"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

Friday, June 21, 2024

GAZ2: The Emirates of Ylaruam (1987)

From the web:

"This is the second in a series - a completely new concept in gaming aids for the DUNGEON & DRAGONS Game System. Within these covers is a complete historical, economical, geographical, and sociological overview of the Emirates of Ylaruam. The village of Kirkuk is presented in great detail (with both descriptions and a map of the area) as a typical village in the Emirates. An extended section on campaigning in the Emirates will also aid the DM in preparing his own adventures as well as enrich the playing of published adventures.

In addition, there is a full-size, color map of the Emirates, the cities of Surra-Man-Raa and Tameronikas, a typical Emirates Village, and a caravan village. This map is fully compatible with all Gazetteers in this series, so that DMs and players can put them side by side for comparison and/or play.

This series of Gazetteers provides a rich tapestry of background material for player and DM alike and is sure to benefit the gamer immeasurably."


 

Thursday, June 20, 2024

GAZ4: The Kingdom of Ierendi (1987)

From the web:

"To some, it is a vacationer's paradise. Tropical islands, set in sapphire seas, fringed with shell-covered beaches: the perfect spot to "get away from it all." To others, it is a place to be feared. Pirates' hideaways, disease-ridden jungles, psychotic natives: the perfect spot to avoid.

The Kingdom of Ierendi comprises of ten islands, each with a specific attraction for the adventure-seeking visitor. The native population includes the Makai, the original tribe to inhabit the islands, and various settlers who have chosen these exotic locales as their home (well for some, perhaps "chosen" isn't quite the proper word...).

Your characters want to take a break from continental life? Here is the material for precisely that kind of relief. This Gazetteer includes information on each island in the Kingdom, complete maps of the area, adventures keyed to specific locations (as well as some more general ones), and for the DM a new method of playing out sea battles, complete with ship counters.

Come back to Ierendi. Make it yours, again and again."

Wednesday, June 19, 2024

GAZ11: The Republic of Darokin (1989)

From the web:

"In Darokin, wealth is power. There is no place in this land for the unthinking brute who solves every problem with force. Darokin has survived by cleverness, by negotiation, and by guile, despite being surrounded by mighty barbarous nations.

In fact, the Darokinians have thrived over the years, establishing themselves as the undisputed masters of overland commerce. And, since dead neighbors make poor trading partners, they've become equally adept at diplomacy.

The Republic of Darokin, the latest Gazetteer for the DUNGEONS & DRAGONS game system, gives you an in-depth look at this prosperous land, including:

- A new Merchant character class
- A complete, detailed history of Darokin
- The geography, government, peoples, society, and cities of this huge land, plus a guide to Darokinian culture and characters
- A large, full-color map of the Republic of Darokin
- Two full-color sheets of cardboard fold-ups - build your own merchant caravans in 3D"


 

Tuesday, June 18, 2024

S1: Tomb of Horrors (1978)

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.

 

Monday, June 17, 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, June 16, 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). Expedition to the Barrier Peaks takes place in a ruined space ship which has crashed landed in the mountains. Lots of technological weapons are introduced, as well as many other examples of advanced technology, which you'd expect to find on a ruined spaceship. Includes a picture booklet for players and DM with about 60 illustrations. It's an introduction to integrate science into your fantasy RPG.

It was originally created in 1976


 

Saturday, June 15, 2024

S4: The Lost Caverns of Tsojcanth (1982)

From the front cover:

In the Yatil Mountains south of Perrenland there is rumored to be a magical hoard of unsurpassed value, a treasure of such fame that scores of adventurers have perished in search of it. Find the perilous Lost Caverns of Tsojcanth and you may gain the hidden wealth of the long-dead arch-mage — if you live!

This module contains background information, referee's notes, maps of the wilderness and two cavern levels, and many new monsters, magic items, and spells. The Lost Caverns of Tsojcanth was originally designed for the Official ADVANCED DUNGEONS & DRAGONS® Game Tournament at Wintercon V and contains the original tournament characters.

 

Friday, June 14, 2024

FR4: The Magister (1988)

A Forgotten Realms sourcebook of magic spells and items.

