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Enter this world and discover excitement far beyond your wildest dreams. Greyhawk is the place where adventure begins and ends?.
This book is for experienced roleplayers looking from something exciting and original to use in their fantasy gaming. Its pages are filled with bold new gaming experiences. With this book, you join the ranks of the best role players in the world. Your... [click here for more] |
Wizards of the Coast |
$9.99
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Against the Slave Lords is a collection of four classic Advanced Dungeons & Dragons adventure modules that form a series -- A1: Slave Pits of the Undercity, A2: Secret of the Slavers Stockade, A3: Assault on the Aerie of the Slave Lords, and A4: In the Dungeons of the Slave Lords -- complete with original black-and-white interior art.
Added to the collection is an all-new fifth adventure -- A0:... [click here for more] |
Wizards of the Coast |
$9.99
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Make the world your own!
At gaming tables everywhere, the future of the Greyhawk setting turns on the rolls of dice and the actions of thousands of Dungeons & Dragons players.
This comprehensive sourcebook contains everything you need to get started in the RPGA Network's exciting Living Greyhawk shared world campaign.
Inside... [click here for more] |
Wizards of the Coast |
$12.99
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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 developed in the United Kingdom for beginning adventurers... [click here for more] |
Wizards of the Coast |
$4.99
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Terror by night! The village of Orlane is dying. Once a small 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... [click here for more] |
Wizards of the Coast |
$4.99
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Volume 1 Number #0, August 2000
Included in this issue:
Wheels Within Wheels: Greyhawk's Circle of Eight by Gary Holian and Erik Mona
Campaign News
Dispatches
The Regional Triads
The World of Greyhawk created by E. Gary Gygax ... [click here for more] |
Wizards of the Coast |
$0.99
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Volume 1 Number #1, September 2000
Included in this issue:
Places of Mystery by Erik Mona
The Kingdom of Keoland by Gary Holian
Playing Pieces: The Despotrix of Hardby by Fred Weining
Campaign News
Enchiridion of the Fiend-Sage by Sean K Reynolds
Dispatches
The Regional Triads
The World of Greyhawk created by E. Gary Gygax ... [click here for more] |
Wizards of the Coast |
$1.99
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Welcome to the world of the D&D game!
The Dungeons & Dragons world is a place where powerful creatures contest with ordinary men and women in a subtle war pitting good agasint evil, law against chaos.
It is a world of magic, a world of mystery, a world of fantastic adventure -- all a backdrop for your own adventures.
Inside is everything you need to launch... [click here for more] |
Wizards of the Coast |
$4.99
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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,... [click here for more] |
Wizards of the Coast |
$4.99
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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 and developed in the United Kingdom for beginning... [click here for more] |
Wizards of the Coast |
$4.99
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Giants have been raiding the lands of men in large bands, with giants of different sorts in these marauding groups. Death and destruction have been laid heavily upon every place these monsters have visited. A party of the bravest and most powerful adventurers has been assembled and given the charge to punish the miscreant giants. This is the original adventure G2: "The Glacial Rift of the... [click here for more] |
Wizards of the Coast |
$4.99
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Giants have been raiding the lands of men in large bands, with giants of different sorts in these marauding groups. Death and destruction have been laid heavily upon every place these monsters have visited. A party of the bravest and most powerful adventurers has been assembled and given the charge to punish the miscreant giants. This is the original adventures: G3: "Hall of the Fire Giant... [click here for more] |
Wizards of the Coast |
$4.99
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Volume 1 Number #5, July 2001
Included in this issue:
Gem of the Flanaess: Clerkburg by Erik Mona
Zeif: Rock of the West by Fred Weining
The "Lost" Issue by Stephen Radney-MacFarland
Campaign News
Enchiridion of the Fiend-Sage by Sean K Reynolds
Dispatches
The World of Greyhawk created by E. Gary Gygax ... [click here for more] |
Wizards of the Coast |
$1.99
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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... [click here for more] |
Wizards of the Coast |
$9.99
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What Waits in the Ruined Dwarf Stronghold?
