AD&D GREYHAWK 2e – DND Campaign Ideas, Books, Manuals and Supplements from the World of Oerth

CORE BOOKS

GREYHAWK – THE ADVENTURE BEGINS

The year is 591 CY. The World of GREYHAWK has changed a lot, as nations topple and leaders plot. Whole realms are “lost”; others have crumbled; still others have advanced, becoming new powers in the Flanaess. So where are you going to find all the news? And more to the point, where in the City of Greyhawk can you find some iinteresting gossip, cheap-but-good ale, and fellow adventurers to share it with?

GREYHAWK PLAYER’s GUIDE

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 external. Learn about the nations and cities of the world Greyhawk; the leaders and rebels that affect this war-torn land; that races that inhabit it and the creatures that threaten it.

SUPPLEMENT & ACCESORIES

TREASURES OF GREYHAWK

From lost settlements on the wild shores of the Amedio Jungle to a dragon’s lair in the Crystalmist Mountains, this new anthology of AD&D adventures has something for every adventurer. Search for the fabled jewel, the Eye of Nur Dav, or seek a powerful magical item like the Helm of Selnor. You must be on your guard, however, for each of these adventures is designed to test the mettle of the experienced adventurer.

THE SCARLET BROTHERHOOD

The Scarlet Brotherhood has always been a mystery. Cloaked in shadow, manipulating events across the Flanaess, exploring unknown southern jungles, the Brotherhood influences the world in ways both obvious and subtle. Now learn their early history, hierarchy of power, gods, and agenda.

ADVENTURES

GREYHAWK ADVENTURES

Enter this world and discover excitement far beyond your wildest dreams. Greyhawk is the place where adventure begins and ends? This book is for experienced roleplayers looking from something exciting and original to use in their fantasy gaming. Its pages are filled with bold new gaming experiences. With this book, you join the ranks of the best role players in the world. Your search for glory and fame awaits the turning of a single page!

RETURN OF THE EIGHT

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, either.

RETURN TO WHITE PLUME MOUNTAIN

In ancient times, a sorcerer named Keraptis searched for eternal life. Within the magma domes and steam vents of an active volcano, he conducted his arcane experiments. Eventually he faded into legend, and the world heard no more of Keraptis form more than a millennium.

WG12 VALE OF THE MAGE

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?

WGA1 – FALCON’S REVENGE

The Free City of Greyhawk beckons. Touted as the Gem of the Flanaess, it offers excitement and adventure in the form of magic to be learned, deals to be made, and streets to be explored. But wait – something else lurks here that threatens adventurers at every turn. Is someone following you – or is it your imagination? Why is your party receiving threats – you’ve been in town only a few days!

WGS1 – FIVE SHALL BE ONE

Powerful forces are set in motion as your party searches for the legendary Blades of Corusk. Take them on the perilous journey from Rookroost to the Lair of the Shadow Dragon in the frozen northlands. Will they survive the ramifications of events that they have initiated? Those who hold the magical blades will not easily give them up. Plucking them from the grasp of a jealous dragon or stealing them from the center of the subterranean City of the Orc Horde wills train your adventurers to their limits!

COMPENDIUM

MC5 Monstrous Compendium Greyhawk Adventures Appendix (2e)

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!

PLACES OF INTEREST

GREYHAWK RUINS

Enter the infamous ruins of Castle Greyhawk, the most formidable and expansive dungeon on Oerth. Its mazes and catacombs have drawn hundreds of adventurers from around the Flanaess. They are intrigued by tales of its riches, undaunted by its reputation for death in countless unspeakable ways. Getting there is no trick-it’s a well-traveled path. The trick is getting in and out again with your own hide intact!

THE ADVENTURE BEGINS

The year is 591 CY. The World of GREYHAWK has changed a lot, as nations topple and leaders plot. Whole realms are “lost”; others have crumbled; still others have advanced, becoming new powers in the Flanaess. So where are you going to find all the news? And more to the point, where in the City of Greyhawk can you find some iinteresting gossip, cheap-but-good ale, and fellow adventurers to share it with?