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WGR Module SeriesGreyhawk Ruins (WGR1)
This is the more serious treatment of the classic Gygax dungeon. Gamers largely rejected the trashing of Gygax's legacy in the earlier slapstick Castle Greyhawk (WG7).
Two printings: Earlier printing is missing the elevation legend key (from map W100) and the later printing uses an unusual (for TSR) glossy paper with a elevation legend key. The maps' color scheme can be a little confusing without the key.
I've seen the glossy paper so far on modules N4 and X12 (1986 & 1987, respectively). I thought that it might be a printing company that TSR was using for a brief time, but this 2nd printing WGR1 with the glossy paper has wrecked my theory, since it'd have to be 1990 or later.
"Enter the infamous ruins of Castle Greyhawk, the most formidable and expansive dungeon on Oerth. Its mazes and catacombs have drawn hundreds of adventurers from around the Flanaess. They are intrigued by tales of its riches, undaunted by its reputation for death in countless unspeakable ways. Getting there is no trick - it's a well-traveled path. The trick is getting in and out again with your own hide intact!
Try your hand at the busiest dungeon ever created. There are more than two dozen levels of horror and treasures. Run into brutal foes and gain uncountable wealth - nearly 1,000 seperate room descriptions in all!
Greyhawk Ruins is a complete guide to the most famous dungeon in the WORLD OF GREYHAWK campaign setting. All you need is the ADVANCED DUNGEONS & DRAGONS 2nd Edition role-playing game, nerves of steel, and the resolve to challenge the puzzles and powers the ruins have to offer!
Greyhawk Ruins is designed for five to seven characters of levels 2 to 15."
1990 ... Blake Mobley & Timothy B. Brown ... 128 pages ... TSR 9292 ... ISBN 0880388609
Treasures of Greyhawk (WGR2)
"From lost settlements on the wild shores of the Amedio Jungle to a dragon's lair in the Crystalmist Mountains, this new anthology of AD&D adventures has something for every adventurer.
Search for the fabled jewel, the Eye of Nur Dav, or seek a powerful magical item like the Helm of Selnor. You must be on your guard, however, for each of these adventures is designed to test the mettle of the experienced adventurer.
So, whether you wish to pay a visit to the archmage Bigby's humble abode, search the tombs in the Cairn Hills, or pass the time of day riddling with a sphinx, these forays into the WORLD OF GREYHAWK® setting will be a challenge for parties of venturesome players, who either excel at role-playing, combat, and puzzle-solving, or who wish to.
Who knows, you might even win the Treasures of Greyhawk.
• Short Sessions
Each adventure perfect for an evening's adventuring.
• Flexible Plots
Mix-'n-match several plots for epic adventures. You can even adapt them to another campaign world!
• Challenging Adventures The bold may inquire within.
FOR PLAYER CHARACTERS OF LEVEL 4 TO 18"
Walter Baas (Crossing Into Steel; Face of Xenous; Well of All Heals)
Jack Barker (Bigby's Modest Home; The Helm of Selnor - with Charles Polta; The Shroud of Karyne - with Michael Martin)
Roy Rowe (On the Town; Terror in the Tropics)
Louis Prosperi (Bladestar; The Neogi Nest)
Tom Prusa (A Little Knowledge . . . ; All for a Hat; A Sword for a Hero; The Wizard Isn't Home)
1992 ... 96 pages ... TSR 9360 ... ISBN 1560763663
Rary the Traitor (WGR3)
Alvin S. alerted me that there are missing maps that were not included in the printed version of this module. The missing maps are Rary's Fortress Map 10 - Upper Level 3, Map 11 - Upper Level 4 & Map 12 - Upper Level 5. Copies of the maps are available via download from the Acaeum Library. Scroll down to Downloads - Module WGR3 Errata.
"'In the agonizing aftermath of the Greyhawk wars, when conflict touched virtually every corner of the continent, few gained more infamy than Rary of the Circle of Eight. Once considered a quiet, peaceful man with few ambitions, the great mage instead was corrupted to the ways of evil, and in the process slew two of the wisest and most powerful wizards of the Flanaess. Now, fleeing south with his co-conspirator and their loyal troops, he has carved out an empire in the wilderness, and threatens to inflict more harm and chaos on a world long grown weary of war and strife.'
