"Go to the sign of Marvel's Axe, a dubious inn on the edge of the Thieves Quarter, in the City of Greyhawk, and look to your own wrist. If you perceive a bracelet and dangling dice, watch for the next throw in the war between Law and Chaos and be prepared to follow the compelling geas." -Signal

Thursday, February 29, 2024

OA5: Mad Monkey vs the Dragon Claw (1988)

An Oriental Adventure as part of the Forgotten Realms campaign.

From the back of the book:

Kara-Tur The Eastern Realms

The followers of the many gods of Kara-Tur have always fought, to prove the superiority of their martial discipline and the greater wisdom of their deities. The strict hierarchy of the gods is now threatened by the sudden prominence of the followers of the Dragon Claw, a new and deadly school of martial arts that threatens to destroy all other schools. The players, recruited by a mysterious old monk with a bizarre fighting style, must find out what's behind the emergence of the Dragon claw and put a stop to it.

Mad Monkey vs the Dragon Claw will take the players across the entire country of T'u Lung, from the mouth of the great river Fenghsintzu to its headwaters, where they must deal with the legendary Cult of the Black Leopard-all in the name of the Mad Monkey.

Mad Monkey vs the Dragon Claw is a scenario for the ORIENTAL ADVENTURES supplement for the AD&D game. It is set in KARA-TUR, the oriental world in the Forgotten Realms. Mad Monkey vs the Dragon Claw is designed for five to eight characters of Levels 6-9.

 

Wednesday, February 28, 2024

Judges Guild - The Caverns of Thracia (1979) (Fourth Printing)

From the back cover:

They Have Been Waiting.

For over a thousand years the things that lurk beneath the waters, skulk in the darkness and lie hungrily in dank crypts have been patient, while all around them men and monsters bicker amongst themselves, bold enough to traverse the dark caverns' depths, but afraid or perhaps wise enough to leave the forgotten vaults and hidden passages alone.

And still, they wait, undisturbed. They are waiting for you!

 

From the web:

This module is billed as an official dungeon approved for Dungeons and Dragons. It contains over 100 detailed room descriptions on four levels. The module may be played by characters of level one and up and the expectation is that players will flee from the darker terrors within if they are unready to face them.

 A scenario designed to accommodate characters of the 1st and higher levels. Some segments of the adventure will be a pushover for low-level groups, while other areas may send great lords and patriarchs ducking for cover. The dungeon complex has four main levels and one minor level, plus a legendary lost city. The local monsters are aware of each other and will usually work together to destroy an adventuring party. The booklet includes guidelines for random encounters, the lost city, and much more. Forgotten temples, lost underground citadels and wily beast-men. Rescue the slaves and take the Minotaur king's loot. 

 

Tuesday, February 27, 2024

ALQ3: A Dozen and One Adventures (1993)

From the back cover:

High Adventure is Your Companion Throughout the Land of Fate!

There is no escaping Fate in the world of Zakhara, home of caliphs and favored land of the genies. And the Fate of brave adventurers is to travel the wide realms, vanquishing the unrighteous and protecting the meek.

A Dozen and One Adventures leads the characters from bustling Muluk, City of Kings, to the mysterious citadel of flame, and many points between. They may meet the king who never died, the fish-people of the Great Sea, and other wonders too amazing to mention.

This adventure sourcebox contains a 64-page booklet of 13 adventures, a 32-page campaign guide describing Muluk, the northern lands, and several new magical items, a poster map of Muluk and Krak al-Niraan, six map cards, and four MC insert pages featuring NPCs.

Recommended for use with the Arabian Adventures rulebook.


 

Monday, February 26, 2024

Character Sheets (2000)

From the back of the package:

A Place For Everything.

No matter how unusual or powerful your DUNGEONS & DRAGONS character is, this complete set of character sheets lets you keep a record of everything that makes your character unique.
Includes:

  • Eleven double-sided single-class character sheets, one for each of the classes in the D&D Player's Handbook.
  • A double-sided sheet for multiclass characters.
  • A sheet for special creatures such as a wizard's or sorcerer's familiar, a paladin's mount, or a druid's animal companion.
  • Easy-to-follow instructions and a sample filled-out sheet.

Every page is designed to be easy to photocopy, so you never have to worry about having a fresh sheet handy when you need one.

