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The Secret of Bone Hill (L1)
L1 in photo was a shrinkwrap module that came through the shop in March 2016.

-Wayne


"Danger lurks in the Lendore Isles. Bands of evil creatures prowl the hills overlooking the town of Restenford, seeking unwary victims. Now you have come to this sleepy little village looking for adventure and excitement. You seek to fathom the unexplored reaches of Bone Hill and unlock the mysteries of Restenford.

This module contains complete information on the town of Restenford and the lands surrounding it. Included herein are encounter tables, background information, and numerous maps of the town, the surrounding areas, a dungeon, and various points of interest. This module may be incorporated into an exisitng campaign or used in conjunction with THE WORLD OF GREYHAWK Fantasy World Setting."

1981 ... Lenard Lakofka ... 28 pages (plus 4 unnumbered handout pages in the center) ... TSR 9045 ... ISBN 0935696326

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The Assassin's Knot (L2)
""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 council 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."

1983 ... Len Lakofka ... 32 pages + double cover ... TSR 9057 ... ISBN 0935696709

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Back in 2018, Lenard Lakofka contacted me with some random items he wanted to sell. Most of it was unremarkable, sci-fi mags, dice, some fiction. He did have some Dragons, so I asked him to sign his articles in them. ~ The crown of the lot was his personal copy of L2 Assassin's Knot. It wasn't in great shape, Good+ as I'd term it, but it was his. Took over a year to sell @ $80. Nowdays, it'd sell in 5 minutes at that price I reckon. Len Lakofka passed away in 2020.

-Wayne




Deep Dwarven Delve (L3)
Back cover is blank. No TSR product number. L3 was part of the TSR Silver Anniversary Collector's Set, and was never sold separately.
-Wayne


"This module has lain unseen and forgotten in the TSR design vault for twenty years. Written as the concluding adventure in the "L" series, the manuscript was completed in 1979. As a part of the celebration of the Silver Anniversary of the Dungeons & Dragons game, we've unearthed this classic adventure and presented it here for the first time - the last 1st Edition AD&D adventure ever to be published!

Your party of stalwart heroes must venture into a lost dwarven mining complex, fighting terrible monsters, bypassing deadly traps, and exploring chambers heavy with the dust of the ages. Somewhere deep below the surface lies the heart of darkness - a corrupting evil that must be stopped before its influence can spread!"

1999 ... Len Lakofka ... 24 pages ... TSR #??

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Midnight on Dagger Alley (MV1)

The Magic Viewer is seldom present in a used copy. You can use red kitchen plastic wrap in place of the viewer.

See Also:
Renegades of Luntar (Endless Quest Books: Crimson Crystal Adventure 3). TSR was enamored with the secret/revealed graphics possibilities with this device in 1984-5, though they'd quickly ditch the paperboard frame, and just use film inserts.

-Wayne


"As darkness presses into the narrow, muddy alleys of Goldstar, silent shadows slip out of hiding. Now is the hour for cutpurses and cutthroats to creep into the night to do their work. Would-be victims bar their doors and lie sleepless in their dingy hovels waiting for dawn.
Your task sends you into this dismal, dangerous place after sundown. No moon lights your steps as you scurry past yowling cats in smoke, fog-filled alleys. Above you and beneath you lurk unseen encounters. Somewhere ahead in the despairing gloom lies your goal, if you can survive Midnight on Dagger Alley."

1984 ... Merle M. Rasmussen ... 8 pages + 3-panel cover ... fold-out map + Magic Viewer ... TSR 9104 ... ISBN 088038185X

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Against the Cult of the Reptile God (N1)
"Terror by night! The village of Orlane is dying. Once a small and thriving community, Orlane has become a maze of locked doors and frightened faces. Strangers are shunned, trade has withered. Rumors flourish, growing wilder with each retelling. Terrified peasants flee their homes, abandoning their farms with no explanation. Others simply disappear...

No one seems to know the cause 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!

