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FRQ2 Hordes of Dragonspear (2e)

FRQ2 Hordes of Dragonspear (2e)


Dragonspear Castle. All who live within several hundred miles have heard the name and know its import. Once home to the proud and the brave, it stands now a ruin, cloaked behind a history of murder and diabolic plots. Few go there, for the only reward to be found is death. Rumors abound that Dragonspear holds a portal to the sinister planes, but until now those have been unfounded. Following a great...   [click here for more]
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FRQ3 Doom of Daggerdale (2e)

FRQ3 Doom of Daggerdale (2e)


Randal Morn certainly has his hands full! The temple of Lathander, which burned to the ground eight years ago, seems to be the source of a curse affecting the entire town. People are taking ill, animals are dying overnight, crops are failing. All this seems to have started after Eragyn, priestess of Cyric, disappeared from Daggerdale. Shortly before that, a forgotten mage-lord's crypt was discovered...   [click here for more]
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FRS1 The Dalelands (2e)

FRS1 The Dalelands (2e)


Between Cormyr and the Moonsea lie the beautiful forests and fields of the Dalelands, home to some of the most powerful characters and exciting adventures in the Heartlands. Proud and free, these scattered realms stand against the dark evil of Zhentil Keep and the savage raiders of the mountains and forests. Ancient magic lies buried in dangerous ruins within the vast Elven Woods, waiting for the hand...   [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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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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GA2 Swamplight (2e)

GA2 Swamplight (2e)


The city of Chala, nestled banks of the Leal river, has prospered for generations. But now the city faces misfortune, pestilence, and decay, because the icon which brought it prosperity has been stolen. All the clues suggest that the sacred object was carried into the heart of nearby Blackweed Swamp. But who, or what, would commit such a crime? Whoever is responsible, the statue must be recovered,...   [click here for more]
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GA3 Tales of Enchantment (2e)

GA3 Tales of Enchantment (2e)


Whispering Widow Woods has always been a frightening place. For generations the rumors, the strange noises, and the gloomy, tangled undergrowth have scared off the faint of heart. Recently, however, Whispering Widow Woods has grown much more sinister. Familiar voices speaking from thin air lure people to their doom; travelers emerge with no memory; the very trees are said to come to life and attack...   [click here for more]
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Gamma World: Gamma Knights (4e)

Gamma World: Gamma Knights (4e)


Face the dangers of Gamma Terra in the most potent weapon system of the Ancients--powered battle armor! Battle mutant monsters, rampaging robots, and the ultimate challenge of other Gamma Knights Choose a standard suit and srat play instantly or custom design a suit for maximum power. Designed to be both a fast playing boardgame and a supplement to the popular GAMMA WORLD science-fantasy role playing...   [click here for more]
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GAZ1 The Grand Duchy of Karameikos (Basic)

GAZ1 The Grand Duchy of Karameikos (Basic)


This is the first in a series - a completely new concept in gaming aids for the Dungeons & Dragons game system. Within these covers is a complete historical, economical, geographical, and sociological overview of the Grand Duchy of Karameikos. Entries on (and maps of) the major cities and towns, as well as biographical entries on the important figures in the Duchy, will aid the DM in preparing...   [click here for more]
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GAZ11 The Republic of Darokin (Basic)

GAZ11 The Republic of Darokin (Basic)


"He who has the gold makes the rules." --An old Darokinian saying. In Darokin, wealth is power. There is no place in this land for the unthinking brute who solves every problem with force. Darokin has survived by cleverness, by negotiation, and by guile, despite being surrounded by mighty barbarous nations. In fact, the Darokinians have thrived over the years, establishing themselves as...   [click here for more]
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GAZ14: The Atruaghin Clans (Basic)

GAZ14: The Atruaghin Clans (Basic)


From the ashes of an ancient culture of proud warriors rises a race of people unlike any other in the Known World. Long ago, the power of Blackmoor all but destroyed the mighty Azcans. Some of them, the bravest of the brave, sought refuge under the shadow of a great plateau. For decades, they struggled to preserve their lives and their culture. Now, centuries later, their secrets are revealed. From...   [click here for more]
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GAZ2 The Emirates of Ylaruam (Basic)