From the back of the book:

"From Waterdeep and the Sword Coast to the jungles of Chult and the faraway lands of Thay, strange and powerful magics fill the Forgotten Realms. Ancient tomes, powerful spells, fearsome weapons -- all these and more await adventurers who can overcome terrible dangers to wield great power."
 

Thursday, June 13, 2024

The Unknown Gods (1980)

From the web:

Illustrated 48-page booklet contains complete statistics and comprehensive descriptions of 83 gods. Dorak, the God of Peace; Grismal, Guardian of the Underworld; Suthak, the Goddess of Fertility; Kuvartma, God of the Moon, and many many more.
 

Wednesday, June 12, 2024

Shaman (1995)

From the back of the book:

The secrets of the spirit world unveiled for the first time!

There is a world unseen by mortals, a world filled with invisible beings that whisper words unheard by all - all but the shaman. The shaman alone knows how to listen for the spirits, and the shaman alone knows their secrets.

This 96-page AD&D game accessory introduces three new priest classes with unique powers and exciting potential. More subtle and versatile than clerics and wizards, the shamans tap the energies of the mysterious spirit world, using their extraordinary abilities to further their personal goals, as well as the agendas of their unseen spirit patrons.

Shaman offers complete information on the new classes, tips for incorporating them into established campaigns, new skills, new spells, and a detailed look at the unseen world of spirits.

 

Tuesday, June 11, 2024

DMGR4: Monster Mythology (1992)

From the web:

Monster Mythology is a companion volume to AD&D 2nd Edition Legends & Lore. Non-human pantheons were not included in Legends and Lore, and this book makes good this deficit. Monster Mythology is of greatest use to readers who possess Legends and Lore, but it is also usable by those who do not. A summary of important general rules and notes from Legends and Lore is given and expanded upon here.

Monster Mythology has a similar style of presentation to AD&D 2nd Edition Legends and Lore. The revised Legends and Lore was a complete rewrite of the original, with an emphasis placed upon role-playing and using the gods (and their avatars and servants) in a fantasy campaign. Likewise each section of Monster Mythology describes the cultures, societies and myths of the races who worship the pantheons in question.

Maglubiyet... Blibdoolpoolp... Diinkarazan... Panzuriel... Such names are whispered in the dark on the far side of midnight, or muttered fearfully around jugs of wine when old, scarred adventurers tell their tales. They are the unseen, unknown things worshiped by monsters and monstrosities. Learn all about the avatars and shamans of giants, goblins, the underdark, even illithids and beholders, in this expansion of the popular Legends & Lore.


 

Monday, June 10, 2024

N2: The Forest Oracle (1984)

From the cover:

The land lies under a curse. Fruit drops to the ground, its pulp black and rotten. Leaves curl and wither on the branches. Animals flee the parched vale, or starve.

Long ago, the Downs prospered under the care of Druids. But the priests of nature have retreated deep into the woods and rarely show themselves. One old man claims that the Druids have the power to save the valley, if only someone could find their Oracle to seek help. Will you reach the Forest Oracle of the Druids in time? And if you do, can they really lift the curse?

Or does the answer lie elsewhere?

Only the most daring and cunning adventurers will save the Downs. For character levels 2-4.

 

Sunday, June 9, 2024

AC9: Creature Catalogue (1986)

From the back cover:

Are you ready to face the horror of the Hivebrood, the gruesome Geonid or the dread Dusanu? These and many other baleful beasts lurk within the pages of this manual, waiting to challenge even the mightiest adventurers!

The Creature Catalogue is the first major expansion to the range of D&D® game monsters. Within its covers have been collected all the curious creatures first presented in the official D&D® adventure modules, plus many more new nasties, designed to challenge and perplex the heartiest heroes. Also included is a comprehensive index of all D&D® monsters found in the Basic, Expert, Companion and Master rule sets.

Whether your players' characters are 1st, 21st, or 31st level, this tome contains many fantastic creatures with which to test their mettle. Armed with the Creature Catalogue, you will be able to find the right fearsome foe to confront even the most foolhardy fellow.