This module is designed for 4-7 characters of first through third levels. It includes a map of the village and a description of its buildings and occupants, an overland journey to a challenging underground adventure for especially brave (or foolhardy...) characters, and a list of pre-rolled first level characters."

1982 ... Douglas Niles & Timothy Truman (cover & 1st page art) ... Jim Holloway (interior art)... 28 pages ... TSR 9063 ... ISBN 0880380004

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The Forest Oracle (N2)
"The land lies under a curse. Fruit drops to the ground, its pulp black and rotten. Leaves curl and wither on the branches. Animals flee the parched vale, or starve.

Long ago, the Downs prospered under the care of Druids. But the priests of nature have retreated deep into the woods and rarely show themselves. One old man claims that the Druids have the power to save the valley, if only someone could find their Oracle to seek help. Will you reach the Forest Oracle of the Druids in time? And if you do, can they really lift the curse?

Or does the answer lie elsewhere?

Only the most daring and cunning adventurers will save the Downs. For character levels 2-4."

1984 ... Carl Smith ... 32 pages ... TSR 9084 ... ISBN 0880381035

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Destiny of Kings (N3)
"The kingdom of Dunador is in trouble. Since the king, Halfred of Dunthrane, was killed in a hunting accident, the land has hovered on the brink of civil war. Crown Prince Edmund, at 18 only half-trained and quite unprepared to assume the throne, has yet to be crowned. Currently he is on a pilgrimage to the holy shrine of Nevron in the province of Andevar. While the uncrowned king is far from home, anarchy reigns in Dunador.
Throughout the realm, plots are brewing and evil hands are eagerly clutching the sword of treason. Inevitably the focus of these intrigues is in the troubled province of Andevar to the north. For it is here that the young Prince has journeyed and here that he must be crowned.
In this dark hour Dunador has but one faithful servant: Hollend, chief advisor to the old king. Painfully aware of all that is at stake, Hollend has sought the aid of a brave party of adventurers in a desperate bid to tip the scales in favor of truth and justice. But, even as the party secretly enters Andevar, the forces of evil strike with blinding speed and ruthless determination."

1986 ... Stephen Bourne ... 32 pages ... TSR 9163 ... ISBN 0880382740

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Treasure Hunt (N4)
This module uses a glossy, magazine-style paper that I've only seen in D&D module X12: Skarda's Mirror.
-Wayne


"The island of Viledel, the mighty Sea King, was sacked by a pirate army 60 years ago. Its destruction was so complete that even the location of the island was lost and forgotten. Despite the rumors of immense treasures still hidden in the ruined stronghold, no one ever found the Sea King's island again.

Until now. Through a cruel twist of fate, a small band of unwilling adventurers is washed ashore on a small, barren island, and discovers what remains of Viledel's settlement. But they aren't alone; marauding orcs and goblins have found the island, too, and are frantically searching for the lost hoard. In this desperate treasure hunt, the real payoff may be survival.

Treasure Hunt is different from other AD&D game adventures. The player characters begin the game at 0 level, without choosing a class, and must work their way up to 1st level. It is perfect for a group of beginning players or experienced players looking for a new and different challenge."

1986 ... Aaron Allston ... 36 pages + 12 pages of handouts + 3-panel cover ... TSR 9185 ... ISBN 0880383267

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Under Illefarn (N5)
"Daggerford is fairly quiet for a frontier town. Sure, lizard men raid the local baron's holding now and then, orcs sneak out of the Misty Forest to raid caravans on the Trade Way, and lady Bronwyn has a few suitors who are a touch too passionate, but there's nothing going on that a member of the renowned Daggerford militia can't handle.
Except that the Shining River has turned green, the cattle are dying. Except that the Elf King of Laughing Hollow, a place where no human dares to go without fearing for his life, is asking the militia for help. Except that strange substances are oozing from the fissures caused by a recent earthquake. Except that the earthquake also has opened an entrance in the cliffs around Laughing Hollow that might lead to the fabled dwarf mines of Illefarn.
Suddenly, being a militiaman isn't quite as easy as it used to be...

