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Cover of Return to the Tomb of Horrors
Return to the Tomb of Horrors
AD&D
Levels 13–16
240 pages
0

An expansion on the original Tomb of Horrors with plot and explanation. Contains a facsimile of the original adventure. The Dark Intrusion is causing the dead to rise from their graves. This is linked to a being known as the Devourer. Following the trail of Desatysso, a wizard who followed a similar quest, the players must enter the Tomb, and beyond that, the cursed City that Waits and the Fortress of Conclusion.

Cover of Serpents of Scuttlecove
Serpents of Scuttlecove
3.5 Edition
Levels 15–17
34 pages
0

The vile city of Scuttlecove is the home of murderers, thieves, demon whorshipers, peddlers of vice, and monsters. Here, anyone can find a place to hide, provided they can survive the terrors and dangers that infest the city streets. Scuttlecove is also the home of the Crimson Fleet, a notorious band of pirates who have long held the Vohoun Ocean as their private looting grounds. The time has come to take the fight to these legendary pirates, to confront them in their own depraved lair. "Serpents of Scuttlecove" is the eighth chapter in the Savage Tide Adventure Path, a complete campaign consisting of 12 adventures appearing in Dungeon Magazine. For additional aid in running this campaign, check out Dragon magazine's monthly "Savage Tidings" articles, a series that helps players and DMs prepare for and expand upon the campaign. Issue #344 of Dragon magazine features several additional locations the PCs might wish to visit during their stay in the city of Scuttlecove. The characters once again board the Sea Wyvern, this time to sail for Scuttlecove – a hideous city of pirates, slavers, cannibals, and worse – in search of clues to the final Savage Tide and the rescue of their patron. Pgs. 42-75 Also see Pgs. 76-85 for Backdrop: Scuttlecove City of Chaos.

Cover of Return to the Temple of Elemental Evil
Return to the Temple of Elemental Evil
3rd Edition
Levels 3–4
188 pages
0

Years ago, brave heroes put the denizens of the Temple of Elemental Evil to the sword. Now, dark forces whisper again in the shadows of the once-deserted temple - forces far more insidious and dangerous than any sane person could dream. Evil has risen again to threaten the village of Hommlet. A continuation of the original AD&D Temple of Elemental Evil, made for a party of 4th-level adventurers, taking them up to 14th level.

Cover of The Hall of Harsh Reflections
The Hall of Harsh Reflections
3.5 Edition
Level 7
27 pages
0

The Free City: a shining gem in the crown of cultured civilization. Beneath the surface of this bustling metropolis is a rot, festering in the darkness, manipulating the lives of those unaware of its presence. Now a small adventuring band from out of town may be in over their heads. Their actions in Diamond Lake have attracted the wrath of one of the city’s hidden masters. A gang of infiltrators and an enigmatic mastermind plot their destruction, and only tracing the rot to the root can stop the onslaught. "The Hall of Harsh Reflections" is the fourth installment of the Age of Worms Adventure Path, a complete campaign consisting of 12 adventures, several "Backdrop" articles to help Dungeon masters run the series, and a handful of poster maps of key locations. For additional aid in running this campaign, check out Dragon's monthly "Worm Food" articles, a series that provides additional materials to help players survive this campaign. Check out issue #336 of Dragon for five attractions to tempt your PCs to spend some of their hard-earned loot. This issue of Dragon also features an Ecology of the Spawn of Kyuss, one of the central creatures featured in this campaign. Pgs. 34-60

Cover of WG5 Mordenkainen's Fantastic Adventure
WG5 Mordenkainen's Fantastic Adventure
AD&D
Levels 8–14
32 pages
0

Four great and powerful heroes travel in search of adventure. Led by Mordenkainen, wizard without peer, they have come to mysterious Maure Castle, a forlorn and foreboding place, source of wonderment and awesome adventure, following a strange and terrible story. For, somewhere deep beneath Maure Castle, from whence no person has returned alive, there stands two massive iron doors - doors without latch, lock, or handle - the Unopenable Doors. And if the doors are opened, what then? Such potent evil, such terror lies beyond, that even the bravest adventurers may quail before the ultimate test! Mordenkainen's Fantastic Adventure is a challenging adventure for high-level play. Four original characters from Gary Gygax' famous Greyhawk campaign are included for your use. Can you meet the challenge? Can you survive what lies beyond... the Unopenable Doors? TSR 9112