 

Saturday, June 8, 2024

Central Casting: Heroes of Legend (First Edition) (1988)

From the back cover:

Central Casting: Heroes of Legend

A Character Creation System -A Roleplaying aid for all Fantasy Roleplaying Systems

Until now, beginning heroes have been flat, lusterless characters with no sense of history or depth of personality. A warrior was a fighting machine, a wizard provided heavy artillery, a thief acted as a mobile lock pick, and an elf just had point ears.

With Central Casting: Heroes of Legend, characters take on lives of their own. They gain families, friends, enemies, personalities, detailed past histories, and most importantly- gain motivations for life and adventuring.

 From the web:

A generic game aid for use with any fantasy role-play game. Creates detailed character histories using dice tables. Includes role-play hints, game play benefits and guidelines for fitting skills into any roleplay rules system.


 

Friday, June 7, 2024

Dungeon Masters Adventure Log (1980)

From the front cover:

Here's the ADVANCED DUNGEONS & DRAGONS DUNGEON MASTERS ADVENTURE LOG, the second playing aid designed specifically for the DM of ADVANCED DUNGEONS & DRAGONS™! No longer need the DM rely on memory and sketchy notes to keep track of one's players in the midst of play. Now all the information needed about the adventurers and their exploits can be kept handy in front of the DM at all times.

The DUNGEON MASTERS ADVENTURE LOG contains two different sheets (shown on the back cover). The first type is for recording information about the adventurers, their hit points, armor class, magic items and die roll adjustments. The second provides information on the marching order of the party, the monsters they encounter, treasures they recover, and any unusual events that occur. In addition, this book contains many important tables in an easy reference form, including tables for experience point awards, encounter reactions, movement, surprise, listening, and a new table of collected combat modifiers.

If you find this product useful, you should look into our line of other helpful aids, and look for the TSR logo on upcoming publications from the Game Wizards.

 

Thursday, June 6, 2024

REF2: Character Record Sheets (1989)

From the back cover:

What weapon would you choose when you have to fight a 100-foot dragon? What are your chances of falling off that cliff and breaking your neck? Do you still have that certain magical potion or did your character drink it last week?

These questions, and many more, can be answered when you fill out your all new AD&D® 2nd Edition Character Record Sheet. Record your character's ability score, possessions, background, and much, much more!

And the new record sheets are formatted more clearly than ever for faster, more spontaneous role-playing fun!

 

Wednesday, June 5, 2024

Cities of Hârn (1983)

From the web:

Cities of Hârn is a fantasy role-playing game supplement which contains seven reversible color and black-and-white city maps and very detailed accompanying background information for each of these seven Hârn cities. The supplement also provides detailed interior plans of various buildings, including temples, taverns, and arenas. The supplement can also be used a generic supplement for any campaign world.

The seven cities are: Aleath, Cherafir, Coranan, Golotha, Shiran, Tashal, and Thay.

All seven articles in Cities of Hârn include a color city map, interiour plans of various buildings, including temples, taverns, and arenas, and an extensive key to buildings and special features in each settlement. The Cities of Hârn can be used as independent towns that can be dropped into an existing fantasy world.

Aleath: A freetown in Kanday, Aleath is considered one of the most beautiful and peaceful cities on Hârn. Although its history has sometimes been marred by bloodshed it has always survived, and is considered one of the safest places on Hârn.

Cherafir: The ancient capital of Melderyn that may trace its origins to the enigmatic earthmasters. Commonly called the "Mages' City", most outsiders consider it a place of bizarre happenings and weird inhabitants.

Coranan: The largest City on Hârn and the capital of the Thardic Republic. Coranan is known for its profusion of palaces and great buildings, relics of the fallen Corani Empire.

Golotha: An urban blight, and the primary settlement in Rethem Golotha squats at the mouth of the Thard River. A city of secrets and dark places governed by a malevolent religious council, Golotha has a well deserved reputation for corruption and sudden death.

Shiran: The second city of the Tharic Republic, Shiran is a mecca for hedonists and is widely known as the "City of Sins".

Tashal: The principal seat of the kings of Kaldor, Tashal is the second largest city on Hârn. Founded six hundred years ago on the ruins of an older city, Tashal has a labyrinthine network of underground tunnels beneath its streets.

Thay: Founded less that two centuries ago by fugitives from Aleath, Thay is a freetown in Melderyn. In the last fifteen years it has withstood two raids from Ivinian pirates. 