 

Sunday, February 25, 2024

Hero Builder's Guidebook (2000)

From the back cover:

Give Your Character Every Advantage

When you sit down to create a character, let your mind do the work--don't just leave it to the dice. The Hero Builder's Guidebook puts at your fingertips everything you need to know before your character's first adventure. With this book you will:

- Maximize your character's potential with step-by-step character advancement guides.

- Create a compelling backstory for your character, including family, friends, and enemies.

- Pick from more than 70 variants to the class descriptions in the Player's Handbook.

- Choose personality traits to bring your character to life at the gaming table.

Both players and Dungeon Masters benefit from the detailed character backgrounds in this book.

 

Saturday, February 24, 2024

Dungeons & Dragons Gazetteer (2000)

From the back cover:

Welcome to the world of the D&D Game!

The DUNGEONS & DRAGONS(R) world is a place where powerful creatures contest with ordinary men and women in a subtle war pitting good against evil, law against chaos.

It is a world of magic, a world of mystery, a world of fantastic adventure--all a backdrop for your own adventures.

Inside is everything you need to launch your own version of the first campaign world, including:

- A full-color map of the land of the Flanaess, also showing the continents and seas of the planet Oerth.

- A short history of the land.

- Descriptions of 60 countries, ready for adventure.

 

Friday, February 23, 2024

S1: Tomb of Horrors (1978) (Second Printing?)

From the front cover:

AN ADVENTURE FOR CHARACTER LEVELS 10–14

In the far reaches of the world, under a lost and lonely hill, lies the sinister TOMB OF HORRORS. This labyrinthine crypt is filled with terrible traps, strange and ferocious monsters, rich and magical treasures, and somewhere within rests the evil
Demi-Lich.

This module was originally used for the Official ADVANCED DUNGEONS & DRAGONS® tournament at Origins 1. The author wishes to thank Mr. Alan Lucien who was kind enough to submit some of the ideas for this dungeon.

Included herein are background information, the Legend of the Tomb, and possible locations for the tomb on the WORLD OF GREYHAWK™ map. Also included are DM notes, characters specially designed for the module, and numerous illustrations to be shown to the players.

 

Thursday, February 22, 2024

S2: White Plume Mountain (1979)

From the web:

A classic adventure for characters from fifth through tenth level. The players are set with a riddle that references Wave, Whelm and Blackrazor. To win these treasures they must set out in expedition to White Plume Mountain and there descend into the treacherous dungeon below. There they battle the traps and guardians set in place by the wizard Keraptis.
 

Wednesday, February 21, 2024

S3: Expedition to the Barrier Peaks (1980)

From the web:

An Adventure for Character Levels 8-12

This module was the official Advanced Dungeons & Dragons Tournament scenario at Origins II.

This adventure makes a link with the game "Metamorphosis Alpha" (a sci-fi RPG). In this adventures, the characters will find and explore a spaceship, thus discovering items that are unknown to them. It's an introduction to integrate science into your fantasy RPG.

It was originally created in 1976


 

Tuesday, February 20, 2024

Tegel Manor - (1st Printing, 2nd Release) (1977)

From the web:

This second release has the booty list printed on the back of the cover sheet with the highest number being 30. A huge haunted house with a 17"x22" Judges map and a 11"x17 Players map, printed on both sides, brown on high-quality tan stock. Each map has the manor printed on one side and the surrounding wilderness on the other. Enclosed in the product is a 32-page booklet with room and monster descriptions. Over 240 rooms and chambers include a hall of magic portraits and four secret dungeon levels beneath the manor. The booklet also has tables to create magic statues, ghostly encounters, resurrection results, and more.
 

Monday, February 19, 2024

Tegel Manor - Fourth Printing (1977)

From the web:

A huge haunted house with a 17"x22" Judges map and a 11"x17 Players map, printed on both sides, brown on high-quality tan stock. Each map has the manor printed on one side and the surrounding wilderness on the other. Enclosed in the product is a 32-page booklet with room and monster descriptions. Over 240 rooms and chambers include a hall of magic portraits and four secret dungeon levels beneath the manor. The booklet also has tables to create magic statues, ghostly encounters, resurrection results, and more. Tegel Manor has always been one of our more popular playing aids, and has been a lot of fun for Judges and players all over the country.
 

Sunday, February 18, 2024

Jakandor, Island of War (1997)

From the back cover:

On a rugged island filled with unnatural dangers, fierce and proud barbarians must fight for their lives.

