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Le Monde de Greyhawk
par Armenfrast
   
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PREMIERE EDITION - MODULES

TSR #9016

1978

[G1] Steading of the Hill Giant Chief

TSR #9017

1978

[G2] The Glacial Rift of the Frost Giant Jarl

TSR #9018

1978

[G3] Hall of the Fire Giant King

TSR #9058

1981

Gary Gygax

[G1-3] Against the Giants
For character levels 8-12.

This material was originally published as three separate adventures; G1 (Steading of the Giant Chief), G2 (The Glacial Rift of the Frost Giant Jarl), and G3 (Hall of the Fire Giant King).

TSR #9019

1978

[D1] Descent into the Depths of the Earth

TSR #9020

1978

[D2] Shrine of the Kuo-Toa

This module contains background information, a large-scale referee's map with a matching partial map for players, referee's notes, special exploration and encounter pieces, a large map detailing a temple complex area, encounter and map matrix keys, and an additional section pertaining to a pair of unique new creatures for use with this module and the game as a whole. A complete setting for play of ADVANCED DUNGEONS & DRAGONS is contained herein.

This module can be played alone, as the second part of a series of three modules (with DESCENT INTO THE DEPTHS OF THE EARTH, D1, and VAULT OF THE DROW, D3), or as the fourth part of a continuing scenario (DUNGEON MODULES G1, G2, G3, D1, D2, D3, and Q1, QUEEN OF THE DEMONWEB PITS). Official D&D Tournament Module used at GenCon XI

TSR #9059

1981

Gary Gygax

[D1-2] Descent into the Depths of the Earth
For character levels 9-14.

This material was orginally published as two separate modules, D1 (DESCENT INTO THE DEPTHS OF THE EARTH) and D2 (SHRINE OF THE KUO-TOA). Contained herein are referee notes, background information, maps, and exploration keys intended for use with the ADVANCED DUNGEONS & DRAGONS rules. The module can be used alone or as part of an extended adventure that begins with Dungeon Module G-1-2-3 (AGAINST THE GIANTS) and continutes with modules D3 (THE VAULT OF THE DROW) and Q1 (QUEEN OF THE DEMONWEB PITS).

TSR #9021

1978

[D3] Vault of the Drow

TSR #9035

1980

David C. Sutherland III Gary Gygax

[Q1] Queen of the Demonweb Pits
For character levels 10-14.

This module is the exciting conclusion of a series of seven AD&D modules. It may be played on its own or as the climax of the "Giant" series (G1, G2 and G3) and the "Drow" series (D1, D2 and D3). The persistent adventurers must now face the Demon Queen herself, and on her own plane!

The first of a new series of other-planar adventures, this module includes several new monsters, maps of the Web and lair of Lolth, and notes on eight alternate worlds, suitable for expansion and addition to existing AD&D campaigns.

If you enjoy this module, watch for future releases in in the AD&D line from TSR, The Game Wizards.

TSR #9168

1986

[QDQ1-7] Queen of the Spiders
Campaign Adventure for Character Levels 8-14 by E. Gary Gygax

"...a World-Spanning Epic..."


She sits at the center of her Web, a dark force of intense evil power. Her strands reach out across Oerth, through the Crystalmist mountains, across the embattled human kingdoms, and even reaching the councils of Pomarj and beyond.

The adventure began in the Temple of Elemental Evil, and continued with Scourge of the Slavelords. It now comes to a climax as the dark forces begin to move against all mankind.
This product contains revised material that originally appeared in the modules G1 (Steading of the Hill Giant Chief), G2 (Glacial Rift of the Frost Giant Jarl), G3 (Hall of the Fire Giant King), D1 (Descent into the Depths of the Earth), D2 (Shrine of the Kuo-Toa), D3 (Vault of the Drow), and Q1 (Queen of the Demonweb Pits). New material for further adventures is also included.
You can use this adventure alone, or as the conclusion of the series.