Two hundred years ago, the great dwarf smith Durgeddin the Black built Khundrukar, a hidden stronghold for his war of vengeance against all orckind. For years Durgeddin labored, until the orcs discovered Khundrukar and stormed the citadel, slaying all within. Legends say that Durgeddin's masterful blades and glittering treasures were... [click here for more] |
Wizards of the Coast |
$4.99
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Volume 1 Number #3, February 2001
Included in this issue:
Special Feature: Living Greyhawk Character Record Sheets
The Blood of Heroes by Sean K Reynolds, Fred Weining and Erik Mona
The Gods of Oerth
Campaign News
Enchiridion of the Fiend-Sage by Sean K Reynolds
Dispatches
The World of Greyhawk created by E. Gary Gygax ... [click here for more] |
Wizards of the Coast |
$1.99
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Enter the WORLD OF GREYHAWK... ...A world where bandit kings raid from their remote stronghold; ...A world where noble elves fight savage invaders and where bold knights wage war on the terror of Iuz; ...A world scarred by a vast Sea of Dust, across which drift lost memories from the awful forgotten past. Enter a World of Wonder & Intrigue... Fantasy Game Setting for a panoramic view of this... [click here for more] |
Wizards of the Coast |
$9.99
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After centuries of strife between the forces of Good and Evil, your party, under the leadership of the famed paladin Atheistan, seeks to recover the Holy Sword, Chrysomer--one of the great Legendary Swords now in the hands of Evil forces. This is the last in the "R" series of AD&D modules. Each RPGA module has been used at an official Gen Con tournament, and has been designed for maximum entertainment.... [click here for more] |
Wizards of the Coast |
$4.95
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Maglubiyet... Blibdoolpoolp... Diinkarazan... Panzuriel.... Such names are whispered in the dark on the far side of midnight, or muttered fearfully around jugs of wine when old, scarred adventurers tell their tales. They are the unseen, unknown things worshipped by monsters and monstrosities. Learn all about the avatars and shamans of giants, goblins, the Underdark - even illithids and beholders... [click here for more] |
Wizards of the Coast |
$9.99 $5.99
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Evil Never Dies
Years ago, brave heroes put the denizens of the Temple of Elemental Evil to the sword. Now, dark forces whisper again in the shadows of the once-deserted temple - forces far more insidious and dangerous than any sane person could dream. Evil has risen again to threaten the village of Hommlet.
Characters battle the power of darkness in Hommlet and beyond,... [click here for more] |
Wizards of the Coast |
$11.99
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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. The module was originally written for the Official Advanced Dungeons & Dragons Game Tournament at Wintercon VIII, held... [click here for more] |
Wizards of the Coast |
$4.99
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White Plume Mountain has always been a subject of superstitious awe to the neighboring villagers. People still travel many miles to gaze upon this natural wonder, though few will approach it closely, as it is reputed to be the haunt of various demons and devils. This adventure contains background information, referee's notes, player aids, a complete map level, and a cutaway view of the mountain... [click here for more] |
Wizards of the Coast |
$4.99
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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.
To stop him, heroes must face horrors never dreamed of, journeying... [click here for more] |
Wizards of the Coast |
$9.99
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The dust has settled. The smoke has cleared. The war machines of Greyhawk's armies have ground to a halt.
In the aftermath of the great war, the people of Oerik piece together, some struggling to retain their homes, others pilgrimaging to the cities, searching for opportunities. And searching for answers.
Who is in power? Which borders still stand, and which have been dissolved? Can anyone be trusted,... [click here for more] |
Wizards of the Coast |
$9.99
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Long ago, the Sabrak clan of dwarves, in an effort to restore their clan’s lost power and status, meddled with dark forces in the Sunset Mountains. The dwarves succeeded only in creating their own isolation and madness. Their clan grew smaller and ever more degenerate—so that today, only the three brothers who lead the clan and a handful of other dwarves remain.
