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Greyhawk - Core Products & WG Series (AD&D)

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Later Greyhawk Modules

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Greyhawk

Greyhawk was the brainchild of AD&D creator Gary Gygax and his core group. Famous names such as Bigby, Mordenkainen, Tenser, Rary, Vecna, Iuz, and Zagyg hail from the Greyhawk campaign world. Well-detailed from publications and the pages of Dragon magazine, Greyhawk was virtually ignored for a time after the contentious departure of Gygax from TSR. Later, the venerable campaign world was taken up again by new writers, laid waste in Greyhawk Wars, and rebuilt in From the Ashes.

Here's a fascinating analysis of Gygax's Anagrams, Puns, and Homages in the World of Greyhawk.



Greyhawk Adventures

1988 ... 128 pages (hardcover) ... TSR 2023 ... ISBN 0880386495

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World of Greyhawk, folio edition
Includes 32-page Greyhawk Gazetteer and two connecting poster maps.

1980 ... TSR 9025 ... ISBN 0935696237

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World of Greyhawk [BOX SET]
Contains 48-page "Glossography," 80-page "Guide to the World of Greyhawk," and 2 huge poster maps.

"...The Savant-Sage is known to have lived in the city of Greyhawk during Oerth's Epoch of Magic. Evidence suggests that this was not the first age in Oerth history, hut nothing exists to indicate how many ages preceded it, or intervened between it and the present. Late in this period, the Savant-Sage compiled his "Catalogue of the Land Flanaess, being the Eastern Portion of the Continent Oerik, of Oerth." Out of this epic seven-volume work, only the third volume survives: "A Guide to the World of Greyhawk". The topics discussed in the other six volumes are unknown, but the complete encyclopedia is believed to have covered almost every aspect of life in the Flanaess.
The Sage's work was not widely circulated during his lifetime. It disappeared completely after his death, and did not reappear until several centuries later, when a copy was discovered in an Illithid's lair in the Riftcanyon. This copy eventually found its way to the Royal University at Rel Mord, where it was examined by Pluffet Smedger, the Elder, a scholar and historian. Despite the fact that the encyclopedia was by this time several centuries out of date, Smedger was impressed by its freshness and thoroughness.
Smedger spent several decades compiling glossographies for each volume, detailing facts and information overlooked by the Savant-Sage, or too recent to have been included in the original. When Smedger's work was finished, the Encyclopedia became a standard reference catalogue in universities and libraries throughout the civilized areas of the Flanaess.
To aid his study of the Sage's books, Smedger the Elder created mathematical models, or games, that he used with his students at the university to recreate and examine historical events and political interactions described by the Sage. During Smedger's time, magic was not a lost art, but, apparently, a fading one. Happily, Smedger the Elder's curiosity and genius preserved a priceless relic from a world that no longer exists..."...from the Foreward

1983 ... TSR 1015 ... ISBN 0880383445

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The City of Greyhawk [BOX SET]
"Greyhawk was the first city designed for an AD&D game campaign. It has more gaming history than any other locale. And yet we have barely scratched the surface of its gaming potential."

This boxed set represents one of the pinnacles of TSR. Released in 1989, it enjoyed the fruits of years of gaming science, and talented editing.

The set includes:

* Greyhawk: Gem of the Flanaess - 'A gazetteer of the Free City of Greyhawk and the surrounding area' 96-page softcover.

* Greyhawk: Folk, Feuds, and Factions - 'The good, the bad, and the in-between: People who make the city what it is' 96-page softcover.

* 3 large fold-out maps of the city & environs, and overhead picture of the city.

* Two-dozen adventure cards, with mini-modules set in the city.

"Greyhawk -- City of High Culture and Low Life! From the high towers of its grand universities to the rancid alleys of its darkest slums, the City of Greyhawk awaits you. Center of magic and learning in the Flanaess, Greyhawk is also the home of powerful thieves, mighty warriors, traitorous ambassadors, and honest craftsmen."

1989 ... TSR 1043 ... ISBN 0880387319

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Greyhawk Wars [BOX SET]
"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 sorce. 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, pulling the strings of war like a mad puppeteer.

Take command of the armies yourself and change the dark course of history! Between two and six players can battle, deciding the Flanaess's fate in diplomacy and war, and leading armies and heroes across two full-color maps. Muster your armies from over 300 counters, ranging from light infantry to dragons - with your favorite demi-humans and monsters as well! With over 150 cards, you can search for treasure or mercenaries and receive the gods' blessing (or curse) through special events. When the battle comes - the times that try the souls of all - you'll want your armies backed with the wisdom contained within the 32-page history of the actual war. The boxed set also includes an easy-to-read 8-page book of rules, with optional advanced rules for hard-core wargamers."

