Slave Pits of the Undercity (A1)
"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 modules 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 it 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). Be sure to look for other exciting adventure modules from the Game Wizards at TSR."
1980 ... David Cook ... 24 pages ... TSR 9039 ... ISBN 0935696253
Secret of the Slavers Stockade (A2)
"The battle against the slavers continues! You and your fellow adventurers have defeated the slavers at Highport, but you have learned of the existence of another slaver stronghold, and you have decided to continue the attack. But beware! Only the most fearless of adventurers could challenge slavers on their own ground, and live to tell of it!
This modules was originally used for the official ADVANCED DUNGEONS & DRAGONS Tournament at GenCon XIII and is the second of four in a series of related tournament modules from TSR Hobbies, Inc.
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. A2 is a complete adventure in itself, but it is also a companion to A1 (Slave Pits of the Undercity), A3 (Assault on the Aerie of the Slave Lords) and A4 (In the Dungeons of the Slave Lords). Be sure to look for other exciting adventure modules from the Game Wizards at TSR."
1981 ... Harold Johnson & Tom Moldvay ... 40 pages ... TSR 9040 ... ISBN 0935696261
Assault on the Aerie of the Slave Lords (A3)
"Into the Drachengrab 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! You must move quickly before the slavers recover from your previous forays and attack!
This modules was originally used for the official ADVANCED DUNGEONS & DRAGONS Tournament at GenCon XIII convention and is the third in a series of four related tournament modules from TSR.
This module contains a challenging scenario, a tournament scoring system plus nine pre-rolled playtested tournament characters. Also included are large scale referee's maps, note, and background information. A3 is a complete adventure in itself, but it is also a companion to A1 (Slave Pits of the Undercity), A2 (Secret of the Slavers Stockade), and A4 (In the Dungeons of the Slave Lords). Be sure to look for other exciting adventure modules from the Game Wizards at TSR."
1981 ... Allen Hammack ... 28 pages ... TSR 9041 ... ISBN 093569627X
In the Dungeons of the Slave Lords (A4)
"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 modules 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-equipped, 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). Be sure to look for other exciting adventure modules from the Game Wizards at TSR."
1981 ... Lawrence Schick ... 28 pages ... TSR 9042 ... ISBN 0935696288
Scourge of the Slavelords (A1-4)
"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 across 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 lamds 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."
1986 ... David Cook & Allen Hammack & Harold Johnson & Tom Moldvay & Lawrence Schick & Edward Carmien ... 128 pages + map booklet ... TSR 9167 ... ISBN 0880382759
The Hidden Shrine of Tamoachan (C1)
Similar to the classic Tomb of Horrors module, Tamoachan has a seperate book of art by classic TSR artists such as Erol Otus, Jeff Dee, Darlene, and others. Nice.
The Monochrome is the 1980 version. The color cover version -- essentially identical inside -- was released in 1982. There's also an ultra-rare 1st edition called "Lost Tamoachan" (1979), with less than 500 copies released.
"This module was originally used for the Official ADVANCED DUNGEONS & 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 seperate, non-scored adventure! Also included herein are background information, a large-scale referee's map, referee's notes, and new monsters and descriptions for an added taste of excitement.
This module is meant to stand on its own, and includes areas on the map where Dungeon Masters may add their own levels."
1980, 1982 ... Harold Johnson & Jeff R. Leason ... 32 + 8 pages ... TSR 9032 ... ISBN 0394515447 / 0935696156
The Ghost Tower of Inverness (C2)
"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.
This module was originally written for the Official ADVANCED DUNGEONS & DRAGONS Game Tournament at Wintercon VIII, held in Detroit in November of 1979. It is the second in TSR's COMPETITION SERIES - modules that were used in official tournaments. This module contains a challenging setting, a scoring system and characters specially prepared for this adventure. It may thus be used for competition among players (or groups of players) or as a non-scored adventure. Also included within are background information, referee's maps and notes, encounter descriptions for players, and a background scenario linked to the WORLD OF GREYHAWK Fantasy World Setting."
1980 ... Allen Hammack ... 20 pages ... TSR 9038 ... ISBN 0935696245
NOTE: THIS REVIEW FOR REFEREE'S EYES ONLY. THERE ARE SPOILERS HERE FOR PLAYERS.