Thus begins this supplement for the GREYHAWK campaign setting, the first since the world-shattering GREYHAWK Wars boxed game. Descriptions of Rary's desert fortress in the Brass Hills are here, as are statistics on his co-conspirator, Lord Robilar. The back-breaking mines of Abbor Alz, home to the duergar, and the Ghost Tower of Inverness are detailed as well, along with dozens of other places, things, and persons. A four-color poster map of the Bright Desert and its surroundings is also included.
It is not necessary to have played the GREYHAWK Wars boxed game in order to use this material.
The campaign material contained in this booklet is suitable for players and referees of all levels; the adventures, however, are aimed at characters of levels 8 and up."
1992 ... Anthony Pryor ... 64 pages + poster map ("The Bright Lands") ... TSR 9386 ... ISBN 156076497X
The Marklands (WGR4)
"The Mighty Are Fallen
This is a sourcebook about desperate days and realms in peril. In the central Flanaess, the great Greyhawk Wars have reduced once mighty nations to penury. Great Furyondy, first nation state to throw off the yoke of the Great Kingdom, faces the merciless hordes of Iuz to the north and east while its King ages before his years trying to unify his fractious nobles. Furyondy's brave allies, the Highfolk, seem to face certain defeat against the same enemy within the great Vesve Forest. Nyrond, bright hope of Good to the east, lies exhausted and impoverished. Many of its best citizens have already fled. Those who remain face starvation and riots. Raids by brutal Aerdy soldiery and humanoids from the Bone March have reduced morale to the point of desperation. If ever lands needed heroes, now is the time. To use this sourcebook, you will need the From the Ashes set.
The following chapters describe these imperiled lands and their people in detail. A brief history of each land is followed by a description of its rulers and politics, its trade and economy (how its people survive in these dark days), its relations with foreign states, and a survey of the military might left to it after the Greyhawk Wars. The struggles of powerful factions are described along with the lives of common people. Each nation has its major towns and cities described in an extensive gazetteer entry which also covers other settlements, castles, fortifications, mines, places of mystery, magic and wonder, and much besides.
Major NPCs, and armies, are detailed in "Characters and Forces" sections. A final section on Adventuring in each land provides plenty of adventure hooks for the DUNGEON MASTER™ to use in setting campaigns in these beleaguered kingdoms.
The Marklands offer adventurers endless opportunities. Evil foes stalk the borders of the great nations. Internal struggles threaten to collapse Nyrond from within. Dark and dire evils wait to be challenged. Fabulous treasures await those brave enough to fight the goblinoid hordes, and powerful monsters who possess them. There are dungeons to explore. Deep political intrigue waits in the cities. There are skirmishes against humanoid warbands and crusades against overwhelming evil. Those who survive and triumph may be granted lands of their own to build castles and proclaim their fiefdoms. The Marklands will always have need of heroes with wit and courage in these dark and troubled times." ...from the Introduction
1993 ... Carl Sargent ... 96 pages + poster map ("The Marklands") ... TSR 9398 ... ISBN 1560765593
Iuz the Evil (WGR5)
"From his hideous throne in the wretched gloom of Dorakaa, Iuz the Old, Lord of Pain, stretches his bony hand across the Flanaess. Since the signing of the Pact of Greyhawk, his empire of tyranny and suffering is secure - at least for a time. None of the lands of good and hope are strong enough to threaten him. Iuz surveys his domain and cackles gleefully. He has added much to his holdings, but he is not yet content.
This sourcebook details the many lands Iuz controls; his dark priests and their magic; Iuz's fiendish allies from the Abyss; his marauding humanoid armies and raiders; and much, much more. These are lands of ineffable evil, a beacon for adventurers seeking glory within their perilous borders. Servants of good, prepare your weapons and ready your spells, for there are no challenges greater in all the Flanaess than those of the Lands of Iuz."
