Slain in disgrace, reborn in fury, armed to the teeth: Flame returns! Flame is back - and is he mad! The sequel to "Into the Fire" from Dungeon 1. Pgs. 42-63
Looks can lie as well as words. Magical minotaurs? Mutant giants? Vampires? One or more of these is preying upon the caravans, and you're going to stop them. A band of ogre magi took over an abandoned dwarven stronghold and have started ambushing merchant caravans. Their leader, Krugii, wants to gain enough power to eventually control a kingdom. In his quest for power, he has bonded a young bronze dragon and has accelerated its growth. The ogre mages all have different personalities and different forms that they prefer to polymorph into. The PCs are hired to take a caravan through Deception Pass and protect it against the random monsters that have been marauding lately (actually ogre mages in disguise). After protecting the caravan, the players track the attacks back to the stronghold of the ogre magi and clear it out. Pgs. 40-62
Chip off the old block. The dwarves of Underduin and Thunderdelve have made some new friends … and enemies. A stronghold of dwarfs has been takin hostage and its up to the part to save them and return the stronghold to its former glory. XS2 Thunderdelve Mountain may act as a prequel. Pgs. 8-31
One night, a piece of the sky fell to earth... A star falls from the heavens, and terror follows in its wake. Visitors from Above introduces the DM and players to the concept of flying ships, alien races, and space travel as described in the AD&D SPELLJAMMER boxed set. The adventure is compatible with AD&D 2nd Edition rules and the Monstrous Compendium, but can easily be played with only AD&D 1st Edition rules. "The PCs begin in the city of Neverwinter and must venture upriver through the Neverwinter Woods to Mount Hotenow." Pgs. 50-69
It's strange that a shrine to a vanished god should still be taking sacrifices. Not everyone forgets a forgotten god. The party explores an old shrine to a demon lord, kept up by a superstitious local. Pgs. 3-8
With your adventurers growing up it only makes sense that their surroundings should also grow. Such is the case of Andju Village which is being controlled by the newly created Viscount of Andju, Sir Dimek of Rastinstein. Sir Dimek has launched an ambitious building project with the intent to make his village a trading powerhouse. This area can be utilized as a base of operations near the frontier and be a safe haven for a party of explorers.
Strange things are a-slither in Wolfhill House. The first adventure of The Mere of Dead Men Series! Into the Mere From the magazine: Edging along the eastern edge of the Mere is the High Road, a vital and well-traveled route linking Waterdeep to the northern town of Leilon and, north of that, the city of Luskan. Over the past several months, the trade toad between Waterdeep and Leilon has been plagued by monsters from the Mere of Dead Men. Caravans report brutal attacks by lizard men on catoblepas mounts, yuan-ti, gargantuan bullywugs and will o' wisps. Sir Justin Melenikus, a Waterdhavian knight and paladin of Helm, has grown weary of these attacks and offered his services to the city, offering to hire adventurers to deal with the problem. Pgs. 10-27
Stirrings of an ageless war between Law and Chaos are drawing you into an epic adventure! A Struggle More Savage than Good vs. Evil Imagine a time before the words Good and Evil had meaning, a day when the world was young. Discover an ancient conflict that predates the stars. It was in these days that Law and Chaos forged worlds out of nothingness; their war began while the cosmos was yet unfinished. The Rod of Seven Parts defines epic role-playing. The reappearance of the Rod has awakened the powers of Chaos, and their queen seeks to turn the whole world into a battleground. Bold heroes must undertake the enormous task of seeking out and assembling the pieces of the Rod, but even its power cannot stand alone. Ages ago, primal forces of Law stood fast against Chaos; now their champions must once more confront the Queen of Chaos and her foul spyder-fiends, lest the flame of civilization be extinguished. Follow the quest for the capricious Rod as it leads characters on a journey of high fantasy. The Rod of Seven Parts is designed for four to six heroes and heroines of levels 10 to 12. This boxed set includes: Initiation to Power, a 96-page book of grand adventure playable in any AD&D world, including original campaigns; The War Against Chaos, a 64-page book of world-crossing adventures pitting PCs toe to toe against the minions of Chaos; Might and Menace, a 32-page book detailing the mysterious powers of the Rod of Seven Parts: how it affects both its enemies and its friends; Monsters, a 16-page book of new villains, new monsters, and even a new race! 6 two-sided reference cards; 6 full-color poster maps portraying the key locations heroes can visit. Read about this ancient artifact in the epic novel The Rod of Seven Parts by best-selling author Douglas Niles! TSR 1145
Your group has been requested by Archbishop Telamor Constran from the Church of Koassak to go on a rescue mission for one of his missing brothers who was taken by pirates. You have been enlisted because of your growing fame to barter a release out of the Pirate Lord Hannibal the Black. After three days of storms you awake to a really bad sound....Abandon Ship!
At times adventuring groups will hit a town after a successful foray and go their separate ways for a short time. This adventure centers on such a scenario with one member opting to chase down a thief that has burgled the merchant’s guild. When checking with their cohorts the adventurer discovers they are the only one interested and, since its only one thief, the challenge should be fairly easy….right?
