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Halls of the High King (FA1)
"Someone in the misty, wooded Moonshae Isles needs hundreds of brand-new swords taken under guard from Sword Coast smiths to a certain place on the Isles.
The swords are needed so badly, and their safe arrical is considered so unlikely, that someone is willing to pay adventurers a lot of gold - someone fairly important.
Adventurers foolish enough to take assigments too good to be true (or merely desperate for coins) will soon find themselves embroiled in a drak and mysterious struggle against evil that will take them into sacred groves, crumbling castles, and through ancient magical gates to the halls of the High King - and beyond.

This sourcebook contains background lore on the Moonshaes, a DM's delight of new monsters, magic items, and spells usable in any AD&D campaign and enough adventure ideas to keep the most energetic player characters seeking their fortunes in the Moonshaes for years to come!"

1990 ... Ed Greenwood ... 64 pages + poster map ... TSR 9301 ... ISBN 0880388811

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Nightmare Keep (FA2)
"A would-be conqueror is raising hordes of undead insects beneath Wolover's Keep in the Veilstone Peaks. This evil being was once a lich, a powerful undead wizard... but that was not enough. Now something strange exists beneath the Keep, something repellent - and strong beyond measure.
Nightmare Keep: for the AD&D game adventurer with courage, a strong stomach, and superior firepower. This adventure is set near northwestern Cormyr in the Forgotten Realms, but it fits easily into any ongoing high-level campaign."

1991 ... Rick Swan ... 64 pages + 3-panel cover + double-ided fold-out map ... TSR 9341 ... ISBN 1560761474

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Ruins of Adventure (FRC1)
"A great evil force descended on the town of Phlan years ago. The townspeople were all either killed or driven away, and Phlan became (literally) a ghost town. Fifty years later, the survivors are ready to reclaim their town. But they need a band of strong and brave adventurers to lead the fight - they need you.

Ruins of Adventure is a set of connected short adventures written by James Ward, David "Zeb" Cook, Steve Winter, and Mike Breault - four names familiar to all AD&D game fans. It uses the same setting, locations, and characters as the computer game Pool of Radiance by Strategic Simulations, Inc. In fact, many of the scenarios here in Ruins of Adventure will provide important clues to the successful completion of Pool of Radiance."

1988 ... Mike Breault & David Cook & Jim Ward & Steve Winter ... 96 pages ... TSR 9238 ... ISBN 088038588X

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Curse of the Azure Bonds (FRC2)
"Day breaks, and the crowing of a distant rooster wakes you from an all-too-short sleep. Another day of adventure, you think as you arise - but then you stop short. You, and all your companions, have an elaborate blue tatoo covering most of your sword arm!
And there's more to these marks than a drunken prank. As you try to find out the source and the meaning of your new adornment, you are drawn further and further into danger and mystery. Will you become a pawn in somebody else's power game, or will you fight for your freedom and individuality?
Curse of the Azure Bonds is an adventure set in the FORGOTTEN REALMS game world for the AD&D 2nd Edition game. It is based on the best-selling novel, Azure Bonds, by Jeff Grubb and Kate Novak. And watch for the Azure Bonds computer game, coming soon from Strategic Simulations, Inc.!"

1989 ... Jeff Grubb & George MacDonald ... 96 pages ... TSR 9239 ... ISBN 0880386061

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AVATAR TRILOGY (1989) modules and novels. When AD&D 2nd Edition debuted, TSR decided the best way to introduce the modest rule changes into the Forgotten Realms was to have a cataclysmic event, in this case the gods themselves ("Avatars") walking the realms. With the success of their novel division, TSR commissioned a fiction trilogy to mirror the FRE series modules. "Richard Awlinson" is a pseudonym of known TSR authors of the era.

-Wayne


[A correction/clarification by James Lowder via Facebook (16 May 2025, reprinted with permission)]