The barbarians who call themselves the Knorr, driven from their homeland, wanted nothing but freedom and an honorable existence when they landed on the shores of Jakandor. What they found was an island occupied by despicable wielders of vile magic—the Broken People, as the Knorr call them, who rely on legions of animated corpses to do their fighting. These enemies represent everything the Knorr find hateful and dishonorable, and no clansman will rest until the last of the Broken People has tasted Knorrman steel.

A new, self-contained campaign arena conceived by Jeff Grubb, the ODYSSEY™ setting can be placed wihin any ADVANCED DUNGEON & DRAGONS® world. New barbarian character kits, new forms of magic, and the opportunity for new styles of role-playing make Jakandor: Island of War a fresh experience for all players, novices and veterans alike.

 

Saturday, February 17, 2024

Gamma World (1992)

From the back cover:

The New GAMMA WORLD game!

A rainbow of flickering colors dances across the night sky. Turning, you shamble off into the jumble of cloud towers amid the glow. With an effort of willpower you float over the gaping chasm of soft rock and steel. Your large, webbed feet paddle the air slowly.

 From the web:

This Edition contains ruleset for playing animals, plants, mutants, and pure strain humans. It features cryptic alliances and new character classes (enforcer, esper, examiner, and scout). All the high-tech weapons and devices are collected together in one book.

Friday, February 16, 2024

MA3: The Ultimate Powers Book (1986)

From the back cover:

Two-hundred and ninety-three powers times five ranges times eighteen power levels equals -- 26,370 discrete powers!

Within these covers are nearly 300 powers, gleaned from your favorite comics, science fiction and fantasy novels, and dozens of other sources. All are detailed in MARVEL SUPER HEROES Advanced Set terms.

From Energy Emission to Mental Control, from Energy Doppelgangers to Forced Reincarnation, the powers you've been waiting for are here. A new kind of character generation system (to use or not, the choice is yours) has been created, enabling you to do even more than before. New tables for ranges and movements have also been set up, to take into account the staggering proportions of these powers.

Now, whether you dream of creating a CPA or the BEYONDER, here's the book that'll help you do it.

This game accessory is designed for use with the MARVEL SUPER HEROES Advanced Set.

 

Thursday, February 15, 2024

N5: Under Illefarn (1987)

An Adventure for Character Levels 0-3

The first module created for use in the Forgotten Realms campaign setting.

From the Back of the Book:

Daggerford is fairly quiet for a frontier town. Sure, lizard men raid the local baron's holding now and then, orcs sneak out of the Misty Forest to raid caravans on the Trade Way, and lady Bronwyn has a few suitors who are a touch too passionate, but there's nothing going on that a member of the renowned Daggerford militia can't handle.

Except that the Shining River has turned green, the cattle are dying. Except that the Elf King of Laughing Hollow, a place where no human dares to go without fearing for his life, is asking the militia for help. Except that strange substances are oozing from the fissures caused by a recent earthquake. Except that the earthquake also has opened an entrance in the cliffs around Laughing Hollow that might lead to the fabled dwarf mines of Illefarn.

Suddenly, being a militiaman isn't quite as easy as it used to be...

 

Wednesday, February 14, 2024

Skullport (1999)

From the back of the book:

Skullport, the Port of Shadow, is perhaps the best kept secret in all the Sword Coast North. A mile and a half beneath the orderly streets of Waterdeep squats the most wretched and lawless pits of thieves, buccaneers, slavers, and sellswords the Realms has to offer. Under a moldering tangle of catwalks threaded between the stalactites and stalagmites of the cavern city, illithids, drow, beholders, and others plot and trade with emissaries from the surface. Monsters prowl the dark recesses and alleyways, gangs of zombies shamble about performing menial labor, and anything and everything can be bought and sold: lethal poisons, foul tomes of forbidden magic, and slaves.

The only law is meted out by the enigmatic Skulls of Skullport, mysterious floating humanoid skulls whose capricious judgments and madness-induced destructiveness are the stuff of grisly travelers' tales. Gold rules the ever-present twilight, and only those with keen eyes and blades may keep it long.

This 96-page book contains:

  • Maps and general information about the three layers and four wards of Skullport.
  • Descriptions of over 100 notable sites in the wards.
  • A partial map of the dungeons of Skullport - where the Skulls throw the folk they let live!
  • Descriptions of notable NPCs and power groups of Skullport.