TSR #9022

1978

Gary Gygax

[S1] Tomb of Horrors
For character levels 10-14.

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.

TSR #9027

1979

Lawrence Schick

[S2] White Plume Mountains
For character levels 5-10.

This adventure contains background information, referee's notes, player aids, a complete map level, a cut-away view of the mountain complex, and more that 15 pieces of art for both DM and player. White Plume Mountain is from the special "S" series; like others in the series, it is meant to stand on its own and is a complete Advanced Dungeon and Dragons adventure. The recommend number of players is four to ten, with levels ranging from fifth to tenth.

TSR #9033

1980

Gary Gygax

[S3] Expedition to the Barrier Peaks
For character levels 8-12.

This module was the official Advanced Dungeons and Dragons Tournament scenario at Origins 2. The author wishes to express his thanks to Mr. Robert Kuntz who contributed substantial ideas for the various encounters herein.

Une adaptation d20 Modern's Future Tech de ce classique a t ralise par WotC en 2006
.

TSR #9061

1982

Gary Gygax

[S4] The Lost Caverns of Tsojcanth
For character levels 6-10.

In the Yatil Mountains south of Perrenland there is rumored to be a magical hoard of unsurpassed value, a treasure of such fame that scores of adventurers have perished in serach of it. Find the perilous Lost Caverns of Tsojcanth and you may gain the hidden wealth of the long-dead arch-mage -- if you live!

This module contains backgroung information, referee's notes, maps of the wilderness and two cavern levels, and many new monsters, magic items, and spells. The Lost Cavern of Tsojcanth was originally designed for the Official Advanced Dungeons & Dragons Game Tournament at Wintercon V and contains the original tournament characters. For the best in adventure gaming products, look for the TSR logo on games, modules, and playing aids.

TSR #9209

1987

Gary Gygax
Lawrence Schick

[S1-4] Realms of Horror

In this module you will find those four adventures in a newly-revised format, re-edited for ease of use in a gung-ho, let's-do-it-all-at-once campaign for intermediate level characters. This product contains an 80-page adventure booklet, a 48 -page illustration booklet, and a 16-page map and inscription booklet.

If you have played these in the past, and want to do so again, you'll have the pleasure of re-living the first-time thrills. If you are new to the AD&D game, and want an all-in-one campaign this is the one.

TSR #9026

1979

Gary Gygax

[T1] The Village of Hommlet
For novice characters

The Village of Hommlet has grown up around a crossroads in a woodland. Once far from any important activity, it became embroiled in the struggle between gods and demons when the Temple of Elemental Evil arose but few leagues away. Luckily for its inhabitants, the Temple and its evil hordes were destroyed a decade ago, but Hommlet still suffers from incursions of bandits and strange monsters....

TSR #9147

1985

[T1-4] The Temple of Elemental Evil
Campaign Adventure for Character Levels 1-8 by Gary Gygax with Frank Mentzer

" . . . the ultimate Campaign Adventure . . . "

A sinister force, long thought destroyed, stirs from the black hole that spawned it. Like an ebony darkness it prowls the land and safety is but an illusion, for it watches from every shadow and ponders possibilities.

What began years ago with the introduction of the players to the quiet village of Hommlet and the amazing lands of Greyhawk, at last is complete. Here is the long awaited campaign adventure featuring the ruins of the Temple of Elemental Evil! Evil broods and grows beneath those blasted stones. This is your chance to drive it back and scatter its forces again.

This product includes the village of Hommlet, the filthy shire of Nulb, and reveals the ruins of the Temple of Elemental Evil and the labyrinths that lie beneath, a warren of darkness. And beyond these ruins, even more is revealed.

For the first time this product provides a complete campaign adventure which will take beginning characters from 1st all the way to 8th level and possibly beyond! Hours of adventure await you!

