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Cover of The Vaka's Curse
The Vaka's Curse
AD&D
Levels 2–7
7 pages
0

Sail beyond the realm of the living. The wages of sin is sometimes worse than death. "The Vaka's Curse" is a short AD&D adventure for two PCs. The adventure is set entirely on board a ship, so it can occur whenever the PCs take a sea voyage. At least one PC should possess a silver or magical weapon. Pgs. 8-13 & 70

Cover of DSR4 Valley of Dust and Fire
DSR4 Valley of Dust and Fire
AD&D
96 pages
0

For thousands of years a great and terrible secret has lain hidden in the depths of the Sea of Silt. In the heart of this vast dust basin, an endless storm of ash and shrieking wind guards the deadliest concentration of evil and power found on the dying world of Athas - The Valley of Dust and Fire Valley of Dust and Fire more than doubles the known portions of the world of Athas. Intrepid explorers will discover new wonders and perils within the deadly Sea of Silt, from the beautiful island of Shault to the savage Mountains of the Sun. New rules for traveling the dust basin and surviving its many dangers are included. With luck and determination, a skillful and well-prepared party just might pass through the Great Ash Storm and enter the Valley of Silt and Fire. But this realm of shattered badlands and awful monsters is so deadly that only one man has ever reached the valley and returned to tell the tale. TSR 2413

Cover of Incident at Strathern Point
Incident at Strathern Point
AD&D
Levels 8–10
6 pages
0

From the magazine: "Before you know it, you've walked right into someone else's adventure." A villainous warden (after being banished to the Abyss in a duel) returns to the trading post of Strathern Point with a cadre of demonic soldiers. The players find this trading post abandoned save for several Abyssal hordlings. After clearing the hordlings, the warden reappears in the form of a bodak, and is set on vengeance upon the person who sent him to the Abyss.

Cover of Old Sea-Dog
Old Sea-Dog
AD&D
Levels 2–5
7 pages
0

A barque with a bark; or, You can't be Sirius! Another day, another kidnap victim to rescue - but this victim has four feet and likes old soup bones. An adventure with some bite. Sir Veneti of Chardon's prize mastiff was stolen just before the city's mastiff duel. He knows that it was his biggest rival, Sir Machi. Sir Veneti needs the party to seize Sirius, the mastiff, from a ship called Gale's Teeth. What the party doesn't know is that a pirate stranged in town is also planning a heist on this ship the very same night that they plan to steal back the mastiff! This adventure has opportunities for both combat and roleplaying, and allows for multiple ways for the players to finish the adventure. Pgs. 32-38

Cover of Umbra
Umbra
AD&D
Levels 6–9
31 pages
0

"The adventure begins with the PCs lost in the streets of Sigil's Lower Ward." --from the module. The PCs are approached by a tiefling telling them about a job. The tiefling's employer wants the heroes to search for a child who is rumored to be some sort of chosen one from an ancient prophecy. Includes a map of Durkayle's Stronghold, a map of the Black Sail Tavern, a map of the Screaming Tower, and an isometric map of Zactar Cathedral.

Cover of The Elven Home
The Elven Home
BECMI
Levels 1–3
4 pages
0

A short adventuring interlude focusing more on encountering something unusual, rather than fighting anything. The PCs come across a tree and a pool inhabited by elves. The nearby brook fizzes with "energy gas" that grants a temporary HP boost. The players can explore, but there are no real "answers" just a weird thing they found on the way from somewhere to somewhere else. Rated for between 1 and 4 characters, this could easily be run for solo play, but it is short and a little weird. There are roleplaying opportunities with the elves, but there's scant data here, the elves are flighty and capricious. Pgs. 38-41

Cover of Slave Vats of the Yuan-ti
Slave Vats of the Yuan-ti
AD&D
Levels 3–5
18 pages
0

Strange things are a-slither in Wolfhill House. The first adventure of The Mere of Dead Men Series! Into the Mere From the magazine: Edging along the eastern edge of the Mere is the High Road, a vital and well-traveled route linking Waterdeep to the northern town of Leilon and, north of that, the city of Luskan. Over the past several months, the trade toad between Waterdeep and Leilon has been plagued by monsters from the Mere of Dead Men. Caravans report brutal attacks by lizard men on catoblepas mounts, yuan-ti, gargantuan bullywugs and will o' wisps. Sir Justin Melenikus, a Waterdhavian knight and paladin of Helm, has grown weary of these attacks and offered his services to the city, offering to hire adventurers to deal with the problem. Pgs. 10-27

Cover of The Rat Trap
The Rat Trap
AD&D
Levels 6–10
18 pages
0

Dirty rotten scoundrels. Carn Perrin needs an exterminator. A city is plead with ware rats. Its up to the party to find their lair and kill the rat king. Pgs. 38-55

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 At the Spottle Parlor
At the Spottle Parlor
BECMI
Levels 1–3
9 pages
0

Some games aren't played for fun. A friendly little gambling game - with the most bizarre players and rules! Pgs. 24-32

Cover of S4 The Lost Caverns of Tsojcanth
S4 The Lost Caverns of Tsojcanth
AD&D
Levels 6–10
64 pages
0