After a long sabbatical from gaming, I'd decided to run an AD&D module. My brother was a veteran of gaming, but my wife and daughter were newbies.
Making a terrible mistake, I started with "The Ruins of Andril," an old Dragon magazine centerfold module. It was too high-level, and pretty dull, actually. We never finished it.
Vowing to not repeat that mistake, I went through my classic AD&D module collection. As soon as I set my eyes on C2 - "The Ghost Tower of Inverness," I knew it to be a perfect introductory module. I eventually want to start them on a campaign, but this tournament module was a great warm-up.
First of all, the pre-rolled characters are nicely done: All humans, one of each of the major character classes. The adventure starts out as a standard dungeon crawl, but with just as many tricks as monsters. Players, even novices, will always surprise you. Their solution to the giant rolling ball was novel. The chess room really had them stumped; because of the multi-colored tiles, they never figured out the proper moves. My brother was thinking it was some mathematical formula...nobody could understand why the rules were different for each character.
As they entered the upper (transdimensional) levels, the dangers increased. The Fire Giant was perhaps their greatest foe. Being an intelligent monster, he targeted the magic-user, with devastating effect.
In fact, though, their only death happened at the very end, in recovering the Soul Gem.
Outstanding module! Fun to play and ref. It took the players three sessions to finish, and now they want more.
The Lost Island of Castanamir (C3)
"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 about the lack of dinner, when one of your companions calls, and you rush to his side, hoping he's found a way to turn grass into a sandwich. Instead, he points to the ground in front of him, "Look there."
Set in a shallow depression in the ground is a stone door. Your friend reaches down and gives a tug, and the door swings slowly open on creaking hinges, revealing a descending stair. The first thought that crosses your mind is wheter it would be better to freeze to death up here in the wind or fall into the hands of Castanamir the Mad, the unpredictable."
1984 ... Ken Rolston ... 32 pages ... TSR 9110 ... ISBN 0880381892
To Find a King (C4)
"Two centuries ago, the last king of the celtic kingdom of Pellham was deposed in favor of a High Council. Now, however, things are going badly, and a restless populace longs for the days of the ancient kingship. The High Council is floundering - and the political situation is turning ugly.
It was then that the Brothers of Brie, an obscure monastic order, discovered a long-forgotten prophecy. In Pellham's time of greatest need, a long-dead king will rise to restore order. You have been chosen to prove that this is the time of the prophecy. You will take the first steps toward returning the lost king to the throne.
This adventure contains the first four rounds of the AD&D OPEN Tournament that was originally run at GEN CON XVI Convention. It includes a tournament scoring system and a team of 10 characters of levels 4-7.
This adventure can be played alone or as the first part of the two-part PROPHECY OF BRIE series."
1984 ... Bob Blake ... 32 pages + double-cover ... TSR 9107 ... ISBN 0880381590
The Bane of Llywelyn (C5)
"Excitement and unrest grip the land of Pellham. Two hundred years ago, the royal line of kings was deposed and replaced by a High Council. The current council is well-meaning but hopelessly incompetent. Everyone agrees that a drastic change is needed for the kingdom to survive.
The ancient Prophecy of Brie foretells that in Pellham's darkest hour, a king from the past will return to restore the kingdom. The time of the prophecy is now.
All is in readiness: the symbols of the ancient kings have been recovered, the keys to the royal tomb are in hand, powerful magics to revive the long-dead king have been secured at great cost. Only one problem remains...no one knows where the king is buried!
The Bane of Llywelyn concludes the epic adventure of the Prophecy of Brie - can YOU insure that the quest will be a success?
The adventure can be played as a seperate adventure or as the second part of the Prophecy of Brie series."
1985 ... Bob Blake ... 32 pages + double cover ... TSR 9109 ... ISBN 0880381949
The Official RPGA Tournament Handbook (C6)
"Welcome to the world of tournament competition!
The Role Playing Game Association or RPGA Network is an organization of role playing gamers which was created by TSR to promote excellence in role playing games and tournaments world wide. Now their standards of excellence are presented to help the aspiring designer organize and create his own tournaments.
