If the ravens die, Crawford Manor falls. Soaked from the storm and weary from travel, the adventurers seek shelter for the night at the manor house on a hill. The PCs are shown rooms to change into dry clothing, and invited to dine with Lord Crawford this evening. Dinner is interrupted by a woman's scream from a nearby room: Corbett, the master-at-arms has been murdered! This adventure is an atmospheric murder mystery set in a manor house. While it's setting-neutral, it would be a good fit for a Ravenloft setting. Pgs. 52-64
The fourth installment of the Filbar Dual (FD) series is The Hunt for Charon and picks up where the FD3 - Crisis at Marstan left off. Your pair of intrepid adventurers is off to find out who orchestrated the attack at Marstan. When the previous adventure concluded they discovered a note mentioning a “Charon” as behind the attack and the humanoid raiders. This adventure will see if the pair can find and defeat this person/humanoid and protect the area once and for all.
A bizarre journey into the realm of sleep. A casual visit to a living, nightmare theater. The King sends the party to speak to the Oracle, a Titan named Andromicus and ask about the fate of the kingdom. But the titan is asleep and sleeping he draws the heroes into his dream! This very weird adventure imagines the titan is dreaming three different five act plays whose stories intertwine and intermix randomly. The heroes find themselves in a random act of a random play and must "solve" the central tension of the act to put the Titan's mind at ease and move on to the next Act. Once they solved five different acts (which may happen out of order and each be from different stories) they exit the dream and the Titan wakes, allowing the players to ask the Titan Oracle a question. Some acts are short roleplaying encounters, some are full on combat scenarios. While the players can earn experience, and might get some cash, any magic items they find are illusory! A unique adventure with a lot of promise for an open-minded DM. Seems very like a classic Star Trek episode and in fact follows many of the same rules about Gods and Dreams. Pgs. 5-15
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
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
There are some things that mere mortals were never meant to know. . . . In the domain of Lamordia, Doctor Victor Mordenheim created Adam?cobbling the creature together from parts of human corpses. Now, years later, Adam wants revenge. Adam wants Elise, Victor's wife. Adam wants Victor dead. The player characters' ship founders on the coast of the domain of Lamordia. A vicious storm leaves them washed ashore, cold and hungry on the ice-bound Isle of Agony. . . . Then the terror begins. The adventurers embark on a journey of fear that leads from certain doom on the frozen island to a strange new life a Schloss Mordenheim. To return home they must challenge Adam himself and discover a portal?a gate that might lead homeward. TSR 9439 Adam's Wrath is intended for a party of four to eight characters of 5th to 7th level. Carefully designed to allow a Dungeon Master to launch from any campaign world or Ravenloft domain, Adam's Wrath is an adventure your characters will never forget?if they survive!
What's waiting for you at the bottom? Adventurers are more than welcome - they're nourishment! Pgs. 4-15
Giants have been raiding the lands of men in large bands, with giants of different sorts in these marauding groups. Death and destruction have been laid heavily upon every place these monsters have visited. This has caused great anger in high places, for life and property loss means failure of the vows of noble rulers to protect the life and goods of each and every subject -- and possible lean times for the rulers as well as the ruled. Therefore, a party of the bravest and most powerful adventurers has been assembled and given the charge to punish the miscreant giants. 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 first of a three-part expedition adventure which also employs DUNGEON MODULE G2 (GLACIAL RIFT OF THE FROST GIANT JARL) and DUNGEON MODULE G3 (HALL OF THE FIRE GIANT KING). TSR 9016
A beautiful face hides treachery and deceit. Treachery, betrayal, and a flower of ice. Samurai Steel is an AD&D® game Oriental Adventures module. Any Oriental PC race or class is suitable, though at least one ninja or yakuze should be included. Gaijin PCs are not recommended. This adventure is compatible with the campaign setting in OA1, Swords of the Daimyo. Pgs. 37-47
The rubble-strewn passageway twists and turns, winding ever deeper into the mountain, lower and lower into the bowels of the ancient, forbidding halls of long-dead dwarves. The torchlight flickers, threatening to succumb to the oppressive darkness. Creeping along one striated granite wall, Arikus the warrior moves cautiously toward the great cavern ahead, its sides and walls disappearing into the gloomy distance. Cocking his head to one side to listen, he holds his hand up for a moment, demanding unconditional quiet from from his companions. Then , his arm relaxing in relief, he waves everyone forward and moves into the open. Before him, scattered to the far walls of the enormous cavern, are piles upon piles of glittering treasure - coins from countless kingdoms, sparkling gems, exquisite jewelry, and items of wondrous power - enough for twenty kings' ransoms. Arikus laughs gleefully, thrusting both hands into the nearest cache of coins to let them runs through his fingers. At that moment, a monstrous