In the Yatil Mountains south of Perrenland there is rumored to be a magical hoard of unsurpassed value, a treasure of such fame that scores of adventurers have perished in search of it. Find the perilous Lost Caverns of Tsojanth and you may gain the hidden wealth of the long-dead arch-mage-- if you live. Module S4, this contains a brief wilderness journey to the caverns, but the bulk is underground. The caverns are noted as a previous lair of the Arch-mage Iggwilv- though she is long gone, her Demonomicon remains. This module marks the first appearance of several monsters and items that would later appear in the Monster Manual 2 and Unearthed Arcana. A labyrinth features in the caves. TSR 9061

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 Chandranther's Bane
Chandranther's Bane
AD&D
Levels 4–6
22 pages
0

You found the treasure you were seeking. Now you have to escape from it. A change in perspective makes all the difference. Sheltering from a storm in a wayhouse, the PCs fall foul of a powerful magical relic. They must navigate their way through an unfamiliar environment populated with changed creatures in order to free themselves from its influence. Pgs. 42-63

Cover of The Dungeon of Death
The Dungeon of Death
AD&D
Levels 5–9
32 pages
0

A sinister demon Fledgling trying to become a mighty Nabassu lures the adventuring party to a dungeon with a cruel history. The dark walls of the dungeon holds more terrors than just scary monsters and deadly traps. Will the adventurers figure out that they are nothing more than the next meal before reaching the waiting demon of the dungeon?

Cover of Hail the Heroes
Hail the Heroes
AD&D
Levels 1–4
32 pages
0

The PCs answer a call for heroes by the Church of Traladara, asking for help in finding an ancient relic- the Shield of Halav. This is located in a lost temple, and the PCs must locate this temple, and brave its dangers to recover the shield before two competing teams from other churches find it first. Part one involves setting up the adventure, doing research, following clues, and discovering the site of the lost temple. Part two; once the site is known (ruins under a modern town) the heroes must travel there and find the entrance. Part three is braving the lost temple, filled with traps, puzzles, and other dangers, to find the missing shield, and then culminating in a climatic showdown with the completing teams.

Cover of Them Apples
Them Apples
AD&D
Levels 1–3
12 pages
0

The village of Wistil is known for only two things: amiable halflings and tasty red apples. Someone has spoiled this year's crops and the halflings are scrambling to figure out how to respond. A band of stout folk set out from the town searching for answers; but, they have gone missing. The heroes are called in to investigate. Includes a random encounter sidebar, an overland map, and a map of the hill giant's hovel.

Cover of The Menacing Malady
The Menacing Malady
AD&D
Levels 2–4
9 pages
0

The doctor is out … of patients! An infection of mold is spreading in the city, and its haveing a mnsterous affect on the population. Its up to the party to deal with this growing threat. Pgs. 60-68

Cover of Wild in the Street
Wild in the Street
AD&D
Levels 1–3
4 pages
0

Don't feed the animals. Be kind to animals or else. The party is shown a rare set of baby monsters that they must face. Pgs. 56-59

Cover of The Heart of the Jungle
The Heart of the Jungle
AD&D
Levels 5–8
34 pages
0

This adventure is part of TSR 9386 FRM1 - The Jungles of Chult Introduction: Lord Onovan of the Dales stumbled through the underbrush, his clothes in tatters, his body aching from a tenday in the jungle. The food was gone; the water, too. The last of the bearers had fled hours ago, leaving him nothing but the tunic on his hack and the sword in his hand. Through the lush curtain of vines and broad-leafed plants surrounding Onovan came the ominous sound of Batiri war drums. He glanced up at the thick canopy high overhead. The sun was going down. The goblins would be after him soon. The howling packs would trail him like bloodhounds through the jungle until the sun drove them into hiding again. Panic closed around his heart like a stone giants fist, crushing his dreams of escape. The goblins had killed Kadir Silveraxe and Ryn the Bold as if they'd been stripling warriors, not experienced sellswords. And if stout warriors like them were no match for the Batiri, what hope did a gentleman explorer like Onovan have? That grim thought flew from the explorers mind as he pushed through a tangle of saw-leafed vines. The creature lurking there in wait for him was huge, at least as tall as a two-story building. Splashes of browns and greens covered the beasts scaly hide, perfectly masking its bulk against the jungle. A dinosaur! Onovan noted in fearnumbed awe, just before the allosaurus snapped him in two with its powerful jaws and row after row of daggerlike teeth.

Cover of B2 Keep on the Borderlands
B2 Keep on the Borderlands
BECMI
Levels 1–3
32 pages
0

The heroes arrive at the eponymous Keep on the Borderlands, a fortress on the edge of civilization built to stave off the chaos and evil of the wilderness. Using it as a home base, a party can make forays into the surrounding wilderness, encountering monster and marauder alike. The centerpiece of the adventure is certainly the CAVES OF CHAOS, a network of tunnels and caverns found in the walls of a nearby but isolated ravine. It is here that hordes of evil humanoids have made their home. Through combat and negotiation, the players can try to explore and map out these caves, perhaps with the aim of accumulating valuable treasure or even cleansing the land of evil creatures. However, even the Caves are not all they seem. Beyond the goblins and kobolds lurk dark horrors: cults dedicated to fiendish chaos and a Minotaur's enchanted labyrinth await the unprepared adventurer. But for the hero who is brave, clever, and fortunate in equal and sufficient measure, great treasures and glory await in the Caves of Chaos that lie beyond the Keep on the Borderlands! TSR 9034