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556 adventures found
Cover of I8 Ravager of Time
I8 Ravager of Time
AD&D
Levels 8–10
24 pages
0

So this is the Ffenargh? Mile after mile of stinking bogs overlain by a swirling mist that clings to the skin and chills to the bone. Ahead, a decrepit causeway rises scant inches above the fetid waters and meanders its way through the twisted forms of stunted trees into the depths of this forsaken land. For years, these blighted fens have been ignored by the outside world, but now an urgent summons brings you into the Ffenargh, to the Court of the Lords Spiritual at Eylea. A foul murder has been committed. Geoffrey D'Arcy, Lord of Myrkfast, has been slain by his own son and you are called upon to find out why. Death has always hung heavy over this mire, but now an ancient evil has returned to haunt the mist - an evil whose icy fingers reach out to crush any who dare delve its secrets. You who have faced death a thousand times, meet it now in ts most terrible guise. Can you defeat it, or will you fall victim to the Ravager of Time? TSR 9169

Melody
AD&D
Levels 6–8
6 pages
0

While traveling a mountainous road, the party hears a "song, echoing faintly through the hills around you--a single, achingly beautiful feminine voice that burns its sorrow straight into your gut. The words are Elvish, but you don't have to speak that language to understand the sense of loss and heartache that fills every note." --from the adventure. Includes map of the tower.

Cover of ALQ1 Golden Voyages
ALQ1 Golden Voyages
AD&D
120 pages
0

Who among you dares to challenge the high seas? Inspired by the tales of Sinbad, Golden Voyages provides teh source material and adventures needed to run a mini-campaign on the Crowded Sea. Detailed backgrounds, perilous locations, and wondrous NPCs populate the enchanted seas. Player characters will discover wildly different adventures as they sail from place to place. DM Notes There are multiple options for plot hooks which is nice, of course they all lead to the same spot, follow clues that take you to all corners of the Crowded Sea to find a Great Treasure. TSR 9366

Cover of The Awakening
The Awakening
AD&D
Levels 4–6
64 pages
0

Upon the horse plains of Nova Vaasa, the Koshka Bluffs rise from the earth like gigantic, misshapen tumors. They give up stone to feed the sheer walls of Castle Faerhaaven, but lately they have yielded stranger objects: figurines, coins, and other odd artifacts, which curse those foolish enough to claim them. Now, the ancient priestess Sachmet has awakened from a timeless sleep to come and take them back.... TSR 9452

Cover of The 384th Incarnation of Bigby's Tomb
The 384th Incarnation of Bigby's Tomb
AD&D
Levels 15–25
10 pages
0

You possess a map to the tomb of the cursed archmage Bigby. Legend has it that the dungeon itself changes, altered by a powerful artifact and changed each time the tomb is entered. Some tales say that Bigby is trapped in magical stasis seeking something to prolong his life. All agree that great treasure and magic lie within if you are brave enough to face the hazards.

Cover of The Evil Eye
The Evil Eye
AD&D
Levels 4–6
64 pages
0

Welcome to Invidia, where Vistani curses come to their terrible fruition. As a young girl, Gabrielle Aderre was warned by her mother never to have children: "A man, a babe, a home - these things can never be for you, for tragedy will be the only result." Now the witch Gabrielle has disobyed her mother and borne a child, an abomination that could spell doom for Vistani everywhere. Gabrielle has learned too late the truth of her mother's prophesy. The Evil Eye is a series of six scenarios involving the Vistani and their most hated nemesis, the legendary Dukkar. The adventurers uncover the hidden secrets of Karina, the largest town in Invidia and home to the most terrifying festival in Ravenloft. The heroes will arrive to see a town in the throes of Carnival - a time when ghosts and madmen, werewolves and gypsies all mingle under the waxing moon. TSR 9497

Cover of Caveat Emptor
Caveat Emptor
AD&D
Levels 3–6
13 pages
0

Let the buyer be-were! Sometimes you should be afraid to visit the dentist. A small coastal town is plagued with a curse and it is up to the PCs to find out what is causing the inhabitants of the town to transform into mad seawolfs. This adventure is set in the busy seaport of Rocky Harbor, which is located on a sheltered island dep in an extensive archipelago. Rocky Harbor is another location in the Volkrad campaign setting, as previously published in Dungeon Adventures issue #41, Old Man Katan and the Incredible, Edible, Dancing Mushroom Band. Pgs. 8-20