GAZ2 The Emirates of Ylaruam (Basic)


This is the second in a series - a completely new concept in gaming aids for the DUNGEON & DRAGONS Game System. Within these covers is a complete historical, economical, geographical, and sociological overview of the Emirates of Ylaruam. The village of Kirkuk is presented in great detail (with both descriptions and a map of the area) as a typical village in the Emirates. An extended section on...   [click here for more]
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GAZ3 The Principalities of Glantri (Basic)

GAZ3 The Principalities of Glantri (Basic)


"It is early, and low over the mountains the sun set the sky ablaze. The little red creature yawns, stretches its small bat wings, and scratches its horny head. Suddenly, a gong echoes in the room below, making the creature jump. Almost falling, it grabs hold of the large statue on which it was sleeping. "Down below, the students are preparing for their daily barrage of courses in geography,...   [click here for more]
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GAZ4 The Kingdom of Ierendi (Basic)

GAZ4 The Kingdom of Ierendi (Basic)


To some it is a vacationer's paradise. Tropical islands, set in sapphire seas, fringed with shell-covered beaches: the perfect spot to "get away from it all." To others, it is a place to be feared. Pirates' hideaways, disease-ridden jungles, psychotic natives: the perfect spot to avoid. The Kingdom of Ierendi comprises ten islands, each with a specific attraction for the adventure-seeking visitor....   [click here for more]
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GAZ5 The Elves of Alfheim (Basic)

GAZ5 The Elves of Alfheim (Basic)


This is the first Gazetteer to outline a non-human culture: that of the elves. Herein DMs and players alike will find information on elven society, politics, economics, and culture. Fascinating, first-hand details on the fabulous tree-cities are at last available to adventurers. The pageant of elven life hinted at in previous TSR products such as CM7 "The Tree of Life" is now revealed in its entirety....   [click here for more]
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GAZ6 The Dwarves of Rockhome (Basic)

GAZ6 The Dwarves of Rockhome (Basic)


Dwarves have a reputation that is both good and bad. On the good side, they are known as loyal, hard-working, dependable, and fierce defenders of their homes. On the other side, they are condsidered...well, a little dull. No longer. The Dwarves of Rockhome, the latest Gazetteer for the DUNGEONS & DRAGONS games system, gives you a complete, in-depth look at a vibrant, living, anything-but-dull...   [click here for more]
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GAZ7 The Northern Reaches (Basic)

GAZ7 The Northern Reaches (Basic)


NOTE: The print version of this title does not include spine information. Welcome to the Land of Vikings. Discover the berserk Jaris of Soderfjord, the Vikings of Vestland, and the fearsome Drakkars of Ostland. The Norther Reaches is a unique complement to your Gazetteer collection, providing detailed background on these three nations, their people, and many adventures, including Separate players'...   [click here for more]
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GAZ8 The Five Shires (Basic)

GAZ8 The Five Shires (Basic)


Humans (and other races) call them "halflings," and tend not to take the little folk too seriously. They look like children, so they get treated like children?distrusted, underestimated, or just plain ignored. But there's much more toe the hin (as the halflings call themselves) than petty thievery and childish pranks. They are a tough, mature people, proud of their legacy of centuries of survival...   [click here for more]
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GAZ9 The Minrothad Guilds (Basic)

GAZ9 The Minrothad Guilds (Basic)


Life in Minrothad is one of the sea. The vast oceans are tied up in everything the people do, from their livelihoods to their recreation to their stories and songs. The sea is also their defender. Surrounded on three sides by Ierendi, Karameikos, and mighty Thyatis, Minrothad has developed the art of naval trade to its highest form in the Known World. The Minrothad Guilds, the latest Gazetteer...   [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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GW1: Legion of Gold

