PREMIERE EDITION - MODULES |
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TSR #9016
1978 |
[G1] Steading of
the Hill Giant Chief
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TSR #9017
1978 |
[G2] The Glacial
Rift of the Frost Giant Jarl
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TSR #9018
1978 |
[G3] Hall of the Fire Giant King
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TSR #9058
1981
Gary Gygax |
[G1-3] Against the Giants
For character levels 8-12.
This material was originally published as three separate adventures; G1
(Steading of the Giant Chief), G2 (The Glacial Rift of the Frost Giant
Jarl), and G3 (Hall of the Fire Giant King).
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TSR #9019
1978 |
[D1] Descent into the Depths of the
Earth
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TSR #9020
1978 |
[D2] Shrine of the Kuo-Toa
This module contains background information, a large-scale referee's map
with a matching partial map for players, referee's notes, special exploration
and encounter pieces, a large map detailing a temple complex area, encounter
and map matrix keys, and an additional section pertaining to a pair of
unique new creatures for use with this module and the game as a whole.
A complete setting for play of ADVANCED DUNGEONS & DRAGONS is contained
herein.
This module can be played alone, as the second part of a series of three
modules (with DESCENT INTO THE DEPTHS OF THE EARTH, D1, and VAULT OF THE
DROW, D3), or as the fourth part of a continuing scenario (DUNGEON MODULES
G1, G2, G3, D1, D2, D3, and Q1, QUEEN OF THE DEMONWEB PITS). Official
D&D Tournament Module used at GenCon XI
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TSR #9059
1981
Gary Gygax |
[D1-2] Descent into the Depths of the Earth
For character levels 9-14.
This material was orginally published as two separate modules, D1 (DESCENT
INTO THE DEPTHS OF THE EARTH) and D2 (SHRINE OF THE KUO-TOA). Contained
herein are referee notes, background information, maps, and exploration
keys intended for use with the ADVANCED DUNGEONS & DRAGONS rules. The
module can be used alone or as part of an extended adventure that begins
with Dungeon Module G-1-2-3 (AGAINST THE GIANTS) and continutes with modules
D3 (THE VAULT OF THE DROW) and Q1 (QUEEN OF THE DEMONWEB PITS).
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TSR #9021
1978 |
[D3] Vault of the Drow
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TSR #9035
1980
David C. Sutherland III Gary Gygax |
[Q1] Queen of the Demonweb Pits
For character levels 10-14.
This module is the exciting conclusion of a series of seven AD&D modules.
It may be played on its own or as the climax of the "Giant" series (G1,
G2 and G3) and the "Drow" series (D1, D2 and D3). The persistent adventurers
must now face the Demon Queen herself, and on her own plane!
The first of a new series of other-planar adventures, this module includes
several new monsters, maps of the Web and lair of Lolth, and notes on
eight alternate worlds, suitable for expansion and addition to existing
AD&D campaigns.
If you enjoy this module, watch for future releases in in the AD&D line
from TSR, The Game Wizards.
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TSR #9168
1986 |
[QDQ1-7] Queen of the Spiders
Campaign Adventure for Character Levels 8-14 by E. Gary Gygax
"...a World-Spanning Epic..."
She sits at the center of her Web, a dark force of intense evil power.
Her strands reach out across Oerth, through the Crystalmist mountains,
across the embattled human kingdoms, and even reaching the councils of
Pomarj and beyond.
The adventure began in the Temple of Elemental Evil, and continued with
Scourge of the Slavelords. It now comes to a climax as the dark forces
begin to move against all mankind.
This product contains revised material that originally appeared in the
modules G1 (Steading of the Hill Giant Chief), G2 (Glacial Rift of the
Frost Giant Jarl), G3 (Hall of the Fire Giant King), D1 (Descent into
the Depths of the Earth), D2 (Shrine of the Kuo-Toa), D3 (Vault of the
Drow), and Q1 (Queen of the Demonweb Pits). New material for further adventures
is also included.
You can use this adventure alone, or as the conclusion of the series.
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TSR #9022
1978
Gary Gygax |
[S1] Tomb of Horrors
For character levels 10-14.
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.
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TSR #9027
1979
Lawrence Schick |
[S2] White Plume Mountains
For character levels 5-10.
