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677 adventures found
Cover of Juggernaut
Juggernaut
AD&D
Levels 4–7
5 pages
0

"Several small wagon trains have recently been overrun by a force of goblins and wolves while the former were camped out at night. Among the attackers was a titanic black beast on which some of the goblins rode, a monster so huge that it crushed whole wagons beneath its feet and flung horses and riders aside with its arms." --from the adventure. Includes an extensive narrative opening to the adventure and a map of the cave system.

Cover of Hirward's Task
Hirward's Task
AD&D
Levels 4–8
20 pages
0

When a wizard makes a mistake, he makes a MISTAKE. Hirward the Wizard has a little problem on his hands - and it's destroying his fortress, followers and future. A good mix of character types is strongly advised, but paladins, rangers, dwarves, and gnomes may not be comfortable sparing the lives of Hirward’s kobold assistants. A generally neutral party composed of humans and half-orcs will stand the best chance of completing Hirward’s Task. This not a standard "hack-and-slash” adventure. The PCs will have to do some fighting to he successful in completing the module, but most of the time they must use their brains to figure out the best way to complete their mission. Pgs. 45-64

Cover of Citadel by the Sea
Citadel by the Sea
AD&D
Levels 1–3
16 pages
0

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.

Cover of The Mother's Curse
The Mother's Curse
AD&D
Levels 3–5
18 pages
0

Wednesday's child... It's a blessed event only if you can end the curse in time. People have been disappearing form the town of Monetenapoleone and a swamp has appeared blocking the towns trade route. It is up to the players to find what is causing all of these strange events and to stop it. Pgs. 32-49

Cover of Reunion
Reunion
AD&D
Low Level
32 pages
0

Once, the Tribe of Altair roamed the sands, free as the great eagle on the wind. Now, caged by an evil mage, these desert riders yearn for their lost freedom. But fate takes a hand as a noble djinn seeks to fulfill an ancient wish... In this unusual three-part scenario, players first take the roles of the men of the tribe, who stage a revolt after being enslaved in the Pit of the Laughing Efreeti and then try to battle their way to freedom. In the second part, the PCs are the women of the tribe, who must escape the evil flame mage's harem and use all their wits to win free of a strange city. Finally, the children of the tribe have to slip away from an evil temple before they can be sacrificed, which calls for them to embark on a magic carpet ride that promises to be the adventure of their lifetimes. TSR 9584

Cover of A1-4 Scourge of the Slavelords
A1-4 Scourge of the Slavelords
AD&D
Levels 7–11
128 pages
0

"... an Adventure to Challenge the Bold..." Screams echo in the night, the charred remnants of a village are mute by day. From the decaying lands of the Pomarj, slavers have struck again! The adventure that began in the Temple of Elemental Evil now sweeps southward across the Wild Coast and into the desolate lands of the inhuman Pomarj. Slave raiders scour the countryside, leaving death and destruction in their wake. Daring adventurers strike into the heartland of the foe to harry the villains and bring retribution and justice to the land. This product contains the completely revised Aerie of the Slavelords series of adventures. Also included are new challenges and new scenarios detailing the Wild Coast, the city of Highport, the blasted lands of the Pomarj and the Drachensgrab Mountains. TSR 9167

Cover of ROS1 Beneath Roslof Keep
ROS1 Beneath Roslof Keep
AD&D
Levels 1–3
44 pages
0

Beneath an ancient castle on the borderlands, reclaimed from the ruins of a lost civilization, there is a dark and deadly tournament being held. Seven stalwart adventuring companies, each representing a wealthy noble house, delve into the depths of the Dungeon of the Black Fey Mithelvarn. Each races to be the first to claim the power of the infernal machine that drives it, and find the Elixir of Immortality it contains. Can your party take up one of the relic banners and face the challenge of the dungeon, as well as the lethal competition from other companies seeking the prize? This adventure is formatted to both 1E & 5E gaming rules. Also available in PDF.

Cover of The Artisan's Tomb
The Artisan's Tomb
AD&D
Levels 3–5
3 pages
0

Everything would be fine if the person you're trying to help wasn't already dead. The requirements of honor reach even beyond the grave. A spirit asks the party to help grant it passage to the afterlife. Pgs. 9-11

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 The Complete Roslof Keep Campaign
The Complete Roslof Keep Campaign
AD&D
Levels 1–12
134 pages
0