Although no other FORGOTTEN REALMS setting products are required to use Skullport, this accessory can be used to provide supplemental information for the Ruins of Undermountain campaign expansion. Dungeon Masters can also use Skullport as a basis for an UNDERDARK city in their own campaigns.


 

Tuesday, February 13, 2024

Country Sites (1995)

From the back of the book:

Get out of town and into the world!

Country Sites, the third in a series of AD&D game accessories, is a compendium of challenging and distinctive settings that will test the mettle of any group of player characters. Herein is all the information a Dungeon Master needs to build adventures within these settings and incorporate them into an existing campaign: background information, maps, location descriptions, and summary profiles of the unusual characters who populate these strange places.

Take your characters into the "City of the Dead." See if they can overcome the obstacles of "Darian's Wall," or arrange for them to pay a visit to "The Place of Broken Dreams." Every oe of the 11 Country Sites in this 96-page book will open new vistas for adventuring in (and sometimes under) the great outdoors.

Previous books in this series include City Sites and Castle Sites.

Suitable for all levels of play.


 

Monday, February 12, 2024

FR7: Hall of Heroes (1989)

From the back cover:


The FORGOTTEN REALMS fantasy world has been the site of many great adventures and home to countless valiant heroes and infamous villains. Many a talk of derring-do has been recounted in novels like the Moonshae trilogy by Douglas Niles, The Crystal Shard by R.A. Salvatore, Azure Bonds by Kate Novak and Jeff Grubb, and Spellfire by Ed Greenwood (creator of the FORGOTTEN REALMS fantasy world).

Until now, the characters from these FORGOTTEN REALMS novels have been unavailable to AD&D game players. But no longer.

Hall of Heroes provides complete histories and AD&D game statistics for such beloved characters as Elminster, the greatest sage and magic user of the Realms, Tristan Kendrick and Robyn of the Moonshae isles, Wulfgar the Barbarian, Drizzt the dark elf, and Bruenor the dwarf, all from the northern reaches, plus Alias and Dragonbait, Shandril and Narm Tamaraith and many more.

But the Hall of Heroes is more than a listing of game statistics: It's also a sourcebook describing (among other things) artificial and magical lifeforms of the Realms, as well as the lives of the world's elves, dwarves, lizardmen, and exotic creatures

Whatever your interest in the FORGOTTEN REALMS campaign setting, you'll find much to entertain and intrigue you in this volume.

 

Sunday, February 11, 2024

CM7: The Tree of Life (1986)

From the back of the book:

"The Feadiel clan's Tree of Life is dying. As the bravest and strongest elves in the clan, you must undertake the challenge of the elders: seek out the source of the disease and destroy it.

If you fail, the Tree of Life will surely perish, and all your family with it. The quest is great and you may die on the journey, never to find the cause of the disease. The journey will take you to the deepest part of ancient Selinar, Elvenhome, to find the guarded grave of the first Treekeeper.

Delay no longer! The Tree of Life grows weaker, day by day..."


 

Friday, February 9, 2024

X8: Drums on Fire Mountain (1984)

From the back cover:

In a dark cell, Rollo Bargamnn, merchant of Thyatis, turns away in disgust from his evil, green-skinned prisoner; capturing this wretch cost a ship and sixty gallant men. Then his heart hardens once more, and he resumes the interrogation. Here, perhaps, he may find an answer to the question that haunts him.

What new evil is casting its shadow over the storm-swept eastern reaches of the Sea of Dread?

The trading routes are no longer safe. The attacks of the green-skinned "Orcs-of-the-Sea" and the mysterious "Ship-bane" now go unchecked. Once their raids were random, but the influence of some unseen master has made them into an organized menace.

Soon the questioning will be over; Rollo will know enough to track the threat to its lair. Then he will need a band of hardy adventurers brave enough to take on the task.

You, perhaps?

Drums on Fire Mountain is a module for 5 to 8 characters levels 5-8.

 

Thursday, February 8, 2024

College of Wizardry (1998)

From the back of the book:

So you want to learn magic?

With the coming of the Dragon of Shades, an Age of the World came to an apocalyptic end. Centuries passed, and civilization limped back into the light of knowledge. Now a new Age has dawned, as the wizards of the present seek to discover the lost arcane art of the past known only as The Language Primeval!