This adventure contains background information, referee's notes, player
aids, a complete map level, a cut-away view of the mountain complex, and
more that 15 pieces of art for both DM and player. White Plume Mountain
is from the special "S" series; like others in the series, it is meant
to stand on its own and is a complete Advanced Dungeon and Dragons adventure.
The recommend number of players is four to ten, with levels ranging from
fifth to tenth.
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TSR #9033
1980
Gary Gygax |
[S3] Expedition to the Barrier Peaks
For character levels 8-12.
This module was the official Advanced Dungeons and Dragons Tournament
scenario at Origins 2. The author wishes to express his thanks to Mr.
Robert Kuntz who contributed substantial ideas for the various encounters
herein.
Une adaptation à d20 Modern's Future Tech de ce classique a été réalisée par WotC en 2006 .
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TSR #9061
1982
Gary Gygax |
[S4] The Lost Caverns of Tsojcanth
For character levels 6-10.
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 serach of it. Find the perilous Lost Caverns of Tsojcanth
and you may gain the hidden wealth of the long-dead arch-mage -- if you
live!
This module contains backgroung information, referee's notes, maps of
the wilderness and two cavern levels, and many new monsters, magic items,
and spells. The Lost Cavern of Tsojcanth was originally designed for the
Official Advanced Dungeons & Dragons Game Tournament at Wintercon V and
contains the original tournament characters. For the best in adventure
gaming products, look for the TSR logo on games, modules, and playing
aids.
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TSR #9209
1987
Gary Gygax
Lawrence Schick |
[S1-4] Realms of Horror
In this module you will find those four adventures in a newly-revised
format, re-edited for ease of use in a gung-ho, let's-do-it-all-at-once
campaign for intermediate level characters. This product contains an 80-page
adventure booklet, a 48 -page illustration booklet, and a 16-page map
and inscription booklet.
If you have played these in the past, and want to do so again, you'll
have the pleasure of re-living the first-time thrills. If you are new
to the AD&D game, and want an all-in-one campaign this is the one.
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TSR #9026
1979
Gary Gygax |
[T1] The Village of Hommlet
For novice characters
The Village of Hommlet has grown up around a crossroads in a woodland.
Once far from any important activity, it became embroiled in the struggle
between gods and demons when the Temple of Elemental Evil arose but few
leagues away. Luckily for its inhabitants, the Temple and its evil hordes
were destroyed a decade ago, but Hommlet still suffers from incursions
of bandits and strange monsters....
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TSR #9147
1985 |
[T1-4] The Temple of Elemental Evil
Campaign Adventure for Character Levels 1-8 by Gary Gygax with Frank Mentzer
" . . . the ultimate Campaign Adventure . .
. "
A sinister force, long thought destroyed, stirs from the black hole that
spawned it. Like an ebony darkness it prowls the land and safety is but
an illusion, for it watches from every shadow and ponders possibilities.
What began years ago with the introduction of the players to the quiet
village of Hommlet and the amazing lands of Greyhawk, at last is complete.
Here is the long awaited campaign adventure featuring the ruins of the
Temple of Elemental Evil! Evil broods and grows beneath those blasted
stones. This is your chance to drive it back and scatter its forces again.
This product includes the village of Hommlet, the filthy shire of Nulb,
and reveals the ruins of the Temple of Elemental Evil and the labyrinths
that lie beneath, a warren of darkness. And beyond these ruins, even more
is revealed.
For the first time this product provides a complete campaign adventure
which will take beginning characters from 1st all the way to 8th level
and possibly beyond! Hours of adventure await you!
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TSR #9039
1981
David Cook |
[A1] Slave Pits of the Undercity
For character levels 4-7
It is time to put a stop to the marauders! For years the coastal towns
have been burned and looted by the forces of evil. You and your fellow
adventurers have been recruited to root out and destroy the source of
these raids. But beware, hundreds of good men and women have been taken
by the slavers and have never been seen or heard from again!
This module was originally used for the official ADVANCED DUNGEONS & DRAGONS®
Tournament at GenCon XIII and is the first of four in a series of related
tournament modules from TSR. This module contains a challenging scenario,
the tournament scoring system plus nine pre-rolled, playtested tournament
characters. Also included are large scale referee's maps, notes, and background
information. A1 is a complete adventure in itself, but is also a companion
to A2 (Secret of the Slavers' Stockade), A3 (Assault on the Aerie of the
Slave Lords), and A4 (In the Dungeons of the Slave Lords).