Under Illefarn is the first module produced for use with the FORGOTTEN REALMS Campaign Set."

1987 ... Steve Perrin ... 48 pages ... TSR 9212 ... ISBN 0880384891

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Tales of the Outer Planes (OP1)
SECTIONS: How to Use Tales of the Outer Planes * Plane: Adventure * Prime: A Simple Deed, Well Rewarded * Ethereal: Castle at the Edge of Time * Air: The Brewing Storm * Water: The Voyage of the Nereid * Fire: Through the Fire * Earth: The Missing Kristal * Astral: Into the Astral Plane * Seven Heavens: An Element of Chaos * Olympus: A Friendly Wager * The Abyss: The Sea of Screams * Nine Hells: To Hell and Back.
LAIRS (Archons, Babau , Berbalang/Basilisk, Dao, Efreet, Farastu (Tarry) Demodand, Githyanki, Githzerai, Grey Slaad, lldriss, Kuei, Marid, Modrons, P'oh and General Ox, Planetar, Spined Devils, Ultrodaemon)


"Has reality got you down? Tired of everyday, humdrum, commonplace happenings of life on the Prime Material Plane? Want to really get away from it all? Then step right up for the chance for adventure out of the ordinary...way out of the ordinary...
Tales of the Outer Planes is an anthology of short adventures set throughout the many Outer Planes for use with the AD&D Manual of the Planes. Some of gaming's best designers have contributed adventures to this set, which includes scenarios set in the Seven Heavens, Olympus, the four Elemental Planes, the Nine Hells, and the Astral and Ethereal Planes. Tales of the Outer Planes is a perfect collection for powerful characters who have it too easy at home and are looking for new challenges. Many of the most fearsome monsters are even more dangerous on their own planes - can you take them on and live to tell the tale?
These adventures can be inserted as a "change of pace" in an existing campaign, or can be the foundation of an entire new set of adventures. Either way, Tales of the Outer Planes will be sure to open up a whole new frontier for AD&D game players everywhere."

1988 ... 96 pages ... TSR 9225 ... ISBN 0880385448

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Queen of the Demonweb Pits (Q1)

Covers: 1st, 2nd, and 3rd printings. -W

"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 ( G1-2-3) and the "Drow" series (D1-2, 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."

1980 ... David C. Sutherland III & Gary Gygax ... 32 pages + double folder cover ... TSR 9035 ... ISBN 0935696202

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Red Sonja Unconquered (RS1)

See Also:
Conan
See Also: Red Sonja


"Steel met steel as Sonja slashed wildly before her. Sparks flew into the air; the mercenary's sword flew to the ground. Her arms vibrated with the contact and her hands grew numb as she tightened her grip on the mighty sword. Still they came - only four in all, but with deadly intent shining deep within their hungry eyes.

What do these men seek? Why would they rather die than run?"

Red Sonja is a character borrowed from Robert E. Howard of "Conan" fame. Originally, the character was known as "Red Sonya of Rogatine" and was a 16th century crusader who wielded dagger, saber, and pistols.
Adapted by Marvel Comics, Sonya became the character as she appears here, "Red Sonja of Hyrkania." In 1981, she made her debut in Ace Fantasy Books.
-from the introduction

1986 ... Anne Gray McCready ... 32 pages + poster map ("Hyborian World") ... TSR 9183 ... ISBN 0880383240

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To the Aid of Falx (R1)
The R-series modules had a short run, limited only to RPGA Network members. They were later edited, and combined into the AD&D module I12 Egg of the Phoenix.

Photos courtesy of Rick Whyte of
Haversham Books.

-W


1982 ... Frank Mentzer ... TSR / RPGA





The Investigation Of Hydell (R2)




The Egg Of The Phoenix (R3)




Tomb of Horrors (S1)
Two editions of Tomb of Horrors exist: The 1978 Monochrome cover, and the 1981 Color cover. Both are essentially the same inside, with a 12-page module and 20-page illustration booklet, with much of the art done by the late David C. Sutherland III. Both editions share the same ISBN.

