"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

Monday, September 16, 2024

FRM1: The Jungles of Chult (1993)

From the back of the book...

Come, all ye seekers after treasure beyond your ken and adventure greater than any you can dream!

Come, all ye mighty warriors, seekers after prey worthy of your peerless skills, and stalk the Children of Ubtao. Walk the streets of the city of Mezro, of the Maze of Life. Meet the barae, the holy warriors of Ubtao, those men and women who will live forever sustained by their wisdom and their faith.

Wizards, be prepared for new magical spells and new methods of magic use based on gemstones.

Search the jungles of Chult for the fabled emerald mines, for the Heart of the Jungle, a single gem as large as a man's heart.

Also within these pages are new monsters and new character kits: Mage hunters, specialty priests of Ubtao, and spiritlords.

This adventure is designed for 6 to 8 characters of levels 5 to 8.

 

Sunday, September 15, 2024

Cutthroats of Lankhmar (1995)

From the back of the book:

Not all the rogues in the city of Lankhmar are found in the Thieves Quarter. Some of the nastiest scoundrels are bankers, merchants and craftsmen. Discover the true cutthroats of free enterprise and the backstabbing business practices in the City of Adventure.

Cutthroats of Lankhmar is the second in a series of three gazetteers focusing on different sections of that most famous City of Thieves: LANKHMAR. Set in Fritz Leiber's NEHWON, the ofttimes home of FAFHRD and the GREY MOUSER and the site of their many heralded exploits, Cutthroats describes in vibrant detail the Mercantile, Festival, Park, Cash and southern River Districts of the City of the Black Toga.

This gazetteer not only provides information about the denizens of Nehwon's most important city, it also features dozens of springboards for adventures that span every level of Lankhmar society from the nobility to the dregs.

Learn all about the gangs, guilds, fences, ships, merchants, and bars in the southwestern portion of Lankhmar. You may never look at the city of Lankhmar the same way again.

 

Saturday, September 14, 2024

DLE3: Dragon Keep (1989)

From the back cover:

The good dragons of Krynn need help. Recruited by the silver dragon Saramber, the player characters have joined ranks with the dragons and sought to solve the mystery behind the deaths of many silver and bronze dragons and passed the tests set out for them, earning the trust of these ancient creatures.

But now, Saramber fears evil dragons have discovered the portal that could lead them to the dragons' homeland. If this is true, they must be stopped before they can launch an attack that could destroy this fabled dimension. The adventure leads player characters from the plains of Lunitari to the depths of the ocean and the abode of monstrous Artha, banished daughter of Takhisis.

This third module brings to a climax the epic tale begun in DLE 1, In Search of Dragons, and continued in DLE2, Dragon Magic. On success or failure hangs the fate of tone of the noblest races of Krynn.

 

Friday, September 13, 2024

DLE2: Dragon Magic (1989)

From the back cover:

The Moons of Krynn are fading. The alignment forces of Good, Evil, and Neutrality are locked in conflict... and evil seems to be winning! The unnatural machinations of the treacherous Khardra—daughter of Takhisis herself!—have led to a crisis of cosmic proportions.

The Heroes journey to the Cloud City Cirulon, heart of the Good Dragon races, there to meet the Astral Dragon himself. The nature of a plague claiming the lives of silver dragonhood is revealed, and the cure is presented to the companions. But the road to success is fraught with peril, the only route leading through a secret portal. If this portal becomes known to the forces of evil, disaster will surely result.

This AD&D® adventure, set in the world of the DRAGONLANCE® saga, follows DLE1 — In Search of Dragons. Some burning questions are answered but more are raised. And as the players investigate, the knowledge they gain seems to point more and more to a sinister thereat of evil undreamed of since the War of the Lance.

 

Thursday, September 12, 2024

DLE1: In Search of Dragons (1989)

From the back cover:

Good, Evil, Neutrality. These three forces exist in a delicate balance, a balance crucial to the harmony of all things. Now that harmony is threatened and all of Krynn is in jeopardy.

For reasons unknown, the balance among Krynn's good, evil, and neutral dragons is shifting: A deadly affliction is killing off silver dragons, and no one has seen a bronze dragon in months. What's more, the people of Krynn seem to have lost their respect for dragons, hunting them for sport, looting their treasure troves, even training them for use in circuses and sporting events! And as the adventure begins, a strange being named Khardra appears with a fascinating theory—that dragons are merely animals whose presence on Krynn may no longer be necessary!

In this AD&D® adventure set in the world of the DRAGONLANCE® saga, players must discover what is wrong with the good dragons of Krynn. And just who is Khardra, anyway? As they investigate these mysteries, players learn many secrets of dragons. How they use their newfound knowledge determines the fate of their world.