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TSR #9040
1981
Harold Johnson
Tom Moldvay |
[A2] Secret of the Slavers Stockade
For character levels 4-7.
The battle against the slavers continues! You and your fellow adventurers
have defeated the slavers of Highport, but you have learned of the existence
of another slaver stronghold, and you have decied 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!
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TSR #9041
1981
Allen Hammack |
[A3] Assault on the Aerie of the Slave Lords
For character levels 4-7.
Into the Drachensgrab Mountains! Hot on the trail of the marauding slavers,
you and your fellow adventurers plunge deep into the hostile Hills. Spurred
on by your past success, you now seek the heart of the slave conspiracy.
But hurry! You must move qiuckly before the slavers recover from your
previous forays and attack!
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TSR #9042
1981
Lawrence Schick |
[A4] Into the Dungeons of the Slave Lords
For character levels 4-7.
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 was originally used for the final round
of the official ADVANCED DUNGEONS & DRAGONS® Open Tournament at the Gen
Con® XIII Game Convention, and is the culmination of a series of four
related tournament modules from TSR.
This module contains a challenging scenario for experienced players, the
tournament scoring system, and nine fully-equiped, playtested tournament
characters. Also included are large-scale referee's 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).
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TSR #9167
1986
David Cook,
Allen Hammack,
Harold Johnson,
Tom Moldvay,
Lawrence Schick
Edward Carmien |
[A1-4] Scourge of the Slave Lords
For character levels 7-11.
Screams echo in the night, the charred remnants of a village are mute
by day. From the decaying lands of the Pomarj, slavers have struck again!
The adventure that began in the Temple of Elemental Evil now sweeps southward
accross the Wild Coast and into the desolate lands of the inhuman Pomarj.
Slave raiders scour the countryside, leaving death and destruction in
their wake. Daring adventurers strike into the heartland of the foe to
harry the villains and bring retribution and justice to the land.
This product contains the completely revised Aerie of the Slavelords series
of adventures. Also included are new challenges and new scenarios detailing
the Wild Coast, the city of Highport, the blasted lands of the Pomarj
and the Drachensgrab Mountains.
With the beginning found in Temple of Elemental Evil, your campaign adventure
can lead characters from 7th level all the way to 11th and beyond! Hours
of adventure and excitement lie between these covers!
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TSR #9032
1980
Harold Johnson
Jeff R. Leason |
[C1] The Hidden Shrine of Tamoachan
For character levels 5-7.
This module was originally used in the Official Advanced Dungeons and
Dragons tournament at Origins '79, and is the first in another new series
of modules from TSR, the Competition Series.
This module contains a challenging setting as well as an original scoring
system and an assortment of pre-rolled characters for adventuring. The
module may thus be used for private competition among players, or as a
separate, non-scored adventure! Also included herein are background information,
a large-scale referee's map, referee's notes, and a new monsters and description
for an added taste of excitement.
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TSR #9038
1980
Allen Hammack |
[C2] Ghost Tower of Inverness
For character levels 5-7.
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.
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TSR #9045
1981
Lenard Lakofka |
[L1] The Secret of Bone Hill
For character levels 2-4.
Danger lurks in the Lendore Isles. Bands of evil creatures prowl the hills
overlooking the town of Restenford, seeking unwary victims. 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.
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TSR #9057
1983
Lenard Lafofka |
[L2] The Assassin's Knot
For character levels 2-5.
"If you want someone murdered, go to Garrotten." It is a common saying
in Restenford. The small peaceful town of Garrotten is rumored to be the
headquarters of a deadly band of assassins. Perhaps there is nothing to
this talk. Perhaps it is true. There has never been any reason to find
out. Until now... The Baron of Restenford is dead.
The first day following his death, Restenford was a hornet's nest of activity.
No one was allowed to enter or leave. The castle itself was sealed to
outsiders as soon as the murder was discovered. Wild rumors hinted that
the body was left in a condition that made magical restoration impossible.