Cover of UK2 The Sentinel
UK2 The Sentinel
AD&D
Levels 2–5
38 pages
0

Not even memories of past glory live on in the gentle hills around the village of Kusnir. Today its people have more concern for commonplace things, like the harvest, trade, and the threat of death in the night! Kusnir is beset by a skulk. The attentions of such a creature are a curse on any community. Streets and alleys which ring to the voices of children by day become fearful, shadowy places by night. Men go abroad armed and in groups, while women and children stay behind locked doors and even there are not safe. But life goes on. The lot of the peasant is always hard, what cannot be prevented must be endured and, of course, things could be worse. Much worse. The skulk has begun to visit the village more and more often. Sometimes it kills, yet just as often it spares a victim, leaving clear signs of what it might have done had it wished. Its visits are now marked by strange and illegible symbols scrawled in blood on the walls of the buildings. The people are worried, helpless, and desperate. Desperate enough to welcome adventurers. UK2: "The Sentinel" (1983) is the second UK-series adventure, the fifth TSR UK adventure overall, the first solo effort by Morris, and the first half of the two-part Adlerweg series (whew!). It was run as a tournament at the GamesFair '83 Open, then published later in 1983. TSR 9101

Cover of The Rod of Seven Parts
The Rod of Seven Parts
AD&D
Levels 10–12
208 pages
0

Stirrings of an ageless war between Law and Chaos are drawing you into an epic adventure! A Struggle More Savage than Good vs. Evil Imagine a time before the words Good and Evil had meaning, a day when the world was young. Discover an ancient conflict that predates the stars. It was in these days that Law and Chaos forged worlds out of nothingness; their war began while the cosmos was yet unfinished. The Rod of Seven Parts defines epic role-playing. The reappearance of the Rod has awakened the powers of Chaos, and their queen seeks to turn the whole world into a battleground. Bold heroes must undertake the enormous task of seeking out and assembling the pieces of the Rod, but even its power cannot stand alone. Ages ago, primal forces of Law stood fast against Chaos; now their champions must once more confront the Queen of Chaos and her foul spyder-fiends, lest the flame of civilization be extinguished. Follow the quest for the capricious Rod as it leads characters on a journey of high fantasy. The Rod of Seven Parts is designed for four to six heroes and heroines of levels 10 to 12. This boxed set includes: Initiation to Power, a 96-page book of grand adventure playable in any AD&D world, including original campaigns; The War Against Chaos, a 64-page book of world-crossing adventures pitting PCs toe to toe against the minions of Chaos; Might and Menace, a 32-page book detailing the mysterious powers of the Rod of Seven Parts: how it affects both its enemies and its friends; Monsters, a 16-page book of new villains, new monsters, and even a new race! 6 two-sided reference cards; 6 full-color poster maps portraying the key locations heroes can visit. Read about this ancient artifact in the epic novel The Rod of Seven Parts by best-selling author Douglas Niles! TSR 1145

Cover of WG4 The Forgotten Temple of Tharizdun
WG4 The Forgotten Temple of Tharizdun
AD&D
Levels 5–10
32 pages
0

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

Cover of Heart of Nightfang Spire
Heart of Nightfang Spire
3rd Edition
Level 10
32 pages
0

In Heart of Nightfang Spire, the player characters are drawn to investigate Nightfang Spire, a lonely stone tower in a barren land. The vampire lord Gulthias, servant of the great dragon Ashardalon, has returned to the tower which was once the main cult temple of Ashardalon. The vampire prepares for the dragon's return by awakening the other cultists who had preserved themselves as undead creatures. Gulthias is a vampire and a level 13 wizard.

