"It shines in the night. Ogres run in terror of it. It kills by sight and by touch. It never stops hunting - and it's hunting for you." Vengeance denied in life is reborn in death. Druida Glanadyl, a female elf adventurer, seeks aid from the PCs in avenging the mysterious deaths of her family members. The horror that haunts Elfswood can be attributed to a spirit (odic) of a vengeful cleric, Irkthorn Balin. Pgs. 16-28 & 64
Prime Plane Immortals are dying like flies: nasty, violent deaths. The Hierarchs suspect Entropy, as usual, especially with all the rumors of demons' involvement. To top it all off, one of the Hierarchs is missing - Mazikeen. Your Mission as novice Temporals, should you choose to accept it, it to find Mazikeen, uncover his kidnaper, and bring him or her to a court of Immortal Justice. This entails much more than mere detective job - it also means taking part in the Immortal Olympics and going plane-hopping with the best (or worst?) of them. Should you not accept this mission, the fate of all Prime Plane Imoortals rests on your heads. (Well, it rests there anyway, but this is meant to make you more than a little guilty about not accepting - after all, you're supposed to be duty-bound and all that kind of thin, and I you don't do this, then who will? Huh? Did you ever think about that, Bucko?) TSR 9207
The enemy you hunt may not be the enemy you find. A midnight encounter with a halfling guerilla and a vengeful magic-user. Pgs. 33-38
A shrewd, spell-using green dragon has taken over the deepest chamber of a limestone cave as his lair. The dragon has persuaded a tribe of troglodytes to live in the outer chambers as a sort of "protective buffer" in return for gifts of magical treasure. The troglodytes cherish the useless bits of magic without realizing their modest worth. The outer chambers of the cave are protected by the troglodytes, the beetles and centipedes the troglodytes raise as cattle, and wild creatures. The green dragon uses traps, illusions and magical devices to protect his inner chamber. Wyrmhaven is the second dragon's lair to conquer. Part of TSR 1073 The Dragon's Den
Buried in fire, but hardly dead. Only the Keep survived the destruction of Koralgesh, but few adventurers will survive the terrors that now stalk the lost Keep's halls. Players hear rumours of the Keep at Koralgesh and then traverse it to acquire the treasure within. Pgs. 45-64
THRESHOLD! The northernmost town in the Duchy - and your last stop before your adventures begin. Threshold, the gateway to mysterious castles, lost temples, deadly caves and caverns. You have heard the stories and legends, now you wish to see for yourself. This product provides a complete campaign adventure that will take beginning characters from 1st all the way to 3rd level and possibly beyond, drawn from the first nine modules of the B-series adventures. See individual adventure entries for Boss, Common Monster and Items lists. TSR 9190
Arson, rioting, sabotage, murder - and no suspects. Watchmen are murdered, ships explode and sink in their berths, and savage monsters are summoned in the streets - but no one can catch the killers. The party must navigate the growing tensions between rival factions in the city. After following clues to a tavern, The Flying Hamhock, the party will need to defeat a powerful Hivemind which is behind the attacks. Pgs. 47-64
Part 1 of an Expert-level quest into a hostile wilderness. This adventure takes place in the Known World of the D&D game, as outlined throughout the D&D game rule books and modules. The DM may find it useful to consult the Companion and Masters Sets, as well as most of the X-series of Expert Set modules. D&D Expert Set module X9, The Savage Coast, would be especially helpful, as Tortles of the Purple Sage could easily serve and continue that module's direction and plot like, adding a previously undescribed area (the Great Northway) to the Known World. The DM may also place the areas and events of this adventure within an existing campaign setting, as long as the geographical areas of the campaign match those set forth here. Pgs. 40-62
