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Cover of Adventure Two: The Sound of Madness
Adventure Two: The Sound of Madness
AD&D
Levels 1–2
13 pages
0

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.

Cover of A Bad Batch of Brownies
A Bad Batch of Brownies
AD&D
Levels 1–3
10 pages
0

One bad apple. The brownies would have been fine, except for the addition of one unexpected ingredient. This is a starting adventure for one druid. They set off on a wacky adventure with teh help of their driud master. Pgs. 22-31

Cover of EX1 Dungeonland
EX1 Dungeonland
AD&D
Levels 9–12
35 pages
0

As adventurers, you may think you have seen everything: certainly your skills have brought you through unimaginable dangers. But now you suddenly find yourself in a place unlike any through which you have traveled: astounding, dangerous, and even amusing things confront you as you journey, both indoors and outdoors, through unique and wondrous realm of Dungeonland. This adventure was first conceived by E. Gary Gygax as part of the Greyhawk Castle dungeon complex and has been the source of challenge and fun for many skilled players of the Advanced Dungeons & Dragons game. It is finally available to all players and can be added to your existing campaign with ease. "Dungeonland" is also designed so that it may be used along with its companion scenario, EX2: "The Land Beyond the Magic Mirror." Still, "Dungeonland" may easily be played on its own, and should offer hours of excitement in its strange landscape! TSR #9072

Cover of Ravenloft
Ravenloft
AD&D
Levels 11–13
48 pages
0

Under raging storm clouds, a lone figure stands upon the ancient walls of Castle Ravenloft. Lightning splits the sky, its cold light revealing a tall form wrapped in a billowing cape of shadows. Another flash exposes a face full of power and madness, contorted by a tragedy darker than the night. Far below, a party of adventurers has entered his dread domain. He smiles. Another lightning bolt rips through the night, but the figure is gone. Only a howling wind fills the midnight air. The master of Castle Ravenloft is having guests for dinner - and you're invited! Originally published in 1985, this classic adventure for four to eight characters of levels 5 to 7 mixes elements of gothic horror with AD&D fantasy for a unique experience. Updated to 2nd Edition, Ravenloft features a haunted castle, gypsy fortunetellers, a tragic back story, and a vampire who is as powerful and intelligent as he is frightening - a menace worthy of the bravest adventuring party! TSR 11397, from 1999

Cover of WG4 The Forgotten Temple of Tharizdun
WG4 The Forgotten Temple of Tharizdun
AD&D
Levels 5–10
32 pages
0

A combination wilderness/dungeon module, first searching for then exploring the temple of Tharizdun. Tharizdun is long gone from the place, so there's no epic final fight. Rather, a mysterious Black Cyst waits at the bottom of the dungeon. The encounter with it is almost scripted, having no hazard except for careless/foolish players. Contains several monsters from the Fiend Folio. Loosely follows Lost Caverns of Tsojcanth. TSR 9065

Cover of The Rat Trap
The Rat Trap
AD&D
Levels 6–10
18 pages
0

Dirty rotten scoundrels. Carn Perrin needs an exterminator. A city is plead with ware rats. Its up to the party to find their lair and kill the rat king. Pgs. 38-55

Cover of Lowdown in Highport
Lowdown in Highport
AD&D
Levels 3–5
26 pages
0

Important: The adventure is 1e but it has monster conversion notes for D&D 4th edition The town of Highport, once a human community overlooking Wooly Bay from its perch on the northern coast of the Pomarj, fell prey to hordes of humanoids swarming out of the jungle-covered hills surrounding the settlement. Though the orcs, goblins, kobolds, ogres, and gnolls razed much of the place in their ferocious rampages, the smoldering ruins they left behind soon became a new kind of community, a place of trade between the humanoid “locals” and the unsavory human traders who have no compunction about doing business with them. Slaves are a commodity in ready supply in Highport’s market, since many pirates raid up and down the coast of the bay, putting fishing villages to the torch and filling their holds with captured refugees. Slavery has become a thriving business in the town, and rumors abound of a cartel of Slave Lords who run things from behind the scenes, filling their coffers in secret from the buying and selling of human chattel. The trade has become so prolific that the good folk to the north have grown tired of these depredations and decided to fight back. Forces of righteousness and honor have recently descended upon Highport, some openly and others in secret, in various attempts to destroy the machinations of the Slave Lords and abolish the abominable enterprise that has taken far too many loved ones from home and hearth. One such doughty servant of goodness is Mikaro Valasteen, a cleric of Trithereon. Mikaro slipped unnoticed past the crumbling walls of Highport with a single mission: to rescue and transport as many slaves to their freedom as possible. Mikaro and a handful of faithful assistants located a number of escaped slaves—as well as rescued a few more not sufficiently restrained and guarded—and shepherded them through the gates and beyond the reach of their humanoid tormentors, returning them to their lands and homes. This covert freedom brigade enjoyed remarkable success early on, since the servants of the Slave Lords were often lax in their vigilance and sloppy in their efforts to prevent loss of the “merchandise.” After one too many shipments never made its destination, the humanoids stepped up their security and the normal channels of escape from Highport closed to Mikaro and his team. He cannot risk exposure by smuggling the freed slaves through the gates as merchandise any longer, since shipments of goods are now regularly stopped and checked. No longer able to free the slaves in that manner, Mikaro began hiding his charges in an abandoned villa in a particularly rundown part of the town. Although they are safe for the moment, their numbers have grown unmanageable, and the priest fears it is only a matter of time before someone slips up and brings slavers to their doorstep. Ever more desperate to find a new means of escape from Highport, Mikaro has started work on a plan that is both daring and dangerous. He intends to use a series of old sewers coupled with natural caverns running beneath the town as an escape route to the sea beyond the walls. But he needs someone to clear out the creatures and pitfalls he knows lie within. Pgs. 2-27