TSR #9039

1981

David Cook

[A1] Slave Pits of the Undercity
For character levels 4-7

It is time to put a stop to the marauders! For years the coastal towns have been burned and looted by the forces of evil. You and your fellow adventurers have been recruited to root out and destroy the source of these raids. But beware, hundreds of good men and women have been taken by the slavers and have never been seen or heard from again!

This module was originally used for the official ADVANCED DUNGEONS & DRAGONS Tournament at GenCon XIII and is the first of four in a series of related tournament modules from TSR. This module contains a challenging scenario, the tournament scoring system plus nine pre-rolled, playtested tournament characters. Also included are large scale referee's maps, notes, and background information. A1 is a complete adventure in itself, but is also a companion to A2 (Secret of the Slavers' Stockade), A3 (Assault on the Aerie of the Slave Lords), and A4 (In the Dungeons of the Slave Lords).

TSR #9040

1981

Harold Johnson
Tom Moldvay

[A2] Secret of the Slavers Stockade
For character levels 4-7.

The battle against the slavers continues! You and your fellow adventurers have defeated the slavers of Highport, but you have learned of the existence of another slaver stronghold, and you have decied to continue the attack. But beware! Only the most fearless of adventurers could challenge the slavers on their own ground, and live to tell of it!

TSR #9041

1981

Allen Hammack

[A3] Assault on the Aerie of the Slave Lords
For character levels 4-7.

Into the Drachensgrab Mountains! Hot on the trail of the marauding slavers, you and your fellow adventurers plunge deep into the hostile Hills. Spurred on by your past success, you now seek the heart of the slave conspiracy. But hurry! You must move qiuckly before the slavers recover from your previous forays and attack!

TSR #9042

1981

Lawrence Schick

[A4] Into the Dungeons of the Slave Lords
For character levels 4-7.

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 Open Tournament at the Gen Con XIII Game Convention, and is the culmination of a series of four related tournament modules from TSR.

This module contains a challenging scenario for experienced players, the tournament scoring system, and nine fully-equiped, playtested tournament characters. Also included are large-scale referee's maps, playing aids, notes, and background information. A4 is a complete adventure in itself, but can also be used in conjunction with A1 (Slave Pits of the Undercity), A2 (Secret of the Slavers' Stockade), and A3 (Assault on the Aerie of the Slave Lords).

TSR #9167

1986

David Cook,
Allen Hammack,
Harold Johnson,
Tom Moldvay,
Lawrence Schick
Edward Carmien

[A1-4] Scourge of the Slave Lords
For character levels 7-11.

Screams echo in the night, the charred remnants of a village are mute by day. From the decaying lands of the Pomarj, slavers have struck again!

The adventure that began in the Temple of Elemental Evil now sweeps southward accross the Wild Coast and into the desolate lands of the inhuman Pomarj. Slave raiders scour the countryside, leaving death and destruction in their wake. Daring adventurers strike into the heartland of the foe to harry the villains and bring retribution and justice to the land.

This product contains the completely revised Aerie of the Slavelords series of adventures. Also included are new challenges and new scenarios detailing the Wild Coast, the city of Highport, the blasted lands of the Pomarj and the Drachensgrab Mountains.

With the beginning found in Temple of Elemental Evil, your campaign adventure can lead characters from 7th level all the way to 11th and beyond! Hours of adventure and excitement lie between these covers!

TSR #9032

1980

Harold Johnson
Jeff R. Leason

[C1] The Hidden Shrine of Tamoachan
For character levels 5-7.

This module was originally used in the Official Advanced Dungeons and Dragons tournament at Origins '79, and is the first in another new series of modules from TSR, 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. The module may thus be used for private competition among players, or as a separate, non-scored adventure! Also included herein are background information, a large-scale referee's map, referee's notes, and a new monsters and description for an added taste of excitement.

TSR #9038

1980

Allen Hammack

[C2] Ghost Tower of Inverness
For character levels 5-7.

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.

TSR #9045

1981

Lenard Lakofka

[L1] The Secret of Bone Hill
For character levels 2-4.