Adventure Lies Ahead, Deep in the Heart of the Dymrak Forest Are you ready to meet the Lord Forester's challenge: to put an end to needless death and destruction by doing away with the goblin war chieftain, Kosivikh, and his evil band of raiders? Eager to prove yourselves as new adventurers and to collect a sizable bounty, you travel to the goblins' dungeon in the Dymrak Forest - a place that has captivated your interest for years, a place where few have dared to venture. Only you and your fellow adventurers can put an end to the rampant bloodshed and return peace to the territory. This module is recommended especially for beginner Dungeon Masters and players who are interested in dungeon exploration. Can be used as a follow-up to the DDA3, Eye of Traldar module or it can stand alone Features easy-to-follow rules on dungeon adventuring in the heart of the Dymrak Forest. TSR 9272
Beware the cat-men's fury! This entry-level module pits a single player character of 2nd to 4th level against samurai cat-men. Rage of the Rakasta is specially designed as a one-on-one for a single DUNGEON MASTER and one player. It can also be played by a DM and a group of players or by a single player without a DM. Rage of the Rakasta takes place in the Thunder Rift game setting. It can be played by itself or as part of a campaign with other modules sharing the same setting: Quest for the Siver Sword, Assault on Raven's Ruins, Sword and Shield, Knight of Newts, and the forthcoming In the Phantom's Wake. TSR 9435
The ground-breaking introductory adventure for Dungeons & Dragons that served as a DM aid in the first D&D Basic Set, released by TSR in 1977. This set included a 48-page rulebook covering the first three levels of play, and was skillfully edited by Dr. J. Eric Holmes from the original 1974 D&D rules written by Gary Gygax and Dave Arneson. The original set included an exemplary dungeon level, but it was a loose collection of examples and not geared toward starting characters. Holmes advanced this concept by writing a new thematic dungeon with a strong backstory, creating an adventure that has remained a fan favorite over the decades. Officially, its only title is "Sample Dungeon" but colloquially it goes by various names based on Zenopus, the doomed wizard who built the dungeon under his tower
Centuries ago, the despotic Alphaks, ruler of Alphatia, was banished to another world. From his own sphere of entropy he learned to manipulate men, and now seeks revenge against the human race. The volatile region of Norworld, a perennial battleground between Thyatis and Alphaita, draws Alphaks's attention. The already existing frictions, small-time political players, and petty vengeances are the sparks Alphaks will use to ignite a huge war that will destroy man-kind. This is an adventure of politics and diplomacy, of treachery and treason. Only courageous and bold actions can save Norworld from the horrors of war and liberate its people from oppression. The Vengeance of Alphaks may be played as a sequel to module M1, Into the Maelstrom, or separately. The D&D Master Set Rules are necessary for running this game. TSR 9148
Civil War Unrest. Turmoil. Rebellion. As above, so below - the cataclysmic events of the Wrath of the Immortals echo throughout the Hollow World setting. The Milenian Empire, with its classical Greek culture, has not escaped. Already the streets are un-safe, and the omens are getting worse... The emperor is dead... long live the emperor! But is the new emperor a man of the people, or a tool in the hands of malevolent powers? Walk carefully, for no stranger is safe upon the streets these days, and adventurers least of all! The mood of the capital city is turning ugly. Minions of the new emperor look on uncaring, while citizens disappear and philosophers fall to heedless mobs. The old emperor's elite guards are disbanded and scattered. Disorder reigns, and restless citizens threaten open revolt. And yet... a whisper is heard. Civil war can be averted. An ancient artifact, the Milenian Scepter, can rally those who would serve the Empire best. But the Scepter has been lost for generations, and who can say where it might be? The trail leads into the depths of the city, and across a dangerous wilderness to a forgotten oracle. For the lucky and the bold, perhaps it will lead to... THE MILENIAN SCEPTER This stand-alone adventure is compatible with the Wrath of the Immortals boxed set and the accessory HWR3, The Milenian Empire. You will need the D&D Hollow World boxed set to play this adventure. Easily adaptable to the AD&D game. TSR 9378
A scenario for a single player taking the role of Moonstone, a 3rd-level elf caught up in an Arabian Nights adventure - no Dungeon Master required! It's also possible to use one of your own D&D characters, or even an AD&D fighter/magic-user.