Here are important guidelines on how to design a tournament for your own use, as well as, scoring sheets and other useful aids for running a tournament.
This book also contains, not one, but two complete two-part adventures for your entertainment and for use as models when creating other adventures.
Escort a troublesome Prophet and the relic he carries on a dangerous overland journey in the adventure, Honor Guard. Or take a trip through the Desert of Ages, with an unscheduled stop along the way in The Long Way Home. A touch of whimsy makes this latter adventure unique,
A special collection of RPGA adventures for character levels 4-8."
1987 ... Daniel Kramarsky & Jean and Bruce Rabe ... 64 pages ... TSR 9206 ... ISBN 0880384662
Descent into the Depths of the Earth (D1-2)
"This material was originally published as two seperate 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 a part of an extended adventure that begins with Dungeon Module G-1-2-3 (AGAINST THE GIANTS) and continues with modules D3 (THE VAULT OF THE DROW) and Q1 (QUEEN OF THE DEMONWEB PITS)."
Vault of the Drow (D3)
"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 hex map detailing an enormous cavern area, a special temple map, encounter and map matrix keys, and additional sections pertaining to 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 final part of a series of three modules (with DESCENT INTO THE DEPTHS OF THE EARTH, D1 and SHRINE OF THE KUO-TOA, D2.), or as the sixth part of a continuing series of modules which form a special campaign scenario (DUNGEON MODULES G1, G2, G3, D1, D2, D3, and Q1, QUEEN OF THE DEMONWEB PITS, soon to be released)."
"...Now for a brief synopsis: The module starts out with the party leaving the Shrine of the Kuo-Toa for a far off drow outpost in the Underdark. Along the way, the PCs do battle with an assortment of baddies, chief amongst them a drow magic-user and his succubus consort. Towards the end of the module, the PCs penetrate a major drow fane dedicated to Lolth, located in a hauntingly beautiful drow city, where mind flayers, devils, and demons freely walk about. Here, the PCs fight off dozens of drow clerics, magic-users, and fighters. The former equipped with powerful magic items called tentacle rods, which attack as 6 HD monsters independent of the rod wielder. The module climaxes with an epic battle with Lolth's avatar. At the conclusion of the battle, the PCs discover in their possession some strange magic items that serve as transportals to Lolth's home plane, the 233 layer of the Abyss, the dreaded Demonweb Pits. The last module in the series, Queen of the Demonweb Pits, details the Demonweb in rich detail. Once there, the PCs are given the opportunity to remove Lolth permanently from their campaign, for demons or devils killed on their home plane are permantly destroyed.
In short, high praise should be given to the author of this legendary series of modules -- Gary Gygax, of course -- for producing unparalled game aids. Long live the drow!" ...from Amazon reviewer Alphonso Warden
1978, 1980 ... Gary Gygax ... 32 pages + cover folder ... TSR 9021
The Shattered Statue (DQ1)
Dual Games System Adventure for both AD&D and Dragonquest. Contains portions of Arcane Wisdom, a Dragonquest rules supplement.
"A mutual friend has praised your skills highly. If you seek rich reward and the oppurtunity to delve into mysteries ancient and lost, bring this bottle forthwith to my demesne in the village of Volkumburgh. Together we may seek to bring mankind the lost wonder of the awtawmatawn."
A mysterious note, a disappearing 5-foot-long religious artifact, and the ruins of two magical schools. What do these things have in common? How deeply are your party members involved in all of this?
"The Shattered Statue" is the first dual-game-system module of its kind. Players of both the AD&D game system and DRAGONQUEST game system can use this adventure. It is suitable for use with the FORGOTTEN REALMS campaign setting."
1987 ... Paul Jaquays ... 48 pages ... TSR 9221 ... ISBN 0880384980
"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 travelled: astounding, dangerous, and even amusing things confront you as you journey, both indoors and outdoors, through the unique and wondrous realm of Dungeonland."
"This module, while originally conceived for and used in the Greyhawk Castle dungeon complex, is such that it can be added to virtually any campaign. It has an "EX" designation to indicate that it is an extension of a regular dungeon level. In the case of this module, it is a far-removed extension where all adventuring takes place on another plane of existence that is quite unusual, even for a typical AD&D™ Universe. This particular scenario has been a consistent favorite with Adventurers new to the overall GREYHAWK CAMPAIGN, and it is presented here for the amusement and delight of jaded players everywhere!