1993 ... Carl Sargent ... 96 pages + fold-out map ("The Lands of Iuz") ... TSR 9399 ... ISBN 1560765844
The City of Skulls (WGR6)
"The dreadful jails below the appalling City of Skulls, Iuz's nightmare capital, contain many wretched and desperate captives. Among them is Earl Holmer, Knight Commander of the Shield Lands. A brave spy in Dorakaa has shown the ay to find and free Holmer - is your party up to the job of freeing him? King Belvor IV of Furyondy believes so. In the way stand fearsome priests and mages of the Lord of Pain; ogres, giants, fiends, and worse hinder the struggle to defeat traps and guardians of Iuz. Plucking Holmer from his grasp will bring great renown, knighthood, and treasure - for those who survive. None has ever escaped Iuz's jails. Who will you be the first to use stealth or storm to breach them?
The City of Skulls presents adventure with a mighty challenge, full of dangers writ large and also unseen (until they strike). This adventure is suitable for 6-8 characters of levels 9-12, and includes pregenerated characters suitable for the quest, player handouts, a unique Notoriety system enabling the DM to draw forth Iuz's most fearsome guardians, a multi-level dungeon-jail, and much more besides. Now is the time for true heroes - is your party skillful enough to survive and return in triumph??"
1993 ... Carl Sargent ... 64 pages ... TSR 9405 ... ISBN 1560766085
WGA Module SeriesFalcon's Revenge (WGA1)
A three-part series of adventures, plus fold-up cardstock buildings that match with those of Forgotten Realms Cities of Mystery (FR8).
"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 Greyhawk. 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.
Falcon's Revenge is designed for five to seven characters of levels 5 to 7."
1990 ... Richard W. Brown & Anne Brown ... 64 pages + fold-out map + sheets of wood-faced fold-up buildings ... TSR 9279 ... ISBN 0880388307
This adventure contains fold-up buildings representing one of Greyhawk's most prestigious temples. These buildings are compatible with the Cities of Mystery (Forgotten Realms) accessory.
"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 that she is simply gathering strength for her ultimate assault on the city.
1990 ... Richard W. Brown & Anne Brown ... 64 pages + fold-out map + sheets of orange-backed, stone-faced fold-up buildings ... TSR 9289 ... ISBN 0880388528
Flames of the Falcon (WGA3)
"Assaults on the City of Greyhawk by a vengeful cleric of Iuz have terrified citizens and caused an exodus of residents. If this cleric is allowed to continue her evil plans, Greyhawk will become little more than a ghost town, ripe for the picking by the evil cleric's followers.
Volunteers are needed to hunt down the cleric and her cult before she unleashes her undead minions into the streets of Greyhawk - and it is only a matter of time before she claims the city as her own!
Flames of the Falcon is the third of a three-part series of adventures for the ADVANCED DUNGEONS & DRAGONS 2nd Edition role-playing game. The trilogy began with Falcon's Revenge and Falconmaster - now the thrilling adventure concludes in this module.
This adventure can also be played as a stand-alone module. Set in the famed City of Greyhawk, Flames of the Falcon is designed for five to seven characters of levels 5 to 7."
1990 ... Anne Brown & Richard W. Brown & Ken Frank (art) ... 64 pages + fold-out map + sheets of tan-backed, stone-faced fold-up buildings ... TSR 9302 ... ISBN 088038882X
Vecna Lives! (WGA4)
"'...and so, after the Rain of Colorless Fire, the One-Named-In-Whispers ascended to the Spider 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 their 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."
1990 ... David "Zeb" Cook ... 96 pages ... TSR 9309 ... ISBN 0880388978
Other WG Series Modules (WGM, WGQ, WGS)Border Watch (WGM1)
"Greatwall is in peril - not from military forces of Iuz, but from lack of goods and supplies. Caravans from Willip have ceased thanks to increased dangers on the Willip Critwall Grabford Trail. As the key fort positioned to contain the Iuzian flood, Greatwall is a strategic necessity. Its failure would mean a major incursion along the border.