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.

TSR #9057

1983

Lenard Lafofka

[L2] The Assassin's Knot
For character levels 2-5.

"If you want someone murdered, go to Garrotten." It is a common saying in Restenford. The small peaceful town of Garrotten is rumored to be the headquarters of a deadly band of assassins. Perhaps there is nothing to this talk. Perhaps it is true. There has never been any reason to find out. Until now... The Baron of Restenford is dead.

The first day following his death, Restenford was a hornet's nest of activity. No one was allowed to enter or leave. The castle itself was sealed to outsiders as soon as the murder was discovered. Wild rumors hinted that the body was left in a condition that made magical restoration impossible.

That evening came an urgent summons from the reclusive sorceror Pelltar, whose coucil continued late into the night. By midmorning of the next day, you were well on your way to Garrotten. Three slender clues are all that remain--three possible chances to unravel the tangled web of intrigue that doomed the Baron of Restenford. The sun is warm, and the land around you is full of life. By nightfall, you will arrive.

TSR #9046

1981

David Cook

[I1] Dwellers of the Forbidden City
For character levels 4-7.

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!

TSR #9062

1982

Dave J. Browne
Don Turnbull

[U1] The Sinister Secret of Saltmarsh
For character levels 1-3.

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 Kingdom, for beginning adventures with the AD&D rules.

The adventure can be played by 5-10 characters of level 1-3. This module contains large-scale maps, full background information and detailed encouter descriptions for the players and DM.

TSR #9064

1982

Dave J. Browne
Don Turnbull

[U2] Danger at Dunwater
For character levels 1-4.

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 in the United Kingdom for beginning adventurers with the AD&D rules. Its plot follows direct from that of the first part (Module U1 -- Sinister Secret of Saltmarsh).

This adventure can be played by 6-10 characters of level 1-4. This module contains large-scale maps, full background information and detailed encounter descriptions for the players and DM.

TSR #9076

1983

Dave J. Browne
Don Turnbull

[U3] The Final Enemy
For character levels 3-5.

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 developped in the United Kingdom for beginning adventurers with the AD&D rules. Its plot follows directly from those of the first two parts (Module U1 -- The Sinister Secret of Saltmarsh, and Module U2 -- Danger at Dunwater).

This adventure can be played by 8-12 characters of experience levels 3-5. This module contains large-scale maps, full background information and detailed encounter descriptions for the players and DM.

TSR #9063

1982

Douglas Niles

[N1] Against the Cult of the Reptile God
For character levels 1-3.

Terror by night! The village of Orlane is dying. Once a mall 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 of the decay--why are there no clues? Who skulks through the twisted shadows of the night? Who or what is behind the doom that has overtaken the village? It will take a brave and skillful band of adventurers to solve the dark riddle of Orlane!

TSR #9066

1983

Dave J. Browne
Tom Kirby
Graeme Morris

[UK1] Beyond the Crystal Cave
For character levels 4-7.

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 venturing into that enchanted park; a few have returned after long absences, their minds and memories curiously disturbed. Now, the handsome reward offered for the return of the lovers has tempted you, but who knows what lies beyond the Crystal Cave?

TSR #9101

1983

Graeme Morris

[UK2] The Sentinel
For character levels 2-5.

Murder one night... mercy the next... strange writings in blood on the walls. The attentions of a skulk are a curse to any village, but the thought of one which has gone mad is more than Kusnir can endure!

TSR #9111

1984

Graeme Morris

[UK3] The Gauntlet
For character levels 3-6.

Bravery is commonplace in these heroic times, but will bravery be enough to liberate the ancient Keep of Alderweg and to thwart the dark forces which strive to cast down its ancient walls?

TSR #9065

1982

Gary Gygax

[WG4] The Forgotten Temple of Tharizdun
For character levels 5-10.