In 1999, Wizards of the Coast made a facsimile reprint of the S1 mono as part of the Return to the Tomb of Horrors box set. It was not sold separately, but loose copies can be found in the used market from time to time. It looks basically identical to the 1978 edition, except the cover colors are more bold, and the two booklets are one single stapled booklet.

The adventure's reputation speaks for itself. Suffice it to say that Horrors is more suitable as a one-shot tournament module using the pre-rolled characters in the back.
-Wayne


"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.

This module was originally used for the Official ADVANCED DUNGEONS & DRAGONS tournament at Origins 1. The author wishes to thank Mr. Alan Lucien who was kind enough to submit some of the ideas for this dungeon.
Included herein are background information, the Legend of the Tomb, and possible locations for the tomb on the WORLD OF GREYHAWK map. Also included are DM notes, characters specially designed for the module, and numerous illustrations to be shown to the players."

1978, 1981 ... Gary Gygax ... 12+20 pages ... TSR 9022

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1978 Monochrome edition at Amazon

1981 Color cover edition at Amazon

1999 monochrome reprint at Amazon

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White Plume Mountain (S2)
WHITE PLUME MOUNTAIN: Session 1

"This module contains background information, referee's notes, player aids, a complete map level, a cutaway view of the mountain complex, and more than 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 DUNGEONS & DRAGONS adventure. The recommended number of players is four to ten, with levels ranging from fifth to tenth."

1979, 1980 ... Lawrence Schick ... 16 pages ... TSR 9027 ... ISBN 0394511840/093569613X

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I DMed WPM in D&D 5e for our game group. At my blog, I have session recaps / playthrough. They explored most of the infamous dungeon over 11 sessions. Lots of pics!

Here is the first:
WHITE PLUME MOUNTAIN: Session 1 – Entering the Lair of the Mad Wizard Keraptis




Expedition to the Barrier Peaks (S3)
A wonderful curveball to throw at a mid-level party. The module comes with a double map folder, 32-page book, and 36-page illustration book full of classic TSR art from Erol Otus, Jeff Dee and others.

Expedition to the Barrier Peaks: My 10 Favorite Illustrations

Full-page ad for the release of Gary Gygax’s Expedition to the Barrier Peaks

-Wayne


"This module was the official ADVANCED DUNGEONS & DRAGONS Tournament scenario at Origins II. The author wishes to express his thanks to Mr. Robert Kuntz who contributed substantial ideas for the various encounters herein. This version has been carefully revised and updated to conform to ADVANCED DUNGEONS & DRAGONS game systems. Included herein are background information for players, statistics for a party substantially the same as that used for the tournament, DM notes, six level maps with encounter matrices, and numerous full color illustrations of scenes from the adventure in order to enhance the enjoyment of participants. There are also many new and special monsters designed for this scenario, and they appear nowhere else. This module is located upon the Map of the World of Greyhawk (WORLD OF GREYHAWK Fantasy Setting from TSR)."

1980 ... Gary Gygax ... TSR 9033 ... ISBN 0935696148

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Gorgeous hardcover Original Adventures Reincarnated #3: Expedition to The Barrier Peaks at Amazon







S3: 1st printing & 5th printing



The Lost Caverns of Tsojcanth (S4)
One of my all time favorite dungeon crawls. Not only do you get a clever adventure written by Gygax himself, but the second booklet is entirely devoted to new monsters and magical items.
Many of the creatures are now AD&D canon: Bodaks, derros, marlgoyles, xag-ya/xeg-yi, and more. Also various demons, minor, major, and demon princes like Graz'zt.
Magical items include Slippers of Spider Climbing, Lens of Detection, and the Horn of Fog. There are also two arifacts for you to drool over.
Six new spells involve the summoning and control of extra-planar creatures.
Yeah.

Your group can return to Tsojcanth in "Iggwilv's Legacy" [Dungeon Magazine, issue 151 (Oct 2007)].