College of Wizardry presents a complete guild of magic that can be placed in its entirety into any campaign world. This 96-page booklet contains:

  • The secret history of the College of Wizardry, "Mathghamhna" in the Elder Tongue.
  • A complete listing of the college members, including descriptions and stats for the chancellor and regents of this Arcane Order.
  • Directions on how to fit the College of Wizardry into any of TSR's currently published worlds.
  • Rules for enrolling PC wizards into the college at any level, including as apprentices.
  • A full-color poster showing the three towers of Mathghamhna.
  • New spells and magical items.
  • Two unique magical power sources: The Spellcrux and The Language Primeval.
  • Four mini-adventures for characters who range from apprentice to 11th level.
  • Companion accessory to Den of Thieves.


 

Wednesday, February 7, 2024

Chronomancer (1995)

From the back cover:

You have all the time in the world - and now you don't.

The final most dangerous frontier lies not in space, but in time! At last, the dimension of Time is open to those few wizards who would risk everything – even their existence - to visit ancient and forgotten lands, or see the unbelievable wonders and horrors of the future. These few wizards are Chronomancers, and this optional 96-page AD&D® game accessory reveals the secrets of their lives. New spells, new powers, and new realms – As well as terrifying monsters – are brought to light in this stunning work. Take time to study the mysteries of chonomancy – before someone else takes that time from you.


 

Tuesday, February 6, 2024

D1-2: Descent into the Depths of the Earth (1981)

From the web:

This module (titled Descent INTO the Depths of the Earth on the cover) is the 1981 edition and contains the material previously published separately as D1: Descent into the Depths of the Earth and D2: Shrine of the Kuo-Toa. This carries the adventure on from the outcome of the Against the Giants series of modules as the players explore the role of the Drow in instigating the Giant alliances.
 

Monday, February 5, 2024

S2: White Plume Mountain (1979)

From the web:

A classic adventure for characters from fifth through tenth level. The players are set with a riddle that references Wave, Whelm and Blackrazor. To win these treasures they must set out in expedition to White Plume Mountain and there descend into the treacherous dungeon below. There they battle the traps and guardians set in place by the wizard Keraptis.
 

Sunday, February 4, 2024

Boot Hill Referee's Screen and Mini-Module (1981)

From the front cover:

Fast-paced gun slinging action will never bog down in a search for missing tables with the BOOT HILL Referee's Screen handy. Fourteen of the most used tables from the BOOT HILL rulebook are arranged on this durable playing aid. A special 8-page BOOT HILL adventure, Shootout in Northfield and other Famous Gunfights lets players recreate the famous gun battle that destroyed the Jesse James-Cole Younger gang, plus six other famous showdowns.

 

Saturday, February 3, 2024

The Silver Key (1996)

From the web:

Between the settled human lands and the orc-filled mountains rests the barony of Honshar. The residents have grown used to occasional orc raids, but now they find themselves facing a full-scale war. As if that wasn't bad enough, the orcs have kidnapped an important political figure from Honshar, along with a crucial magical item - the Silver Key. Unless the key is recovered, it could be Honshar's undoing. Both the key and the hostage are being held in the orc city of Krimba-Hai, so getting them back will be tricky. However, there is a plan...
 

Friday, February 2, 2024

Character Codex (1979)

From the web:

This book of AD&D tear-out sheets is used to keep statistics on the player's characters. Including spaces for character's title, age, history, class, level, hit points, experience points, divinity, background, characteristics and their effects. Also provided are a blank shield for designing the character's coat of arms and a detailed AD&D equipment list with costs. Each character sheet has a small illustration of the character class by Paul Jaquays; sheets are perforated for easy removal from the booklet.
 

Thursday, February 1, 2024

A3: Assault on the Aerie of the Slave Lords (1981)

From the web:

The third in a series of modules based on the tournament at GenCon XIII. This module is for characters level four through seven. The characters pursue the slavers into the Drachengrab Mountains and to the Isle of the Slave Lords. There they must quickly make their way through the caves and into the hidden city to attack.

The booklet for this adventure actually contains 32 pages. The middle four pages (a two-sheet spread) is meant to be removed during play and does not have page numbers; the remainder of the booklet is numbered 1-28.

The insert has one DM and one player map and two blank pages for notes.


 

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