Cover of Beauty Corrupt
Beauty Corrupt
AD&D
Levels 4–5
12 pages
0

Silent alarm. Who put the dip in diplomat? A small costal town is being attacked by witch's and its up to the party to put a stop to them. Pgs. 58-69

Cover of Death Triumphant
Death Triumphant
AD&D
Levels 6–10
64 pages
0

"At midnight everyone will die..." Azalin the lich lord is launching another diabolical plan. He has allied himself with the entity known as Death, and together they plan to raze the domain of Darkon. From the ashes of the once-mighty land will rise a new domain - Necropolis, the land of the dead! For the citizens of Darkon, death has been an everyday companion, and sometimes a yearned-for end to suffering. However, now the cold comfort of the grave is forever denied these good men and women as they find themselves walking the land after their breath has left them. Heroes have always considered the undead to be mere monsters, legions of mindless evil to be slain with no second thought. Now the heroes will learn the agony of actually being one of the living dead. They become monsters, and the entire world becomes their enemy. Death Triumphant: A 64-page adventure that puts the heroes in the middle of Lord Azalin's ultimate scheme to escape from Ravenloft. Death Triumphant can be played as a stand-alone adventure or as the final chapter in the Grim Harvest series. Part of TSR 1146 Requiem - The Grim Harvest

Cover of The Forgotten Terror
The Forgotten Terror
AD&D
Levels 10–12
64 pages
0

A knife flashes in the darkness. You never see the face of your attacker. The adventure begins. Their spirits trapped by a cursed magical weapon, the heroes find themselves imprisoned on the surreal domain of Aggarath. Here, they must explore the mind of Chardath Spulzeer, the isane lord of the realm. Somewhere in his shattered dreams and tormented memories lie secrets that may enable the adventurers to escape. This product may be used with the Forgotten Realms Castle Spulzeer game adventure. TSR 9537, from 1997

Cover of M2 Vengeance of Alphaks
M2 Vengeance of Alphaks
BECMI
Levels 28–32
32 pages
0

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

Cover of H2 The Mines of Bloodstone
H2 The Mines of Bloodstone
AD&D
Levels 15–18
48 pages
0

The most deadly dungeon ever devised! High-level characters brave the unexplored corridors of Deepearth to confront perhaps the most feared adversary in the AD&D game. The second chapter of the Bloodstone Pass saga follows the conclusion of the desperate war against the bandit army. A cold and bitter winter drives the villagers to the edge of starvation, and numerous horrors strike the town of Bloodstone Pass. Join the adventure as the heroes explore the depths of the ancient bloostone mines, now inhabited by fearsome demons. There they hope to uncover the fantastic treasures rumored to exist in the unknown darkness. But deep within the mines, all is not what it seems.... This module uses the new rules from the Dungeoneer's Survival Guide and Wilderness Survival Guide. The adventure also includes optional BATTLESYSTEM scenarios fought entirely underground. These supplementary products are not required to play the adventure, however. TSR 9168

Cover of DSM3 Marauders of Nibenay
DSM3 Marauders of Nibenay
AD&D
Levels 5–8
120 pages
0

When the brides of death become the marauders of Nibenay, When the dead must die and the unsleeping must wake, Then the Dragon shall be born anew. For centuries the Veiled Alliance has been a thorn in the side of the mighty sorceror-king Nibenay. Now the stars are right and the mysterious Shadow King has decided to rid himself of his unremitting rivals. But the Veiled Alliance is not easily defeated. They too have been watching the stars, and they know that the history of the great city has reached a crucial juncture. Both sides stand ready for a great battle, but neither is prepared for the disaster that looms over the city. By the time the sun rises again, the city will be in ruins and the task of rebuilding it will fall squarely on the shoulders of a small band of adventurers. The future is theirs to decide, for good or evil.

Cover of SJA2 Skull & Crossbows
SJA2 Skull & Crossbows
AD&D
Levels 6–10
64 pages
0

Different worlds have different laws. But everywhere you go, you're going to find people who bend and break those laws and turn a healthy profit doing it. Whether sailing the high seas or the Flow, they are called pirates. It's these pirates that you've been hired to hunt. With letters of marque in your mapcase, your job is to track down and capture, alive or dead, some of the most dangerous characters in the known( and unknown) spheres. Of course, not everyone in space is a pirate. You'll also meet Torgan Betz (a man famous for bending the laws, rarely breaking them), Tiktitik, the Thri-kreen crusader, " Thought Taker," the illithid, and the feared Drow commander Teela Darkcloud. Even so they all have their personal agendas, and it's often hard to tell enemies from friends. TSR 9286

