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72 adventures found
Cover of HWA3 Nightstorm
HWA3 Nightstorm
BECMI
Levels 8–10
64 pages
0

To Find the Immortals! The all-powerful Immortals have vanished! The quest to locate them has led across the Atlass Ocean and the land of Shahjapur, where moguls hunt tigers, un-touchables respectfully avoid higher castes, and holy fakirs perch immobile for years on end. In this land of shrines and elephants and shapeshifting assassins, resolution may lie at the end of the mysterious "Emerald River." But no one knows the location of this river and no map shows its bed. Does the answer lie within the Temple of Eight Sweet Winds? Hopefully so, for time grows short. The Immortals themselves must be found and enlisted - to stave off the approaching cataclysm called: NIGHTSTORM! Nightstorm is the third adventure for the D&D Hollow World Campaign Set. The Hollow World boxed set is required to play. This 65-page adventure fits easily into your existing campaign, either as a stand-alone adventure or part of the history-spanning Blood Brethren trilogy. These three lined modules can be played in any order - but the adventure ends here! This adventure is designed for four to six characters of levels 8 to 10. Easily Adaptable to the AD&D Game! TSR 9311

Cover of The Bane of Elfswood
The Bane of Elfswood
BECMI
Levels 15–18
14 pages
0

"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

Cover of The Test of Darkness
The Test of Darkness
AD&D
Low Level
32 pages
0

The PCs are looking to gain entry to the Glantri School of Magic, after the initial admission tests they are drawn into a commotion where one of the other students is being attacked by an evil sorceress. He tries to flee but but is killed, and the PCs are framed for the murder. The authorities are called and bribed to just kill the PCs, they flee and are chased and taunted by the evil sorceress. Eventually, during one of her attacks, she opens a weak spot in the ground and the heroes are dropped into the warrens under the school. They must navigate the warrens, which are shrouded in magical darkness, defend against further attacks, and find escape where they can prove their innocence.

Cover of CM1 Test of the Warlords
CM1 Test of the Warlords
BECMI
Levels 15–36
32 pages
0

The king requests your presence in the honorable kingdom of Norwold. If you're worthy, you may be appointed lord of a dominion filled with friendly villages, sturdy fortresses, and raging band of monsters. Raging bands of monsters? Well, yes, and you may have to lead your forces into a war or two. But you'll be ready for the challenge. You'll be ready for treacherous spies who conspire to steal you land. You'll be ready for a foul band of giants that raids your dominions. And you'll be ready for the inevitable clash of empires, the outcome of which may alter the fate of millions. You'll be ready! Won't you? Test of the Warlords includes a complete campaign setting, several new NPCs, and dungeon and wilderness encounters, and guidelines for running a war between empires. TSR 9117

Cover of Madness of the Azure Queen
Madness of the Azure Queen
BECMI
Levels 4–6
24 pages
0

"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 doom…"

Cover of X10 Red Arrow, Black Shield
X10 Red Arrow, Black Shield
BECMI
Levels 10–14
48 pages
0

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

Cover of M1 Into the Maelstrom
M1 Into the Maelstrom
BECMI
Levels 25–30
32 pages
0

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

Cover of M4 Five Coins for a Kingdom
M4 Five Coins for a Kingdom
BECMI
Levels 28–32
40 pages
0

This adventure is about a quest to save a city that disappear underneath there feet in a power play by a wizard from another plane. The previous ruling wizards are trapped in magic coins scattered nearby and help defeat the evil wizard on an inverse material plane and end with the players going into the middle of a sun to convince the ruling fire elemental to give the city back. TSR 9204

Cover of B11 King's Festival
B11 King's Festival
BECMI
Levels 1–3
32 pages
0

Someone has "borrowed" a cleric, and without him, the fabled King's Festival cannot go on. Unfortunately, it looks like the orcs have him, and your characters must rescue him. A great learning adventure, King's Festival provides players and DMs with a valuable introduction to fantasy role-playing in the land of Karameikos. Full of helpful hints for the players and the DM, this module also provides a full dose of excitement! Orcs, carrion crawlers, and villains challenge the characters' fighting skills, and a host of traps and puzzles confound their wits! TSR 9260

Cover of X5 Temple of Death
X5 Temple of Death
BECMI
Levels 6–10
32 pages
0

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

Cover of X7 The War Rafts of Kron
X7 The War Rafts of Kron
BECMI
Levels 9–12
32 pages
0

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

Cover of CM9 Legacy of Blood
CM9 Legacy of Blood
BECMI
Levels 15–19
32 pages
0

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

Cover of HWQ1 The Milenian Scepter
HWQ1 The Milenian Scepter
BECMI
Levels 6–8
64 pages
0

