For decades, the city of Chala, nestled on the banks of the Leal River, boasted a prosperous fishing business. The community's life revolved around the wide, slowly rolling river that meandered miles northward into the Blackweed Swamp Now the city faces misfortune, pestilence, and decay, because the sacred Tefnut statue has been stolen. All clues suggest that the sacred object was carried into the heart of nearby Blackweed Swamp. But who, or what, would commit such a crime? Whoever is responsible, the statue must be recovered, at any cost. TSR 9424
Adventurers who care where their next meal is coming from will enjoy sinking their teeth into this mystery. Included in I13 Adventure Pack I - https://www.adventurelookup.com/adventures/i13-adventure-pack-i TSR 9202
Welcome to House Aldenmier is a companion mini-adventure for the Roslof Keep Campaign and is recommended for introductory level characters. It is rendered in both 1E & 5E formats. Getting to Roslof Keep was the easy part, but now a rag-tag collection of characters must find a way to become a true company while passing the various tests of Lord Aldenmier. If they succeed, they will become members of a Mithel Company, the Ivory Scimitars. If they fail... This adventure is formatted to both 1E & 5E gaming rules.
"The southlands of Eor are being despoiled. Merchants will no longer run their caravans on the main highway past the quiet village of Waycombe. The peasants are fleeing their lands, and all are demanding protection from the powerful Count of Eor. The goodly count has sent a troop of his trusted fighters to exterminate the brigands believed responsible for these outrages, but weeks have passed, and still there is no word from this force. Now John Brunis, Count of Eor, has turned to you for aid. After taking counsel with the High Priest of Eor, he believes that a small party of cunning, bold adventurers may succeed where armed might has failed. You find yourselves faced with many mysteries! Why has robbery suddenly erupted in the peaceful southlands? How could mere brigands be as powerful as the foes described to you by their numerous victims? Is this really mere robbery? Or is there some truth to the rumors, told only in hushed whispers, about the beginnings of a hideous plot being hatched by an ancient, vile, and evil foe of all mankind?" Eor is beset by marauders and lizardmen of a boldness not seen in years. Hired by the Count of Eor, the party is tasked with tracing the source of these foes and eliminating them for the safety of the realm. After a set piece combat in Count Brunis's castle, the party must trek across Eor's wilderness, eventually coming to the Great Southern Swamp beyond the village of Waycombe. With further exploration they can locate the Ancient Temple which serves as the tomb and stronghold of Sakathas, the vampiric LIZARD KING! TSR 9055
While resting in the merchant City of Gurdikar, a merchant approaches the party to investigate the disappearance of his nephew, whom he believes was betrayed by a rival house. The party must go into the into the mountain valley to find the missing nephew, return him if alive and discover any evidence of suspected treachery. Pgs. 43-51
The Northmen and their allies play hardball. The Northmen are on a rampage, and only the duergar know why. Discover the secret of the iron orb. In the lands of the Northmen, near the city of Tallborg a mysterious relic was uncovered in a mine: a perfect orb of black iron. The orb was taken to the temple. When Ulvmard, high priest of Odin lifted the orb it revealed its true nature. The orb levitated from his hands, floating before him. The orb had changed Ulvmard, bestowing him great powers. The orb spoke to him with flattery and advice. As he became reliant on the orb, its power over him extended, bending him to its will and taking control. It used him to further its agenda: destruction of the dwarven race and restoration of the duergar! Claiming to be acting on Odin's behalf, Ulvmard lead the Northmen to rise up against the dwarves, and ordered raids to pillage the southern kingdoms for the materials he would need to construct a colossal iron warrior to defeat the dwarves. This adventure has viking and norse mythology influences. Pgs. 50-71
With rumors of disappearances running rampant in the area, your group comes into the small community of Morla Dale with more questions than answers. Several wanted posters during your journey have shown a criminal called Sukits the Butcher. Perhaps this strange individual is behind the abductions?
