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55 adventures found
Cover of B5 Horror on the Hill
B5 Horror on the Hill
BECMI
Levels 1–3
32 pages
0

The end of the road. A lonely fort stands on the banks of a mighty river. It is here the hardy bands of adventurers gather to plan their conquests of The Hill, the hulking mass that looms over this tiny settlement. The Hill is filled with monsters, they say, and an evil witch makes her home there. Still, no visitor to The Hill has ever returned to prove the rumors are true or false. The thrill of discovery is too great to pass up, and only the river stands in the way. The adventurer's boat is waiting! This module is designed for use with the D&D Basic Rules. A trip through the wilderness begins a unique challenge for the novice player and Dungeon Master. Included in the module are 11 maps, 3 new monsters, and a complete set of prerolled characters.

Cover of The Jade Hare
The Jade Hare
BECMI
Level 1
8 pages
0

At just 8 pages, with lots of illustrations, this adventure is much shorter than most TSR-published modules of the era (mid-90s). It is a very simple D&D adventure. It features a macguffin quest that immediately pushes the players into a dungeon crawl through the five-and-a-half-page "Dungeon of the Mad Warlock". The idol of old, The Jade Hare, as been taken from the Dar el-Tamyya, stolen by Goblins, who strangely enough killed no one. Abdullah, the old man who cared for the statuette remembered that about a month ago a stranger has asked if he might purchase the Jade Hare. Though he offered much gold, Abdullah of course refused the offer. Whom Abdullah describes the other villagers recognize as Abu-Ghabar, the mad warlock who lives in the hills. He is rumored to have built a dungeon there. Who knows what strange purposes the mad warlock has for the Jade Hare? In any case, the precious statuette's theft is an intolerable strain on the honor of the village and all the tribe therein. A party must be assembled to confront the warlock. This party may consist of none other than yourselves. Won't you save Dar el-Tamyya's ancient honor, and thwart whatever sinister plans the warlock has? TSR #9259, published 1992

Cover of CM3 Sabre River
CM3 Sabre River
BECMI
Levels 18–22
32 pages
0

CM3 is part of a series, CM1-CM9, from 1984-1987, for upper-level ("Companion" tier) PCs. Sabre River offers a mix of tactical encounters with challenging monsters, a region-wide mysterious curse which needs to be investigated, its cause understood, an especially interesting volcano setting for one set of encounters, and great treasure hordes. Although part of the CM series and potentially part of a campaign including PCs claiming and holding dominion over territory, the adventure itself does not include any large-scale battles or war-planning. You are the guest of the count, one of your allies and the strongest man in the region. Your sojourn has been pleasant, a nice change after weeks of battle. Suddenly the courtyard below your window is filled with the noise of galloping horses. More Guests? You yawn as you look out. But these people arriving look more like tax collectors than guests. You decide to give your attention to something more interesting, like dinner. Relax while you can, friend, because these new arrivals are about to lead you to a crimson sailor, a cozy Tower of Terror, and a river with an aching heart. Sabre River includes a complete campaign setting, new NPCs, dungeon and wilderness encounters, and a mysterious story. TSR: #9119, published 1984

Cover of XSOLO Lathan's Gold
XSOLO Lathan's Gold
BECMI
32 pages
0

Kidnapped! The cursed Baron von Hendriks has kidnapped your betrothed. Now the madman wants as a ransom your Alandah's weight in unrefined gold! How are you going to pay? The baron himself has been kind enough to provide you with that answer: streams of raw gold gush from a burning mountain somewhere in the Sea of Dread. All you have to do is find this mysterious mountain. Unfurl the sails! The open sea awaits you and your crew as you sail from the city harbor. But beware! The Sea of Dread has more than earned its title over the centuries. Can you survive the perils of the sea? Will your crew mutiny before you reach the Burning Mountain? Or will you have to throw crew-members overboard just to make room for the gold? Solo adventure. "Lathan's Gold" is a real innovation in solo adventure design, considerably more complex than any of the gamebooks then being produced. Though the adventures uses the typical trope of numbered paragraphs, its paragraphs are divided into six types: "S"pecularum, "U"rban", Island "E"xploration", "C"oastal", "T"rade Routes, and "V"oyages. Players can jump between the sections, then return, in slightly freeform ways. Players are also required to keep track of hit points, money, and treasure (which were typical for the more advanced gamebooks), and rations, days remaining, and hull points (which were not). Another freeform element, quite unusual for gamebooks, is the "wandering monsters" table, which introduces semi-random encounters. TSR #9082, from 1984