Of the three brothers, Zarnak,... [click here for more] |
Wizards of the Coast |
$4.99
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Volume 1 Number #4, May 2001
Included in this issue:
Gem of the Flanaess: Clerkburg by Erik Mona
Silent Sorcery by Gary Holian
Campaign News
Enchiridion of the Fiend-Sage by Sean K Reynolds
Dispatches
The World of Greyhawk created by E. Gary Gygax ... [click here for more] |
Wizards of the Coast |
$1.99
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The fear of doom is haunting the fair elven forest. An ancient enemy, dark and sinister, is threatening them once more. Three witches inhabit the ruins of the wizard Elyas' tower, and their evil schemes are now in motion. Two elf maidens have disappeared without trace. None of those sent to explore the witches' tower have returned. The elves' magic is failing, and they have turned to you for help.... [click here for more] |
Wizards of the Coast |
$4.99
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Legends Begin Here
Songs are sung and tales are told of heroes who have advanced beyond most adventuring careers. They confront mightier enemies and face deadlier challenges, using powers and abilities that rival even the gods. This supplement for the D&D® game provides everything you need to transcend the first 20 levels of experience and advance characters to virtually unlimited... [click here for more] |
Wizards of the Coast |
$15.99 $9.59
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Not even memories of past glory live on in the gentle hills around the village of Kusnir. Today its people have more concern for commonplace things, like the harvest, trade, and the threat of death in the night! Kusnir is beset by a skulk. The attentions of such a creature are a curse on any community. Streets and alleys which ring to the voices of children by day become fearful, shadowy places... [click here for more] |
Wizards of the Coast |
$4.99
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NOTE: This is a scanned PDF. Some text and images might be slightly blurry as a result.
The final confrontation with the giant, King Snurre, and the entry of mighty adventurers into the cavers under his stronghold discovered that Dark Elves, the Drow, had instigated the giant alliance and its warfare upon mankind and its allied races. This material was originally published as two separate... [click here for more] |
Wizards of the Coast |
$4.99
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Strange things have been happening at the king's court, and one of the courtiers is worried. Some of the king's other advisors have been making unusual recommendations of late, and the king has been taking their advice. Courtiers disappear without a trace or die under mysterious circumstances, those in power change their minds without apparent reason, and courtiers with unpopular opinions encounter... [click here for more] |
Wizards of the Coast |
$0.99
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Included in this issue:
SPECIAL: Interview with E. Gary Gygax Part 1 of this interview, and the beginning of a series
The Fastest Guns That Never Lived A BOOT HILLTM Article by Brian Blume et al
The FIGHT IN THE SKIESTM Game A synopsis by Mike Carr
An Open Letter ... TOP SECRETTM notes from Merle Rasmussen
Gen Con® South Report
GAMMA WORLDTM Science Fantasy Some ideas from Jim Ward
Dispel Confusion... [click here for more] |
Wizards of the Coast |
$0.99
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Slinks are clean, well cared for, happy, obedient semi-humans. Why are they content to be slaves? They are protected by law, owned by many a wealthy merchant, and even have church approval. So why is high cleric MacKurian suspicious Can you sneak into the old ruin and find out what slinks really are, and where they're coming from?
This is the second of the RPGA series of AD&D modules. Each RPGA... [click here for more] |
Wizards of the Coast |
$4.99
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This digital rulebook is accessible in any browser and integrated into Roll20.
Explore the waves above and the fathoms below in these watery adventures for the world’s greatest roleplaying game.
Nestled on the coast of the Azure Sea is Saltmarsh, a sleepy fishing village that sits on the precipice of destruction. Smugglers guide their ships to hidden coves, willing to slit the throat of anyone... [click here for more] |
Wizards of the Coast |
$29.99
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You stand before a great throne of lapis lazuli. The massive chamber is also blue, even the air has an indigo quality, perhaps from the strangely convoluted coils of smoke rising from the braziers of azure metal. Encompassed by the great chair is a man whose presence inspires awe, Tenser the Archmage.