That evening came an urgent summons from the reclusive sorceror Pelltar,
whose coucil continued late into the night. By midmorning of the next
day, you were well on your way to Garrotten. Three slender clues are all
that remain--three possible chances to unravel the tangled web of intrigue
that doomed the Baron of Restenford. The sun is warm, and the land around
you is full of life. By nightfall, you will arrive.
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TSR #9046
1981
David Cook |
[I1] Dwellers of the Forbidden City
For character levels 4-7.
Somewhere in the heart of the steaming jungle lies the answer to the whispered
tales--rumors of a magnificent city and foul, horrid rituals! Here a brave
party might find riches and wonders--or death! Is your party brave enough
to face the terrors of the unknown and find--the Forbidden City!
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TSR #9062
1982
Dave J. Browne
Don Turnbull |
[U1] The Sinister Secret of Saltmarsh
For character levels 1-3.
Desolate and abandoned, the evil alchemist's mansion stands alone on the
cliff, looking out towards the sea. Mysterious lights and ghostly hauntings
have kept away the people of Saltmarsh, despite rumors of a fabulous forgotten
treasure. What is it's sinister secret?
The Sinister Secret of Saltmarsh is the first installment in a series
of three modules designed and developed in the United Kingdom, for beginning
adventures with the AD&D rules.
The adventure can be played by 5-10 characters of level 1-3. This module
contains large-scale maps, full background information and detailed encouter
descriptions for the players and DM.
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TSR #9064
1982
Dave J. Browne
Don Turnbull |
[U2] Danger at Dunwater
For character levels 1-4.
The little fishing town of Saltmarsh is threatened! Why are lizard men
gathering force nearby and why have they been buying large quantities
of weapons? A party of bold adventurers must answer these questions or
the people of Saltmarsh will never live in peace!
Danger at Dunwater is the second part in a series of three modules designed
in the United Kingdom for beginning adventurers with the AD&D rules. Its
plot follows direct from that of the first part (Module U1 -- Sinister
Secret of Saltmarsh).
This adventure can be played by 6-10 characters of level 1-4. This module
contains large-scale maps, full background information and detailed encounter
descriptions for the players and DM.
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TSR #9076
1983
Dave J. Browne
Don Turnbull |
[U3] The Final Enemy
For character levels 3-5.
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 a series of three modules designed
and developped in the United Kingdom for beginning adventurers with the
AD&D rules. Its plot follows directly from those of the first two parts
(Module U1 -- The Sinister Secret of Saltmarsh, and Module U2 -- Danger
at Dunwater).
This adventure can be played by 8-12 characters of experience levels 3-5.
This module contains large-scale maps, full background information and
detailed encounter descriptions for the players and DM.
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TSR #9063
1982
Douglas Niles |
[N1] Against the Cult of the Reptile God
For character levels 1-3.
Terror by night! The village of Orlane is dying. Once a mall and thriving
community, Orlane has become a maze of locked doors and frightened faces.
Strangers are shunned, trade has withered. Rumors flourish, growing wilder
with each retelling. Terrified peasants flee their homes, abandoning their
farms with no explanation. Others simply disappear...
No one seems to know the cause of the decay--why are there no clues? Who
skulks through the twisted shadows of the night? Who or what is behind
the doom that has overtaken the village? It will take a brave and skillful
band of adventurers to solve the dark riddle of Orlane!
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TSR #9066
1983
Dave J. Browne
Tom Kirby
Graeme Morris |
[UK1] Beyond the Crystal Cave
For character levels 4-7.
Fleeing the rage that consumed their feuding families, Juliana and Orlando
fled to the Cave of Echoes, where it is said every wish is granted. Two
years have passed, and all attempts to return the lovers to their parents
have failed, though some believe them lost in the enchanted garden beyond
the cave. Many are the rescuers venturing into that enchanted park; a
few have returned after long absences, their minds and memories curiously
disturbed. Now, the handsome reward offered for the return of the lovers
has tempted you, but who knows what lies beyond the Crystal Cave?
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TSR #9101
1983
Graeme Morris |
[UK2] The Sentinel
For character levels 2-5.
Murder one night... mercy the next... strange writings in blood on the
walls. The attentions of a skulk are a curse to any village, but the thought
of one which has gone mad is more than Kusnir can endure!