"Wayne's Books, you seem to have this backward. (I was the editor of the novels, co-author of the final version of the novel Tantras, and coordinator for all the other Avatar projects, like the modules and licensed DC comics.)
The Avatar novels were commissioned first, slightly before the modules, and are the centerpiece of the 2E "event" in the Realms. (Hall of Heroes is an Avatar-related game product, too, and the novel team had to scramble to create the main novel characters' backstories to have them included in that book well ahead of the books themselves.) The FRE modules follow the plots of the novels--which was a challenge, as the modules were being written at the same time as the novels, which were themselves being written even as the 2E rules were being finalized. That's why, say, the death of the assassins seems like it was shoehorned into the novels. It was. While the novel Tantras was in development, Zeb Cook came into my office and told me assassins were going away as a class, so we figured a (hamfisted, admittedly) way to reflect that in a book that was already well underway and already overstuffed with events. (Only later did Bob Salvatore, Jeff Grubb, and Eric Severson came up with the justification for why Artemis Entreri did not get killed with the assassins. Only assassins who worshiped the assassin god died; Entreri was in it for the money. It's a clever solution.)
It was a nightmare project. I can't stress enough how unhinged it was to have the last pass on the 2E rules, the novels, and the derivative modules and licensed comics all being put together roughly at the same time, by writers and artists in various parts of the US and Canada, in the days before common use of the internet. This was all done with physical manuscripts jetting around the continent via FedEx. In themselves, the novels were a tightly linked continuing story penned by, originally, three different authors in three time zones, with all three books being written simultaneously, with plot changes occurring as the books were developed and the 2E rules changed. Those changes then had to be reflected in all the other projects spinning out from the novels, including the later novels in the trilogy.
On top of that, everything was completed in a ridiculously short amount of time. The novels were released with only two months between each of them, so all three novels hit stores within six months. The crazy schedule is why the cover for Tantras does not reflect the contents of the book itself--the Caldwell painting was completed before the novel was done even in first draft and we didn't have time or procedures or bandwidth to make them line up in the final products.
Still, the novels were quite successful. Waterdeep was, I believe, the first New York Times bestseller for the Realms line. The problems the Book Department uncovered during Avatar changed the way we handled deadlines and schedules and even coordination with the Art Department and between fiction and game products, at least for a couple years before department management turned over."

[plus a reply from JL to Scott Holmes...]
"Scott Holmes the idea behind the "event" was to coordinate the metaplot for the Realms as a setting (fast becoming *the* primary D&D setting for the company at the time) with the game rules changes. The Realms setting changes have certainly proved important over time, more so than the game rules changes, but that's to be expected.
If you were just playing 1E or 2E, and using your own or another setting, you didn't need to read Avatar or play the modules. But the "event" never had that as a goal. You might want to give it a look, but it was not necessary for play. The Realms material was a way of fictionalizing game mechanism changes that were inventive at the time. It certainly helped supercharge interest in the Realms."

[JL Re: The mediocrity of the modules...]
"The weakness comes from having to follow the novel events, so they are very much "on rails" as adventures. Ed did his best with that, but that structure was decided by management before the project started, When we did the next fiction–games Realms event, Empires, the modules ran parallel to the novels, so players had more agency and the rails are much less constraining."

[Re: "Awlinson"]
"Some other "insider" bits about the Awlinson name (all-in-one, get it?--no, that was not my creation; TSR management came up with that). The idea was to use the house name so the books would be shelved together alphabetically at the start of the sf/fantasy section of the bookstore. There was also a minor push to play down the fiction authors as individuals at the time; management was unhappy some authors were more important to the readers than the brands. The Book Department staff pushed back against those efforts where we could, at least until department management changed in 1992.
I was against the idea of the house name from the start--I thought it disrespectful to the authors--but couldn't get upper management to change that plan. I did, however, successfully lobby to run an author bio for each book that identified the actual author(s). (I am still a bit stunned I got that through; my boss at the time, Mary Kirchoff, deserves a lot of credit for helping make that happen.) As I recall, the wording in the original bios very specifically identified "Richard Awlinson" for each book as the author (Scott or Troy) and me as editor, because of the intensely collaborative nature of the whole project. We were very much a team.
Scott Ciencin was THE author for Shadowdale, and Troy Denning was THE author for Waterdeep, but after the original author contracted for Tantras left the project (because of the huge flaws in the schedule and project processes we inherited), I re-plotted the book, Scott Ciencin wrote a very fast first draft, and I revised that and wrote some new sections. Most of the Cyric material in Tantras was mine.
The company gave up on keeping the Awlinson name secret anyway after the trilogy sold so well. They wanted to be able to promote the books Scott and Troy did later alongside their Avatar books. When Wizards created new covers for the trilogy, they offered to put my name on Tantras with Scott's as co-author. I declined because they weren't going to offer me a cut of sales (something Scott was always willing to do, but TSR/WotC was not, for business reasons).
I wrote Prince of Lies as a stand-alone, but it was originally pitched to TSR as a trilogy, Godswar, with Scott and Troy writing the other two books, each focusing on the characters they were most interested in. Scott would have handled Midnight/Mystra, Troy Kelemvor. Cyric was always the character that interested me most. But Scott got busy with creator-owned books in New York, and Troy started work on Dark Sun, so it ended up just being me doing Prince of Lies."




Shadowdale (FRE1)
"THE GODS WALK THE REALMS.