Our game group is now tackling Tsojcanth!
TSOJCANTH: Session 1 – Quest for the Lost Caverns

-Wayne


"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 search 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 background information, referee's notes, maps of the wilderness and two cavern levels, and many new monsters, magic items, and spells. The Lost Caverns of Tsojcanth was originally designed for the Official ADVANCED DUNGEONS & DRAGONS Game Tournament at Wintercon V and contains the original tournament characters."

1982 ... Two 32-page booklets + 3-panel cover ... Gary Gygax ... TSR 9061 ... ISBN 0935696725

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Forgotten Temple of Tharizdun (Module WG4) is the sequel to this adventure. From the Gnome Vale in S4 characters begin in their start area in the NE corner of the WG4 map.

I just noticed (9/21), comparing the S4 and WG4 Wilderness Maps, that they are on vastly different scales. According to the maps inside the folder:

S4 is 1 Hex = 3.5 Miles
WG4 is 1 Mile = 3 Hexes (or 1 Hex = .3 Miles!)

In the image, I have shown the module area maps to scale. Tharizdun's map is a much smaller area.

The wilderness travel rates in the modules come out to be roughly approximate.

-Wayne




Lost Caverns of Tsojconth
Sold one of the ultra-rare "Lost Caverns of Tsojconth" (Gary Gygax, 1976) back in Oct 2004 for $699. (For 8 sheets of paper, heh, non-collectors wouldn't understand.)
This was in my personal collection. I'd bought it back in the 90s from a used book store for probably a couple of bucks. For many years, it lay in a folder midst half-used character sheets, I had no clue it was anything special.
-Wayne

Visit my post about this ultra-rare over at my photoblog:


D&D Ultra-rare: Lost Caverns of Tsojconth (1976) – The Original Edition of AD&D Module S4

"Several decades ago when the Archmage Iggwilv brought the Marches of Perrunland under his domination, considerable store of treasure was taken from that place and sequestered by him somewhere in the no-man's-land between the Duchy of Geoff and the forsaken Sea of Dust. Among his loot were several rare and prized tomes and the fabled lamp known as Daoud's Wonderous Lanthorn.

When Iggwilv was slain by the Demon Graz'zt, and his minions scattered by an uprising of oppressed subjects, rumors began to spread regarding where the Archmage's treasure trove was located. Considering the cartloads of precious metals and gems taken away during the overthrow, it is not surprising that most of these whispered suggestions were ignored as spurious. However, the books and the Lanthorn were never found, and the rumors did reach some interested parties, for several expeditions have sought to locate these items, but the parties were either unsuccessful in their attempts to find the location of the Caverns of Tsojconth (where the most reliable rumors claim the treasure rests) or else failed to return."





Realms of Horror (S1-4)

This combined S1-4 module wins "TSR Product Most Often Incomplete" award. It's usually a tragedy out in the field, missing one or more of the booklets. The cover folder does nothing to contain the booklets inside, two of which are small and liable to drop out.

-Wayne


"Tomb of Horrors, White Plume Mountain, Expedition to the Barrier Peaks, and The Lost Caverns of Tsojcanth... four modules that are already classics in the AD&D game system.

In this module you will find those four adventures in a newly-revised, re-edited for ease of use in a gung- ho, let's-do-it-all-at-once campaign for your 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've 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're new to the AD&D game, and want an all-in-one campaign, this is the one."

1987 ... Gary Gygax & Lawrence Schick ... 80 + 48 + 16 pages ... TSR 9209 ... ISBN 0880384867

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The Village of Hommlet (T1)

"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 a 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...

This module contains a map of the village and lands around, a large scale map of the inn, church, trading post, and guard tower (main floor, upper rooms and cellars), and informational key regarding the inhabitants, and a map and exploration key for a destroyed moat house, a former outpost of the Temple of Elemental Evil. The whole provides a complete, ready-to-play scenario, and is a lead-in to DUNGEON MODULE T2, THE TEMPLE OF ELEMENTAL EVIL."