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TSR #9111
1984
Graeme Morris |
[UK3] The Gauntlet
For character levels 3-6.
Bravery is commonplace in these heroic times, but will bravery be enough
to liberate the ancient Keep of Alderweg and to thwart the dark forces
which strive to cast down its ancient walls?
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TSR #9065
1982
Gary Gygax |
[WG4] The Forgotten Temple of Tharizdun
For character levels 5-10.
This special module is a combined wilderness and dungeon adventure scenario.
It contains background information, referee's notes, encounter keys, outdoor
and dungeon level maps, and new monsters and treasures. While it is designed
to interface with The Lost Caverns of Tsojcanth, this module is capable
of standing alone. Likewise, while it is placed within the Greyhawk Campaign,
it can easily be adapted to paly in any individual campaign which employs
the Advanced Dungeons and Dragons game system.
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TSR #9072
1983 |
[EX1] Dungeonland
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TSR #9073
1983 |
[EX2] The Land Beyond the Magic Mirror
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TSR #9112
1984
Robert J. Kuntz
Gary Gygax |
[WG5] Mordenkainen's Fantastic Adventure
For character levels 9-12.
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 stand 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?
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TSR #9153
1985 |
[WG6] Isle of the Ape
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TSR #9222
1988 |
[WG7] Castle Greyhawk
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TSR #11549
1999 |
[L3] Deep Dwarven Delve (Silver
Anniversary set)
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DEUXIEME EDITION - MODULES |
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TSR #9253
1989
Nigel Findley
Dan Salas
Stephen Inniss
Robert J. Kuntz |
[WG8] Fate of Istus
For character levels 1-12
This collection of linked adventures takes characters from the Bandit
Kingdoms to Furyondy to the Wild Coast, with stops in some of Greyhawks
most exciting locales. But don't be fooled: This is more than just a travelogue.
A dread plague has struck the world of Greyhawk, and the adventurers must
travel the length and breadth of the land seeking an explanation and a
cure. This is no ordinary plague, but one that seems almost likea punishment
- or a test - meted out by some greater power.
Should the characters fail to uncover the secret of this quest, the world
of Greyhawk will be forever changed.
This epic campaign provides hitherto unknown details about the cities
of Greyhawk and tests each major character class in the AD&D® game.
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TSR #9251
1989
Dave Collins
Skip Williams |
[WG9] Gargoyle
For character levels 1-4
Ever seen a gargoyle without its wings? It's a pretty funny sight. But
don't laugh out loud in front of them -- they don't think it's all that
hilarious... Gargoyle is an adventure set in the world of Greyhawk, the
longest running of TSR's game worlds for the Advanced Dungeons and Dragons
game. A pair of gargoyles wake up one morning to find their wings missing,
and contact the players to help recover them.
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TSR #9265
1989
Jean Rabe
Skip Williams |
[WG10] Child's Play
For character levels 13-15.
This action packed adventure module is especially designed to give beginning
dungeon masters and players help in learning the AD&D gaming system. But
don't be fooled by the title! This adventure is far from easy-- in fact,
it has challenges that can bring the careless character's adventuring
career to an abrupt halt!
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TSR #9269
1989
Vince Garcia
Bruce Rabe |
[WG11] Puppets
For character levels 1-3.
This adventure is adapted from two RPGA™ network tournaments
First, you find yourselves in the Gnarley Wood, fending off minions of
the evil leprechaun who dwells there. Coming through this episode with
flying colors, you continue to the Free City of Dyvers, where there has
been a rash of break-ins at several inns. Who is responsible for these
crimes? Evidence leads you to believe that a full-sized person can't have
committed the burglaries - the apparent entrance points are far too small,
and the footprints aren't those of humans or even demi-humans.
It's up to you, adventurers, to solve this mystery and collect the reward
(if you can).
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TSR #9270
1989
Jean Rabe |
[WG12] Vale of the Mage
An AD&D® game module for 4-6 characters of levels 7-9.
There's only one way to get there - through the Barrier Peaks. Once you're
there, you are confronted with armed guards, traps both magical and mechanical,
and legendary beasts . . . not to mention the wandering necromancers.
Why go in there? Because rulers of neighboring countries have asked you
to persuade the Black One to help rout that group of expatriate necromancers.
