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H1 Keep on the Shadowfell & Quick-Start Rules (4e)

H1 Keep on the Shadowfell & Quick-Start Rules (4e)


An Introductory 4th Edition D&D Adventure for Characters of Levels 1st-3rd. The town of Winterhaven stands watch over a ruined keep that was once a bastion of good in the realm. This keep overlooks the Shadow Rift, a dark scar in the world that was once a gateway to the Shadowfell but has been dormant for many years. Now, an evil cleric of Orcus, Demon Lord of the Undead, seeks to re-open...   [click here for more]
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Living Greyhawk Journal: Volume 1 #0

Living Greyhawk Journal: Volume 1 #0


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]
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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 Confusion...   [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™ series BASICally Speaking — A...   [click here for more]
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Sheep's Clothing (3.5)

Sheep's Clothing (3.5)


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]
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Tomb of Horrors Revised (3.5)

Tomb of Horrors Revised (3.5)


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]
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White Plume Mountain Revised (3.5)

White Plume Mountain Revised (3.5)


White Plume Mountain, the new revised adventure by Andy Collins, Gwendolyn F.M. Kestrel, and James Wyatt, recasts the three famous weapons Blackrazor, Wave, and Whelm as legacy weapons and presents Lawrence Schick's entire dungeon fully revised and updated for D&D V.3.5. So if you've been looking for a classic adventure that you can use with the newest rules,...   [click here for more]
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Living Greyhawk Journal: Volume 1 #1

Living Greyhawk Journal: Volume 1 #1


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]
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Living Greyhawk Journal: Volume 1 #2

Living Greyhawk Journal: Volume 1 #2


Volume 1 Number #2, November/December 2000 Included in this issue: Gem of the Flanaess: City of Greyhawk Map Key by Denis Tetreault and Erik Mona Gem of the Flanaess: The Artisan's Quarter by Denis Tetreault and Erik Mona The Way of the Lake by Lance Hawvermale Campaign News Enchiridion of the Fiend-Sage by Sean K Reynolds Dispatches Special insert not included in this scan. The World...   [click here for more]
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Living Greyhawk Journal: Volume 1 #3

Living Greyhawk Journal: Volume 1 #3


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]
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Living Greyhawk Journal: Volume 1 #4

Living Greyhawk Journal: Volume 1 #4


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]
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Living Greyhawk Journal: Volume 1 #5

Living Greyhawk Journal: Volume 1 #5


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]
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Guide to Hell (2e)

Guide to Hell (2e)


Diabolical threats lurk everywhere in the world of the AD&D game. Heroes who fight evil on the Prime Material Plane may contend with forces whose power rises from the depths of Hell. Adventurers who travel to Hell meet devildom on its own terms and risk not only their lives, but also their everlasting souls.  Guide to Hell is a comprehensive look at the nature of devils, ways for heroes...   [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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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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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 were...   [click here for more]
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R4-Doc's Island (1e)

R4-Doc's Island (1e)


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]
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A2 Secret of the Slavers Stockade (1e)

A2 Secret of the Slavers Stockade (1e)


A2: Secret of the Slavers Stockade is part 2 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. A2: Secret of the Slavers Stockade: The battle against...   [click here for more]
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A3 Assault on the Aerie of the Slave Lords (1e)

A3 Assault on the Aerie of the Slave Lords (1e)


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]
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A4 In the Dungeons of the Slave Lords (1e)

A4 In the Dungeons of the Slave Lords (1e)


Trapped in the dungeons of the Slave Lords! The hardy adventurers must find a way out, with only their wits and courage to help them. But can they do it before everything is destroyed by the dreaded Earth Dragon? This module was originally used for the final round of the official Advanced Dungeons & Dragons Tournament at Gen Con XIII and is the culmination of four related tournament modules....   [click here for more]
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AC11 The Book of Wondrous Inventions (Basic)

AC11 The Book of Wondrous Inventions (Basic)


Have you ever wondered why, in a world full of magic, there are no enchanted labor-saving devices? Few magical modes of transportation? No bespelled byproducts of the inventor's art? Wonder no more! They are all here, in this latest compendium from the wizard's lair:The Book of wondrous Inventions! The Book of Wondrous Inventions is useable with both the D&D and the AD&D game systems. Each...   [click here for more]
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Against the Giants: The Liberation of Geoff (2e)

Against the Giants: The Liberation of Geoff (2e)