Vecna Lives is a high level adventure that pits players against the lich and almost demi-god Vecna. Although based in Greyhawk, the adventure is easily adaptable to Ravenloft and Planescape. This adventure is meant to kill characters. If you are a DM who cannot bring himself to kill a player’s prized character or one who can be pressured to “give a guy a break,” you must be extra strong when running Vecna Lives! For centuries, Vecna-archmage, despotic tyrant, the most fearsome of all liches-has been nothing but fearful legend to the honest folk of Greyhawk. Once the supreme master of all undead sorcerers, even today his Hand and Eye are object of immense power. Now something evil is stirring in the lands around Greyhawk. The Hand and Eye of Vecna have been found-and Vecna wants them back. TSR 9309
Along the caravan routes that tie the Cities of the West to the Kingdoms of the East, many tales are told of the mountains called the Towers of the Sun. One of these legends concerns a dark road said to be hidden among the twisty trails that spiderweb the mountains. Into the earth the road leads, into and through a series of vast caverns filled with treacherous traps and cunning monsters. Yet dangerous though the path is, many a party of adventurers have been tempted to walk it, for the stories say that the loot of a hundred lost caravans lies concealed along that evil way. [Comment: Uncertain for what levels of play this adventure is designed]
DMs, do you wish you had more time to put together fresh, innovative adventures for your players? Have you ever been stuck for a new plot line, but been unwilling to delve into the reading and prepartion required by full-length modules? TSR Inc. proudly presents a new AD&D game accessory designed for the DM who wants variety and challenge for player characters. Adventure Pack I contains 12 short modules, each a complete stand-alone adventure. The scenarios are unique and unusual; they will intrigue characters of all levels, and offer a variety of settings and plots for the DM to choose from. These adventures are suitable for one-time play, or can be inserted into your campaign at any time. Each module includes one or more maps, background for the DM, NPC capsules, and complete encounter descriptions. The scenarios are designed for a specific range of player character levels, and can easily be made more or less difficult if neccessary. Now, with a minimum of preparation, you can give your player characters a challenge that will last for as little as one day of game time or months of it. DMs are sure to find Adventure Pack I convenient, innovative, and invaluable! Contains 11 Adventures: The Circus of Gandolfo - https://www.adventurelookup.com/adventures/the-circus-of-gandolfo Sharla's Zoo - https://www.adventurelookup.com/adventures/sharlas-zoo The Weird Woods of Baron Orchid - https://www.adventurelookup.com/adventures/the-weird-woods-of-baron-orchid To Kill a Kraken - https://www.adventurelookup.com/adventures/to-kill-a-kraken Reign of Triumph - https://www.adventurelookup.com/adventures/reign-of-triumph Terror of Skytumble Tor - https://www.adventurelookup.com/adventures/terror-in-skytumble-tor Steaks - https://www.adventurelookup.com/adventures/steaks The House of Long Knives - https://www.adventurelookup.com/adventures/the-house-of-long-knives The Lauros Road Bandits - https://www.adventurelookup.com/adventures/the-lauros-road-bandits Scavenger Hunt - https://www.adventurelookup.com/adventures/scavenger-hunt Blood and Laurels - https://www.adventurelookup.com/adventures/blood-and-laurels TSR 9202
A prescription for evil. The king's question is, "Do you make house calls?" To Cure a Kingdom is an adventure for ADnD, set in and around a small city state that is suffering from a deadly disease of magical origin. The party must set out into the swamps in search of a cure. Features monsters with psychic powers as well as extra-dimensional travel. Adventure may be connected to further Underdark adventures with relative ease. Pgs. 8-25
"I AM THE ANCIENT ... I AM THE LAND ..." Your screams still echo in your room. Cold sweat soaks the bedsheets and trickles down your back. It seemed so real! The great towers of a darksome place called Ravenloft ... it's misty vales and the terrible tragedy of a man who had sold his soul to unlife. Now the sunlight streams through the window with the promise of a new day. The dread nightmare at last is over. In the cold sunlight of a dying autumn, you step from your room at the inn and stroll along the friendly streets of Mordentshire. But, from the back of your mind the dream creeps forward to haunt you. Why do the faces of those who have befriended you now seem those of strangers? Why do those who called you here in terror, now seem to dismiss your task as a folly? More .. why are you advised so strongly, to forget about the House on Gryphon Hill ... the domain of the fair haired Count Von Zarovich, a name that cries out from your dark nightmare? You halt, as the swirl of events grow more confusing with every passing minute. Which is the dream ... and which the reality? TSR 9181
Thane Tinewiner’s daughter has been kidnapped just before her betrothal and her love slain! Who will avenge this mockery? Can the girl be brought back alive? Is your PC brave enough to face this challenge alone? Surely a handsome reward will be at stake but more so the fame of saving a damsel in distress and the honor to go with it. Few clues are available and most of the Thane’s military are on the hunt for the woman so you’ll need a little bit of luck if you are to grab the honors and save the day.
This is the standard fantasy age of the Nameless Realms, the 5th Age, and the setting can be easily incorporated into any world. Part of a double dungeon adventure that is set in two fantastic time periods. UN3 Dungeons GK3 Descendants This adventure is formatted to both 1E & 5E gaming rules.
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
After successfully protecting the crown in Part 1, the city council asks you to find and stop the demonic force infecting the thieves guild. Continuation from part 1 found in Polyhedron #22 Pgs. 13-20
Set Sail with the Pirates of Chaos! A thousand welcomes, noble friend! I see your eye is as keen as the eagle and your mind as sharp as my jambiya, for you hold in your hand a great treasure. This box contains everything needed to launch an epic adventure featuring corsairs and mamluks: - A stunning poster map of the Corsair Domains and Zakhara's northern shores. - Six full-color cardstock sheets containing maps and player aids. - An 8-page booklet filled with new monsters, including the dreaded ghul-kin. - A 32-page sourcebook detailing the wily pirates of Hawa and their greatest enemies, the stalwart mamluks of Qudra, plus several new magical items. - A 64-page adventure book presenting a fabulous array of tales set in or near the Corsair Domains. Meet the beautiful and notorious Jayani al-Jasir, called by some the Queen of pirates. Face untold perils to fetch the wondrous waters of the River of Gold. Save Hawa's people from the horrible Soultaker, and much, much more. But beware! Treachery awaits at the hands of those you trust most! Recommended for use with the Arabian Adventures rulebook. TSR 9449
Enter the Dwarven Forge world of Mythras with the first part of this new city and miniatures based trilogy, The Hidden Valoria Campaign. Discover the world built to provide tabletop with unique miniature opportunities using Dwarven Forge licensed products. Take on the adventure as newly relocated members of the neighborhood of the Patina Court. Battle gangs, undead, and other threats as you try to make a living inside this ancient and mysterious city. This adventure is formatted to both 1E & 5E gaming rules. Also available in PDF.
Step right up ... You too can be a contestant on … Adventuring Gladiators? A set of challenges meant to test the resolve of the party. Pgs. 32-45
Moonless Night is an adventure module composed of short adventures which are compatible with both the first and second editions of the Advanced Dungeons and Dragons game.