Cast out from their heavenly domain, the gods of the Forgotten Realms wander the land as mortals - extremely powerful mortals, to be certain, but mortals nonetheless. They seek the lost Tablets of Fate, key to their return. But as the good and evil gods of the Realms bring their fight down to earth, the people and lands are caught in between. Nature itself revolts: Strange creatures stalk the countryside, and even magic become unpredictable.

When a band of adventurers are hired by a young apprentice to rescue her sorceress-mentor, little do they realize the size of the stakes they will soon be playing for. Caught up in a power struggle that will determine the fate of the Realms themselves, the first step is to find the only mortal who may know what's going on - the legendary sage Elminster. And that means going to Shadowdale.

Shadowdale is the first of a three-part series of modules for the ADVANCED DUNGEONS & DRAGONS 2nd Edition roleplaying game. Set in the popular FORGOTTEN REALMS game world, this module features the same settings and many of the same characters of the first novel of the Avatar Trilogy, Shadowdale, by Richard Awlinson. This AD&D 2nd Edition adventure is for four to six characters of levels 5-8."

1989 ... Ed Greenwood ... 48 pages + fold-out map ... TSR 9247 ... ISBN 0880387203

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Tantras (FRE2)
"Elminster has been murdered.

And to make matters worse, the player characters who helped to save Shadowdale from the armies of Zhentil Keep in Shadowdale (FRE1) have been sentenced to death for killing the old sage. They're innocent, of course, but in this time of troubles in the Realms, truth and justice are not always served. Imprisoned in the Tower of Ashaba, the heroes must escape if they are to survive!

Later, when the heroes start their quest for the first of the mysterious Tablets of Fate - mighty artifacts stolen from the overlord of the gods himself - they come up against an even greater peril: Bane,the God of Strife, and his ally, the God of Death, have set in motion a plot to capture the heroes and their companions. You must face deadly assassins, nightmarish monsters, and violent storms on your way across the Dalelands. And the worst threat of all is an unexpected one - the man who helped you earlier has now joined the side of Bane and the forces of Zhentil Keep.

Tantras is the second of a three-part series of adventures for the ADVANCED DUNGEONS & DRAGONS 2nd edition roleplaying game, but it can also stand alone. Set in the popular FORGOTTEN REALMS game world, this adventure is loosely based on Richard Awlinson's Tantras, the second novel in the Avatar Trilogy. This adventure is designed for four to six player characters of levels 6-9."

1989 ... Ed Greenwood ... 48 pages + fold-out map ... TSR 9248 ... ISBN 0880387394

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Waterdeep (FRE3)
"The God of Strife is dead, destroyed in his attack on Tantras, and Midnight and the player characters have recovered the first Tablet of Fate - one of a pair of mysterious artifacts that will return the gods to their former glory and save the Realms from the fallen deities' wrath.

But the quest isn't over! To find the other Tablet of Fate, your heroes must travel across Faerun to Waterdeep, the City of Splendors. But both Midnight's former ally, Cyric, and Myrkul, the Lord of the Dead, want the tablets for their own dark ends, and they will stop at nothing to capture Midnight even if it means the destruction of the Realms!

Waterdeep is the third 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 popular FORGOTTEN REALMS game world, this adventure is loosely based on Richard Awlinson's Waterdeep, the third novel in the Avatar Trilogy. This adventure is designed for four to six player characters of levels 6 to 9."

1989 ... Ed Greenwood ... 48 pages + fold-out map ... TSR 9249 ... ISBN 0880387572

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The Jungles of Chult (FRM1)
According to Jean Rabe, one of the authors, Chult was to have two color fold-out maps. The missing map was never published and the original is believed to have been lost to the sands of time. Several encounter locations in the module reference this missing map.

Note that there is a problem with this listing on Amazon. Some overworked copy editor at TSR mistakenly used Chult's ISBN (1560766050) in the booklets that make up the Forgotten Realms Campaign Setting (2nd edition). So now used book sellers come across the loose FRCS books - which were never intended to be sold separately - and mistakenly list them here.
Beware.

-Wayne


"Come, all ye seekers after treasure beyond your ken and adventure greater than any you can dream!
Come, all ye mighty warriors, seekers after prey worthy of your peerless skills, and stalk the Children of Ubtao. Walk the streets of the city of Mezro, of the Maze of Life. Meet the barae, the holy warriors of Ubtao, those men and women who will live forever sustained by their wisdom and their faith.
Wizards, be prepared for new magical spells and new methods of magic use based on gemstones.
Search the jungles of Chult for the fabled emerald mines, for the Heart of the Jungle, a single gem as large as a man's heart.
Also within these pages are new monsters and new character kits: Mage hunters, specialty priests of Ubtao, and spiritlords.