This special module is a combined wilderness and dungeon adventure scenario. It contains background information, referee's notes, encounter keys, outdoor and dungeon level maps, and new monsters and treasures. While it is designed to interface with The Lost Caverns of Tsojcanth, this module is capable of standing alone. Likewise, while it is placed within the Greyhawk Campaign, it can easily be adapted to paly in any individual campaign which employs the Advanced Dungeons and Dragons game system.

 

TSR #9072

1983

[EX1] Dungeonland

 

TSR #9073

1983

[EX2] The Land Beyond the Magic Mirror

TSR #9112

1984

Robert J. Kuntz
Gary Gygax

[WG5] Mordenkainen's Fantastic Adventure
For character levels 9-12.

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, lock or handle--the Unopenable Doors.

And if the doors are opened, what then? Such potent evil, such terror lies beyond, that even the bravest adventurers may quail before the ultimate test!

Mordenkainen's Fantastic Adventure is a challenging adventure for high-level play. Four original characters from Gary Gygax' famous Greyhawk campaign are included for your use. Can you meet the challenge? Can you survive what lies beyond... the Unopenable Doors?

TSR #9153

1985

[WG6] Isle of the Ape

TSR #9222

1988

[WG7] Castle Greyhawk

TSR #11549

1999

[L3] Deep Dwarven Delve (Silver Anniversary set)

DEUXIEME EDITION - MODULES

TSR #9253

1989

Nigel Findley
Dan Salas
Stephen Inniss
Robert J. Kuntz

[WG8] Fate of Istus
For character levels 1-12

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, but one that seems almost likea punishment - or a test - meted out by some greater power.

Should the characters fail to uncover the secret of this quest, the world of Greyhawk will be forever changed.

This epic campaign provides hitherto unknown details about the cities of Greyhawk and tests each major character class in the AD&D game.

TSR #9251

1989

Dave Collins
Skip Williams

[WG9] Gargoyle
For character levels 1-4

Ever seen a gargoyle without its wings? It's a pretty funny sight. But don't laugh out loud in front of them -- they don't think it's all that hilarious... Gargoyle is an adventure set in the world of Greyhawk, the longest running of TSR's game worlds for the Advanced Dungeons and Dragons game. A pair of gargoyles wake up one morning to find their wings missing, and contact the players to help recover them.

TSR #9265

1989

Jean Rabe
Skip Williams

[WG10] Child's Play
For character levels 13-15.

This action packed adventure module is especially designed to give beginning dungeon masters and players help in learning the AD&D gaming system. But don't be fooled by the title! This adventure is far from easy-- in fact, it has challenges that can bring the careless character's adventuring career to an abrupt halt!

TSR #9269

1989

Vince Garcia
Bruce Rabe

[WG11] Puppets
For character levels 1-3.

This adventure is adapted from two RPGA network tournaments

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 entrance points are far too small, and the footprints aren't those of humans or even demi-humans.

It's up to you, adventurers, to solve this mystery and collect the reward (if you can).

TSR #9270

1989

Jean Rabe

[WG12] Vale of the Mage
An AD&D game module for 4-6 characters of levels 7-9.

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 came to the Vale of the Mage to hide - and, presumably, to regroup and ally with the Black One. They may have gained the help of the Tree People, as well; you won't know until (perhaps) it'll be too late to turn back. It's a jungle in there. . . .

TSR #9279

1990

Richard W.
Anne Brown

[WGA1] Falcon's Revenge
Falcon's Revenge is designed for five to seven characters of levels 5 to 7.

Contains more 3-D cardboard buildings and street plans compatible with Cities of Mystery!

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 Greyhwak. 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.

TSR #9289

1990

Richard W
Anne Brown

[WGA2] Falconmaster
Falconmaster is designed for five to seven characters of levels 5 to 7.

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 the 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 is the second of a three-part series of adventures for the Advanced Dungeons & Dragons 2nd Edition role- playing game that began with Falcon's Revenge. It can also be played as a stand-alone module. Set in the famed City of Greyhawk, it gives adventurers a taste of life in the big city -- with someone or something brewing trouble.