shadow looms threateningly over him. Looking up, Arikus blanches and stumbles back in horror before the terrible visage of a Great Red Wyrm. The fearsome dragon opens its razor-filled maw and spews forth a gout of white-hot flame, engulfing the hapless warrior.... The ultimate Dungeon Master Fantasy! This is the most deluxe dungeon. Designed to appeal to discriminating and demanding role-players. Adventurers, beware. This is more than just a dragon hunt. Within the lair of the beast lie cruel and deadly traps, befuddling conundrums and puzzles, and cunning minions that will be the end of overconfident or careless adventurers. Comprised of three 64-page books, for two adventures that link to one super-campaign 12 full-color reference cards 16 special player handouts Eight Monstrous Compendium sheets A Sheet of cardstock standups with 24 plastic bases. Six full-color poster maps, two of which link together to make a giant tactical playing surface for use with miniatures or the included cardstock figures. TSR 1089
Desolate and abandoned, the evil alchemist's mansion stands alone on the cliff, looking out towards the sea. Mysterious lights and ghostly hauntings have kept away the people of Saltmarsh, despite rumors of a fabulous, forgotten treasure. What is its sinister secret. Made for 5-10 character of levels 1-3, contains maps, handouts and encounter descriptions. The Sinister Secret of Saltmarsh is the first installment in a series of three modules designed and developed in the United Kingdom for beginning adventures with the AD&D rules. TSR 9062
Pirates and powderkegs. An undersea menace has the merchants of Scalabar up in arms. A strange sea monster is plaguing the trade ships near Scalabar, a coastal city. You have arrived in Scalabar at the behest of Sora Calhaigne. The lady of House Calhaigne needs brave heroes to investigate the loss of her galleon, the Morning Star. She has reason to believe that the sea monster is not what it seems. Includes a list of random city encounters, a keyed map of the port city, Scalabar, as well as a simple overland map of the Scalabar coast, a map of a typical two-story warehouse, a keyed map of the pirate caves, and a keyed map of the ship Thresher. Pgs. 10-27
In FQ13 – Future Past our brave adventurers are summoned by the Duke of Bast to the capital city. You quickly learn that your exploits have earned you a celebration in Bast and are to be honored by all! Prior to the festivities, the duke’s advisor Thril Galia requests to meet you and makes a unique proposal and shows you an arcane piece of the historic book…what have you gotten yourselves into now?
A dangerous beast - but one with a mission. Even the gods slip up now and then, but few dare remind them of it. Ri Conn's son was killed by the white boar of Kilfay, and he has passed sentence of death upon it! What starts as a hunting expedition for the PCs ends up being a grand adventure through the forest. Several interesting set pieces on the path of the boar's rampage are included in the adventure. The path of destruction leads through a goblin camp and ends in the tower of a now-dead mage (which still holds the target of the boar's ire, a mutated bulette that the mage bred). Will the party help the boar kill the bulette mutation, or let it free? Pgs. 32-47
Legends of a "mountain of gold" provoke a mad scramble for a mysterious book laden with clues to find certain statues around the city, which themselves hold additional clues leading to the hiding place of the fabulous treasure. An adventure for using old-school advanced rules with twists and open-ended problem-solving in a city rife with overt treasure-hunting and covert Byzantine plotting by multiple factions. Published by Coiled Sheets of Lead
Troubles simply mushroom in the Underdark. The alchemist would like some fungus and spores, but no one wants to get them. Perhaps you could help. The adventure begins with the party finding a caravan. In addition to being able to trade with these NPCs, the party also can be hired by an alchemist to bring bag some red fungus and some Myconid spores from underground. Underground, the party will have a chance to interact with friendly Myconids and venture through a large labyrinth of passages (this labyrinth isn't mapped and is dealt with through storytelling, random encounters, and roleplay). The adventure culminates in a battle between the Myconids and Flinds, and the players can participate. Pgs. 4-12
A light in the Belfry is the first RAVENLOFT adventure to feature an Interactive Audio CD. As player explore Morgorth's dreadfilled manor, they will actually hear the lamentations of tortured spirits, the clash of swords and thunderous roar of magic. With almost 100 tracks of dialogue, sound effects and mood music, TSR's Interactive Audio CD Adventures add a new dimension to the horror of Ravenloft. TSR 9494
Citadel by the Sea is an AD&D gaming module for 4-8 characters, each of 1st to 3rd level. The fewer the characters available, the higher their levels should be. Characters should be well equipped, with at least one magical weapon apiece, but do not need any particular game experience. It is recommended that at least one ranger character and one elf character be members of the adventuring party, and that no player character be a half-orc. The Dungeon Master should read the entire module carefully before running this adventure; the events are laid out in the approximate order in which characters would normally encounter them, and the text builds the adventure as one reads through it.