Cover of S1 Tomb of Horrors
S1 Tomb of Horrors
AD&D
Levels 10–14
12 pages
0

Somewhere under a lost and lonely hill of grim and foreboding aspect lies a labyrinthine crypt. It is filled with terrible traps and not a few strange and ferocious monsters to slay the unwary. It is filled with rich treasures both precious and magical, but in addition to the aforementioned guardians, there is said to be a demilich who still wards his final haunt (Be warned that tales told have it that this being possesses powers which make him nearly undefeatable). Accounts relate that it is quite unlikely that any adventurers will ever find the chamber where the demilich Acererak lingers, for the passages and rooms of the Tomb are fraught with terrible traps, poison gases, and magical protections. Furthermore, the demi-lich has so well hidden his lair, that even those who avoid the pitfalls will not be likely to locale their true goal. In the far reaches of the world, under a lost and lonely hill, lies the sinister TOMB OF HORRORS. This Labyrinthine crypt is filled with terrible traps, strange and ferocious monsters, rich and magical treasures, and somewhere within rests the evil Demi-Lich. TSR 9022

Cover of Crypt of Lyzandred the Mad
Crypt of Lyzandred the Mad
AD&D
Levels 6–9
48 pages
0

Lost Tombs, Volume 2 The lich Lyzandred: a madman, an undead archmage, a survivor of the twin cataclysms that destroyed tow great empires. His name invokes fear in the hears of the smallest children, the bravest warriors, and the wisest sages. Like a malicious cat, the lich toys with all who stumble into his maze, tormenting them with strange puzzles and obscure riddles, monsters and demons, weird traps and dangerous magics. All who enter the crypt of Lyzandred find themselves scarred with his rune, proof of their visit -- and their folly. But there is a method to the madness of Lyzandred, a purpose to his twisted games. If you're lucky, you might even live to learn about it. The Lost Tombs series begins with Star Cairns (Volume 1) and concludes with The Doomgrinder (Volume 3). Each adventure is playable separately, or they can be linked to form an epic-length story. TSR 9580

Cover of L3 Deep Dwarven Delve
L3 Deep Dwarven Delve
AD&D
Levels 3–6
24 pages
0

Your party of stalwart heroes must venture into a lost dwarven mining complex, fighting terrible monsters, bypassing deadly traps, and exploring chambers heavy with the dust of ages. Somewhere deep below the surface lies the heart of darkness--a corrupting evil that must be stopped before its influence can spread! TSR 9844

Cover of Against the Giants: The Liberation of Geoff
Against the Giants: The Liberation of Geoff
AD&D
Level 8
96 pages
0

A Ravaged Land... Villains that really are larger than life... A time for heroes... A decade ago, the land of Geoff was overrun by a horde of giants, ogres, and evil humanoids, its people either slain, enslaved, or driven into exile. Now at last the tide has turned. The time to free the people of Geoff from their servitude to the giantish tyrants has come! But don't forget to watch your step when you confront the true masters behind the giant Clans! Contains the full text of three classic adventures by Gary Gygax: G1, Steading of the Hill Giant Chief; G2, The Glacial Rift of the Frost Giant Jarl; and G3, Hall of the Fire GIant King. Details Eighteen new encounter sites in the war-torn land of Geoff, linked together to form a grand campaign. Provides dozens of hours of gameplay as the heroes struggle to free an entire country from the grasp of giant overlords. TSR 11413

Cover of U3 The Final Enemy
U3 The Final Enemy
AD&D
Levels 3–5
48 pages
0

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

Cover of The Battle of Emridy Meadows
The Battle of Emridy Meadows
5th Edition
Levels 5–7
26 pages
0

The party is enlisted to assist the Righteous Host, an army formed as a last resort to defend the world against the monsters of Elemental Evil. The host is greatly outnumbered. Its leaders send the party on a series of missions, each of which will give the Righteous Host an edge in the great battle to come. This epic adventure ends with the final push against the forces of Elemental Evil in the Meadows, and the outcome is informed by how effective the party is in their missions... and whether they are willing to risk putting themselves in the front lines. If the Righteous Host loses, players may decide to travel to Hommlet or other nearby towns to defend them. Whether the host is successful or not, players can decide to follow many different plot threads: exploring the Temple of Elemental Evil, finding the lich Kell the Eldest's lair and destroying his phylactory, or following the will of Bitbaern's Shield and discovering historical sites that were previously lost. Pgs. 44-69