GW1: Legion of Gold


There is much to worry about in the mutated world of the future, but Baron Jemmas, Warder of Horn, has more on his mind that most. In recent weeks several of the outlying towns of his Barony have been wiped out by a band of mysterious golden marauders. These creatures struck from nowhere and vanished without a trace when their deeds were done. The Warder has decided that they must be stopped before...   [click here for more]
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GW2: Famine in Far-Go

GW2: Famine in Far-Go


Far-Go is dying... the people are afraid... the animals are wasting away... the crops are withering the fields. No one, even Arx Skystone, the high priest, knows what has caused Far-Go's misfortune. YOU are part of a group of young adventurers about to begin the sacred Rite of Adulthood. The last hope of survival for Far-Go rests with your party. On your journey to the Forest of Knowledge, you must...   [click here for more]
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GWQ1: Mutant Master (GW4e)

GWQ1: Mutant Master (GW4e)


Secreted away in his hideout, the Mutant Master makes his plans. ”Fellow New Men!“ he cries out to the crowd before him. A roar of approval rises before he can continue. ”We have bided our time, waiting for the opportunity to move forward into a new and glorious day. We have tolerated the scorn and derision of lesser races, knowing that one day, we would reign supreme!” Another roar engulfs...   [click here for more]
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GWQ2: All Animals Are Equal (4e)

GWQ2: All Animals Are Equal (4e)


Three-hundred years after the end of civilization, the creatures are running the zoo. Home to a bewildering array of talking, intelligent creatures, the ZOO has turned into a melting pot of political intrigue, assassination, and homicide. The factions bicker end battle over territory, food, water, and power. Here in the zoo, humans are the outsiders. But when player characters enter the scene, they...   [click here for more]
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GWQ3: Home Before the Sky Falls (4e)

GWQ3: Home Before the Sky Falls (4e)


The fate of Bonparr hangs in the balance? and the key to the past is within reach! Characters are drafted into the army of Bonparr for a special mission to investigate the stories of a terrifying war machine that is devastating the lands to the west. Not only must this formidable machine be defeated, but the PCs must discover its origin and the reason behind its rampage. In fact, that may be the...   [click here for more]
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H1 Bloodstone Pass (1e)

H1 Bloodstone Pass (1e)


This adventure is designed for use with the Advanced Dungeons & Dragons game and the AD&D Battlesystem Fantasy Combat supplement. It cannot be played without these games This is the first Battlesystem supermodule. The tiny village of bloodstone pass s menaced by an army of thousands of brigands - orcs, goblins, giants, and human renegades led by a powerful assassin. Outnumbered and helpless,...   [click here for more]
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H2 The Mines of Bloodstone (1e)

H2 The Mines of Bloodstone (1e)


The most deadly dungeon ever designed! High-level characters brave the unexplored corridors of Deepearth to confront perhaps the most feared adversary in the AD&D game. The second chapter of the Bloodstone Pass saga follows the conclusion of the desperate war against the bandit army. A cold and bitter winter drives the villagers to the edge of starvation, and numerous horrors strike the town...   [click here for more]
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H4 The Throne of Bloodstone (1e)

H4 The Throne of Bloodstone (1e)


The battle between the mighty undead army of the Witch-King of Vaasa and the forces of Bloodstone has come to a standstill. As long as the source of the Witch-King\'s power is at work, his evil forces will never be defeated! As the rulers of Bloodstone Pass, it is up to you to find and destroy the source of Vaasa\'s power. All you have to do is journey to the Abyss, confront the mightiest demon...   [click here for more]
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Hail the Heroes (2e)

Hail the Heroes (2e)


Long ago, a great king fell in battle and became an immortal hero. The king's devoted followers built a temple to house his magical shield. Time and dust buried the temple, and the relic was forgotten - until now. Can you win a thrilling race against rival factions to locate the temple? Can you survive the journey through its treacherous halls to gain the shield? Mystara's secret history will be revealed...   [click here for more]
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Harbinger House (2e)

Harbinger House (2e)


