AD&D G1 PDF

Jun 18, Advanced Dungeons & Dragons Module G – Against The Giants – AD&D. This module contains background information, referee’s notes, two level maps, and exploration matrix keys. It provides a complete module for play of ADV. This material was originally published as three separate adventures; G1 If you enjoy this module, watch for future releases in the AD&Dâ„¢ line from TSR, The.

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Sell us your stuff? 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 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. 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.

Only the most fearless of adventurers could challenge slavers on their own ground, and live to tell of it! Hot on the trail of the marauding slavers, you and your fellow da&d plunge deep into hostile Hills. Spurred on by your past success, you now seek the heart of the slaver conspiracy. You must move quickly before the slavers recover from your previous forays and attack!

TSR 1st Edition Ad&d 1978 G1 Steading of The Hill Giant Chief

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. 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 ad&x dreaded Earth Dragon? 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. From the decaying lands of wd&d 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 zd&d, 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 sd&d and new scenarios detailing g11 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.

TSR 1st Edition Ad&d G1 Steading of The Hill Giant Chief | eBay

The Monochrome is the version. The color cover version — essentially identical inside — was released in There’s also an ultra-rare 1st edition called “Lost Tamoachan”with less than copies released. 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.

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This module is meant to stand on its own, and includes areas on the map where Dungeon Masters may add their own levels. 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 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. 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. 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 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. Fun to play and ref. It took the players three sessions to finish, and now they want more. 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 qd&d 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. 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. 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. It includes a tournament scoring system and a team h1 10 characters of levels Two hundred years ago, the royal line of kings was deposed xd&d 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.

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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: Only one problem remains The adventure can be played as a seperate adventure or as the second part of the Prophecy of Brie series. Now their standards of excellence a&dd 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.

A touch of whimsy makes this latter adventure unique, A special collection of RPGA adventures for character levels It’s assumed that the map from D will be add&d.

Now for a brief synopsis: The module starts out with the party leaving the Shrine of the Kuo-Toa for b1 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 layer of the Abyss, the gg1 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!

Contains portions of Arcane Wisdom, a Dragonquest rules supplement. Interesting story behind DQ1 over at The Acaeum. If you seek rich reward and the oppurtunity add&d 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 ad&v the awtawmatawn.

What do these things have in common? How deeply are your party members involved in all of this?