Your characters are hired to escort a caravan from Greatwall to Willip; if its merchants are afraid to come to the fort, the fort will go to them. This should be simple, cut and dried guard job. Right?
Of course not. There are many surprises in store for your little caravan, and your characters will need to keep their wits about them day and night in order to make it to the other end. Secret plans are afoot, conspiracies are brewing, and nothing is as it seems while on the Border Watch."
"The war is over . . . but not for Iuz.
Behind his newly-conquered borders, Iuz plots a scheme to strike at the very heart of Furyondy. What starts out as a simple border watch assignment for the characters becomes an adventure of war, espionage, and intrigue that may shake their nation to its highest levels!
This adventure, designed for four to eight characters of levels 1-3, takes place on the Furyondy-Iuz border in the wake of the recent Greyhawk Wars. The DUNGEON MASTER™ should familiarize players with the current situation in Furyondy, Iuz, The Shield Lands, and The Horned Society, as detailed in the From The Ashes boxed set. The PCs begin the adventure at the citadel of Greatwall, sometime during the month of Patchwall (October)." ...from the Introduction
1993 ... Paul T. Riegel ... 32 pages + 3-panel cover ... TSR 9406 ... ISBN 156076631X
Patriots of Ulek (WGQ1)
"The Great War may be over, but the battles continue. Rumors and facts are often confused in the aftermath. Depending on who you listen to, Prinzfeld is either under attack or perfectly safe. Turrosh Mak is on his way, with hordes of orcs at his command - ridiculous, he would never attempt an invasion at this time. Graf Twembly is being held hostage, and near death - no, he's just under the weather and hasn't felt like coming out of the castle lately. A dwarven prince has requested your party's aid in quelling the coming invasion (if there is one, of course). Do you take him at his honorable word, and gird yourselves for battle? Or do you listen to the street talk, and take the side of those who disbelieve the warmongering? Most importantly of all: what if you make the wrong choice?
Patriots of Ulek is the first module following the release of GREYHAWK Adventures Wars"
1992 ... Anthony Pryor ... 32 pages ... TSR 9385 ... ISBN 156076449X
Five Shall Be One (WGS1)
"Powerful forces are set in motion as your party searches for the legendary Blades of Corusk. Take them on the perilous journey from Rookroost to the Lair of the Shadow Dragon in the frozen northlands. Will they survive the ramifications of events that they have initiated? Those who hold the magical blades will not easily give them up. Plucking them from the grasp of a jealous dragon or stealing them from the center of the subterrean City of the Orc Horde will strain your adventurers to their limits!
Designed to be played alone or with adventure WGS2, A Howl from the North, Five Shall Be One is suitable for four to eight players who are 7th to 10th level."
1991 ... Carl Sargent ... 64 pages + fold-out map of Garek (Garel) Enkdal, City of the Orcs ... TSR 9317 ... ISBN 1560760702
Howl From the North (WGS2)
"Barbarian legends tell of five magical blades of measureless power. The more civilized cultures of warmer climes believe these tales to be nothing more than delirious dreams of frost-bitten brains. 'Those frozen louts - they're trying to scare respect out of us!' At least that's what they want to believe...
Three of the legendary Blades of Corusk have been unearthed, and their powers have proven to be all that the tales claimed. Youu have been given these to use in the quest for the remaining two blades. However, word has spread to the peoples of the neighboring areas, and two groups are working against you to prevent your securing these swords. Beware the Hold of the Stonefist and the Rovers of the Barren! Only so much time remains for you to locate the last two Blades of Corusk...and your enemies are on the horizon.
Find the blades, and reclaim your birthright of honor and respect; fail, and be outcast from your tribes for life. The choice is yours."
1991 ... Dale "Slade" Henson ... 64 pages ... TSR 9337 ... ISBN 1560761431
The Adventure Begins
"The year is 591 CY. The World of GREYHAWK has changed a lot, as nations topple and leaders plot. Whole realms are 'lost'; others have crumbled; still others have advanced, becoming new powers in the Flanaess. So where are you going to find all the news?