A succubus with an unquenchable lust for power is turning the Cage into a ripping madhouse. And the Lady of Pain ain't pleased. . . . Something's foul in Sigil, berk. A mad slasher prowls the streets, leaving a trail of bloody clues in his wake. Leatherheads boldly court the Lady of Pain, longing for the sharp touch of her shadow. Even the silent dabus're acting barmy, a sure sign that...   [click here for more]
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Havens of the Great Bay (2e)

Havens of the Great Bay (2e)


Sailors of fortune, dealers in danger... Sunlight glinted off the chill blue waters of the Krakennauricht. The lapping of waves against the merchant trader's hull to lull the roundship's crew into relaxing their attentions, but these sailors were too seasoned to give their enemy that advantage. Pirates, deep-sea denizens, and especially the abominable Kraken could decimate an unwary...   [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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Hellgate Keep (2e)

Hellgate Keep (2e)


Hellgate Keep-a name that once make the boldest of heroes shudder in fear-was long ago known as the fair citadel of Ascalhorn, a have for elves and humans. Then a demonic horde of baatezu and tanar'ri destroyed all remnants of real civilization and turned it into a den of malevolence. Today, the citadel lies ruined. The Mistmaster and the Harpers destroyed the keep and ended its centuries-long reign...   [click here for more]
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HHQ1 Fighter's Challenge (2e)

HHQ1 Fighter's Challenge (2e)


Decades ago, Sturnheim was a thriving trade town on a major caravan route. But then, disaster struck when a gold-laden caravan disappeared without a trace. Financially ruined, the town slipped into decline, and now lies almost forgotten on a route that is seldom traveled anymore. You can unravel a 40-year-old mystery and restore the honor of Sturnheim - if you have the guts! "Fighter's...   [click here for more]
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HHQ2 Wizard's Challenge (2e)

HHQ2 Wizard's Challenge (2e)


The village of Northbank was once a haven for mages of all talents and a magnet for hopeful apprentices. Its wizards' guild was a respected center for instruction, study, and research. But mysterious circumstances caused the sudden demise of the guild several years ago and resulted in the deaths of some important guild members. And a ghostly figure now threatens the few surviving members of the...   [click here for more]
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HHQ3 Thief's Challenge (2e)

HHQ3 Thief's Challenge (2e)


For years, trade and travel along the river Thadysh have been peaceful. Suddenly a masked renegade, known only as the Gullwing Bandit, has turned the waters of Thadysh into a pirate stream. Who is this bandit? What nefarious plot is he weaving? Not even the local thieve's guild has been able to unveil the truth. "Thief's Challenge" is a special ADVANCED DUNGEONS & DRAGONS adventure...   [click here for more]
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HHQ4 Cleric's Challenge (2e)

HHQ4 Cleric's Challenge (2e)


Pommeville is a sleepy little town that seems like a good place to stay for the night. That is, until the town's dead rise from their graves and begin terrorizing the village! Ancient evil threatens to overwhelm the good folk of Pommeville unless someone can find a way to comfort the restless dead. A lone, player character cleric will have to be clever, courageous, and more than a little...   [click here for more]
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HHQ5 Fighter's Challenge II (2e)

HHQ5 Fighter's Challenge II (2e)


The kingdom of Tramilar was once a powerful state. Now, disease and dissent have left the kingdom weak. The Dreadwoods on the kingdom's northern border are a haunt for evil creatures and plots. Discord stalks the very halls of the king. Only the bravest and most dedicated warrior could overcome the obstacles hidden in the forest and lurking in the throne room. "Fighter's Challenge II" is...   [click here for more]
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HHQ6 Wizard's Challenge II (2e)

HHQ6 Wizard's Challenge II (2e)


There is trouble in the frontier town of New Haven. A beast from the Badlands is terrorizing the simple farmers, and reports say the creature is immune to the local militia's weapons. The baron of the land has called upon a wizard to solve what his soldiers could not. Can the skills of one wizard let him or her find and kill what a contingent of skilled warriors could not? "Wizard's Challenge II"...   [click here for more]
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HHQ7 Thief's Challenge II: Beacon Point (2e)

HHQ7 Thief's Challenge II: Beacon Point (2e)