Cover of C2 The Ghost Tower of Inverness
C2 The Ghost Tower of Inverness
AD&D
Levels 5–7
36 pages
0

A shadow from the past, the Ghost Tower of Inverness has loomed ever larger in the mind of the great Seer of Urnst, Now he has convinced the Duke that an expedition should be organized to go to the ancient keep and recover its greatest treasure — the fabled Soul Gem. TSR 9038

Cover of Mad God's Key
Mad God's Key
3.5 Edition
Level 1
20 pages
0

A hunt for a missing key leads the heroes from the streets of the city of Greyhawk to the Tomb of Blood Everflowing in the treacherous Cairn Hills. Pgs. 18-20, 22 & 24-39

Cover of There Is No Honor
There Is No Honor
3.5 Edition
Levels 1–3
33 pages
0

The first savage tide has already touched the mortal world, yet none who live today recall this time of red ruin. Unleashed from the cruel heart of a fell seed known as a shadow pearl, this savage tide swept over an ancient city perched atop the crown of a remote island. The tide transformed beggar and noble, merchant and thief, resident and visitor into feral, ravenous fiends. The fruits of centuries of labor came crumbling down in a matter of days, and when the survivors tried to stem the tide by destroying the pearl, the resulting blast of power sunk their city into the boiling lake of death. Through it all, the Abyssal architect of the savage tide watched, taking pride in the ruin. When the tide's final ripples had faded, what was left became known as the Isle of Dread. Now, after a thousand years, the true masters of the Isle of Dread look upon new targets, new cities beyond the horizon, compelled by the hateful will of their demonic lord Demogorgon to prepare for the coming glory. This time, the doom will not be limited to one hapless city. This time, all of civilization waits unknowing on the shore, blissfully ignorant of what the incoming tide brings in. "There Is No Honor" is the first chapter of the Savage Tide Adventure Path, a complete campaign consisting of 12 adventures that will appear in the next twelve issues of Dungeon. For additional aid in running this campaign, check out Dragon's monthly "Savage Tidings" articles, a series that helps players and DMs prepare for and expand upon the campaign. Issue #348 of Dragon kicks off this series with details on six affiliations based in Sasserine that your players may wish to join. And if you're running Savage Tides in the Forgotten Realms or Eberron, make sure to check paizo.com for the latest conversion notes for each adventure. The Savage Tide Adventure Path debuts as a new band of heroes confronts exotic monsters, undead pirates, and a sinister guild of thieves on the cusp of unleashing a murderous coup. Pgs. 14-46

Cover of A2 Secret of the Slavers Stockade
A2 Secret of the Slavers Stockade
AD&D
Levels 4–7
44 pages
0

The battle against the slavers continues! You end your fellow adventurers have defeated the slavers of Highport, but you have learned of the existence of another slaver stronghold, and you have decided to continue the attack. But beware! Only the most fearless of adventurers could challenge the slavers on their own ground, and live to tell of It! Second part of Scourge of the Slavelords (A1-4) TSR 9040

Cover of Chambers of Antiquities
Chambers of Antiquities
3.5 Edition
Level 16
26 pages
0

Deep under the ruins of Maure Castle lie the Chambers of Antiquities, vaults designed by ancient wizards to store magic items even they didn't quite understand. A continuation of last year's hit "Maure Castle." This adventure is set under the infamous ruins of Maure Castle, a monolithic edifice of night-black granite built by a powerful family of wizards. The Maures sealed themselves into the dungeons below their castle long ago, and today these dungeons have become one of the most infamous adventuring sites in the land. Although estimates have placed the number of monster-infested and trap-haunted dungeon levels below Maure Castle at 17, there may in fact be even more. This adventure presents one of those dungeon levels in detail. Pgs. 76-101