 

Tuesday, June 4, 2024

Spell Law (2nd Edition) (1984)

Back cover summary:

Spell Law is now a mighty tome, including over 2000 spell descriptions for three realms of power, covering 15 character classes; detailed alchemy rules; individual spell attack tables, and rules for the use of magic items in a campaign.

From the web:

Inside Spell Law...Of Essence you will find over 50 spell lists with hundreds of spells. Plus all of the character information needed to expand the core Essence professions of your Rolemaster Fantasy Role Playing game, including the Illusionist, the Sorcerer, the Mystic, the Monk, and other mind-over-matter adepts! Attack tables and critical strike tables give results for all kinds of magical attacks. And summary tables make all of the details easy to manage!
 

Monday, June 3, 2024

Players Handbook (AD&D 1e) (1978) - Copy #2

First, second or third printing Copy #2 -

From the back cover:

"No more searching through stacks of books and magazines to find out what you need to know. The Player's Handbook puts it all at your fingertips, including:

  • All recommended character classes - Fighters, Paladins, Rangers, Magic-Users, etc.
  • Character Races - Dwarves, Elves, Gnomes, Half-Orcs, Humans, etc.
  • Character level statistics
  • Equipment lists with costs
  • Spell listings by level and descriptions of effects (including many new spells)

As a Dungeon Adventurer or a Dungeon Master, you will find the contents of this book to be what you have been waiting for. All useful material is now compiled under one cover, especially for players!"

From the web:

It's the perfect player's game-playing aid and the best companion to the referee's Dungeon Masters Guide. As a player, this handbook will help you to determine your character's abilities such as strength, wisdom and charisma. Character races including elves, halflings, dwarves, gnomes and others are explained in detail to make the adventure fast, fun and exciting. You'll learn the rules for progressing in character levels and the most advantageous mapping and combat procedures. And they're all in this easy to use book.
 


 

Sunday, June 2, 2024

Players Handbook (AD&D 1e) (1978)

First, second or third printing -

From the back cover:

"No more searching through stacks of books and magazines to find out what you need to know. The Player's Handbook puts it all at your fingertips, including:

  • All recommended character classes - Fighters, Paladins, Rangers, Magic-Users, etc.
  • Character Races - Dwarves, Elves, Gnomes, Half-Orcs, Humans, etc.
  • Character level statistics
  • Equipment lists with costs
  • Spell listings by level and descriptions of effects (including many new spells)

As a Dungeon Adventurer or a Dungeon Master, you will find the contents of this book to be what you have been waiting for. All useful material is now compiled under one cover, especially for players!"

From the web:

It's the perfect player's game-playing aid and the best companion to the referee's Dungeon Masters Guide. As a player, this handbook will help you to determine your character's abilities such as strength, wisdom and charisma. Character races including elves, halflings, dwarves, gnomes and others are explained in detail to make the adventure fast, fun and exciting. You'll learn the rules for progressing in character levels and the most advantageous mapping and combat procedures. And they're all in this easy to use book.
 

Saturday, June 1, 2024

Players Handbook (AD&D 1e) (1978)

From the back cover:

"No more searching through stacks of books and magazines to find out what you need to know. The Player's Handbook puts it all at your fingertips, including:

  • All recommended character classes - Fighters, Paladins, Rangers, Magic-Users, etc.
  • Character Races - Dwarves, Elves, Gnomes, Half-Orcs, Humans, etc.
  • Character level statistics
  • Equipment lists with costs
  • Spell listings by level and descriptions of effects (including many new spells)

As a Dungeon Adventurer or a Dungeon Master, you will find the contents of this book to be what you have been waiting for. All useful material is now compiled under one cover, especially for players!"

From the web:

It's the perfect player's game-playing aid and the best companion to the referee's Dungeon Masters Guide. As a player, this handbook will help you to determine your character's abilities such as strength, wisdom and charisma. Character races including elves, halflings, dwarves, gnomes and others are explained in detail to make the adventure fast, fun and exciting. You'll learn the rules for progressing in character levels and the most advantageous mapping and combat procedures. And they're all in this easy to use book.
 

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