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

CM5 Mystery of the Snow Pearls is part of a series, CM1-CM9, from 1984-1987, for upper-level ("Companion" tier) PCs. This module is designed for solo-adventuring, but can be adapted to party play. The design focuses on riddles and tactical, rather mechanical, story structure, with little high adventure and back-story or meaningful NPCs. The PC must solve the riddles of an evil mage to regain the magic pearl which protects the character's village. The player is a Companion level elf, responsible for safeguard one of the four, magical pearls that protect the land of Tarylon. Milgo, an evil wizard with a sense of humor, challenges the elf to find and return the lost item. Without it, the entire region is threatened. 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, published 1985

Cover of X7 The War Rafts of Kron
X7 The War Rafts of Kron
BECMI
Levels 9–12
32 pages
0

The lerendi princess, Corinna, has disappeared. She set sail aboard a ship of the Minrothad Guilds - the guilds whose ships have been pirated and plundered for many weeks. Trade is horribly disrupted as many ships leave, never to be seen again. The guild masters now call for adventurers of great skill and renown. They offer small fortunes to any who can help them discover who is pirating their ships. But most importantly, to any who can rescue the princess. Can you and your party of adventurers defeat the dangers that lurk in the dark depths of a terrifying sea? Or will you find a watery grave within the cold confines of a murky sea floor? This game adventure contains special rules for underwater adventuring. TSR #9079, from 1984

Cover of The Bane of Elfswood
The Bane of Elfswood
BECMI
Levels 15–18
14 pages
0

From the magazine: "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." 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.

B6 The Veiled Society
BECMI
Levels 1–3
16 pages
0

The Veiled Society is an adventure that takes place in the city of Specularum. Players become involved in the power struggle of the city.

Tower of Zenopus (Sample Dungeon)
BECMI
Level 1
6 pages
0

This brief adventure is in the back of the Holmes edition of Basic D&D, published in 1974, 1977 and 1978. 100 years ago, the wizard Zenopus built a tower on on the low hills overlooking Portown ... this is a very quick introductory scenario introducing the essence of "old school" D&D.

Cover of X11 Saga of the Shadow Lord
X11 Saga of the Shadow Lord
BECMI
Levels 5–9
64 pages
0

X11 Saga of the Shadow Lord consists of two linked adventures as a mini-campaign: In the first adventure called Elvenstar, PCs try to steal a magic item from the Shadow Lord to thwart his planned invasion of a peaceful neighboring kingdom. Encounters in this adventure include a village populated by adventurers, and a cloud giant living in a small castle, before the party reaches the Shadow Lord's lair for the final encounter. In the second adventure in X11, The Halls of Drax Tallen, the Shadow Lord returns more powerful than ever. His undead minions are searching for another magical item to give him immense power and the PCs must find this item before he does. Player characters must get past the undead army of the Shadow Lord and infiltrate his haunted fortress to retrieve the magical Elvenstar. TSR #9165, from 1986.

Cover of CM4 Earthshaker!
CM4 Earthshaker!
BECMI
Levels 18–20
24 pages
0

CM4 is part of a series, CM1-CM9, from 1984-1987, for upper-level ("Companion" tier) PCs. This adventure is designed to fit into an advanced context of the PCs controlling territory, having claimed or received their own lands, a 'dominion' of their own, and as such includes the intrigue of engaging with adjacent nobility's lands and agendas. One of the Weirdest Dungeons Ever: inside a 1280ft-tall gnomish robot. D&D is full of weird dungeons, but "Earthshaker!" lies near the top of the list, since it's set inside the huge, ancient Earthshaker machine. Intro: Into your hands has been thrust a great responsibility: the management of a growing domain. It has been a hard winter. Now, with the coming of spring, the populace looks to you for leadership. It will take a careful and generous hand to restore your subjects' confidence. But even as you hold your first courts of the new season, an ominous shadow falls across the land. Earthshaker - wonder of the world - has arrived! Will its arrival be a curse or a blessing? With bold action and skillful diplomacy, you may yet divert disaster. But if you fail, the consequences will certainly be the subject of many a minstrel's tragic songs for years to come! "Earthshaker" includes a complete dominion setting, new player characters and NPCs, and complete material on one of the greatest marvels of the world - the giant and unstoppable Earthshaker! TSR: #9128, published 1985

Cover of CM7 The Tree of Life
CM7 The Tree of Life
BECMI
Levels 8–10
32 pages
0

CM7 is part of a series, CM1-CM9, from 1984-1987, for upper-level ("Companion" tier) PCs. This module is especially for a party of elven PCs, level 8+. The Feadiel clan's Tree of Life is dying. As the bravest and strongest elves in the clan, you must undertake the challenge of the elders: seek out the source of the disease and destroy it. If you fail, the Tree of Life will surely perish, and all your family with it. The quest is great and you may die on the journey, never to find the cause of the disease. The journey will take you to the deepest part of ancient Selinar, Elvenhome, to find the guarded grave of the first Treekeeper... TSR: #9166, published 1986