They tried a coup, failed, and came to the Vale of the Mage to hide -
and, presumably, to regroup and ally with the Black One. They may have
gained the help of the Tree People, as well; you won't know until (perhaps)
it'll be too late to turn back. It's a jungle in there. . . .
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TSR #9279
1990
Richard W.
Anne Brown |
[WGA1] Falcon's Revenge
Falcon's Revenge is designed for five to seven characters of levels 5
to 7.
Contains more 3-D cardboard buildings and street plans compatible with
Cities of Mystery!
The free City of Greyhawk beckons. Touted as the Gem of the Flanaess,
it offers excitement and adventure in the form of magic to be learned,
deals to be made, and streets to be explored. But wait - something else
lurks here that threatens adventurers at every turn. Is someone following
you - or is it your imagination? Why is your party receiving threats -
you've been in town only a few days!
Something evil does lurk in Greyhwak. But before it can be eliminated,
it must first be discovered. Can your party find it before it finds you?
Falcon's Revenge is the first of a three-part series of adventures for
the ADVANCED DUNGEONS & DRAGONS® 2nd Edition role-playing game, but it
can also stand alone. Set in the famed City of Greyhawk, it gives adventurers
a taste of life in the big city - with someone or something brewing trouble.
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TSR #9289
1990
Richard W
Anne Brown |
[WGA2] Falconmaster
Falconmaster is designed for five to seven characters of levels 5 to 7.
The discovery of an evil cult in the City of Greyhawk has caused city
officials to seek assistance in wiping out this new menace. Their greatest
worry? The cult's leader has disappeared, and officials fear the she is
simply gathering strength for her ultimate assault on the city.
Can your adventuring party find the cult's leader and put a stop to her
plans before she puts a stop to you?
Falconmaster is the second of a three-part series of adventures for the
Advanced Dungeons & Dragons 2nd Edition role- playing game that began
with Falcon's Revenge. It can also be played as a stand-alone module.
Set in the famed City of Greyhawk, it gives adventurers a taste of life
in the big city -- with someone or something brewing trouble.
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TSR #9290
1990 |
[WGA3] Flames of the Falcon
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TSR #9039
1990 |
[WGA4] Vecna Lives
"...and so, after the Rain of Colorless Fire, the One-Named-In-Whispers
ascended to the Spidered Throne. In the third year of his ascendancy,
Burgred, King of the Mara, refused the tribute of heads the Whispered
One demanded. The One-Named-In-Whispers took only himself and Kas, his
evil counselor, and devastated the land of the Mara with his magic. Burgred
paid with his own head.
"Upon thier return, Kas struck against his master, so that he might become
the master of the Spidered Throne. In the end, both were slain and good
people rejoiced.
"It is said that not all of the evil lich was destroyed. So great was
his power that his Hand and Eye have lived on, working evil over the centuries....
" For centuries, Vecna - archmage, despotic tyrant, the most fearsome
of all liches - has been nothing but a fearful legend to the honest folk
of Greyhawk. Once the supreme master of all undead sorcerers, even today
his Hand and Eye are objects of immense power.
Now something evil is stirring in the lands around Greyhawk. The Hand
and Eye of Vecna have been found - and Vecna wants them back.
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TSR #9317
1991 |
[WGS1] Five Shall Be One
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TSR #9337
1991 |
[WGS2] Howl from the North
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TSR #9385
1992 |
[WGQ1] Patriots of Ulek
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TSR #9406
1993 |
[WGM1] Border Watch
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TSR #9576
1998
CY 585 |
[ ] Return of the Eight
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TSR #9579
1998 |
[ ] The Star Cairns
(The Lost Tombs, Volume 1)
Derro swarm in the Abbor-Alz. The Doomgrinder windmill's blades approach
their zenith. Strange sightings in Hardby and rumors of a bandit empire
in the mountains have commoners and nobles concerned. The Circle of Eight
hopes that the key to averting this disaster can be found in the mysteries
of a group of five ancient crypts, the Star Cairns. But first someone
has to find the fifth cairn. . . .
Five separate adventure sites playable individually or linked together,
The Star Cairns can provide a diversion for treasure-hungry adventurers
- or can be used as the seeds for an extensive campaign. Although the
adventures are designed for four to eight characters of levels 5-8, each
section can be adjusted for weaker or stronger groups.