1979, 1981 ... Gary Gygax ... 24 pages ... TSR 9026 ... ISBN 0394511859 / 0935696113

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Monochrome cover edition:
Amazon
Buy at Amazon

Lime green cover edition:
Amazon
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The Temple of Elemental Evil (T1-4)
Appendices:
A) Deities & Demigods of the World of Greyhawk (Iuz; St. Cuthbert)
B) Monsters (Zuggtmoy, Demoness Lady of Fungi; Juggernaut)
C) Magic Items

Identification of ToEE 1st print over at our Game Gallery.

Later printings (1991-2) incorporate mild graphical changes on the front and back cover, using the TSR gold badge logo.

-Wayne


"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 adventuring await you!"

1985 ... Gary Gygax & Frank Mentzer ... 128 pages + 16 page map booklet ... TSR 9147 ... ISBN 0880380187

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The Sinister Secret of Saltmarsh (U1)
"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 encounter descriptions for the players and DM."

1981 ... Dave J. Browne & Don Turnbull ... 32 pages + 3-panel cover ... TSR 9062 ... ISBN 0935696806

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A 1st printing U1 (left) with a 2nd print (right). Aside from the ISBN/product number changes noted at The Acaeum, a shift in shade of blue is noticeable on the covers.

The first of the excellent TSR UK modules, Saltmarsh is a thinking adventure.

-Wayne




Danger at Dunwater (U2)
"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 adventures 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 and developed in the United Kingdom for beginning adventurers with the AD&D rules. Its plot follows direct from that of the first part (Module U1 - The 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."

1982 ... Dave J. Browne & Don Turnbull ... 32 pages ... TSR 9064 ... ISBN 0880380012

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The Final Enemy (U3)
U3 in photo was a shrinkwrap module that came through the shop in March 2016.

-Wayne


"At last - an oppurtunity 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 developed 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 level 3-5. This module contains large- scale maps, full background information and detailed encounter descriptions for the players and DM."

1983 ... Dave J. Browne & Don Turnbull ... 48 pages + 3-panel cover ... TSR 9076 ... ISBN 0880380284

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Beyond The Crystal Cave (UK1)
"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?"

1983 ... Dave J. Browne & Tom Kirby & Graeme Morris ... 32 pages ... TSR 9066 ... ISBN 0880380039 / 0394530047

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The Sentinel (UK2)
"Not even memories of past glory live on in the gentle hills around the village of Kusnir. Today its people have more concern for commonplace things, like the harvest, trade and the threat of death in the night!
Kusnir is beset by a skulk.
The attentions of such a creature are a curse on any community. Streets and alleys which ring to the voices of children by day become fearful, shadowy places by night. Men go abroad armed and in groups, while women and children stay behind locked doors and even there are not safe. But life goes on. The lot of the peasant is always hard, what cannot be prevented must be endured and, of course, thing could be worse.
Much worse. The skulk has begun to visit the village more and more often. Sometimes it kills, yet just as often it spares a victim, leaving clear signs of what it might have done had it wished. Its visits are now marked by strange and illegible symbols scrawled in blood on the walls of the buildings. The people are worried, helpless and desperate. Desperate enough to welcome adventurers..."

1983 ... Graeme Morris ... 32 pages + 3-panel cover ... TSR 9101 ... ISBN 0880380748

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The Gauntlet (UK3)
Sequel to UK2 - Sentinel

"Indomitable it stood for centuries, a symbol of order in a world of chaos. Bastion of the pass through the Kamph Mountains, the very stones of the Keep of Adlerweg were the stuff of legends. What evil power had strength enough to take it? How were its defenses swept aside?
Fell creatures now attend the battlements that overlook the only pass between Berghof and the sea.
This is not a petty problem to be solved by the militia of the local villages. These and more may be needed to withstand the mayhem stirred up by the fall of the Keep. Indeed, if the Keep is not retaken, and retaken soon, the Hold of the Sea Princess itself may not be secure.
Now is the time for heroic action. Aided by te Sentinel, former protector of the legendary Guardians of Adlerweg, have you the courage and determination to rid the Keep of its sinister occupants?"