Cover of CM2 Death's Ride
CM2 Death's Ride
BECMI
Levels 15–20
32 pages
0

CM2 is part of a series, CM1-CM9, from 1984-1987, for upper-level ("Companion" tier) PCs. This adventure includes large-scale battles, war-planning and the potential challenge of PCs claiming and holding dominion over territory. A King's Commission leads to danger! All communication with the barony of Twolakes Vale has ceased. King Ericall, worried about the security of his border and angered at the loss of tax revenues, has commissioned you, a delegation of powerful adventurers, to investigate. This is not a petty problem to by solved by the armies of local nobility. Indeed, the king's forces are desperately needed elsewhere. Twolakes Vale is, after all, only a small barony on the far frontier of Ericall's domain. And yet? The cloud is there, its nature and cause unknown. None have returned for the barony for weeks. Furthermore, the cloud is spreading, and vague reports of unrest and mysterious disappearances are starting to trickle in from nearby baronies. Can you discover the secret of Two Lakes Vale? TSR: #9118, published 1984

HWA1 Nightwail
BECMI
Levels 6–8
64 pages
0

Introductory module for the Hollow World setting. First Adventure in the Blood Brethren Trilogy. Into the Depths! Under the ruins of Barleycorn Monastery, a tunnel leads one thousand miles downward. Through it, a rescue mission into the Broken Lands turns much stranger. Much more Serious. For the trail leads to the Hollow World. Launch your D&D game players into fabulous lost-worlds adventure across the Hollow World! Travel the Azcan Empire. Explore the secret labyrinth of the Great Pyramid in Chitlacan. Fly to the core of the world and enter the Smoking Mirror, before the monstrous Prince Kano enacts his devastating scheme - a scheme called: Nightwail!

Cover of X13 Crown of Ancient Glory
X13 Crown of Ancient Glory
BECMI
Levels 7–10
64 pages
0

Lots of stronghold assaults and shipboard travel/encounters in this one. This adventure's deep political basis might be seen as an introduction for the domain-focused adventures of Companion-level play. This adventure is for use with the Dungeons & Dragons Basic, Expert, and Companion Rules, and includes the intrigue of engaging with nobility's lands and agendas. Intro: All is not well in the kingdom of Vestland. Not only is the king dead and the holy Sonora Crown missing, but the heir to the kingdom was lost at birth and no on knows where to find him. As if this wasn't bad enough, the forces of the Ethengar Khanate, never on the best of terms with Vestland, are now massing on the borders, hoping to take advantage of Vestland's plight. To complete the rosy picture, traitors from within also threaten to speed the downfall of the High Kingdom. Sounds like a job for you. You must find the long-lost heir to the kingdom and recover the Sonora Crown, the mystical device without which a king cannot be crowned. Standing in your way are traitors and spies from within and invaders from without the kingdom of Vestland. Time is running out! Can you save Vestland from disaster? TSR #9218, from 1987

Cover of B2 Keep on the Borderlands
B2 Keep on the Borderlands
BECMI
Levels 1–3
26 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!

Cover of B1-9 In Search of Adventure
B1-9 In Search of Adventure
BECMI
Levels 1–3
160 pages
0

The best of the B-series modules, presented as an epic adventure series set in the Grand Duchy of Karameikos Setting. In Search of Adventure is a grand 160-page compiled collection of parts of the first nine B-series D&D Basic Set modules. TSR #9190, from 1987

Cover of X5 Temple of Death
X5 Temple of Death
BECMI
Levels 6–10
32 pages
0

This module follows X4, Master of the Desert Nomads. 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? TSR #9069, from 1983

Cover of B12 - Queen's Harvest
B12 - Queen's Harvest
BECMI
Levels 1–2
36 pages
0

"Welcome to the adventure! This module contains two adventures, one for 5-7 player character's (PCs) of first or second level, and a follow-up adventure for PCs of second or third level. If you are going to be a player in these adventures, please do not read any further! The material presented here is for the Dungeon Masler (DM) to read and use in setting up the game for you. Queen's Harvest is best enjoyed after playing the adventure module B11, King's Festival. However, they can easily be played as a pair of stand-alone adventures."

Cover of Sword and Shield
Sword and Shield
BECMI
Levels 1–3
16 pages
0

The player character receives an invitation to a tournament at the Black Knight's keep. The brave adventurer goes, but with the intention of finding and rescuing an old woman from town who has been captured by this mysterious warrior.