Cover of Floating Rock
Floating Rock
AD&D
Levels 5–9
3 pages
0

While travelling across the ocean by ship, the party is attacked at night by by the infamous Floating Rock bugbears. What makes this band of pirates unique is their lair: they live on the shell of a gargantuan sleeping sea turtle as it drifts around in the ocean current. Pgs. 24-26

Cover of The Sunken Shadow
The Sunken Shadow
AD&D
Levels 1–3
18 pages
0

The sea has many perils. Are the treasures of a sunken pirate ship worth the risk? Arkos Seatamer, a privateer and the sole survivor of a shipwreck has gathered a new crew. He's returning to the wreck to recover the body of his closest friend, Devek Harpwind, for a proper burial. Arkos had rammed the pirate vessel 'Striking Shadow' in combat, shattering its hull. He leapt aboard the sinking ship to take the pirate queen as a prisoner. Shortly after, a sudden storm arose, so violent that it sunk his ship as well. This isn't the whole story. The pirate queen wore a cursed gold armband, shaped like a coiled eel. The sight of the band made Arkos mad with greed and he moved to slay her to take it. Devek tried to intervene but Arkos killed his friend in rage. With his dying breaths Devek laid a horrible curse upon Arkos to become a were-eel each night. The PCs are hired to accompany Arkos and his crew to the wreckage and recover Devek's body from the wreck, along with the armband he still lusts for. Pgs. 18-35

Cover of FP6 – Lair of Arcanous the Black
FP6 – Lair of Arcanous the Black
AD&D
Levels 5–7
18 pages
0

Tucked away in a volcanic hideaway is the home of the feared and wanted mage known as Arcanous the Black. This evil man is feared only slightly less than his original master Sabu the Witch King. In this adventure the party has the opportunity to deal with this fugitive from justice and claim the 5000gp reward!

Cover of WS4 Samauri's Fall
WS4 Samauri's Fall
AD&D
Levels 5–9
21 pages
0

With the docks of Distant Turtle City behind them, the challenge of the city's castle still lies ahead. Ancient dwarven samurai were lords of the mighty estate, but now it has fallen to darkness. What secrets and horrors might be found there are disheartening enough, but with a city of the shadow dead at their backs, the adventurers have little choice but to put an end to Molo's corruptions once and for all. Come join the battle against legendary tortoise oni, stealthy gaint mantises, corrupted beasts, undead half-dwarven guards, and even a rumored shadow dragon! This adventure is formatted to both 1E & 5E gaming rules. Also available in PDF.

Cover of Servants of Darkness
Servants of Darkness
AD&D
Levels 4–6
64 pages
0

Young Bryonna has been judged guilty of consorting with the dark forces of Tepest, and now she will burn at the stake for it. The Inquisitors, priests whose zealousness sometimes stirs whispers of doubt among the people, have condemned her with all the surety that comes with their "holy" power. Heroes of integrity and justice are needed to ferret out the truth. To succeed, they must travel a perilous path that winds through the labyrinthine tunnels of Mount Lament and leads them to the dreaded Hags of Tepest and Tristessa the banshee. Worse still, they must ultimately face the mysterious Prince of Shadows, who manipulates the denizens of the domain for his own evil purposes. When to stand fast? When to run? Only those who survive can say. Servants of Darkness is a stand-alone adventure that can also lead the party to investigate the misty chasm at the center of the Demiplane's Core in The Shadow Rift, the next release for the RAVENLOFT campaign setting. TSR 9541, from 1998

Cover of DL1 Dragons of Despair
DL1 Dragons of Despair
AD&D
Levels 4–6
32 pages
0