The Lost Tombs series continues with The Crypt of Lyzandred the Mad (Volume
2) and The Doomgrinder (Volume 3)
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TSR #9580
1998 |
[ ] Crypt of Lyzandred the Mad
(The Lost Tombs, Volume 2)
The lich Lyzandred: a madman, an undead archmage, a survivor of the twin
cataclysms that destroyed two great empires. His name invokes fear in
the hearts 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 of 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.
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TSR #9581
1998 |
[ ] The Doomgrinder
(The Lost Tombs, Volume 3)
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TSR #9582
1998 |
[ ] Vecna Reborn
(Ravenloft - continues Vecna's story after his
exile from Greyhawk)
From the depths of antiquity, he arises...
Trapped in a mockery of his former kingdom, he broods...
In hatred and spite against the one who betrayed him, he schemes...
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TSR #1162
1998 |
[ ] Return to the Tomb of Horrors (Boxed)
An Epic Adventure for characters of levels 13-16 by Bruce R. CORDELL
The nightmare of Acererak's tomb once again hungers for life!
Imagine a place of unspeakable evil. It was built upon hopelessness and
filled with unending terror and pain. This loathsome place shattered the
life of everyone who ventured near. But through tremendous sacrifice and
heroism, over the course of many years, it was finally gutted and its
foul creator destroyed.
Now imagine that the horror is beginning all over again.
The sinister wizard Acererak took great pains to safeguard his tomb. It
took many years, and many more lives, before his evil was finally laid
to rest. But though the demilich is gone, he is not forgotten. Others
who would become as he was have traveled to the site of Acererak's tomb
seeking the secrets of mastery over death. Slowly these pilgrims gathered,
eventually building in the shadow of the tomb itself a community dedicated
to the dark arts: Skull City.
But even these twisted necromancers have no inkling of the true evil that
swells and crackles beneath their feet.
This boxed adventure contains:
• a 160-page adventure book;
• a 32-page book of illustrations to be shown to players;
• player handouts, including an adventurer's diary filled with clues;
• a 16-page book of maps and monsters;
• and a reprinted facsimile of the original Tomb of Horrors adventure
module as first published in 1978.
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TSR #11445
1999 |
[ ] TSR Jam 1999
Contains one Greyhawk adventure: The Return
of the Pick-axe
Three Game Systems... Seven Adventures on Seven Worlds... A plethora
of challenges for the boldest heroes of them all
This compilation of adventures from TSR's popular ADVENTURER'S GUILD™
program brings together adventures from the FORGOTTEN REALMS®, GREYHAWK®,
PLANESCAPE®, and RAVENLOFT® campaign settings, the DRAGONLANCE®: FIFTH
AGE® campaign setting (using the SAGA® game rules), The Illithiad MONSTROUS
ARCANA™ sourcebook, and the ALTERNITY® science fiction roleplaying game.
• Take on the Cult of the Dragon and their undead dragon servitors!
• Join a band of githzerai's pursuit of their mortal foes, the mind
flayers of Kawarlenaa!
• Help a rogue tanar'ri hunt the Jabberwock with a vorpal sword!
• Struggle with a master vampire and The Whistling Fiend for the
Key to the Abyss!
• Defy the great sea dragon Brine in an undersea quest for the good
folk of Port Balifor!
• Engage in a game of "capture the flag" with bizarre aliens, while
the fate of an entire world hinges on the outcome!
Are you up to the challenge?
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TSR #11327
1999 |
[ ] Return to the Keep on the Borderlands
First published in 1981, B2, The Keep on the Borderlands by Gary Gygax
has been played by more people than any other roleplaying adventure, providing
an introduction to the hobby for hundreds of thousands of gamers.
Now, almost twenty years later, the Keep has declined into a sleepy outpost
settlement. The trained warriors once stationed here and the experienced
adventurers who once flocked to the spot are long gone. But evil once
again stirs in the fabled Caves of Chaos. Humanoids, undead, and evil
minions of a dark goddess plot to destroy their enemies. Only novice adventurers
who have come to try their hand at dungeon delving in this traditional
training spot stand in their way.
Light your torches, assemble your marching order, draw your weapons, and
sharpen your wits. It's time for a new generation of heroes to take on
the challenge.