A goblin warband has found the secret tunnel which leads from the dwarven keep of Hearth-Home to the nearby hills. The tunnel is intended to be a means of escape if the keep ever falls to attackers, but now it has provided goblins with an easy way into the Underkeep. So far, the goblins have confined their attentions to the various underground rooms that make up the Underkeep, but sooner or later they will find a way to the surface. They pose a serious threat to Hearth-Home - the goblins must be cleared out of the Underkeep so this breach in security can be repaired before the orcs hear of it and overrun the dwarven keep. This adventure is slightly more challenging than Red Hand Trail, and it is recommended that it is played after that quest and before Palace of Dread. However, the scenario in Trouble Below can easily be played independently from the rest. Part of TSR 1076 The Goblin's Lair
A One-on-One Competition Module for Thieves Level 8 Your peaceful evening has been interrupted by an unusual request. As a thief, your skills are unmatched, but can you rise to the challenge of thieving for a powerful and frightening wizard? Do you have a choice? The Gem and the Staff is a special One-on-One competition module designed for one player and on Dungeon Master. The Module contains two separate scenarios, so you can switch roles with the other player after the first adventure. Scoring sheets and encounter summaries are provided for each adventure to make running competitions quick and simple. Character figures and a map book are also provided to help visualize the adventures. The player's maps are designed so you can see the rooms as they would appear. Complete DM's Maps are included. TSR 9050
Constant attacks have been carried out in the forest region near Holyrock. The small town of Taveiro Village was raided by a group of Goblins that are plundering the agricultural region near the city. There is suspicion that there is a lair of these beings near the village, but so far, no one has been able to find the place. The mayor of the city is hiring adventurers to discover and eliminate this band of Goblins. It offers a big reward, in addition to allowing the booty found with these beings to own the heroes. Are you ready for the challenge? ” Goblins Lair is a “One Shot” style adventure, one that you can play in an afternoon or fit into your larger campaign. This adventure is designed for up to 4 players from level 1 to 3. We recommend using the basic BX books or the old D&D books. Have Fun! Published by Voxelhouse
An interesting and atypical adventure in its writing style. For one the module contains insightful "When things go Wrong" sections and DM guidance for sticking close enough to the rails for the story and fun's sake. Lots of DM hints about how to handle PCs' choices. Overall the story is fine too - a traditional hook, a mystery, some twists. There's a tower, a surprise pocket-dimension context, and a dungeon. It's mirror of life trapping, isn't it? Well, yes and no. People go in, and they don't come out. Nor can you talk with anyone inside. Somehow, that's not quite the way you remember those mirrors work. This Skarda fellow showed up a few years ago with a band of raiders, and no one in the land has been safe since then. Whole villages have disappeared into this Skarda's mirror. Your band is approached by relatives of one of the victims?and adventurer like yourselves. You have to get into that mirror of whatever-it-is, find this man, and get him out in one piece. The reward is more that adequate. Only problem is, no one out here can tell you what to expect once you get in? or even how to get there. TSR 9188
"The storm-stuff is not matter as we know it, and beyond Immortal control," the Hierarch sighs. "I fear we are doomed." It appeared only a few weeks ago - a swirling gray mass of incalculable size. And in its center, an eye. A humanoid eye. Now the storm threatens the very era of Immortal rule. The growing maelstrom emits a message to the Hierarchs. But what does it mean? Can it help save this realm of existence? Is there time to save this realm? The first Immortal adventure pits your party against the multiverse in a desperate struggle to find the essence of life. This adventure is nothing like you've ever played before. TSR 9171
The valley of Haven was a peaceful land. Its crops were abundant, its citizens prosperous. Elves, Dwarves, Halflings, and Humans lived together in harmony. Hidden away in the heart of the Thunder Mountains, Haven was a safe place to live. The rivers were sweet and pure; the weather was pleasant and warm. Something terrible has come to pass in Haven - terrified refugees speak of a fabulous ruby uncovered in the mountains and a catastrophe that befell the palace. Whatever the cause, Haven now lies in chaos. Raiding bands of orcs, goblins, and hobgoblins terrorize the countryside. The disaster happened so suddenly that the citizens are confused and helpless. Without their leaders, who are trapped in the palace, they have no courage to fight back. The situation has become desperate. TSR 9044