


Ravenloft: Grand Conjunction Series
Series · 6 books · 1990-1993
Books in series

#1
Night of the Walking Dead
1992
For 4 to 6 players, levels 1st-3rd.
In a rain-soaked graveyard, a small group of men stands round a coffin bound with heavy chains.
"We are here to mourn the passing of Jean de Cardeau," intones the village priest. " Let us pray that his rest is eternal, and that he never returns."
As the pallbearers lift the coffin, something scrapes on the wood from inside. Quickly and without emotion, the attendants slide the casket into a crypt. Then they seal the door and flee.
Behind them, unheard, a dull thudding begins, growing louder with the onset of twilight.
There can be no peace for those who linger in the earthly realm after death. And there can be no sanctuary on the Night of the Walking Dead!
Set in a zombie-infested swampland, "Night of the Walking Dead" is an ideal first-time Ravenloft adventure.
Players must unravel the mystery behind a string of murders and disappearances in a village plagued by ambulant undead—and all is not as simple as it seems!
The hour of fear is upon us. Are you ready to face the Demi-plane of Dread?
This is the 1st module in the Grand Conjuction Series.
Here are the other modules in the Grand Conjuction Series, listed in the order of play:
Night of the Walking Dead - Levels 1-3
Touch of Death - Levels 3-5
Feast of Goblyns - Levels 4-7
Ship of Horror - Levels 8-10
From the Shadows - Levels 9-12
Roots of Evil - Levels 9-12
It should be noted, that many Dungeon Masters have noticed that if they run the adventures in the order written, they end up needing PCs of level 8-10 for the second sign of the Hexad, yet PCs of level 3-5 for the third sign of the Hexad (etc.).
The solution to this continuity problem is to simply change the order of the hexad to suit the levels.
Just change the order of the Hexad Verses to match this, (in the order the game modules are listed above), and you will be able to run a Grand Conjunction Campaign without this problem.
It should be noted that the Hexad and notion of the Grand Conjunction was started after the first few modules had already been published and the prophecy was retroactively applied to those.

#2
Touch of Death
1991
For 4-6 Players, Levels 3-5:
In this RavenLoft episode, the gypsies have acquired an ancient sarcophagus and mummy. Although they are using it as a sideshow attraction, the mummy has plans of its own. Players must stop the plot of the mummy.
The mists of Ravenloft envelop you once again.
When you realize where they’ve taken you, it’s too late.
You find yourself in the burning wastelands of
Har’Akir - where nothing is as it seems.
The desert is a powerful foe, but in Har’Akir,
an ancient evil is awakening and the desert
will be the least of your worries.
As withered hands cast off ancient shrouds, little can
save you from their touch of death.
This is the 2nd module in the Grand Conjuction Series.
Here are the other modules in the Grand Conjuction Series, listed in the order of play:
Night of the Walking Dead - Levels 1-3
Touch of Death - Levels 3-5
Feast of Goblyns - Levels 4-7
Ship of Horror - Levels 8-10
From the Shadows - Levels 9-12
Roots of Evil - Levels 9-12
It should be noted, that many Dungeon Masters have noticed that if they run the adventures in the order written, they end up needing PCs of level 8-10 for the second sign of the Hexad, yet PCs of level 3-5 for the third sign of the Hexad (etc.).
The solution to this continuity problem is to simply change the order of the hexad to suit the levels.
Just change the order of the Hexad Verses to match this, (in the order the game modules are listed above), and you will be able to run a Grand Conjunction Campaign without this problem.
It should be noted that the Hexad and notion of the Grand Conjunction was started after the first few modules had already been published and the prophecy was retroactively applied to those.

#3
Feast of Goblyns
1990
For 4-6 Players, Levels 4-7:
Beware the Mists of Ravenloft,
for they will envelop you in terror!
In Feast of Goblyns, a party of adventurers is mysteriously transported from the lands they know to the dark
and dangerous demi-plane known as Ravenloft.
Trapped in this realm of terror, they must use all their skills to escape the manipulations of one of Ravenloft's most
powerful lords as they attempt to seek out
the accursed Crown of Soldiers.
If all goes well, they just might live long enough to
escape this dread land and return to their homes.
The first module supporting the new
RAVENLOFT™ Boxed Set, Feast of Goblyns
includes:
• A full 96 pages of gripping adventure
set in the dark domains of Ravenloft.
• A special AD&D® game character
record sheet designed especially for
Ravenloft campaigns.
• An invaluable addition to the AD&D
Dungeon Master's Screen that
incorporates all the most vital
information from the RAVENLOFT™
Boxed Set.
• A full color poster by one of TSR's
most popular artists, Clyde Caldwell.
This is the 3rd module in the Grand Conjuction Series.
Here are the other modules in the Grand Conjuction Series, listed in the order of play:
Night of the Walking Dead - Levels 1-3
Touch of Death - Levels 3-5
Feast of Goblyns - Levels 4-7
Ship of Horror - Levels 8-10
From the Shadows - Levels 9-12
Roots of Evil - Levels 9-12
It should be noted, that many Dungeon Masters have noticed that if they run the adventures in the order written, they end up needing PCs of level 8-10 for the second sign of the Hexad, yet PCs of level 3-5 for the third sign of the Hexad (etc.).
The solution to this continuity problem is to simply change the order of the hexad to suit the levels.
Just change the order of the Hexad Verses to match this, (in the order the game modules are listed above), and you will be able to run a Grand Conjunction Campaign without this problem.
It should be noted that the Hexad and notion of the Grand Conjunction was started after the first few modules had already been published and the prophecy was retroactively applied to those.