Looking for opportunity and fresh pickings, a rogue hops a ship for new lands, only to leap from the frying pan into the fire. The ship is attacked on the high seas by a band of blood-thirsty pirates, and the rogue washes up on the Isle of Beacon Point... right at the center of the pirates' sphere of influence. Can this single player character stay alive with no more than wits and hard-earned thieving...   [click here for more]
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HHQ8 Cleric's Challenge II (2e)

HHQ8 Cleric's Challenge II (2e)


Something evil is stalking the parish of Barlox. Ten years ago, the village's temple burned to the ground and the parish priest disappeared. The temple has since been rebuilt, but life has not returned to normal. A current of fear and discontent now ripples beneath the surface of this once sleepy wine-making community. Old rivalries have turned bitter, and unwittingly unleashed a force of ancient...   [click here for more]
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Hour of the Knife (2e)

Hour of the Knife (2e)


A madman stalks the fog-shrouded streets of Paridon, killing with gruesome precision - and always at midnight. A party of brave adventurers witnesses the most recent of these brutal murders. Now that they've seen the killer's face, they're sure to be his next targets. Who can be trusted in this city where the residents are not what they appear to be? Those who dare to track the killer will...   [click here for more]
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How the Mighty Are Fallen (2e)

How the Mighty Are Fallen (2e)


As the floating cities of Netheril hover peacefully in the air, the winds of intrigue boil all around them. The phaerimm continue to plot the downfall of the Netherese even as Karsus prepares for the casting of his greatest spell. Undead walk the land, driving orcs and humans before them. And somewhere below the greatest nation of Faer?n, the Tarrasque awakens from a long slumber. How the Mighty...   [click here for more]
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Howls in the Night (2e)

Howls in the Night (2e)


The Mists of Ravenloft draw close, surrounding unfortunate travelers in their clammy embrace. When they part, they revel the land of Mordent, a domain of rolling moors and woods, beautiful by day and terrifying by night. The moors surround Westcote Manor, whose owner seeks your aid to break a curse that has beset his family. A new danger lurks in the haunted moors: hounds whose mournful howls and...   [click here for more]
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HS2 Orcs of Stonefang Pass (4e)

HS2 Orcs of Stonefang Pass (4e)


A standalone D&D adventure for 4th-level characters. Stonefang Pass wends its way through the mountains of the Stonemarch, home to brutal tribes of orcs. The time has come to clear the pass and gain a foothold, so that it can be used for trade between the town of Winterhaven and the lands beyond the mountains. Brave adventurers are needed to rid the pass of monsters and liberate...   [click here for more]
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HWA1 Nightwail (Basic)

HWA1 Nightwail (Basic)


Under the ruins of Barleycorn Monastery, a tunnel leads one thousand miles downward. Through it a rescue mission into the Broken Lands turns much stranger. Much more serious. For the trail leads to the Hollow World. Launch your D&D game players into fabulous lost-worlds adventure across the Hollow World! Travel the Azcan Empire. Explore the secret labyrinth of the Great Pyramid in Chitlacan....   [click here for more]
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HWA2 Nightrage (Basic)

HWA2 Nightrage (Basic)


Snakes fly, stones walk, and colossal monsters burrow in the world's crust?do these omens foretell catastrophe? Perhaps so, for now the dark elves walk in the sunlight, wearing armor that turns the sharpest blades and strongest spells. They are poised to conquer the fabulous Hollow World. But what is the armor? How does its creation involve the ancient, mile-long Great Annelids, as well as those...   [click here for more]
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HWA3 Hollow World: Nightstorm (Basic)

HWA3 Hollow World: Nightstorm (Basic)


Third Adventure in the Blood Brethren Trilogy. To find the Immortals! The all-powerful Immortals have vanished! The quest to locate them has led across the Atlass Ocean to the land of the Shahjapur, where moguls hunt tigers, untouchables respectfully avoid higher castes, and holy fakirs perch immobile for years on end. In this land of shrines and elephants and shapeshifting assassins, resolution...   [click here for more]
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