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GA3 Tales of Enchantment (2e)
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GA3 Tales of Enchantment (2e)

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Whispering Widow Woods has always been a frightening place. For generations the rumors, the strange noises, and the gloomy, tangled undergrowth have scared off the faint of heart. Recently, however, Whispering Widow Woods has grown much more sinister. Familiar voices speaking from thin air lure people to their doom; travelers emerge with no memory; the very trees are said to come to life and attack the unwary! Is this any place to go, searching for a lost boy?

Tales of Enchantment is an ADVANCED DUNGEONS & DRAGONS adventure that emphasizes the mystery of this enigmatic woods. But to solve the forest's puzzle, the heroes must first survive its danger. Tales of Enchantment will test the heroes' wits as well as their steel.

Product History

GA3: “Tales of Enchantment” (1993), by Jim Musser, is the third in a series of General Adventures. It was published in August 1993.

Concluding the General Adventures. TSR kicked off their generic adventure line early in the year with GA1: "The Murky Deep" (1993). They ended it just six months later with GA3: "Tales of Enchantment". The reason wasn't lack of success; it was the fact that TSR was constantly changing the way they coded modules in the early '90s. In 1994, they decided to get rid of module coding altogether and so the "GA" code was never seen again.

Nonetheless, generic adventures did continue in 1994. They were now marked with a striking black border, which denoted adventures and supplements not tied to any setting. "City Sites" (1994) would probably have kicked off a new "GS" code for sites-based adventures; while "Treasure Chest" was apparently meant to be "GR4". However "Temple, Tower & Tome" (1994) might well have been "GA4" if the series had continued.

When TSR released the 2.5e revision of AD&D (1995), they also used the black-bordered trade dress for those books, making the "generic" adventures the official releases for the next iteration of D&D.

Adventuring Tropes. The 2e era (1989-2000) was full of heavily plotted adventures with well-detailed backgrounds and railroaded story lines. "Tales of Enchantment" does have a well-considered background, focusing on a seemingly haunted wood and a boy lost within it, but it doesn't railroad its players. Instead, it's an old-fashioned hex crawl of the sort that was very common in the "X" series of adventures (1981-1987) for Basic D&D, but very rare in the AD&D game.

The openness of the adventure's hex-crawl design offers lots of opportunities for players to get off track, something that the adventure warns about when its says that there is "no mechanism built-in to keep players on track". To counter this, "Tales of Enchantment" contains a "Troubleshooting" section to help GMs figure out how to mold the adventure and a "Resolutions" section that suggests several different ways to end the adventure.

Despite being a hex crawl, "Tales of Enchantment" is not a typical monster bash. Instead it's an adventure that requires thoughtful and diplomatic play. Overall, the result was quite unique — even for the 2e era, which really stretched the boundary of old-school adventures.

About the Creators. Musser was a game store owner, board game designer, and RPG author. GA3: “Tales of Enchantment” was his only work for TSR.

About the Product Historian

The history of this product was researched and written by Shannon Appelcline, the editor-in-chief of RPGnet and the author of Designers & Dragons - a history of the roleplaying industry told one company at a time. Please feel free to mail corrections, comments, and additions to

We (Wizards) recognize that some of the legacy content available on this website does not reflect the values of the Dungeons & Dragons franchise today. Some older content may reflect ethnic, racial, and gender prejudice that were commonplace in American society at that time. These depictions were wrong then and are wrong today. This content is presented as it was originally created, because to do otherwise would be the same as claiming these prejudices never existed. Dungeons & Dragons teaches that diversity is a strength, and we strive to make our D&D products as welcoming and inclusive as possible. This part of our work will never end.

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December 31st, 2005
This is a strange adventure in many ways. It's for char levels 5-8, and the goal is to rescue a young woodsman who has disappeared in a mysterious forest. The writing is good and the plot is well thought out. The weird thing is the format. The m [...]
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Product Information
Silver seller
Publisher Stock #
TSR 9428
File Size:
5.01 MB
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File Last Updated:
June 30, 2014
This title was added to our catalog on July 01, 2014.