Every Berk in Sigil Struggles to keep his savage sid at bay. But now the bars of the cage are breaking down. . . . Don't go to sleep, cutter-that's where the shadows slink, gnawing at the frail cord of sanity. The dream-touched sods of Sigil are snapping one by one, turning on each other like wildcats in the streets. And as people become animals, animals become monsters, rending friend and foe alike with fang and claw. The lawful factions have enough trouble dealing with a rash of breakouts form the Prison. But when the shackles of society fall away, it's all a body can do to keep the beast within form bursting free?and running wild. Something Wild is a Planescape adventure for four to six characters of 4th to 7th levels. When Sigil falls prey to disturbing nightmares and outbreaks of violent fury, the heroes must follow bloody trails to the treacherous peaks of Careeri and the savage jungles of the Beastlands. An ancient terror threatens the planes anew, and only the player characters can stop it from feasting on the flesh of the multiverse. The Planescape Campaign Setting boxed set is required to run this adventure. The Planes of Conflict Campaign Expansion boxed set, the Planescape Monstrous Compedium Appendix, and In the Cage: A Guide to Sigil are recommended as well. Product History "Something Wild" (1996), by Ray Vallese, is the sixth standalone adventure for Planescape. It was published in March 1996. Continuing the Planescape Series. If 1994 was the year of Planescape adventures, and 1995 was the year of Planescape settings, then 1996 had a new focus: novels. The year led off with the first Planescape novel, Blood Hostages (1996), which also led off the setting's increased emphasis on the Blood War. Meanwhile, it took until March for a new RPG book to appear. "Something Wild" was the first of just two adventures published during the year. It continued the trend of 64 page adventure books, but was the first Planescape adventure that didn't have a GM Screen. Adventure Tropes. As with many Planescape adventures, "Something Wild" starts out in Sigil and then travels off into other planes. Like most adventures of the '90s, it's also heavily plotted, with individual scenes moving the storyline along. Though the adventure includes sections set in the wilderness and in a town, they're not explorations, they're segments of a story. There is a traditional dungeon crawl of a gehreleth lair toward the middle of the adventure, but that's it for older-school fare. The most interesting aspect of the adventure is probably its inclusion of a "dreamscape" that players travel through. Though adventures of this type date back to at least DL10: "Dragons of Dreams" (1985), the idea was little used in D&D adventures. Still, it was gaining some traction in the mid '90s thanks to the Ravenloft setting, and especially thanks to the Nightmare Lands (1995) supplement, which includes rules for dreamscape adventures. Expanding the Outer Planes. "Something Wild" travels to the Beastlands and Carceri, both of which had recently been detailed in Planes of Conflict (1995; it includes some new details on each. The expansion of the Beastlands is the most important, because much of the adventure is centered on that plane and the goals of its denizens. Signpost, which lies on the border between the plane's top two layers, is also detailed. Finally, the Cat Lord gets a spotlight; he's a strange being dating back to Monster Manual II (1983) that had never received much attention previously, except in Gary Gygax's Dance of Demons (1988) novel. The information on Carceri is not as generally useful because it details a very specific, primordial prison for a bestial god named Malar. Nonetheless, "Something Wild" makes good use on the plane by focusing on the demodands (gehreleths), a fiendish race dwelling on Carceri that has never gotten much attention. "Something Wild" was also the adventure that really started to push the Blood War forward. For the first two years of Planescape's existence, this fiendish war was a background element, but in the novels and supplements of 1996 it turned into a true metaplot. That ball starts rolling here with several hints that "a particularly nasty stage of the Blood War" lies just ahead. About the Creators. TSR Editor Vallese had done considerable development work on "Fires of Dis" (1995) the previous year, and was now given his own adventure to write. He'd continue on with a few more Planescape products in the next few years, concluding with the Torment (1999) novel. About the Product Historian This history of this product was researched and written by Shannon Appelcline, the author of Designers & Dragons - a history of the roleplaying industry told one company at a time. Please feel free to mail corrections, comments, and additions to [email protected].
Revealed within are the greatest secrets of the genies: their magics, their rulers, and their homelands. From the Citadel of Ice and Steel to the Great Dismal Delve, the works of geniekind are as wondrous as they are magnificent. Tour the City of Brass, from its golden towers to its brazen streets, foil the evil yak men and their dao servants, travel on the desert whirlwinds of the jann. Learn the legends and secret history of the genies, their cities, their foibles, and their feuds. Secrets of the Lamp includes a 64-page sourcebook about genies, a 32-page booklet of adventures set in Zakhara and the City of Brass, a full-color poster map, six cards showing details of the City, and four MONSTROUS COMPENDIUM pages that introduce new genies and other elemental creatures. TSR 9433