This 64-page book includes:
• A special "Advice to the DM" section for beginning Dungeon Masters,
offering tips and tricks of the trade.
• Detailed descriptions of the Keep and its inhabitants
• Wilderness encounters with a wide range of classic monsters.
• Room-by-room descriptions of every chamber within the Caves of
Chaos.
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TSR #11413
1999 |
[ ] Against the Giants
THE LIBERATION OF GEOFF
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.
An epic adventure for characters of all levels
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TSR #11434
1999 |
[ ] Return to White Plume Mountain
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TSR #11662
2000 |
[ ] Die Vecna Die
.
"The End of the World Is at Hand"
A hideous death cult has seized control of an ancient artifact-monument
known as Tovag Baragu. The power behind the cult is the Old One himself,
Iuz the Evil, demonic master of an empire. He's on an all-or-nothing quest
for supremacy over the world-and the heavens beyond.
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TROISIEME EDITION - MODULES |
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LG #1723
2001
Keith Polster |
[ ] The Fright
at Tristor
"We Die for The Watcher"
Orcish barbarians harry the northern trade routes through
the cold north of the Theocracy of the Pale, serving a mysterious lord known
only as The Watcher. Plagued by a series of bizarre animal mutilations,
the terrorized folk of the village of Tristor turn to adventurers to help
them where hunters, vigilantes, and soldiers could not. Someone, or some
thing, is sending a message to Tristor, and all fear the inevitable
- when the gruesome murderer claims its first human victim. |
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RPGA #02
2000
Erik Mona |
[ ] River of Blood
A One-Round D&D Living Greyhawk Adventure, for characters
levels 1-3
The Millstream runs red with the blood of the abducted
children of Greyhawk's lower class, triggering memories of a crisis thought
averted long ago. Absolute Power series, part one.
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WTC11843
2001
Monte Cook |
[ ] Return to the Temple of Elemental Evil
EVIL NEVER DIES
An adventure taking characters from 4th to 14th level.
"Years ago, brave heores 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."
Characters battle over the power of darkness in Hommlet and beyond, forging
their way through hundreds of dire encounters before reaching the fiery
finale. Designed as the backbone of a full campaign, Return to the
Temple of Elemental Evil takes characters from 4th level to as high
as 14th level.
This deluxe adventure builds on the groundwork of the original Temple
of Elemental Evil (published in 1985), as well as other classic adventures.
However, none of those products are necessary to enjoy this one.
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WoTC
2005
Bruce Cordell |
[ ] Tomb of Horrors
REVISED D&D 3.5
Suitable for 9th level characters.
Get ready for some classic adventuring in the Tomb of Horrors by downloading this v.3.5 revision of the classic Tomb of Horrors adventure by Gary Gygax, and see how well your PCs survive!
The Legend of the Tomb of Horrors
Somewhere under a lost and lonely hill of grim and foreboding aspect lies a labyrinthine crypt filled with terrible traps and not a few strong and ferocious monsters to slay the unwary. Rich treasures both precious and magical fill the crypt, but in addition to the aforementioned guardians, some say a demilich still wards his final haunt. (Be warned that tales told have it that this being possesses powers that make him nearly undefeatable!) Accounts relate that adventurers have an extremely low probability of ever finding 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 demilich has hidden his lair so well, that even those who avoid the pitfalls likely will not locate their true goal. So only large and well-prepared parties of the bravest and strongest should even consider the attempt, and if they do locate the tomb, they must be prepared to fail. Any expedition must be composed of characters of high level and varied class. They must have magical protections and weapons, and they should equip themselves with every sort of device possible to ensure their survival. |
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WoTC
2005
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[ ] White Plume Mountain
REVISED D&D 3.5
Suitable for 7th level characters.
White Plume Mountain, the new revised adventure by Andy Collins, Gwendolyn F.M. Kestrel, and James Wyatt, recasts the three famous weapons Blackrazor, Wave, and Whelm as "legacy weapons" and presents Lawrence Schick's entire dungeon fully revised and updated for D&D V.3.5. So if you've been looking for a classic adventure that you can use with the newest rules, download this web enhancement now and introduce your PCs to the wizard Keraptis and his minions! . |
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