And more to the point, where in the City of Greyhawk can you find some interesting gossip, cheap but good ale, and fellow adventurers to share it with?
A Dungeon Master's dream, this 128-page guide gives you what you need to start a Greyhawk campaign - or to update an exisiting one:
* Extensive histories of the Flanaess and the Domain of Greyhawk
* A place-by-place description of the City of Greyhawk
* A 16-page map booklet with new and updated maps of towns and adventuring sites in the central Flanaess
* Updates on famous people - good and bad
* The seeds for thousands of new adventures"
1998 ... Roger E. Moore ... 128 + 16 pages + 11x17 map card ... TSR 9577 ... ISBN 0786912499
"Return to the roots of fantasy roleplaying with the Player's Guide for the GREYHAWK campaign setting — the original ADVANCED DUNGEONS & DRAGONS game world! For newcomers as well as old-time fans, this book is the doorway to high adventure.
Enter the Flanaess — a crowded cluster of kingdoms and states, great and petty, struggling for survival and supremacy against one another and countless foes both internal and external. Learn about the nations and cities of the world of Greyhawk; the leaders and rebels that affect this war-torn land; the races that inhabit it and the creatures that threaten it. Use this book in conjunction with TSR's other GREYHAWK game accessories, or to begin your own campaign in the land that helped shape the AD&D game, the world that even now defines excitement and intrigue."
1998 ... Anne Brown ... 64 pages + double cover folder ... TSR 9578 ... ISBN 0786912480
Return of the Eight
"It begins the night a dragon falls on an off-duty adventurer. Fortunately, it's a small dragon. Unfortunately, it's connected to a big problem. Make that a huge problem: The survival of a well-known wizard belonging to the Circle of Five is at stake, but that's not the worst of it. Evil forces are attempting to infiltrate a secret fortress and unlock vast magical powers, but that's not the worst, either.
The bad news? Some old enemies of civilization in the Flanaess have returned, and they've discovered a mutual interest in world domination. They have a plan to bring it about. And their plan is already underway when the little dragon appears.
Worse, on this particular nights, there's no one who can stop them - no one but any heroes who can start this adventure and survive through its out-of-this-world climax. And they have no choice. It they fail, the City of Greyhawk and all the civilized lands of the Flanaess will get to meet some remarkable legendary figures.
Then civilization will die. Screaming."
1998 ... Roger Moore ... 64 pages ... TSR 9576 ... ISBN 0786912472
The Scarlet Brotherhood
"The Scarlet Brotherhood has always been a mystery. Cloaked in shadow, manipulating events across the Flanaess, exploring unknown southern jungles, the Brotherhood influences the world in ways both obvious and subtle. Now learn their early history, hierarchy of power, gods, and agenda.
But the Brotherhood is not alone in the south. Explore the peoples, nations, gods and wonder of the continent known as Hepmonaland and the jungle peninsula of Amedio.
This book includes new character classes for Scarlet Brotherhood monks and assassins, as well as specialty priests for the entire Suel pantheon."
1999 ... Sean Reynolds ... 96 pages + map (featuring the Tilvanot Peninsula, Hepmonaland, and the Amedio Region) ... TSR 11374 ... ISBN 0786913746
The Star Cairns (Lost Tombs Series, No. 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 seperate 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."
1998 ... Sean Reynolds ... 48 pages + 3-panel cover ... TSR 9579 ... ISBN 0786912502
Crypt of Lyzandred the Mad (Lost Tombs Series, No 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."
1998 ... 48 pages ... TSR 9580 ... ISBN 0786912510
The Doomgrinder (Lost Tombs Series, No 3)
"The Doomgrinder, a mysterious stone windmill many leagues east of the City of Greyhawk, has for centuries been a source of rumors, frustration and fear. The rumors say that vast treasures are stored inside - all cursed. The frustration belongs to hundreds of adventurers who over the years have attempted to enter the windmill and failed. The fear is felt by those who believe the world will end when the stone sails of the Doomgrinder turn again. In the City of Greyhawk, powerful spellcasters read bad omens for the future, and the Doomgrinder is part of them. Some see no future at all, good or bad.