The beginning adventure to the Dragonlance, War of the Lance series of adventures, upon which the Dragonlance novels are based. The companions meet in the Inn of the Last Home to discover a barbarian couple with a mysterious staff. The PCs journey to discover the staff's history which leads them to a ruined temple to the Forgotten Gods. Includes a full map of Xak Tsaroth and overland maps, some color. Art by Jeff Easley. TSR 9130

Cover of C5 The Bane of Llywelyn
C5 The Bane of Llywelyn
AD&D
Levels 4–7
32 pages
0

Excitement and unrest grip the land of Pellham. Two hundred years ago, the royal line of kings was deposed and replaced by a High Council. The current council is well-meaning but hopelessly incompetent. Everyone agrees that a drastic change is needed for the kingdom to survive. The ancient Prophecy of Brie foretells that in Pellham's darkest hour, a king from the past will return to restore the kingdom. The time of the prophecy is now. All is in readiness: the symbols of the ancient kings have been recovered, the keys to the royal tomb are in hand, powerful magics to revive the long-dead king have been secured at great cost. Only one problem remains... no one knows where the king is buried! The Bane of Llywelyn concludes the epic adventure of the Prophecy of Brie -- can YOU insure that the quest will be a success? The adventure can be played as a separate adventure or as the second part of the Prophecy of Brie series. TSR 9109

Cover of Dreams Within Dreams
Dreams Within Dreams
AD&D
Any Level
6 pages
0

"Dreams Within Dreams" provides a group of heroes with the first hints that ther eis something more to dreams and nightmares than images caused by eating a big meal right before bedtime. It brings them into contact with the first level of reality. One here who experiences a nightmare also catches the interest of Hypnos, a member of the Nightmare Court. This leads to another revelation - dreams can have profound and even dangerous affect on the waking world. Adventure I: Dreams Within Dreams From Book Three: Book of Nightmares: https://www.adventurelookup.com/adventures/the-nightmare-lands TSR 1124

Cover of The Eternal Boundary
The Eternal Boundary
AD&D
Levels 1–5
32 pages
0

Welcome to the Cage, friend. You'll want to watch your back in Sigil - it seems every cutter here's got a way to peel a clueless basher, and you're no exception. Besides, there's something happening down in the Hive that's got the factions in an uproar, and word is you're the cutter to look into it. Barmies and bubbers have been waking up in the Dead Book, but they haven't been staying there. They've been returning to Sigil with minds restored, telling tales of the Eternal Boundary. But the air's turning foul here in the Cage, and there'll be blood spilled soon if someone doesn't learn the dark of things, an quick! The Eternal Boundary is a Planescape adventure for a party of four to six characters of 1st to 5th levels. Players are introduced to the city of Sigil - the Cage, as some call it. Inside this crossroads to the planes, a sinister plot unfolds, leading the heroes into the most dangerous and desperate part of town - the ramshackle slum known as the Hive. Do your player characters have what it takes to confront the Eternal Boundary - and pass beyond?

Cover of FS6 - Keep of Baron Sancrist
FS6 - Keep of Baron Sancrist
AD&D
Levels 1–3
18 pages
0

While at times cliché there are few adventures better than an old fashioned trek into the ruins of a deserted castle. This adventure pits a new adventurer against the decades old remains of a hilltop castle that is “haunted”. The old keep was the site of a mighty battle years before that swayed the power in the area but now it is the crumbling remains of the once powerful Baron Sancrist. While the old fortress is supposed to be deserted the area farmers and villagers swear they have seen the dead walk the parapets in the moonlight. Well you wanted adventure….here it comes!

Cover of FT - Cappadocia
FT - Cappadocia
AD&D
Levels 1–6
17 pages
0

Welcome to Cappadocia! This ruined ancient city is home to a group of shipwrecked Gnome adventurers. For the past several years they have tried to make the best of their situation and are starting to feel at home. This is also a side adventure to FP13 - Odie's Staff. Oh yea and two more words.....Gnome Airship!

Cover of Fluffy Goes To Heck
Fluffy Goes To Heck
AD&D
Levels 4–6
12 pages
0

Remember Fluffy? The cute little dog? Well... Fluffy Goes to Heck is a shamelessly absurd AD&D® game adventure for the six silly characters provided on pages 39-40, or 4-6 characters of 3rd-5th level, played by those with senses of humor. A good mix of classes and races is helpful but hardly necessary.

Cover of Avenging Murik
Avenging Murik
AD&D
Levels 4–6
2 pages
0

Nothing's more dangerous than a vengeful dwarf except, perhaps, a greedy one. En route somewhere in a barren wilderness, the PCs find a couple of dwarves--one is burying his brother who was killed by a stone giant; but not all is as it seems. "The module can be placed in any temperate wilderness setting. Players who excel at role playing may find the adventure more rewarding than hack-and-slash types. At least one character should possess a silver or magical weapon." Pgs. 16-17