As will soon be apparent, this module is based entirely upon the supposition that somewhere in the proverbial multiverse of play there exist the very lands where little Alice went in pursuit of a white rabbit, and where (in Beyond the Magic Mirror, the soon-to-be-released companion module to Dungeonland) that same worthy lass ventured to discover what awaited behind a mirror. Of course, both places are subtly (or not so subtly) altered for gaming, so there is a whole new world of weird and lovable friends for your Adventurers to meet: a cute white rabbit, a talking cat, the droll walrus and carpenter (in Beyond the Magic Mirror), and of course, the Duchess!"...from the Introduction
1983 ... E. Gary Gygax ... 32 pages ... TSR 9072 ... ISBN 0935696504
The Land Beyond the Magic Mirror (EX2)
"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 bizzare 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 module was first conceived by E. Gary Gygax as part of the Greyhawk Castle complex and has been the source of challenge and fun for many skilled players of Advanced Dungeons & Dragons game. It is finally available to all players and can be added to your existing campaign with ease.
The Land Beyond the Magic Mirror is designed so that it my be used along with its companion scenario, Dungeon Module EX1, Dungeonland. Still, The Land Beyond the Magic Mirror may easily be played on its own, and should offer hours of excitement in its strange landscape!"
1983 ... E. Gary Gygax ... 32 pages ... TSR 9073 ... ISBN 088038025X
Against the Giants (G1-2-3)
Earlier printings of G1-2-3 had a dark green color, later printings a green so dark as to be almost black.
"This material was originally published as three seperate adventures: G1 (STEADING OF THE HILL GIANT CHIEF), G2 (THE GLACIAL RIFT OF THE FROST GIANT JARL), and G3 (HALL OF THE FIRE GIANT KING). Contained herein are referee notes, background information, maps, and exploration keys for three complete adventures using the ADVANCED DUNGEONS & DRAGONS rules. This module can be used alone or as the first in a series of adventures that includes Dungeon Modules D1-2 (DESCENT INTO THE DEPTHS OF THE EARTH), D3 (VAULT OF THE DROW), and Q1 (QUEEN OF THE DEMONWEB PITS)."
G1, G2, G3 monochromes: 1978 ... Gary Gygax ... TSR 9016, 9017, 9018
Queen of the Spiders (Supermodule GDQ1-7)
"She sits at the center of her Web, a dark force of intense evil power. Her strands reach 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 Slave Lords. 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 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."
1986 ... Gary Gygax ... 128 pages + map book ... TSR 9179 ... ISBN 0880383216
The Murky Deep (GA1)
"The legendary coastal city of Carsall existed two centuries ago - before it vanished beneath the waves, reputedly at the hands of an angry sea god. Stories of the city and tales of fabulous artifacts originating from Carsall 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 stranger, are missing.
Are player characters willing to risk life and breath beneath the water to find the lost city? Does the city truly exist, or is the story simply a hoax put forth by crooked fishermen? Take the plunge - explore The Murky Deep."
1993 ... Norman B. Ritchie ... 32 pages ... TSR 9422 ... ISBN 1560765747
"The city of Chala, nestled on the 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, at any cost.
Are there heroes who can face the horrors of the swamp and reclaim the precious statue? Are they clever enough to unravel a scheme far more sinister than simple theft? Or will they, like others before them, be lured into the clutches of some terrible evil inhabiting the gloomy marsh and disappear forever?"
1993 ... Jean Rabe ... 32 pages ... TSR 9424 ... ISBN 1560765887
Tales of Enchantment (GA3)
"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 the unwary! Is this any place to go, searching for a lost boy?
Tales of Enchantment is an ADVANCED DUNGEONS & DRAGONS adventure that emphasizes the mystery of this enigmatic woods. But to solve the forest's puzzle, the heroes must first survive its danger. Tales of Enchantment will test the heroes' wits as well as their steel."
1993 ... Jim Musser ... 32 pages ... TSR 9428 ... ISBN 1560766468