Forlorn is a dreary yet dangerous place, a land of secrets and whispers. Visitors can expect to find no safe rest, no respite from the terrible creatures that plague this land. The skies are perpetually overcast and the land is damp with rain. By night, sheet lightning illuminates the sky in ghastly colors. Even if the intrepid adventurers who come to explore Forlorn know that the lord of this domain is forever trapped within his strange castle, they should take small comfort from it. Servants of Tristen ApBlanc roam freely, and the land itself is horribly twisted. The encounters in this book are designed to offer an introduction to Forlorn and provide clues about both its lord and his home. Melancholy Meetings is intended to be used before the castle adventure book, Eve of Sorrows, but it's not necessary for the PCs to experience all of the encounters in this book before embarking upon the next. Included in Castles Forlorn - https://www.adventurelookup.com/adventures/castles-forlorn TSR 1088, from 1993
You don't know where - or what - you are. You wake up in a dungeon. But how did you get there, and why? This adventure is for a solo paladin character, on a quest to gain a war horse. The character is suffering from amnesia and believes him/herself to be a normal fighter to begin. The quest begins with the character in the middle of an adventure in a dungeon, but not remembering how they got there. After defeating several undead including an intelligent zombie leader, the paladin gains a magic stone to summon a paladin mount. Pgs. 28-35
This setting was used in the F series and like Corsair Bay, it was used as an area for multiple adventure opportunities as well as a semi-safe haven. The main community is home to the Pirate King Hannibal the Black. This community is offered as a free download! One of the adventures off the island is the Quest for the Golden Rose involving the sunken ship. With a multitude of side adventures this area helps mid-level adventurers increase their experience point base.
A Wall Beyond Fury is a companion adventure made to go along with the events unfolding in the Folio #13 (AT3 Playing Down the Dawn). It contains the information needed to run a side adventure that will help characters in their fight against House Vash. The blood fued with the Vash is almost at an end, but the abduction of a former ally and a last cog in the Vash machine must be taken care of. Now, the heroes must enter the Ebon Swamp in search of answers and revenge if they hope to finally put an end to all that has befallen them since they first entered the great city of Taux. This adventure is formatted to both 1E & 5E gaming rules.
While many monuments exist to the defunct Adurite culture has been raided, this graveyard has remained undisturbed as it has been in the wilderness for several centuries. Recently a sage came to the area with information pertaining to the resting spot of the famous general and explorer fever has gripped the region. One group of adventurers did discover the resting spot a months ago but also located the trapped gate of the cemetery. Can you two brave adventurers do better?
The Sunken City is a companion adventure made to go along with events unfolding in Folio #18 (WS5 The Shattered Tower). It contains the information needed to run a side adventure that will help characters in their journey through The Corsair Mists. After completing the tests of The Shattered Tower, the players are invited by the sea elven queen to ward their ship and crew from the Ghost Eye Corruption that lurks within the mists. Plunging into the waters that now cover one of the lost trade cities of Uthoria, the players must overcome a corrupted dwarven temple to find the cure for the contagion before it can take over their ship. This adventure is formatted to both 1E & 5E gaming rules.
With your fame building in the Great Plains of Dorack you have received word of an abandoned temple that has been showing signs of life. Years ago the followers of the old deity Sobek built a temple to honor him. The cult died out after a successful raid by Plainsmen who looted the complex after killing off the monks who inhabited it. A few days after the temple sacking the chieftain responsible for the attack fell ill and died of a mysterious disease. As it was believed a curse befell the warlord, the area was abandoned and considered taboo. Lately strange lights have been seen near the old temple and a giant stone alligator has been spotted in the area. The Plainsmen cannot go to the area as the old taboo is still in place and have asked your party to investigate.
A Planescape adventure for 4-7 PCs of levels 9-12 (about 60 total levels). While the module begins in the planar city of Sigil, most of the action takes place in Vudra, a layer of the Abyss. The PCs start in Sigil, tasked to find a vanished brother, and the trail leads to Vudra where the layers demonic ruler gathers magical blades for a terrible vengeance plot. Pgs. 32-58
Has reality got you down? Tired of everyday, humdrum, commonplace happenings of life on the Prime Material Plane? Want to really get away from it all? Then step right up for the chance for adventure out of the ordinary...way out of the ordinary... Tales of the Outer Planes is an anthology of short adventures set throughout the many Outer Planes for use with the AD&D Manual of the Planes. Some of gaming's best designers have contributed adventures to this set, which includes scenarios set in the Seven Heavens, Olympus, the four Elemental Planes, the Nine Hells, and the Astral and Ethereal Planes. Tales of the Outer Planes is a perfect collection for powerful characters who have it too easy at home and are looking for new challenges. Many of the most fearsome monsters are even more dangerous on their own planes - can you take them on and live to tell the tale? These adventures can be inserted as a "change of pace" in an existing campaign, or can be the foundation of an entire new set of adventures. Either way, Tales of the Outer Planes will be sure to open up a whole new frontier for AD&D game players everywhere. TSR 9225
After handling a bit of diplomacy for the York Republic, the ruling council has asked for more assistance from you. Years before the western edge was not where it is now. A series to protective towers stretched out securing the land. Unfortunately for the country, those towers were taken by Giants of the region and pushed the York-ians to their current border. The council feels that your party is strong enough to go scout out the area and see if the land can be retaken. This adventure setting was designed for both 5th Edition rules AND 1st/2nd Edition D&D for the Filbar Campaign for six, sixth level adventurers and DM. This adventure is easily adaptable to most any game and system. Save yourself some time and utilize it for a one shot adventure or a continuing campaign.