#4
Ship of Horror
1991
For 4-6 Players, Levels 8-10:
Horrible hauntings, cruel curses, dark secrets...this is no pleasure cruise!
The mists of Ravenloft know no boundaries and observe no rules.
One way or another, they always get what they want - this time with some help from a cursed captain and his ship.
Player characters boarding an innocent-looking ship will soon find themselves aboard a haunted vessel, destined for an island inhabited by a new form of undead creatures.
But that's not the end of the horror - an evil necromancer lies at the root of the evil on the island.
The battle isn't over until he's been defeated!
Ship of Horror is an adventure set in Ravenloft with two beginnings: one for PCs already in Ravenloft, and one for DMs looking for a way to push his PCs into Ravenloft from other worlds. The adventure includes three new monsters, new spells, and several handouts ready for distribution to players.
This is the 4th module in the Grand Conjuction Series.
Here are the other modules in the Grand Conjuction Series, listed in the order of play:
Night of the Walking Dead - Levels 1-3
Touch of Death - Levels 3-5
Feast of Goblyns - Levels 4-7
Ship of Horror - Levels 8-10
From the Shadows - Levels 9-12
Roots of Evil - Levels 9-12
It should be noted, that many Dungeon Masters have noticed that if they run the adventures in the order written, they end up needing PCs of level 8-10 for the second sign of the Hexad, yet PCs of level 3-5 for the third sign of the Hexad (etc.).
The solution to this continuity problem is to simply change the order of the hexad to suit the levels.
Just change the order of the Hexad Verses to match this, (in the order the game modules are listed above), and you will be able to run a Grand Conjunction Campaign without this problem.
It should be noted that the Hexad and notion of the Grand Conjunction was started after the first few modules had already been published and the prophecy was retroactively applied to those.

#5
From the Shadows
1992
For 4-6 Players, Levels 9-12:
Deep beneath the foundation stones of Castle Avernus, Azalin the lich hatches his plots.
The grand conjunction is coming, when all the lands and lords of Ravenloft will be set free upon the realms of man.
Azalin does not intend to let this oppurtunity slip by. All he needs are a few deadies.
Fortunately, there is a party of adventurers nearby....
This is the first of two adventures that feature Azalin the lich and Strahd von Zarovich in their eternal conflict.
This module contains complete floorplans for Azalin's dark home, Castle Avernus.
From the Shadows will take characters to places they've never been before - places spoken of only in hushed whispers and terrifying legends.
This is the 5th module in the Grand Conjuction Series.
Here are the other modules in the Grand Conjuction Series, listed in the order of play:
Night of the Walking Dead - Levels 1-3
Touch of Death - Levels 3-5
Feast of Goblyns - Levels 4-7
Ship of Horror - Levels 8-10
From the Shadows - Levels 9-12
Roots of Evil - Levels 9-12
It should be noted, that many Dungeon Masters have noticed that if they run the adventures in the order written, they end up needing PCs of level 8-10 for the second sign of the Hexad, yet PCs of level 3-5 for the third sign of the Hexad (etc.).
The solution to this continuity problem is to simply change the order of the hexad to suit the levels.
Just change the order of the Hexad Verses to match this, (in the order the game modules are listed above), and you will be able to run a Grand Conjunction Campaign without this problem.
It should be noted that the Hexad and notion of the Grand Conjunction was started after the first few modules had already been published and the prophecy was retroactively applied to those.

#6
Roots of Evil
1993
For 4-6 Players, Levels 9-12:
The Grand Conjunction has come to pass!
As a result, the lords of Ravenloft have broken through the Mists and escaped into the Prime Material Plane.
Bit by bit, monsters of the demiplane of dread are following behind.
And in the midst of all, Azalin the Lich and Strahd von Zarovich a power game - a game with deadly stakes, most notably the player characters' lives.
Unless the adventurers act quickly, death will be the least of their troubles!
This is the second of two adventures that feature Azalin and Strahd von Zarovich in their endless conflict.
As a sequel to From the Shadows, this module gives the player characters an oppurtunity to atone for the evil they unwittingly caused as pawns of Azalin.
The culmination of a six-part series of adventures dealing with the Grand Conjunction, Roots of Evil gives the player characters an oppurtunity to literally save the universe (as well as themselves!).
Until the dark powers recapture the lords of Ravenloft, no place is safe....
This is the 6th module in the Grand Conjuction Series.
Here are the other modules in the Grand Conjuction Series, listed in the order of play:
Night of the Walking Dead - Levels 1-3
Touch of Death - Levels 3-5
Feast of Goblyns - Levels 4-7
Ship of Horror - Levels 8-10
From the Shadows - Levels 9-12
Roots of Evil - Levels 9-12
It should be noted, that many Dungeon Masters have noticed that if they run the adventures in the order written, they end up needing PCs of level 8-10 for the second sign of the Hexad, yet PCs of level 3-5 for the third sign of the Hexad (etc.).
The solution to this continuity problem is to simply change the order of the hexad to suit the levels.
Just change the order of the Hexad Verses to match this, (in the order the game modules are listed above), and you will be able to run a Grand Conjunction Campaign without this problem.
It should be noted that the Hexad and notion of the Grand Conjunction was started after the first few modules had already been published and the prophecy was retroactively applied to those.