TSR #9290

1990

[WGA3] Flames of the Falcon

TSR #9039

1990

[WGA4] Vecna Lives

"...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 thier 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.

TSR #9317

1991

[WGS1] Five Shall Be One

TSR #9337

1991

[WGS2] Howl from the North

TSR #9385

1992

[WGQ1] Patriots of Ulek

TSR #9406

1993

[WGM1] Border Watch

TSR #9576

1998

CY 585

[ ] Return of the Eight

TSR #9579

1998

[ ] The Star Cairns
(The Lost Tombs, Volume 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 separate 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.

The Lost Tombs series continues with The Crypt of Lyzandred the Mad (Volume 2) and The Doomgrinder (Volume 3)

TSR #9580

1998

[ ] Crypt of Lyzandred the Mad
(The Lost Tombs, Volume 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.

The Lost Tombs series begins with Star Cairns (Volume 1) and concludes with The Doomgrinder (Volume 3). Each adventure is playable separately, or they can be linked to form an epic-length story.

TSR #9581

1998

[ ] The Doomgrinder
(The Lost Tombs, Volume 3)

TSR #9582

1998

[ ] Vecna Reborn
(Ravenloft - continues Vecna's story after his exile from Greyhawk)

From the depths of antiquity, he arises...
Trapped in a mockery of his former kingdom, he broods...
In hatred and spite against the one who betrayed him, he schemes...

TSR #1162

1998

[ ] Return to the Tomb of Horrors (Boxed)
An Epic Adventure for characters of levels 13-16 by Bruce R. CORDELL

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 imagine that the horror is beginning all over again.

The sinister wizard Acererak took great pains to safeguard his tomb. It took many years, and many more lives, before his evil was finally laid to rest. But though the demilich is gone, he is not forgotten. Others who would become as he was have traveled to the site of Acererak's tomb seeking the secrets of mastery over death. Slowly these pilgrims gathered, eventually building in the shadow of the tomb itself a community dedicated to the dark arts: Skull City.

But even these twisted necromancers have no inkling of the true evil that swells and crackles beneath their feet.

This boxed adventure contains:
• a 160-page adventure book;
• a 32-page book of illustrations to be shown to players;
• player handouts, including an adventurer's diary filled with clues;
• a 16-page book of maps and monsters;
• and a reprinted facsimile of the original Tomb of Horrors adventure module as first published in 1978.

TSR #11445

1999

[ ] TSR Jam 1999
Contains one Greyhawk adventure: The Return of the Pick-axe

Three Game Systems... Seven Adventures on Seven Worlds... A plethora of challenges for the boldest heroes of them all

This compilation of adventures from TSR's popular ADVENTURER'S GUILD program brings together adventures from the FORGOTTEN REALMS, GREYHAWK, PLANESCAPE, and RAVENLOFT campaign settings, the DRAGONLANCE: FIFTH AGE campaign setting (using the SAGA game rules), The Illithiad MONSTROUS ARCANA sourcebook, and the ALTERNITY science fiction roleplaying game.

• Take on the Cult of the Dragon and their undead dragon servitors!
• Join a band of githzerai's pursuit of their mortal foes, the mind flayers of Kawarlenaa!
• Help a rogue tanar'ri hunt the Jabberwock with a vorpal sword!
• Struggle with a master vampire and The Whistling Fiend for the Key to the Abyss!
• Defy the great sea dragon Brine in an undersea quest for the good folk of Port Balifor!
• Engage in a game of "capture the flag" with bizarre aliens, while the fate of an entire world hinges on the outcome!

Are you up to the challenge?

TSR #11327

1999

[ ] Return to the Keep on the Borderlands

First published in 1981, B2, The Keep on the Borderlands by Gary Gygax has been played by more people than any other roleplaying adventure, providing an introduction to the hobby for hundreds of thousands of gamers.