High above the City of Greyhawk, somewhere upon the lonely south coast of the Nyr Dyv, you and your... [click here for more] |
Wizards of the Coast |
$4.99
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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... [click here for more] |
Wizards of the Coast |
$4.99
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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. This adventure was originally used for the Official Advanced Dungeons & Dragons tournament at the FIRST Origins Convention. Included herein... [click here for more] |
Wizards of the Coast |
$6.99
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Giants have been raiding the lands of men in large bands, with giants of different sorts in these marauding groups. Death and destruction have been laid heavily upon every place these monsters have visited. A party of the bravest and most powerful adventurers has been assembled and given the charge to punish the miscreant giants. This material was originally published as three separate... [click here for more] |
Wizards of the Coast |
$4.99
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The southlands of Eor are being despoiled. Merchants will no longer run their caravans on the main highway past the quiet village of Waycombe. The peasants are fleeing their lands, and all are demanding protection from the powerful Count of Eor. The goodly count has sent a troop of his trusted fighters to exterminate the brigands believed responsible for these outrages, but weeks have passed, and... [click here for more] |
Wizards of the Coast |
$4.99
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"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... [click here for more] |
Wizards of the Coast |
$4.99
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Into the Drachensgrab Mountains! Hot on the trail of the marauding slavers, you and your fellow adventurers plunge deep into hostile hills. Spurred on by your past success, you now seek the heart of the slaver conspiracy. But hurry! Your must move quickly before the slavers recover from your previous forays and attack! This module was originally used for the official Advanced Dungeons & Dragons... [click here for more] |
Wizards of the Coast |
$4.99
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Great Danger Wrought in Secrecy
Legendary forgemasters now serve an evil warlord and his dark purpose. Their hammers ring upon anvils dedicated to remaking a terrible weapon that was destroyed in ages long past. As the very fate of the world is being shaped, only the strongest heroes can shatter the diabolical plan.
"Lord of the Iron Fortress" is a stand-alone adventure... [click here for more] |
Wizards of the Coast |
$4.99
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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 is an old story with many parts, some of which may be lost or obscured. Characters attempting to glean special information by consulting sages or through legend... [click here for more] |
Wizards of the Coast |
$0.99
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Prepare yourselves and your characters?. Here come more monsters, this time from the Greyhawk Campaign Setting! These 64 pages are filled with beasties and creatures, from aspis to zygon-and everything in-between! Crystalmist dragons (yes, there are more-four more, to be precise), and plenty of deadly plants await entry into your campaign. As always, these monster descriptions are organized... [click here for more] |
Wizards of the Coast |
$4.99 $2.99
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In the wake of the Greyhawk Wars, kingdoms are struggling to survive. Beset by the hostile forces of Iuz, and the twisted soldiers of the Great Kingdom, the world's two greatest forces for good must strive to save themselves from overwhelming evil.
The kingdom of Furyondy, rent with internal disputes, strugglers to construct its northern defenses before Iuz can attack again. Southern lords protest... [click here for more] |
Wizards of the Coast |
$4.99
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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... [click here for more] |
Wizards of the Coast |
$4.99
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Indomitable it stood for centuries, a symbol of order in a world of chaos. Bastion of the pass through the Kamph Mountains, the very stones of the Keep of Adlerweg were the stuff of legends. What evil power had strength enough to take it? How were its defenses swept aside?
Fell creatures now attend the battlements that overlook the only pass between Berghof and the sea.
This is not a pretty problem... [click here for more] |
Wizards of the Coast |
$4.99
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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 who have entered that enchanted park; a few have returned after long... [click here for more] |
Wizards of the Coast |
$6.99
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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!?
Parts of this adventure were used in 1980 for a major East Coast convention tournament. Information... [click here for more] |
Wizards of the Coast |
$4.99
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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 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... [click here for more] |
Wizards of the Coast |
$4.99
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