ADVENTURE CHRONICLES: RUINS OF GREYHAWK

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!

Try your hand at the busiest dungeon ever created. There are more than two dozen levels of horror and treasures. Run into brutal foes and gain uncountable wealth - nearly 1,000 seperate room descriptions in all!

Greyhawk Ruins is a complete guide to the most famous dungeon in the WORLD OF GREYHAWK campaign setting. All you need is the ADVANCED DUNGEONS & DRAGONS 2nd Edition role-playing game, nerves of steel, and the resolve to challenge the puzzles and powers the ruins have to offer!

Greyhawk Ruins is designed for five to seven characters of levels 2 to 15.

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.

So, wheter you wish to pay a visit to the archmage Bigby's humble abode, search the tombs in the Cairn Hills, or pass the time of day riddling with a sphinx, these forays into the WORLD OF GREYHAWK setting will be a challenge for parties of venturesome players, who either excel at role-playing, combat, and puzzle-solving, or who wish to.

Who knows, you might even win the Treasures of Greyhawk.

Rary the Traitor

"In the agonizing aftermath of the Greyhawk wars, when conflict touched virtually every corner of the continent, few gained more infamy than Rary of the Circle of Eight. Once considered a quiet, peaceful man with few ambitions, the great mage instead was corrupted to the ways of evil, and in the process slew two of the wisest and most powerful wizards of the Flanaess. Now, fleeing south with his co-conspirator and their loyal troops, he has carved out an empire in the wilderness, and threatens to inflict more harm and chaos on a world long grown weary of war and strife."

Thus begins this supplement for the GREYHAWK campaign setting, the first since the world-shattering GREYHAWK Wars boxed game. Descriptions of Rary's desert fortress in the Brass Hills are here, as are statistics on his co-conspirator, Lord Robilar. The back-breaking mines of Abbor Alz, home to the duergar, and the Ghost Tower of Inverness are detailed as well, along with dozens of other places, things, and persons. A four-color poster map of the Bright Desert and its surroundings is also included.

It is not necessary to have played the GREYHAWK Wars boxed game in order to use this material.

The campaign material contained in this booklet is suitable for players and referees of all levels; the adventures, however, are aimed at characters of levels 8 and up.

The Marklands

In the wake of the Greyhawk Wars, kingdoms are struggling to survive. Beset by the hostile forces of Iuz, and the twisted soldiers of the Great Kingdom, the world's two greatest forces for good must strive to save themselves from overwhelming evil.

The Kingdom of Furyondy, rent with internal disputes, stuggles to construct its northern defenses before Iuz can attack again. Southern lords protest against paying to protect northern lands, while others call for an end to the Pact of Greyhawk and all out war to recover Furyondy's lost territories.

In Highfolk and the Vesve Forest, hardy woodsmen ally with elves and gnomes to resist invaders in their homelands. The grey elves of the Lands of the Timeless Tree watch and bide their time, while the bold independence of the forest people works against them in resisting evil.

In the Kingdom of Nyrond, dissenting nobles rebel against the ancient authority of their sovereign. King Archbold must impose ruinous taxes on his people to save the realm from enemies which ring it on every side. While the forces of evil bide their time, secret forces gather to put another in Archbold's place.

The free states of the Flanaess are desperate for aid from any quarter. This is the time for heroes to take up the cause of good and come to the aid of the great and the wise.

Iuz the Evil

From his hideous throne in the wretched gloom of Dorakaa, Iuz the Old, Lord of Pain, stretches his bony hand across the Flanaess. Since the signing of the Pact of Greyhawk, his empire of tyranny and suffering is secure - at least for a time. None of the lands of good and hope are strong enough to threaten him. Iuz surveys his domain and cackles gleefully. He has added much to his holdings, but he is not yet content.

This sourcebook details the many lands Iuz controls; his dark priests and their magic; Iuz's fiendish allies from the Abyss; his marauding humanoid armies and raiders; and much, much more. These are lands of ineffable evil, a beacon for adventurers seeking glory within their perilous borders. Servants of good, prepare your weapons and ready your spells, for there are no challenges greater in all the Flanaess than those of the Lands of Iuz.

City of Skulls

The dreadful jails below the appalling City of Skulls, Iuz's nightmare capital, contain many wretched and desperate captives. Among them is Earl Holmer, Knight Commander of the Shield Lands. A brave spy in Dorakaa has shown the ay to find and free Holmer - is your party up to the job of freeing him? King Belvor IV of Furyondy believes so. In the way stand fearsome priests and mages of the Lord of Pain; ogres, giants, fiends, and worse hinder the struggle to defeat traps and guardians of Iuz. Plucking Holmer from his grasp will bring great renown, knighthood, and treasure - for those who survive. None has ever escaped Iuz's jails. Who will you be the first to use stealth or storm to breach them?

The City of Skulls presents adventure with a mighty challenge, full of dangers writ large and also unseen (until they strike). This adventure is suitable for 6-8 characters of levels 9-12, and includes pregenerated characters suitable for the quest, player handouts, a unique Notoriety system enabling the DM to draw forth Iuz's most fearsome guardians, a multi-level dungeon-jail, and much more besides. Now is the time for true heroes - is your party skillful enough to survive and return in triumph?

Ivid the Undying

The Great Kingdom is sundered, collapsed into chaos after the terrible Greyhak Wars. An insane overking, advised by a malefic preisthood and conversing with feinds atop his malachite throan, slew and revivified many of his local noble rulers as animuses, undead creatures of cold, hateful passions.

Great armies once the envy of the Flanaess wander the lands as freebooting mercenaries and pillagers, stripping the once-abundent treasures of this great nation. More than 300 years of slow degeneration and decline have climaxed in an appalling tragedy. Hundreds of thousands of men, women, and children have perished, and many more will follow in the years ahead.