Cover of CM5 Mystery of the Snow Pearls
CM5 Mystery of the Snow Pearls
BECMI
Level 10
32 pages
0

One of four magical, snow white pearls protecting Tarylon has been stolen! And you, a Companion level elf, are responsible for its safe keeping. Now the very existence of your beautiful village is threatened unless you can find the powerful pearl. Milgor, the evil wizard with an evil sense fo fun, challenges you to find the pearl, and return it to Tarylon. This adventure uses a "Magic Viewer" - a piece of colored film - to reveal the hidden results of the player's choices. This includes encounters, puzzles, and traps. TSR 9128

Cover of The Cauldron of Plenty
The Cauldron of Plenty
AD&D
Levels 2–4
11 pages
0

From the magazine: "'That's right," said the druid. "You must steal the giant's cauldron - without harming him in the slightest.'" The adventurers are sent on a mission to reclaim the legendary Cauldron of Plenty for a celtic inspired kingdom. This magic item is kept by an intelligent Verbeeg called the Bolg Mor. A secondary goal is to discover the command words for the cauldron in the cave system. There is a curse on the cauldron, stating that violence breeds violence; he who slays the owner of the cauldron and steals the device will also fall prey to acts of violence. Players are encouraged to attempt to roleplay and negotiate with the villain to gain the cauldron.

Cover of L1 The Secret of Bone Hill
L1 The Secret of Bone Hill
AD&D
Levels 2–4
28 pages
0

Danger Lurks in the Lendore Isles. Bands of evil creatures prowl the hills overlooking the town of Restenford. Now you have come to this sleepy little village looking for adventure and excitement. You seek to fathom the unexplored reaches of Bone Hill and unlock the mysteries of Restenford. TSR 9045

Cover of Threshold of Evil
Threshold of Evil
AD&D
Levels 14–18
22 pages
0

On a storm-blasted mountain lives an immortal Arch-Mage with a foul temper. The townspeople want you to talk to him - and kill him, if necessary. Is immortality worth the price? An Arch-Mage's magics threaten a small village. To protect it the party must brave a dangerous climb, and survive the Mage's warded lair. Pgs. 43-64

Cover of B7 Rahasia
B7 Rahasia
BECMI
Levels 1–3
32 pages
0

Gray Mountain lies deep in the lush elven forest. The temple there was a haven of meditation and learning - until taken over by an evil cleric known as the Rahib. Far under the mountain, he paces before the temple's great altar. A brown-robed servant rushes in and falls to his knees, trembling at the sight of the Rahib's black panther. "Rahib, adventurers came to the village as the sun rose - the strangers now protect Rahasia." A scowl crosses the Rahib's face. "I must have Rahasia! Attack again tonight." As the servant scurries away, a deep growl rises from the giant cat. Gripping the panther's leash, the Rahib paces again, speaking out loud. "We must dispose of these strangers quickly; the secret beneath the temple will not wait much longer." Note: the setting is unspecified, but certain tie-ins, like the wines, prefigure Ravenloft. See: https://twitter.com/chrisperkinsdnd/status/703751906703749120 TSR #9115

Cover of The Secret of Spiderhaunt
The Secret of Spiderhaunt
AD&D
Levels 1–4
32 pages
0

The infamous Sword of the Dales has always held a certain fascination in the eyes and hearts of the citizens of the Dalelands. Thus, it was no surprise when Randal Morn, rebel leader of Daggerdale, led an expedition into the crypt of a long-dead wizard to recover the weapon. Shaevyn the weapons-mage had created the Sword long ago, and it stood to reason that the blade would be waiting within his tomb. Perhaps the Sword of the Dales woulld allow Randal Morn to rule Daggerdale once again. But Randal Morn never returned from that fated party. Only tales of terror told by a lone survivor held any clues as to Randal's fate. A brave hand of heroes accomplished what Randal Morn's group failed to do in part one of this adventure trilogy, "The Sword of the Dales." Battling through the tomb's undead inhabitants, those heroes reached the burial crypt of Shraevyn. There, resting in the center of the coffin, was the Sword of the Dales, its azure glow filling the chamber. However, there was no sign of Randal Morn. Only a note signed by his hand held any clue as to his fate. "Seek me in Spiderhaunt," it proclaimed. "The fate of Daggerdale is in your hands." This is the second part of a trilogy of modules that began with "The Sword of the Dales." The saga concludes with "The Return of Randal Morn." TSR 9485