After successfully protecting the crown in Part 1, the city council asks you to find and stop the demonic force infecting the thieves guild. Continuation from part 1 found in Polyhedron #22 Pgs. 13-20
He wanted a scabbard - but got the shaft. If the book is to believed, there's a magical sword - completely unguarded! - ripe for the taking. This short adventure starts with the players finding a diary describing the final resting place of Hrothgar and his powerful intelligent sword. In a quest for the sword, the players investigate a small cavern system and find the sword in a gelatinous cube. Pgs. 32-37
What happened to the signal tower? What waits for you in the misty mountains? The mayor of the town of Four Trails hires you to find the missing magic user, Delea the White! Delea was tasked with improving the signal tower at Eddistone Point. After leaving with her party of dwarven mercenaries, the mayor received a message from Delea's familiar; a white crow with a note scrawled in charcoal; "Bandits in the tower! Help!" The tower is straightforward, five levels, each a single room. There's a bait-and-switch where the players think the half-orc bandit leader is the bad guy, but an innocuous-seeming vagabond is actually a powerful illusionist. No monsters to speak of, only class-based NPCs, no magic apart from a ring of protection (not listed in this record, being equivalent to magic armor.) Pgs. 19-27
The Sword and Crown is an event unrivaled in Anuirean politics. Every five years, rulers come from across the land to renew friendships, cement alliances, and provoke their enemies with poisoned words and sharpened swords. Wheels turn within wheels, and plots abound. It's politics as usual in Anuire. Except this conclave is different. Not only is it taking place in your kingdom, but before the festivities can even commence, someone wages an attack on Prince Avan and kidnaps his daughter. And to whom do the regents turn to rescue the princess? The hosts, of course! The PCs must win their way past dangerous bandits and treacherous elves to discover a path through darkest caverns, where the slightest misstep mean death. And only then does the real threat become apparent! This adventure contains a 64-page book crammed with details about the setting, the situation, and the major characters, plus a full-color mapsheet. It is designed for use with the BIRTHRIGHT boxed set. TSR 3102
Devastated in a war with a nearby wizards' school, the Fighters' Academy has since been surrounded by a foul and dank swamp - the Gloomfens. Since the climatctic battle between the wizards and fighters, the tower has decayed. The spirit of the head of the academy haunts the building, eternally plotting his revenge on the wizards who killed him. his loyal sutdents remain faithful to him even in death. Other foul undead have made their home in the rotting, spacious academy. From their lair, they make forays into farmsteads near the swamp in search of victims to feed their unspeakable appetites. The Problem of these terrible attacks by the savage undead will not stop until the evil that has found a home at the tower is burned from the face of the land forever. Will your party heed the call and help the town of Melinir? Will they be able to clear the former Academy of its undead? Lair of the Vampire Lord is the third in a three part adventure, The Haunted Tower. Or, it can be ran as a stand alone adventure. The choice is up to you. Part of TSR 1081 The Haunted Tower
Five exciting short adventures to make your Basic campaign come alive! The Clearing of Castle Caldwell - A local merchant has recently purchased a small castle... but when he tried to move in, he discovered that the castle was already inhabited! Dungeons of Terror - A strange trapdoor in the floor of Castle Caldwell leads to a terrifying challenge! The Abduction of Princess Sylvia - On the eve of her wedding, the beautiful princess has been kidnapped! Can you save her in time? The Great Escape - Imprisoned in an enemy fortress, without armor or weapons, your situation seems hopeless. Yet there may be a way to freedom... The Sanctuary of Elwyn the Ardent - A mystical chime of great power has been stolen - but by whom? In the wrong hands, the chime can cause untold harm! But can you find and defeat this mysterious and powerful creature? TSR 9143
You have been chosen. Throughout the land, the omens of some cataclysmic change are clear for all to see. The flowers are blooming out of season, fish fall like rain, and a blue moon hangs in the night sky. Yet the danger is not of this land, nor even this world. Far away in the infinite planes lies Aelos, a world of peril. A world where time itself has been corrupted and where chaos reigns. Even the mighty Immortals who watch over the planes are powerless to help Aelos. Hope rests in you alone. Come then, journey through the swirling Nexus, to a world beyond the stars. You have been chosen, and Eternity beckons! TSR 9158
Trapped in the dungeons of the Slave Lords! The hardy adventurers must find a way out, with only their wits and courage to help them. But can they do it before everything is destroyed by the dreaded Earth Dragon? This module contains a challenging scenario for experienced players, the tournament scoring system, and nine fully-equipped playtested characters. Also included are large-scale referee maps, playing aids, notes, and background information. A4 is a complete adventure in itself, but can also be used in conjunction with A1 (SLAVE PITS OF THE UNDERCITY), A2 (SECRET OF THE SLAVERS' STOCKADE), and A3 (ASSAULT ON THE AERIE OF THE SLAVE LORDS). TSR 9042
Sent on a desperate mission into an unknown land, you must seek out the one called "the Master" and his Temple of Death. There is little time to waste, as you must act before the Master's armies destroy your homelands. But to complete your task, you must battle fearsome guardians, travel through a hostile kingdom, and discover the secret of the master. Can you survive his defenses and win? This module contains referee's notes, background, maps and detailed keys. It is the second adventure in the two-part Desert Nomads series begun in X4, Master of the Desert Nomads, but it can stand on its own as a seperate adventure. Wheter you play Temple of Death by itself or as part of a series, the adventure will offer you hours of excitement and fun! TSR 9069