1991 ... TSR 1068 ... ISBN 1560760869

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From The Ashes [BOX SET]
"The dust has settled. The smoke has cleared. The war machines of Greyhawk's armies have ground to a halt.

In the atermath of the great war, the people of Oerik piece their lives together, some struggling to retain their homes, other pilgrimaging to the cities, searching for oppurtunities. And searching for answers.

Who is in power? Which borders still stand, and which have been dissolved? Can anyone be trusted, or have the Scarlet Brotherhood agents infiltrated every inn and tavern?

The lands of Greyhawk are forever changed, but provide more oppurtunities than ever for adventure and danger. Characters of all levels will find challenges and intrigue lurking in every alley and behind every tree.

This boxed set includes three poster maps of the Greyhawk lands, five new monsters, twenty cardsheets, two 96-page booklets describing the recovering nations and the Powers of Greyhawk, and endless opportunites for adventure!"

1992 ... TSR 1064 ... ISBN 1560763418

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Greyhawk (MC5 - Monstrous Compendium Appendix)
"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 on separate pages, ready to be incorporated into your Monstrous Compendium binder. And, you get four full-color dividers with identification tabs! Snap them in, and set them free!"

1990 ... 32 pages ... TSR 2107 ... ISBN 0880388366

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WG Module Series

The Forgotten Temple of Tharizdun (WG4)
"This special module is a combined wilderness and dungeon adventure scenario. It contains background information, referee's notes, encoun ter 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 play in any individual campaign which employs the ADVANCED DUNGEONS & DRAGONS game system."

NOTE: THIS REVIEW FOR REFEREE'S EYES ONLY. THERE ARE SPOILERS HERE FOR PLAYERS. I wrote this after a game using this module.

...My sister and SO had just shown up, and we -- including my brother, my wife and I as well -- had the evening left after a Thanksgiving meal. What to do? Gaming had been mentioned, AD&D specifically. Eyes turned towards me... "Wayne, can you come up with something?" "Ahh, yeah, maybe..." And I went and did some thinking.

Any DM who's been forced to come up with a scenario on short notice knows this situation. Four players and about 4 hours to work with, including set-up & prep. (And you know gaming sessions always take longer than you anticipate.) I wanted the adventure to be memorable, and come to a satisfying conclusion within that time. I asked the players if they wanted a thinker-type module, or a knock-down, drag-out melee.

You can guess their vote. Well, I'd remembered Tharizdun had a No-BS lead-in with the players needing to assault a tough humanoid faction holed-up in the Temple. Tharizdun ended up being a perfect choice: A combination of old-fashioned PC assault and intelligently sketched humanoid defenders. I used the PC tournament character roster from Module S3: Expedition to the Barrier Peaks.

I altered the scenario background slightly, directing the Gnome King to request the party's aid in rooting out this nest of bandits. The gnomes had sent their forces against the humanoids previously, but had been unable to concentrate their forces effectively enough to crack this nut. But the PC's party represented exactly the sharpened force necessary for the task. They'd be the assault force, with the gnomes to follow-up and secure the Temple afterwards.

The 5 PCs and 13 'spear-carrier' gnome warriors attacked the temple directly. I added fabric/chain link curtains to the entrance to prevent any cheap-shot player Fireballs hurled through the entrance. I thought the attack was too easy for the PCs at the beginning. The tarry net trap at the entrance caught them by surprise, but the two Fighters were able to hold off the humanoid counter-attack at the next doorway. The rest of the party extricated itself from the net undisturbed.

The two fighters -- a dwarf and human -- were able to make short work of the Orcs. (Which I'd traded for the uninspiring Norkers... two players were relatively new, and the orcs made a nice mental image from the recent LoR movies.) Despite the numbers attacking, they were able to slay several per round. The gnoll archers were firing into the melee, hitting friend and foe alike.

The fighters were able to press forward and to the side a bit, allowing the rest of the party to slowly emerge from the bottleneck. This continued for a bit, with bodies piling up. Humanoid reinforcements started trickling in at first (per the module's clever chart, showing how the lower-level's rooms would empty out and come to the aid of their comrades upstairs).

The wizard, levitating above the melee and shielded from normal missiles, cast a Cloudkill. The noxious vapors started forward in the room, and eventually down the stairs ahead. This slayed the mid-level defenders, killing the gnolls to the last one. With the pressure on the PCs eased for a moment, the orcs in close melee started dropping quickly.

The reprieve was not to last. The 5 trolls and giant trolls came up the stairs and pushed through the poison cloud. The tide turned here, for the PCs were pressed hard. The dwarf fighter went down, with the cleric saving him at death's door. The trolls were cutting the gnomes down like grass; the gnome archers fled the scene.