This adventure is designed for 6 to 8 characters of levels 5 to 8."

1993 ... James Lowder & Jean Rabe ... 64 pages + poster map ... TSR 9389 ... ISBN 1560766050

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Haunted Halls of Eveningstar (FRQ1)
"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 others 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: here, 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."

1992 ... Ed Greenwood ... 32 pages ... TSR 9354 ... ISBN 1560763256

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Hordes of Dragonspear (FRQ2)
"Dragonspear Castle. All who live within several hundred miles have heard the bame and know its import. Once home to the proud and the brave, it stands now a ruin, cloaked behind a history of murder and diabolic plots. Few go there, for the only reward to be found is death.
Rumors abound that Dragonspear holds a portal to the sinister planes, but until now those have been unfounded. Following a great battle against orcs and trolls from the High Moor who had taken possession of the castle, a temple to ward against further evil was established. However, by the Time of Troubles, that temple and its clergy had disappeared. Now, a horde of fiends and monsters has amassed at Dragonspear Castle, and is terrorizing the surrounding countryside.
The portal is active, that is for certain. The army of Daggerford needs reinforcements! Is your party made of the stuff of heroes?

Hordes of Dragonspear can be played using either the BATTLESYSTEM miniatures rules, or the quick combat resolution system found in DMGR2, The Castle Guide. Alternatively, a few simple changes render the entire module playable without any special rules."

1992 ... 32 pages ... William W. Connors ... TSR 9369 ... ISBN 1560763337

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Doom of Daggerdale (FRQ3)
"Randal Morn certainly has his hands full! The temple of Lathander, which burned to the ground eight years ago, seems to be the source of a curse affecting the entire town. People are taking ill, animals are dying overnight, crops are failing. All this seems to have started after Eragyn, priestess of Cyric, disappeared from Daggerdale. Shortly before that, a forgotten mage-lord's crypt was discovered and opened; things just haven't been the same since.
Constable Tren is displeased with the situation, what with suspicion being cast in the Zhentarim's direction as well as toward Cyric's priesthood. He's undoubtedly making the Dalesfolk's lives more difficult than usual because of this upheaval. Randal has sent out the call for aid to all who are interested and able to help; his freedom riders have their hands full already.
A missing evil priestess, a mage-lord's crypt-curse, a plague, and possible Zhentarim involvement: all the elements of a rousing adventure in one place! Where do your characters sign up? Step right this way, won't you?"

1993 ... Wolfgang Baur ... 32 pages ... TSR 9391 ... ISBN 1560766549

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Swords of the Iron Legion (I14)
"Ravening armies sweep across the land! Vast hordes of foul monsters lay siege to mighty cities! Tremendous battles are fought to decide the fate of entire lands -- and you are in command!

Swords of the Iron Legion is an anthology of adventures set in the FORGOTTEN REALMS campaign setting for large-scale battle using the BATTLESYSTEM rules for mass combat. The adventures, written by a group of talented designers, range from simple skirmishes to all-out wars! Flying creatures, war machines, fortifications, and plenty of other twists ensure that each scenario is more than a simple bash-'em-up. Some adventures also include role-playing opportunities for characters, who get a chance to perform individual heroics to lead their armies to victory!

These adventures are suitable for one-time play, or they can be inserted with ease into an existing campaign. Complete descriptions of the armies, special characters, terrain, and other interesting features to guarantee you hours of fun on a grand scale are included in each adventure."

1988 ... Skip Williams (editor) & Larry Elmore (cover) ... 64 pages ... TSR 9226 ... ISBN 0880385596

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Under Illefarn (N5)
INTRODUCTION:
"Under Illefarn is an AD&D® campaign book for a Dungeon Master and four to eight 1st level characters. It is also possible to start as a 0 level character. More about that later.

You start as a character in the trading city of Daggerford. By the law of Dagger-ford, you serve in the militia. As a member of the militia, you have the opportunity to participate in several adventures which should enable you to advance in level. When the campaign is over, your character should be at 3rd or 4th level. A split class character may still be at 2nd level for some or all of his or her classes.

If you have a character who reached 1st level in N4, Treasure Hunt, your adventure took place in the sea to the west of Daggerford. After that adventure, your character decided to see the world and ended up in Waterdeep, the main trade city to the north. You soon found the big city was a bit much for a simple islander, so you gravitated to the smaller town of Daggerford, finding out only after you settled into a squalid room at the Lady Luck Tavern (or a sumptuous suite at the River Shining Tavern if you've kept most of your loot from the treasure hunt) that residence in Daggerford means enlistment in ... but we'll get to that in a bit."

1987 ... Steve Perrin ... 48 pages ... TSR 9212 ... ISBN 0880384891

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