A ravaged land. . . . Villains that really are larger than life. . . . A time for heroes. . . . A decade ago, the land of Geoff was overrun by a horde of giants, ogres, and evil humanoids, its people either slain, enslaved, or driven into exile. Now at last the tide has turned. Against the Giants features: The full text of three classic adventures by Gary Gygax: G1: Steading of the Hill Giant...   [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 a stand-alone...   [click here for more]
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C1 The Hidden Shrine of Tamoachan (1e)

C1 The Hidden Shrine of Tamoachan (1e)


This module was originally used for the Official Advanced Dungeons & Dragons tournament at Origins '79, and is the first in the Competition Series. This module contains a challenging setting as well as an original scoring system and an assortment of pre-rolled characters for adventuring. This module may thus be used for private competition among players, or as a separate, non-scored adventure!...   [click here for more]
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C2 The Ghost Tower of Inverness (1e)

C2 The Ghost Tower of Inverness (1e)


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]
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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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Crypt of Lyzandred the Mad (2e)

Crypt of Lyzandred the Mad (2e)


The lich Lyzandred: a madman, an undead archmage, a survivor of the twin cataclysms that destroyed tow great empires. His name invokes fear in the hears 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....   [click here for more]
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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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D1-2 Descent into the Depths of the Earth (1e)

D1-2 Descent into the Depths of the Earth (1e)


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]
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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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D3 Vault of the Drow (1e)

D3 Vault of the Drow (1e)


As a member of a bold party of adventurers, you and your associates have trekked far into what seems to be a whole underworld of subterranean tunnels -- arteries connecting endless caves and caverns which honeycomb the foundations of the lands beneath the sun. Your expedition has dogged the heels of the Dark Elves who caused great woe and then fled underground. This adventure provides a...   [click here for more]
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Deep Horizon (3e)

Deep Horizon (3e)


The Underdark Holds Many Secrets A series of earthquakes and eruptions have rocked a normally placid land. Strange creatures sighted in the dark of night raise fears across the already disturbed countryside. As tales of a lost race that once warred with the drow begin to surface, only the boldest adventurers dare to descend into the shadowy darkness. "Deep Horizon" is a...   [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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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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G1-3 Against the Giants (1e)

G1-3 Against the Giants (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 material was originally published as three separate...   [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 of the...   [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 Giant...   [click here for more]
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GA1: The Murky Deep (2e)

GA1: The Murky Deep (2e)


The legendary coastal city of Carsail existed two centuries ago, before it vanished beneath the waves, reputedly at the hands of angry sea god. Stories of the city and tales of fabulous artifacts originating from Carsail still abound. Now, the clerics of a seaside town have proven that some unusual items are indeed from the legendary city, and two priests involved in the process, as well as a mysterious...   [click here for more]
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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]
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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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Greyhawk: Return of the Eight (2e)

Greyhawk: Return of the Eight (2e)


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 power, but that's not the worst,...   [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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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]
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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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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 must...   [click here for more]
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L1 The Secret of Bone Hill (1e)

L1 The Secret of Bone Hill (1e)


Danger lurks in the Lendore Isles. Bands of evil creatures prowl the hills overlooking the town of Restenford, seeking unwary victims. Now you have come to this sleepy little village looking for adventure and excitement. You seek to fathom the unexplored reaches of Bone Hill and unlock the mysteries of Restenford. This module contains complete information on the town of Restenford and the...   [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 adventure...   [click here for more]
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N1 Against the Cult of the Reptile God (1e)

N1 Against the Cult of the Reptile God (1e)


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]
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OD&D Supplement I: Greyhawk (0e)

OD&D Supplement I: Greyhawk (0e)


One cannot properly introduce a supplement to an existing body of rules, which already contain both a foreword and an introduction; yet it is absolutely necessary to make certain that the prospective buyer understands that this volume cannot stand by itself. It is expressly written to augment the DUNGEONS & DRAGONS rules set, and if you do not possess the set there is no point in buying this supplemental...   [click here for more]
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Q1 Queen of the Demonweb Pits (1e)

Q1 Queen of the Demonweb Pits (1e)


How different things seem now from when you undertook the crushing of a few rebellious hill giants! What seemed a simple adventure has turned into a major expedition. Much time has passed since you discovered the conspiracy that led you to the frost giants, fire giants, and eventually to the long-forgotten Drow. Through your encounter with the dark elves, you have found the true source of the evil...   [click here for more]
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