"...Night fell again on the ancient keep, whatever had been relegated to life below the surface for so many years finally finding its way to the streets and only the Company of the Ivory Scimitar has a chance to stop it." Follow the exploits of the Company of the Ivory Scimitar as it starts from nothing to become the greatest Mithel company in history. Brave the dangers within the intelligent labyrinth of the mad fey Mithelvarn. Fight enemies both above and below ground, enter the wildlands, wage war against an insidious corruption, and finally take the plunge into a sunken dungeon. Can you and your players find a way to outwit your competition for the ultimate prize, immortality, or will the Infernal Machine win out and destroy the entirety of Roslof Keep? This fully compiled mega-adventure is compatible with 1E and 5# mechanics and will take characters from 1st level through the mid-teens. For beginners and experts, players and DMs, this book provides all a gaming group needs to run the complete Roslof Keep Campaign including new races, monsters, dungeons, side-adventures, and more. Will you be the first to conquer mad fey Mithelvarn's Labyrinth? Contains: ROS1 Beneath Roslof Keep ROS 1.5 Welcome to House Aldenmier ROS2 Tremors in the Machine ROS 2.5 Test of the Tower ROS 3 The Curse of the Violet Corruption! ROS 3.5 Dire Run to House Fleetwood! ROS 4 Glade of the Burning Dead ROS 4.5 Hammer's Fall in Anarchy ROS 5 Deep Dive in the Flooded Halls! ROS 5.5 The Mithel Company Champion ROS 6 Realms of Madness and Despair! ROS 6.5 The Final Banner Races of the Nameless Realms, 1E & 5E blank Character Sheets, Iconic Characters These adventures are formatted to both 1E & 5E gaming rules.

Cover of FT - Cedarwood
FT - Cedarwood
AD&D
Level 1
46 pages
0

Let’s face after multiple dungeon delves and wilderness encounters you just want to spend some of that hard won loot. If your party has been out in the wilderness a little too long the high walls of a frontier city is a welcome sight. Such is the case with the large community of Cedarwood in the Plains of Dorack. At 46 pages of locales if the PCs can’t find something interesting, they need a cure blindness spell!

Cover of ROS1.5 Welcome to House Aldenmier
ROS1.5 Welcome to House Aldenmier
AD&D
Level 1
8 pages
0

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.

Cover of When Black Roses Bloom
When Black Roses Bloom
AD&D
Levels 4–6
64 pages
0

The nightbound realm of Sithicus is dying! The grey forested crags scarred by jagged rifts echo with the laments of the dying elven nation. But the lord of the land sits uncaring on his blackened throne in the charred castle of Negragaard, lost in ancient memories. Through his passion and hatred the nightmare haunted death knight, Lord Soth, permitted catastrophe to befall his native world of Krynn. Now trapped in the Realm of Terror, Soth has once more brough calamity to his home. Abandoning rule of his twisted realm of Sithicus, Lord Soth has retreated to a still more distorted domain: the mad fantasies of his own history. To save the land and themselves, the heroes must venture into banshee-haunted Nedragaard Keep, and there into the warped mindscapes of a tormented darklord. TSR 9476

Cover of C4 To Find A King
C4 To Find A King
AD&D
Levels 4–7
31 pages
0

Two centuries ago, the last king of the celtic kingdom of Pellham was deposed in favor of a High Council. Now, however, things are going badly, and a restless populace longs for the days of the ancient kingship. The High Council is floundering - and the political situation is turning ugly. It was then that the Brothers of Brie, and obscure monastic order, discovered a long-forgotten prophecy. In Pellham's time of greatest need, a long-dead king will rise to restore order. You have been chosen to prove that this is the time of the prophecy. You will take the first steps toward returning the lost king to the throne. This adventure contains the first four rounds of the AD&D OPEN Tournament that was originally run at GEN CON XVI Convention. It includes a tournament scoring system and a team of 10 characters of levels 4-7. This adventure can be played alone or as the first part of the two-part PROPHECY OF BRIE series. TSR 9107

Cover of Melancholy Meetings
Melancholy Meetings
AD&D
Levels 4–6
32 pages
0

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

Cover of The Ruins of Nol-Daer
The Ruins of Nol-Daer
AD&D
Levels 5–8
16 pages
0

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

Cover of The Black Tower, Part 2: Tower of Kell
The Black Tower, Part 2: Tower of Kell
AD&D
Levels 1–4
5 pages
0

This is the second episode of The Black Tower, designed for use with Rolemaster or AD&D. The first part of the scenario appeared in issue 1 of ADVENTURER.

Cover of FQ9 - Quito Del Marco
FQ9 - Quito Del Marco
AD&D
Levels 5–7
21 pages
0

After saving Earl Feva D'Auvay’s bacon at Curwood, the ruler has graciously offered his waterside retreat to the party. A few days of rest and relaxation will help you recover from the hazards the undead group caused. With servants waiting on you hand and foot you enjoy the easy life. A few days into your vacation the Earl’s new toy arrives, a glass bottomed boat. After taking it out for a quick spin you quickly discover that Crater Lake holds the ruins of an old city. It would appear that your vacation will give way to your curiosity…

Cover of Huzza's Goblin O'war
Huzza's Goblin O'war
AD&D
Levels 4–7
4 pages
0

Look who's dropping in. A short encounter with a most unusual boarding party. A ruthlus pirate has been terrorizing a local port and it is up to the party to hunt him down and capture his ship. Pgs. 30-33

Cover of A Little Knowledge
A Little Knowledge
AD&D
Level 3
24 pages
0

Introductory adventure for Dark Sun, included in the original box set. PCs start on a slave caravan but are freed when it is attacked. With limited equipment and water, they must cross the desert to an oasis then save a druid. As with many Dark Sun adventures, uses a flip book providing 24 maps and illustrations for players. Combines combat encounters with survival encounters, where the treasure may just be food or enough water for another day.