The mage's lightning bolt and frost wand helped to regain control of the situation, until the 2 hill giants and mountain giant leader arrived. A Cone of Cold repelled the hill giants, causing them to flee down the stairs badly wounded. But the mountain giant pressed on. Given the 2 trolls still functioning at this point, the party was in desperate straits. The remaining fighter went down, and the mountain giant tossed the cleric across the room like a rag doll. The mage and thief (who'd been finishing off downed but regenerating trolls) pressed their attack, facing a badly wounded giant and barely wounded troll. They knew they would either succeed in this next round, or not at all.

Under the pair's desperate attack, the troll died for good. The mountain giant surrendered, gravely wounded. The gnome forces arrived, their poor timing receiving only weary looks.

The lower levels remained unexplored for now. Yes, I'd say Tharizdun makes a fine party module.

1982 ... Gary Gygax ... 32 pages + double cover ... TSR 9065 ... ISBN 0394530020

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Mordenkainen's Fantastic Adventure (WG5)
"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 capmpaign are included for your use."

1984 ... 32 pages ... TSR 9112 ... ISBN 088038168X

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Isle of the Ape (WG6)
"You stand before a great throne of lapis lazuli. The massive chamber is also blue, even the air has an indigo quality, perhaps from the strangely convoluted coils of smoke rising from the braziers of azure metal. Encompassed by the great chair is a man whose presence inspires awe, Tenser the Archmage.
High above the City of Greyhawk, somewhere upon the lonely south coast of the Nyr Dyv, you and your associates trekked to answer a summons that could not be taken lightly. You are about to begin a quest to a mysterious island where lies the fabled Crook of Rao. Only the bravest can face the isle's obscure jungles, its most fearsome monsters, and its ultimate secret. Can you survive where even the mighty followers of Tenser have failed?
Isle of the Ape is a challenging adventure for high-level play." (Levels 18+)

1985 ... Gary Gygax ... 48 pages + 3-panel cover + fold-out map ... TSR 9153 ... ISBN 0880382384

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Castle Greyhawk (WG7)
This module is often mistakenly purchased instead of Greyhawk Ruins (WGR1). Castle Greyhawk, with its April Fools Day atmosphere, can be a real shock for somebody expecting the more serious Ruins.

"Deep beneath the keep of Castle Greyhawk, a really nasty device is creating all these gross, mutated, andd unpleasant monsters that are running wild throughout the castle and the 12-level dungeon beneath the castle. The call has gone out for heroic, fearless, and kinda foolish adventurers to out-hack, out-slash, and sometimes even out-think hordes of doughmen, headless mice, manic bee queens, really bad dead things, burgermen, crazed chefs, and movie moguls. If they survive these and much odder obstacles, the characters still have to findd the nasty monster creator and put it out of business.

"Castle Greyhawk contains 13 detailed levels for adventuring and exploration. Each level is a seperate adventure written by a different author and each has its own unique brand of insane and baffling weirdness. Some levels involve solving puzzles and some require good old hacking and slashing. The adventures can be played seperately or all together as a grand quest to free Castle Greyhawk from the evil, rotten hordes that are plaguing it. The common theme to this dungeon is that no joke is so old, no pun is so bad, and no schtick is so obvious that it can't be used to confuse and trip up PCs!"

1988 ... 128 pages ... TSR 9222 ... ISBN 0880385308

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Fate of Istus (WG8)
"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 like a 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."

1989 ... 128 pages ... TSR 9253 ... ISBN 0880387122

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Gargoyle (WG9)
"Gargoyle is an adventure set in the world of GREYHAWK, the longest-running of TSR's game worlds for the ADVANCED DUNGEONS & DRAGONS game. A pair of gargoyles wake up one morning to find their wings missing, and contact the players to help them recover them. A great many AD&D players have been asking for low-level adventures suitable for beginners, and Gargoyle is the first of several planned for this year. Designed for levels 1 to 4, this adventure can be enjoyed by novices and experienced players alike."

1989 ... 32 pages ... TSR 9251 ... ISBN 088038719X

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Child's Play (WG10)
"This action-packed adventure module is especially designed to give beginning dungeonmasters and players help in learning the AD&D game system.
But don't be fooled by the title! The adventure is far from easy - in fact, it has challenges that can bring the careless character's adventuring career to an abrupt halt!
Filled with surprises and excitement, the adventure Is still easy to referee - and during the game, players and the DM alike win pick up tips and information that will prove useful for many games to come"

1989 ... 32 pages ... TSR 9265 ... ISBN 0880387564

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Puppets (WG11)
"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 commited 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).
This adventure is adapted from two RPGA network tournaments."

1989 ... 32 pages ... TSR 9269 ... ISBN 0880387815

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Vale of the Mage (WG12)
"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 rules 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..."

1989 ... 64 pages + map ... TSR 9270 ... ISBN 0880388161

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owns (and holds trademark to) the AD&D game and Greyhawk in all forms.



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