Civil War Unrest. Turmoil. Rebellion. As above, so below - the cataclysmic events of the Wrath of the Immortals echo throughout the Hollow World setting. The Milenian Empire, with its classical Greek culture, has not escaped. Already the streets are un-safe, and the omens are getting worse... The emperor is dead... long live the emperor! But is the new emperor a man of the people, or a tool in the hands of malevolent powers? Walk carefully, for no stranger is safe upon the streets these days, and adventurers least of all! The mood of the capital city is turning ugly. Minions of the new emperor look on uncaring, while citizens disappear and philosophers fall to heedless mobs. The old emperor's elite guards are disbanded and scattered. Disorder reigns, and restless citizens threaten open revolt. And yet... a whisper is heard. Civil war can be averted. An ancient artifact, the Milenian Scepter, can rally those who would serve the Empire best. But the Scepter has been lost for generations, and who can say where it might be? The trail leads into the depths of the city, and across a dangerous wilderness to a forgotten oracle. For the lucky and the bold, perhaps it will lead to... THE MILENIAN SCEPTER This stand-alone adventure is compatible with the Wrath of the Immortals boxed set and the accessory HWR3, The Milenian Empire. You will need the D&D Hollow World boxed set to play this adventure. Easily adaptable to the AD&D game. TSR 9378

Cover of X1 The Isle of Dread
X1 The Isle of Dread
BECMI
Levels 3–7
32 pages
0

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

Cover of IM3 The Best of Intentions
IM3 The Best of Intentions
BECMI
Immortal Level
48 pages
0

Prime Plane Immortals are dying like flies: nasty, violent deaths. The Hierarchs suspect Entropy, as usual, especially with all the rumors of demons' involvement. To top it all off, one of the Hierarchs is missing - Mazikeen. Your Mission as novice Temporals, should you choose to accept it, it to find Mazikeen, uncover his kidnaper, and bring him or her to a court of Immortal Justice. This entails much more than mere detective job - it also means taking part in the Immortal Olympics and going plane-hopping with the best (or worst?) of them. Should you not accept this mission, the fate of all Prime Plane Imoortals rests on your heads. (Well, it rests there anyway, but this is meant to make you more than a little guilty about not accepting - after all, you're supposed to be duty-bound and all that kind of thin, and I you don't do this, then who will? Huh? Did you ever think about that, Bucko?) TSR 9207

Cover of CM8 The Endless Stair
CM8 The Endless Stair
BECMI
Levels 15–20
32 pages
0

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

Cover of M5 Talons of Night
M5 Talons of Night
BECMI
Levels 20–25
48 pages
0

As the cream of your crop, your party has been selected to act as diplomats on the Isle of Dawn at a historic meeting between Thyatis and Alphatia, timeless rivals. This could herald the dawning of an age of peace, unknown in the area for years past. However, things are not progressing s smoothly as planned. The powers of Entropy, headed by Alphaks, are out to ensure that this peace treaty is not finalized. Two of the diplomats are kidnaped - and you are framed! It's up to you to prove your innocence. This involves traveling to other dimensions, meeting vampiric spirits, and playing deadly games with the Night Spider. Ultimately, you must find and restore the Peaceful Periapt of Pax to its rightful place. Let the games begin. The events of Talons of Night may be played as a sequel to module M3, The Vengeance of Alphaks, or separately. The D&D Master Set Rules are necessary to run this game. TSR 9214

Cover of B8 Journey to The Rock
B8 Journey to The Rock
BECMI
Levels 1–3
32 pages
0

To a wizard, knowledge is power, and the wizard Lirdrium Arkayz wants to know the mysterious secret of The Rock. Many have tried to discover it - but The Rock keeps its secret well. The wizard offers a rich reward to anyone bold enough to solve this dark mystery. But the road to The Rock leads to danger and hidden peril - dangers that have claimed the lives of many brave adventurers. Rashness and folly will lead to quick death, but riches await the clever and brave. Have you the wits, courage and skill to survive the Journey to The rock? TSR 9106

Cover of M2 Vengeance of Alphaks
M2 Vengeance of Alphaks
BECMI
Levels 28–32
32 pages
0

Centuries ago, the despotic Alphaks, ruler of Alphatia, was banished to another world. From his own sphere of entropy he learned to manipulate men, and now seeks revenge against the human race. The volatile region of Norworld, a perennial battleground between Thyatis and Alphaita, draws Alphaks's attention. The already existing frictions, small-time political players, and petty vengeances are the sparks Alphaks will use to ignite a huge war that will destroy man-kind. This is an adventure of politics and diplomacy, of treachery and treason. Only courageous and bold actions can save Norworld from the horrors of war and liberate its people from oppression. The Vengeance of Alphaks may be played as a sequel to module M1, Into the Maelstrom, or separately. The D&D Master Set Rules are necessary for running this game. TSR 9148

Cover of IM2 The Wrath of Olympus
IM2 The Wrath of Olympus
BECMI
Immortal Level
48 pages
0

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