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I1 Dwellers of the Forbidden City (1e)

I1 Dwellers of the Forbidden City (1e)


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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I2 Tomb of the Lizard King (1e)

I2 Tomb of the Lizard King (1e)


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]
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R2: The Investigation of Hydell (1e)

R2: The Investigation of Hydell (1e)


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]
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The Scarlet Brotherhood (2e)

The Scarlet Brotherhood (2e)


Threats from the South 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...   [click here for more]
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EX1 Dungeonland (1e)

EX1 Dungeonland (1e)


As adventurers, you may think you have seen everything: certainly your skills have brought you through unimaginable dangers. But now you suddenly find yourself in a place unlike any through which you have traveled: astounding, dangerous, and even amusing things confront you as you journey, both indoors and outdoors, through unique and wondrous realm of Dungeonland. This adventure was...   [click here for more]
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WGR1 Greyhawk Ruins (2e)

WGR1 Greyhawk Ruins (2e)


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...   [click here for more]
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WG7 Castle Greyhawk (1e)

WG7 Castle Greyhawk (1e)


Deep beneath the keep of Castle Greyhawk, a really nasty device is creating mutated, unpleasant monsters that are running wild throughout the castle and the twelve-level dungeon beneath. The call has gone out for heroic, fearless, and perhaps foolish adventures to out-hack, out-slash, and sometimes even out-think hordes of doughmen, headless mice, manic bee queens, really bad dead things, burgermen,...   [click here for more]
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WGA4 Vecna Lives! (2e)

WGA4 Vecna Lives! (2e)


...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...   [click here for more]
Wizards of the Coast  $9.99

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From the Ashes (2e)

From the Ashes (2e)


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  $20.00 $9.99

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WG8 Fate of Istus (1e/2e)

WG8 Fate of Istus (1e/2e)


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,...   [click here for more]
Wizards of the Coast  $10.95 $4.99

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RPGA NEWS Volume 1 #1

RPGA NEWS Volume 1 #1


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...   [click here for more]
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MC5 Monstrous Compendium Greyhawk Adventures Appendix (2e)

MC5 Monstrous Compendium Greyhawk Adventures Appendix (2e)


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]
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WGR5 Iuz the Evil (2e)

WGR5 Iuz the Evil (2e)


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...   [click here for more]
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D2 Shrine of the Kuo-Toa (1e)

D2 Shrine of the Kuo-Toa (1e)


Having put down a rising of giants, it was discovered that the motivating force behind their depredations was that of long-forgotten evil: the Dark Elves. Determined to seek out these creatures, a body of doughty adventurers mounted an expedition to learn the strength of the Drow and bring retribution to them. This module contains background information, a large-scale referee's map with...   [click here for more]
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Greyhawk Wars (2e)

Greyhawk Wars (2e)


From the mad Malachite throne in Rauxes to the bejeweled city of Chendl in Furyondy, the Flanaess is at war! In the east, Overking Ivid V thirsts for conquest. Vatun, Great God of the North, meanwhile unites the barbarians and Fists into a fearsome force. Not to be outdone, the dread Iuz masses humanoids and fiends in the northwest. And the Scarlet Brotherhood in the south hangs over all the Flanaess,...   [click here for more]
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WGR4 The Marklands (2e)

WGR4 The Marklands (2e)


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]
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Expedition to the Ruins of Castle Greyhawk (3.5)

Expedition to the Ruins of Castle Greyhawk (3.5)


Mordenkainen needs you. The good people of Greyhawk need you. What are you waiting for? *** Twenty-seven years ago, a band of adventurers led by the great wizard Mordenkainen entered the dungeons below Castle Greyhawk and released the evil demigod Iuz, intending to slay him. Betrayal led to failure, Iuz escaped, and many lives were lost. Today, evil has returned to Castle Greyhawk, and Mordenkainen...   [click here for more]
Wizards of the Coast  $14.99

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Greyhawk Player's Guide (2e)

Greyhawk Player's Guide (2e)


Return to the roots of fantasy rolepalying with the Player's Guide for the Greyhawk campaign setting - the original AD&D 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...   [click here for more]
Wizards of the Coast  $13.95 $4.99

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D&D Gazetteer (3e)

D&D Gazetteer (3e)


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]
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RPGA NEWS Volume 2 #1

RPGA NEWS Volume 2 #1


Included in this issue: Fighter Coming Around A Corner — Willingham art The Polyhedron — The NEW Newsletter: Convention Update — The latest news from the East Coast NAME CONTEST Finishes! GRENADIER — Reprinted from the Grenadier Bulletin INTERVIEW with "Jake " Jaquet — Starting a 3-part series Spelling Bee: Evocations — Continuing our AD&D™...   [click here for more]
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Greyhawk: The Adventure Begins (2e)

Greyhawk: The Adventure Begins (2e)


*Please note that a portion of the full-spread map (at the center near the seam) is obscured/missing due to the scanning process.* REDISCOVER THE BIRTHPLACE OF ADVENTURE! 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,...   [click here for more]
Wizards of the Coast  $19.95 $9.99

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Greyhawk Adventures (1e/2e)

Greyhawk Adventures (1e/2e)


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]
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WGR6 The City of Skulls (2e)

WGR6 The City of Skulls (2e)


Glory—or fate worse than death—in the World of Greyhawk! The dreadful jails below the appalling City of Skulls, luz'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 show the way to find and free Holmer—is your party up to the job of freeing him? King Belvor...   [click here for more]
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Epic Level Handbook (3e)

Epic Level Handbook (3e)


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...   [click here for more]
Wizards of the Coast  $39.95 $15.99

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EX2 The Land Beyond the Magic Mirror (1e)