In the canyon of Thunder Rift, in the village of Kleine, goblins have always been a nuisance, but the natives have dealt with them and continued an otherwise peaceful existence. Now, a valuable magical item, called the scepter of truth, has disappeared! The ingenuity of the crime bears the mark of the goblins' leader, the Master Thief Raven. The scepter must be recovered, but there is no one in Kleine with the strength and courage to penetrate Raven's trap-laden hide-out, deep in goblin territory. A party of stout adventurers might survive the mission, but they will have to be quick, smart, and especially careful. This module has been created especially for the inexperienced Dungeon Master and players who are interested in the exploration of dungeons and ruins. TSR 9350
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
Welcome to the picturesque village of Eveningstar, nestled at the foot of the Stonelands where the River Starwater winds down a gorge and snakes into the King's Forest. Here, the Knights of Myth Drannor began their famous adventures. Here, the Ladies of the Brazen Blade, The Company of the Singing Sword, The Steel Shield Band, and many other came, clutching royal charters from King Azoun with the ink scarcely dry on the parchment. Some fell, some went on to greatness-but they all came here first; to the Haunted Halls. Despite numerous infiltrations, the Halls have not yet yielded all their secrets or treasures. Many dangers lurk as deadly as ever in dark chambers herein, awaiting new companies of eager-eyed adventurers. Is it your turn to dare The Haunted Halls? Many come, but few survive to again see Eveningstar's beauty. Welcome, then. Enter in, and find in these pages: A challenging introductory level dungeon. A detailed countryside setting, including important local personages, local color, and guidelines for play. Suggested campaign plots and adventures. New spells. New magical items. New monsters. A splendid campaign can begin here. Adventurers in an ongoing campaign can stop by for a memorable visit. Those looking for an underground stronghold may even find a home in the Haunted Halls of Eveningstar. TSR 9354
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
"Between a Dragon and His Wrath" is an adventure for a well-balanced party set in the lands of Nordmarr. Although the adventure is best set a generation after the War of the Lance, the DM should have little trouble placing it in other times in Ansalon's history.
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
Tyr has been freed, and the mighty army of Urik has been turned back. These are new and strange times, indeed. Now Urik has become home - at least for a while - and there are new markets to shop, new streets to explore, and, oh yes, preservers to meet. Preservers, the keepers of good magic, have sent a mysterious summons. They are ready to embark on a new and dangerous plot to thwart sorcerer-kings and bring new life to Athas. To associate with preservers is dangerous to say the least, but when the king's templars uncover the schemes, a death mark falls upon all involved Will a desperate journey across the wastelands, with the templars in hot pursuit, end in victory or chaos? The answers lie in the hearts of mighty heroes and the resources of Arcane Shadows. In this adventure, the PCs find themselves in Urik, perhaps as a result of the war between Tyr and Urik that took place in Road to Urik. There, they become involved in a ritual meant to help a nascent Avangion (a very powerful wizard/psion of a generally benign type) reach the next stage of its development, but the ritual is interrupted by Urik's templars. The Avangion-to-be is left in a cocoon, and the PCs are tasked with bringing it to a new location in the wilderness where the ritual can be completed. They need to get the cocoon to the ritual location before it's too late, while evading pursuit as well as dealing with any wilderness dangers on the way, plus the evil machinations of a raiding tribe seeking the wizard for their own dark purposes. The adventure is fairly rail-roaded with a series of set encounters between points A and B. Like other Dark Sun adventures, it comes with a set of handouts. Unlike the previous adventures in the series, Arcane Shadows is not tied to the Prism Pentad novel series, nor is it really tied to the previous adventures. You can easily play it as a stand-alone without affecting the earlier ones. TSR 2410
Why would a town refuse to be rescued? A highland town faces a greater danger than can be imagined - and no one wants your help against it. In a remote village in the desolate north, a spate of murders and kidnappings has the town on edge. A woman named Gwendolyn goes missing and it is suspected that Albee is the perpetrator. However there is a conspiracy in the village that the heroes must unravel, to which they discover is actually the sinister plot of a devil worshiping cult. Pgs. 33-43
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.
A combination wilderness/dungeon module, first searching for then exploring the temple of Tharizdun. Tharizdun is long gone from the place, so there's no epic final fight. Rather, a mysterious Black Cyst waits at the bottom of the dungeon. The encounter with it is almost scripted, having no hazard except for careless/foolish players. Contains several monsters from the Fiend Folio. Loosely follows Lost Caverns of Tsojcanth. TSR 9065
Welcome to the dark heart of Forlorn, brooding Castle Tristenoira. In this stony ruin, ghosts rule the night and mortals quake in fear until morning comes. Few enter the gloomy halls of this keep and live to recross its crumbling drawbridge. Those adventurers who have survived such a foray tell eerie tales of half-seen shapes, shifting hallways, and ominous shambling beasts. "All is not as it seem sin Castle Tristenoira," they say through trembling lips. "Time itself has no meaning there." This adventure booklet is set entirely within the confines of Castle Tristenoira, and it serves as a climax to Melancholy Meetings, the other 32-page adventure booklet found in the Castles Forlorn boxed set. Eve of Sorrows brings together adventurers and the inhabitants of the castles three, providing a chance to solve several mysteries of this lonely domain. Included in Castles Forlorn - https://www.adventurelookup.com/adventures/castles-forlorn TSR 1088