Now, almost twenty years later, the Keep has declined into a sleepy outpost settlement. The trained warriors once stationed here and the experienced adventurers who once flocked to the spot are long gone. But evil once again stirs in the fabled Caves of Chaos. Humanoids, undead, and evil minions of a dark goddess plot to destroy their enemies. Only novice adventurers who have come to try their hand at dungeon delving in this traditional training spot stand in their way.
Light your torches, assemble your marching order, draw your weapons, and sharpen your wits. It's time for a new generation of heroes to take on the challenge.

This 64-page book includes:

• A special "Advice to the DM" section for beginning Dungeon Masters, offering tips and tricks of the trade.
• Detailed descriptions of the Keep and its inhabitants
• Wilderness encounters with a wide range of classic monsters.
• Room-by-room descriptions of every chamber within the Caves of Chaos.

TSR #11413

1999

[ ] Against the Giants
THE LIBERATION OF GEOFF

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. 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; and 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.


An epic adventure for characters of all levels

TSR #11434

1999

[ ] Return to White Plume Mountain

TSR #11662

2000

[ ] Die Vecna Die
.
"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.

TROISIEME EDITION - MODULES

LG #1723

2001

Keith Polster

[ ] The Fright at Tristor

"We Die for The Watcher"

Orcish barbarians harry the northern trade routes through the cold north of the Theocracy of the Pale, serving a mysterious lord known only as The Watcher. Plagued by a series of bizarre animal mutilations, the terrorized folk of the village of Tristor turn to adventurers to help them where hunters, vigilantes, and soldiers could not. Someone, or some thing, is sending a message to Tristor, and all fear the inevitable - when the gruesome murderer claims its first human victim.

RPGA #02

2000

Erik Mona

[ ] River of Blood
A One-Round D&D Living Greyhawk Adventure, for characters levels 1-3

The Millstream runs red with the blood of the abducted children of Greyhawk's lower class, triggering memories of a crisis thought averted long ago. Absolute Power series, part one.

WTC11843

2001

Monte Cook

[ ] Return to the Temple of Elemental Evil
EVIL NEVER DIES
An adventure taking characters from 4th to 14th level.

"Years ago, brave heores 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 over the power of darkness in Hommlet and beyond, forging their way through hundreds of dire encounters before reaching the fiery finale. Designed as the backbone of a full campaign, Return to the Temple of Elemental Evil takes characters from 4th level to as high as 14th level.

This deluxe adventure builds on the groundwork of the original Temple of Elemental Evil (published in 1985), as well as other classic adventures. However, none of those products are necessary to enjoy this one.

 

WoTC

2005

Bruce Cordell

[ ] Tomb of Horrors
REVISED D&D 3.5
Suitable for 9th level characters.

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 of Horrors
Somewhere under a lost and lonely hill of grim and foreboding aspect lies a labyrinthine crypt filled with terrible traps and not a few strong and ferocious monsters to slay the unwary. Rich treasures both precious and magical fill the crypt, but in addition to the aforementioned guardians, some say a demilich still wards his final haunt. (Be warned that tales told have it that this being possesses powers that make him nearly undefeatable!) Accounts relate that adventurers have an extremely low probability of ever finding the chamber where the demilich Acererak lingers, for the passages and rooms of the tomb are fraught with terrible traps, poison gases, and magical protections. Furthermore, the demilich has hidden his lair so well, that even those who avoid the pitfalls likely will not locate their true goal. So only large and well-prepared parties of the bravest and strongest should even consider the attempt, and if they do locate the tomb, they must be prepared to fail. Any expedition must be composed of characters of high level and varied class. They must have magical protections and weapons, and they should equip themselves with every sort of device possible to ensure their survival.

 

WoTC

2005

[ ] White Plume Mountain
REVISED D&D 3.5
Suitable for 7th level characters.

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, download this web enhancement now and introduce your PCs to the wizard Keraptis and his minions! .

 
 
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