EX2 The Land Beyond the Magic Mirror (1e)


Your adventures have taken you to strange places before, but in the eyes of your experienced party, few of these places are as unusual as the bizarre Land Beyond the Magic Mirror. Here the delightful and the light-hearted often hide great challenges and dangers; here you will journey through a landscape unique among fantasy role-playing scenarios. This adventure was first conceived by...   [click here for more]
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DMGR4 Monster Mythology (2e)

DMGR4 Monster Mythology (2e)


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]
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C3 The Lost Island of Castanamir (1e)

C3 The Lost Island of Castanamir (1e)


It is terribly cold. You swam for your life to this mysterious island, losing most of your provisions in the process, only to find it barren of all but grass. A biting wind from the north drives through your wet clothes, chilling you to the bone. Night is falling and promises even colder temperatures; you wish this place had even a bush to burn as firewood. Your stomach has just begun to complain...   [click here for more]
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The Star Cairns (2e)

The Star Cairns (2e)


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...   [click here for more]
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WGR2 Treasures of Greyhawk (2e)

WGR2 Treasures of Greyhawk (2e)


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]
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I7 Baltron's Beacon (1e)

I7 Baltron's Beacon (1e)


A strangely delivered advertisement has led you to a sage named Demetrios. He needs a rare component to complete a desperately needed potion. The journey to retrieve it will take you through a large, unexplored swamp to a ruined keep, the former headquarters of a vile cult that once claimed the lives of many innocent youths. To solve the mysteries of "Baltron's Beacon," the characters...   [click here for more]
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WGS1 Five Shall Be One (2e)

WGS1 Five Shall Be One (2e)


Adventure in the world of Greyhawk! 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...   [click here for more]
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WG12 Vale of the Mage (2e)

WG12 Vale of the Mage (2e)


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...   [click here for more]
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The Speaker in Dreams (3e)

The Speaker in Dreams (3e)


Sinister Forces Terrorize a Town The town of Brindinford is in the midst of its annual street fair. Joy and merriment abound - until calamity disrupts the celebration. Are rival gangs responsible? Is the government sliding into tyranny? Or is a nightmarish plot about to come to fruition? "The Speaker in Dreams" is a stand-alone adventure for the DUNGEONS &...   [click here for more]
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WGA1 Falcon's Revenge (2e)

WGA1 Falcon's Revenge (2e)


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...   [click here for more]
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G2 The Glacial Rift of the Frost Giant Jarl (1e)

G2 The Glacial Rift of the Frost Giant Jarl (1e)


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...   [click here for more]
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Heart of Nightfang Spire (3e)

Heart of Nightfang Spire (3e)


From Temple to Tomb Nightfang Spire has long brooded in lonely silence, shadowed within the walls of a steep defile. A tall stone column, it resembles nothing so much as an enormous fang of some vanished, mythical beast. Once, a fervent religious order thrived here - before its god was slain. Embracing that death, Nightfang Spire was transformed into a massive, hollow mortuary...   [click here for more]
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G3 Hall of the Fire Giant King (1e)

G3 Hall of the Fire Giant King (1e)


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...   [click here for more]
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WGS2 Howl from the North (2e)

WGS2 Howl from the North (2e)


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...   [click here for more]
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WGA2 Falconmaster (2e)

WGA2 Falconmaster (2e)


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. Can your adventuring party find the cult's leader and put a stop to her plans before she puts a stop to you? Falconmaster...   [click here for more]
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WGQ1 Patriots of Ulek (2e)

WGQ1 Patriots of Ulek (2e)


The Great War may be over, but the battles continue. Rumors and facts are often confused in the aftermath. Depending on who you listened 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...   [click here for more]
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Bastion of Broken Souls (3e)

Bastion of Broken Souls (3e)


The Blood of Ancient Battles Rises An eternal demonic war draws dangerously close to an end, threatening the balance of all existence. At the crux of this chaotic feud resides a legendary terror fixated upon immortality at any cost. Only the most powerful heroes can hope to defeat a force that lies beyond the influence of the gods. "Bastion of Broken Souls" is...   [click here for more]
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WGA3 Flames of the Falcon (2e)

WGA3 Flames of the Falcon (2e)


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]
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Lord of the Iron Fortress (3e)

Lord of the Iron Fortress (3e)


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...   [click here for more]
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WGR3 Rary the Traitor (2e)

WGR3 Rary the Traitor (2e)


"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...   [click here for more]
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The Elder Elemental Eye (4e)

The Elder Elemental Eye (4e)


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,...   [click here for more]
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WGM1 Border Watch (2e)

WGM1 Border Watch (2e)


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...   [click here for more]
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WG6 Isle of the Ape (1e)

WG6 Isle of the Ape (1e)


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]
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The Standing Stone (3e)

The Standing Stone (3e)


Evil Lurks in the Forest What terror stalks the villagers of Ossington? Who is the ghostly horseman haunting the road, stopping anyone from leaving? Why are the wild elves slaying villagers from afar with their deadly stone-tipped arrows? What lies buried in the old Great Barrow, and why is it stirring anew? What secret do the ancient standing stones surrounding the village hold,...   [click here for more]
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I12 Egg of the Phoenix (1e)

I12 Egg of the Phoenix (1e)


"Come on," they said. "It won't be so tough, just stopping a slavery ring," they said. "I don't know," you said. "Those slaves aren't even entirely human! How do we know they won't try to kill us?" But you went, and now you're having second thoughts. There were the thieves in the lost crypts of Empyrea, raising hundreds of—no, that's too disturbing to think about. There...   [click here for more]
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WG11 Puppets (2e)

WG11 Puppets (2e)


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...   [click here for more]
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