In this GREYHAWK adventure, a group of brave heroes may finally learn the truth about the Doomgrinder. Designed for characters of levl 4 through 8 but adaptable to any level, the adventure can be played on its own or as the climax to the Lost Tombs adventure series. It also offers countless oppurtunities for spin-off adventures, potentially providing the foundation for entirely new campaign directions, and months of exciting game sessions."
1998 ... 48 pages ... TSR 9581 ... ISBN 0786912529
"It has been a decade since the feared yellow sails of the Slavelords appeared in harbors of Wild Coast towns - ten years since friends, family, and loved ones were carried off in shackles to the inhuman lands of the Pomarj.
Turrosh Mak, a half-orc warlord, has unified the bickering humanoid tribes into a rapacious nation! With sword and flame, tooth and claw, he led his conquering horde north, till over half of the Wild Coast fell beneath his iron gauntlet.
Now the ships with the yellow sails have reappeared on the waters of the Woolly Bay. They have even reached the shores of the Nyr Dyv, the "lake of unknown depths," striking suddenly and carrying off every able-bodied survivor. And just as suddenly they vanish without a trace. The scourge of the Slavelords has returned.
This book features a new chapter in the Slavelords saga, and includes detailed descriptions of the cities and lands of the Flanaess, from the City of Dyvers to the dark peaks of the Drachensgrab Mountains deep in the Pomarj."
2000 ... Sean K Reynolds & Chris Pramas ... 128 pages ... TSR 11621 ... ISBN 0786916214
TSR 25th Anniversary SeriesReturn to the Keep on the Borderlands
"Of the hundreds of adventures published by TSR over the last twenty-five years, B2, Keep on the Borderland holds a special place in the hearts and memories of a whole generation of gamers. For many, it was the first adventure they ever played; literally hundreds of thousands of players and Dungeon Masters cut their teeth on "the Caves of Chaos" as their first dungeon delving. While we will never know the exact number, there's every reason to think that more people have played this adventure than any other in the history of roleplaying games.
Return to the Keep is an update of the classic adventure, detailing what has happened in the Caves of Chaos and the Keep itself in the two decades since brave adventurers cleaned out the monsters and departed for other challenges. The rules have been fully updated to Second Edition, encounters have been fleshed out, and the section of advice to inexperienced Dungeon Masters expanded and rewritten. In the main, however, Keep on the Borderland remains what it has always been: a series of short adventures, distinct enough that player characters (PCs) can catch their breath between each section, that smoothly segue together. Altogether, this adventure gives novice players and characters a chance to learn the ropes without getting in over their heads; characters who survive will have learned the basic tricks of their trade, just as players and Dungeon Masters will know the basics of good gaming."
1999 ... John D. Rateliff ... 64 pages ... TSR 11327 ... ISBN 0786913274
Against the Giants: The Liberation of Geoff
"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
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."
1999 ... Sean K. Reynolds ... 96 pages ... TSR 11413 ... ISBN 0786914130
Return to White Plume Mountain
"In ancient times, a sorcerer named Keraptis searched for eternal life. Within the magma domes and steam vents of an active volcano, he conducted his arcane experiments. Eventually he faded into legend, and the world heard no more of Keraptis for more than a millennium.
Two decades ago, however, Keraptis reappeared in White Plume. The mountain and its insane lord proved too much for most, but eventually courage and justice triumphed. Keraptis was finally dead ... or so the world thought.
Now, twenty years later, a face has appeared in the volcano's smoke—the face of Keraptis himself, say those who should know. Is the vile wizard immortal after all? Or is there an even greater threat building beneath White Plume Mountain?
The original S2: White Plume Mountain by Lawrence Schick, released in 1979, was one of the first scripted scenarios to appear for the AD&D® game. If you have your own fond memories of experiences within the volcano, you will find this adventure just as fascinating, and just as deadly, as its predecessor. If you are about to tackle White Plume Mountain for the first time, it will be an experience you'll never forget."
1999 ... Bruce R. Cordell ... 64 pages ... TSR 11434 ... ISBN 0786914343