It's only a flesh wound. This roadkill isn't as harmless as it looks. Reports abound of brigands and hobgoblins attacking travelers in the area. Though there were brigands, the attacks are the work of a Thoul (magical combination of a hobgoblin, ghoul, and troll). The Thoul is playing dead in the road to attract prey. It has been doing this successfully for a number of days now with the help of its mate, a second Thoul hiding nearby. The PCs must defeat the Thouls to keep the road safe for travelers between the local towns. Pgs. 26-27
An isloated mansion hidden in the mountains of eastern Europe is the setting for this 32-page drama in which the PCs must face death itself. TSR 1103
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
The strangest things wash up on the beach sometimes. The inhabitants of the Acitoff coastline are accustomed to storms, but last week the largest hurricane ever recorded swiftly struck a 60-mile stretch of coastline. The first day after the hurricane, mysterious bodies started floating to surface. They bore the symbol of the feared pirate, Jaggertooth Grin! Now it is up to the adventurers to locate the pirate ship and claim the treasure. The adventurers will have to fight the creatures of the deep in this primarily underwater adventure. Pgs. 3-14
Straight from the garage of Chris's mom—and 1981—comes this homegrown, truly old school adventure of malign druids, twisted tree demons, evil blink dogs, arboreal gelatinous cubes, magical pecans and certain death. Though sadly missing half its original key, the release has been painstakingly recreated by the author as a grown man. More or less.
Into the Drachensgrab Mountains! Hot on the trail of the marauding slavers, you and your fellow adventurers plunge deep into hostile hills. Spurred on by your past success, you now seek the heart of the slaver conspiracy. But hurry! Your must move quickly before the slavers recover from your previous forays and attack! This module was originally used for the official Advanced Dungeons & Dragons Tournament at Gen Con XIII and is the third of four in a series of related tournament modules. This module contains a challenging scenario, the tournament scoring system, plus nine pre-rolled, playtested tournament characters. Also included are large scale referee's maps, notes, and background information. A3 is a complete adventure in itself, but it is also a companion to A1 (Slave Pits of the Undercity), A2 (Secret of the Slavers' Stockade), and A4 (In the Dungeons of the Slave Lords). TSR 9041
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
TSR 9375, from 1992
The three of you are a group of adventurous wanderers. You have journeyed to a far-off land in search of the fabled ROCK OF AGES, a mighty artifact which is rumored to confer everlasting youth, strength and health to its possessor. You have determined that it is somewhere in this vast land, but the legends place it in at least a dozen different places. The Second Official AD&D Masters Tournament. Pregenerated characters are referenced, but not provided. There are several original monster in here with bare-bones statics (AC, hp, Attacks, and Damage)
Reports of the owlbear incident were vastly exaggerated. When is an evil mage not an evil mage? While visiting the small village of Carthington Cross, the PCs hear a tale about a wizard who unleashed an owlbear on Carthington Cross and its unsuspecting community. After a night of stories and gossip in the local inn, the heroes are approached in the morning by this same notorious wizard who needs their help. Pgs. 18-28
Some monsters don't have any class. The quest for knowledge can be as dangerous as any other. The heroes investigate a library after one of the locals claims to have seen a librarian be attacked by a tentacled creature. In reality, a group of orcs found a secret entrance into the library and the "tentacle" is merely the whip that the leader wields. The party must make their way through a labyrinth hidden underneath the library and rescue the hostages. Pgs. 4-9
The king summons the heroes to investigate the death of a knight, and the final fate of the king's long-missing son. The knight and his entire order was killed by a Dragon! Yay we get to fight a dragon in the first issue of Dungeon Magazine! Much travel over many different terrain types featuring avalanches, volcanoes spewing lava, and many random encounters (not detailed here) before the heroes reach their real goal: A lake with a ruined wizard's tower and dragon's cave. Opens with a particularly byzantine Background section for the DM involving a prince you never meet, pirates you never meet, knights you never meet, and deep gnomes you never meet. See Out of the Ashes in Dungeon #17 for sequel to this adventure. Pgs. 42-60
FQ6 – Vortex at the Temple continues the quest for the missing pages of the Codex of Gamber Dauch. This adventure takes the PCs to the ancient temple of Kabish Mo-Del a former druidic stronghold. Once there the party will have to battle creatures and puzzles to continue. If successful the party may just find themselves in a foreign land and have to find their way back home!
The followers of the many gods of Kara-Tur have always fought, to prove the superiority of their martial discipline and the greater wisdom of their deities. The strict hierarchy of the gods is now threatened by the sudden prominence of the followers of the Dragon Claw, a new and deadly school of martial arts that threatens to destroy all other schools. The players, recruited by a mysterious old monk with a bizarre fighting style, must find out what's behind the emergence of the Dragon Claw and put a stop to it. Mad Money vs. The Dragon Claw will take players across the entire country of T'u Lung, from the mouth of the great river Fenghsintzu to its headquarters, where they must deal with the legendary Cult of the Black Leopard - all in the name of the Mad Monkey. Mad Monkey vs. The Dragon Claw is a scenario for the ORIENTAL ADVENTURES supplement to the AD&D game. It is set in KARA-TUR, the oriental world in the Forgotten Realms. Mad Monkey vs. The Dragon Claw is designed for five to eight characters of Levels 6-9. TSR 9242
What's waiting for you at the bottom? Adventurers are more than welcome - they're nourishment! Pgs. 4-15
Tucked away in the Springwood Forest is the Elven settlement of Silvantri. The town is filled with those Elves who left their ancestral home in the Treetop Forest. The community is elevated and suspension bridges link the buildings together. This setting will allow those enjoy Elven backgrounds to further their joy.
At last- an opportunity to avert the threat to the little town of Saltmarsh! The real enemies have been identified-- evil, cruel creatures, massed in force and viciously organized. Can the brave adventurers thwart this evil and ensure the safety of Saltmarsh? The Final Enemy is the final part in the series of three modules designed and developed in the United Kingdom for beginning adventures with AD&D rules. Its plot follows directly from those of the first two parts (U1 - The Sinister Secrets of Saltmarsh, and Module U2 - Danger at Dunwater.) TSR 9076
The Mists of Ravenloft draw close, surrounding unfortunate travelers in their clammy embrace. When they part, they reveal the land of Mordent, a domain of rolling moors and woods, beautiful by day and terrifying by night. A new danger lurks in the haunted moors: hounds whose mournful howls and murderous jaws trap the townsfolk in their homes at night. At the heart of it all lies a curse laid a century ago, and a tale of bitter tragedy. Even now, you can hear the howls in the night... Howls in the Night is a dark fantasy murder mystery - but one in which the victim has been dead for 100 years! Alternate adventure backgrounds allow the Dungeon Master to choose one of four possible conclusions. TSR 9466
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.
From the magazine: "A rotting ship holds the secrets of all the universe, but its crew wants you only for the 'fuel' you carry." This scenario is useful for launching players into a Spelljammer campaign. The players are tasked with investigating a derelict ship that fell from the sky. The ship is captained by a spectre and crewed by a host of undead enemies. Clearing the ship gives the players the possibility of a Spelljammer ship as well as access to several wheel-lock pistols and ammunition (the biggest treasure from the adventure). The adventure takes place in the Forgotten Realms setting, though it may be easily altered to fit any other campaign world. Module LC1 Gateway to Ravens Bluff, The Living City, would be helpful, as the city of Ravens Bluff is suggested as the PCs' starting point for this adventure. Any other city can be substituted without difficulty. Pgs. 29-37