1984 ... Graeme Morris ... 32 pages + 3-panel cover ... TSR 9111 ... ISBN 0880381191

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When a Star Falls (UK4)
"The power of prophecy is given to few. Wise are they who guard this gift well, for those who thirst after such knowledge are not always men of principle.
Bastion of destiny, the Tower of the Heavens stands silhouetted against the star-studded night sky. From within his darkened observatory, perched like an eyrie on the highest turret, a figure in white charts the course of a shooting-star as it disappears behind the snow-capped peaks of the Tegefed mountains.
The old man smiles grimly to himself; the event foretold has come to pass!
Power, glory, riches - it takes years to acquire them. The uncanny accuracy of their predictions has brought all these and more to the sages of the Tower of the Heavens. But what is hard to win is often easier to lose, and the future of the tower now hangs in the balance.
For it is written that the day of reckoning draws nearer when a star falls..."

1984 ... Graeme Morris ... 32 pages + double-folder cover ... TSR 9120 ... ISBN 088038123X

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Eye of the Serpent (UK5)
"Gazing down from the pinnacle of Hardway Mountain, who would not be drawn by the far-off glint of the Serpent's Eye? The descent will be hard, the mountain knows neither mercy nor compassion. Many are the lessons to be learned, but fate has left you little choice - are you equal to the challenge?
Eye of the Serpent is a one-on-one wilderness adventure module for one player and one Dungeon Master, and has been designed to develop the specialist skills of a first level druid, ranger, or monk character. It can also be used for a normal party of 4-6 first level player characters.
The perils of Hardway Mountain are unchanging, but the routes between them are not. This module includes a unique route planning system with different routes linking the encounters to challenge the abilities of druids, rangers, or monks. Alternately, Dungeon Masters can change the routings to create their own original and exciting adventures."

1984 ... Graeme Morris ... 32 pages + double cover ... TSR 9125 ... ISBN 0880381795

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All That Glitters... (UK6)
"The dark jungle trees loom above you and the scent of tropical blooms hangs heavy on the windless air. Overhead, brightly coloured birds wheel and dip through the branches. Swarming mosquitos buzz angrily as you raise a waterskin to your lips.
Still you push on, carefully following the riverbank and the fragment of your map. Those scraps of parchment came from this jungle - of that you are sure - the carving they had been carelessly wrapped around were the work of the local natives. Now you have left those peaceful craftsmen far behind and the map has led you to the uncharted territory of the murderous Atem.
Ahead the river breaks into white water. These must be the rapids marked on the map. Reaching into your pouch, you draw out the fragments of the parchment, and once again you mind drifts ahead to your ultimate goal - the treasures promised at the journey's end. Riches! And hopefully an end to this stifling, humid jungle.
Can you unravel the map's mysteries and find your way to the promised treasure? Or will your dreams end only in death and an unmarked grave far from home!
Only the bravest characters of levels 5-7 will live to discover that all that glitters is not gold, but much, much more!"

1984 ... Jim Bambra ... 32 pages + 3-panel cover ... TSR 9126 ... ISBN 0880381809

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Dark Clouds Gather (UK7)
"Storms frequently blown from the Cloudscape Mountains, but never one like this. For weeks it has hung over the peaks, casting its dark shadow across the land. Its huge black clouds billow and writhe in an effort to smother the sun. Once so picturesque and enchanting, the Cloudscape Mountains have taken on a sinister appearance.
Fear now stalks the land. A malignant entity is growing and festering high in the mountain peaks. With dark tendrils it reaches out towards the lowlands. No one is safe, caravans are not arriving at the village of Lurneslye. It is only a matter of time before the villagers fall prey to the dark and the evil they conceal.
Powerful adventurers of levels 7-9, are urgently sought to banish the darkness. The sun must again shine in a clear blue sky and soon. Once the dark clouds have fully gathered, who knows what may be unleashed across the land?"

1985 ... Jim Bambra & Phil Gallagher ... 28 pages + 4 pages of pull-outs + 3-panel cover ... TSR 9151 ... ISBN 0880382368

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