fissure" is the eleventh installment of the Age of Worms Adventure Path, a complete campaign consisting of 12 adventures, several "Backdrop" articles to help Dungeon masters run the series, and a handful of poster maps of key locations. For additional aid in running this campaign, check out Dragon's monthly "Worm Food" articles, a series that provides additional materials to help players survive this campaign. Issue #343 of Dragon presents statistics for some extraplanar entities the PCs may wish to call upon to aid them in the Wormcrawl Fissure. Pgs. 54-89
Lost Laboratory of Kwalish explores an alternate expedition into the Barrier Peaks. The legendary inventor disappeared in the peaks eons ago… as it turns out, finding a crashed planar ship and studying its technology to fuel his own experiments—only now, Kwalish’s lost research is desperately needed! This adventure explores two locations within the Barrier Peaks, and includes new monsters, magic items, and spells, plus sci-fi trinkets, random encounters, and even rumors of the area submitted by the player community! Further featuring new art, maps (from Claudio Pozas), and even a cartoon (from Jason Thompson)—as well as the famed suit of powered armor, as edited by Jeremy Crawford on the Dragon+ livestream! Best of all, all monies that Wizards of the Coast receives from sales of this PDF are donated to Extra Life. Your purchase of this adventure goes to a truly great cause!
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
Part 3 of the Shackled City Adventure Path "Wherein a tribe of the Sea Mother's children suffer for sparing the life of a mad prisoner they probably should have eaten." Synopsis: The adventure begins with an Umber Hulk attack in the middle of the city. The fame gained by assisting during the attack allows them to gain the notice of a representative of Davked Splintershield. The group is asked to rescue Zenith Splintershield from a Kuo-Toan temple in the Underdark. But to find it, they have to visit Crazy Jared to locate an entrance to it. Upon journeying to Crazy Jared's, they fight Hookface's offspring. After more travelling, they are able to descend into the Underdark. Once they find the Kuo-Toan temple, they must fight through many hard challenges, only to realize that Zenith is not a prisoner, but instead is a prophet. Zenith does not go willingly, and so must be captured. Pgs. 28-61
In the Yatil Mountains south of Perrenland there is rumored to be a magical hoard of unsurpassed value, a treasure of such fame that scores of adventurers have perished in search of it. Find the perilous Lost Caverns of Tsojanth and you may gain the hidden wealth of the long-dead arch-mage-- if you live. Module S4, this contains a brief wilderness journey to the caverns, but the bulk is underground. The caverns are noted as a previous lair of the Arch-mage Iggwilv- though she is long gone, her Demonomicon remains. This module marks the first appearance of several monsters and items that would later appear in the Monster Manual 2 and Unearthed Arcana. A labyrinth features in the caves. TSR 9061
Adventure in the world of Greyhawk! Powerful forces are set in motion as your party searches for the legendary Blades of Corusk. Take them on the perilous journey from Rookroost to the Lair of the Shadow Dragon in the frozen northlands. Will they survive the ramifications of events that they have initiated? Those who hold the magical blades will not easily give them up. Plucking them from the grasp of a jealous dragon or stealing them from the center of the subterranean City of the Ore Horde will strain your adventurers to their limits! TSR 9317
Barbarian legends tell of five magical blades of measureless power. The more civilized cultures of warmer climes believe these tales to be nothing more than delirious dreams of frost-bitten brains. "Those frozen louts- they're trying to scare respect out of us!" At least that's what they want to believe. Three of the legendary blades of Corusk have been unearthed, and their powers have proven to be all that the tales claimed. You have been given these to use in the quest for the remaining two blades. However, word has spread to the peoples of the neighboring areas, and two groups are working against you to prevent your securing these swords. Beware the Hold of the Stonefist and the Rovers of the Barren! Only so much time remains for you to locate the last two Blades of Corusk ... and your enemies are on the horizon. Find the blades, and reclaim your birthright of honor and respect; fail, and be outcast from your tribes for life. The choice is yours. TSR 9337
As an aspiring hero of Highfolk and the Flanaess, you are asked to come to a feast of small proportions to celebrate your deeds. A home-cooked meal, a warm cozy fire, a hearty tale from an old gnome, a journey deep in the Vesve again, where n one can hear you scream. This is an RPGA competition scenario. Four hours is allocated for its completion.