 

Wednesday, September 11, 2024

Dungeon Master's Screen (1981)

From the web: 

Dungeon Master's Screen consists of two durable and folding cardstock screens for the DM's reference use in playing ADVANCED DUNGEONS & DRAGONS: an 11" × 34" folder of the COMBAT AND SAVING THROW TABLES, and an 11" × 17" folder of the PSIONIC COMBAT TABLES.

These screens are useful for shielding maps and other game materials from the players when place upright, and also provide instant reference to the most commonly used charts and tables during play. The player's side is colorfully illustrated to help set the mood, as well as printed with tables for the more standard character classes and the WEAPONS TABLE. These folders have been laminated on both sides to protect them against common wear and tear. This (and only this) screen contains all the official AD&D statistics and tables.
 

Tuesday, September 10, 2024

A1: Slave Pits of the Undercity (1980)

I am not sure if this is the actual copy or a second purchase but this was the first module I ever bought to run as a DM. For the record I never ran it. The honor of first module goes to The Sinister Secret of Saltmarsh,

From the web:

This module was originally used as a tournament adventure at GenCon 13. The characters are recruited to root out a slave trade that has been burning and looting coastal towns. The module is designed for a party of characters level four to seven.

This module is the first in the Slaver's series of four modules.

From the front cover:

"It is time to put a stop to the marauders! For years the coastal towns have been burned and looted by the forces of evil. You and your fellow adventurers have been recruited to root out and destroy the source of these raids. But beware, hundreds of good men and women have been taken by the slavers and have never been seen or heard from again!"


 

Monday, September 9, 2024

UK1: Beyond the Crystal Cave (1983)

One of my top ten (maybe five) adventures of all time. Just don't ask me why :)

An Adventure for Character Levels 4-7

From the cover:

"Fleeing the rage that consumed their feuding families, Juliana and Orlando fled to the Cave of Echoes, where it is said every wish is granted. Two years have passed, and all attempts to return the lovers to their parents have failed, though some believe them lost in the enchanted garden beyond the cave. Many are the rescuers venturing into that enchanted park; a few have returned after long absences, their minds and memories curiously disturbed. Now, the handsome reward offered for the return of the lovers has tempted you, but who knows what lies beyond the Crystal Cave?"


 

Sunday, September 8, 2024

I1: Dwellers of the Forbidden City (1981)

From the cover:

"Somewhere in the heart of the steaming jungle lies the answer to the whispered tales - rumors of a magnificent city and foul, horrid rituals! Here a brave party might find riches and wonders - or death! Is your party brave enough to face the terrors of the unknown and find - the Forbidden City!

Parts of this module were used in 1980 for a major East Coast convention tournament. Information is presented here to reconstruct this exciting tournament and even more has been given to expand play. Here characters may adventure several times in a unique and interesting mini-campaign. Included in this module are background and tournament notes, referee's keys, new monsters, pre-generated characters, and eight different maps."

 From the web:

Some stories tell of a lost city in the jungle and of waylaid caravans. Something is hoarding the treasures in the jungle, and it must be investigated.

Saturday, September 7, 2024

I2: Tomb of the Lizard King (1982)

From the back cover:

"The southlands of Eor are being despoiled. Merchants will no longer run their caravans on the main highway past the quiet village of Waycombe. The peasants are fleeing their lands, and all are demanding protection from the powerful Count of Eor. The goodly count has sent a troop of his trusted fighters to exterminate the brigands believed responsible for these outrages, but weeks have passed, and still there is no word from this force.

Now John Brunis, Count of Eor, has turned to you for aid. After taking counsel with the High Priest of Eor, he believes that a small party of cunning, bold adventurers may succeed where armed might has failed. You find yourselves faced with many mysteries!

Why has robbery suddenly erupted in the peaceful southlands?

How could mere brigands be as powerful as the foes described to you by their numerous victims?

Is this really mere robbery? Or is there some truth to the rumors, told only in hushed whispers, about the beginnings of a hideous plot being hatched by an ancient, vile and evil foe of all mankind?

The answers to these mysteries will be found by only the most brave and cunning in this extremely challenging adventure for characters levels 5-7."

 

Friday, September 6, 2024

I3: Pharaoh (1982)

From the back cover:

"Your skin was blistered all day before the hot desert sun sank slowly below the horizon. Now, the deep blue mists of the desert night swirl about you in the wind. The cool night air seems to soak up the heat of the endless desert sands.

You shiver as you and your friends huddle around your campfire, glancing nervously at the giant pyramid in the distance. There is an eerie and mysterious feeling about that place.

Gradually, the winds change direction, carrying a thin streak of white mist that swirls into the shape of a faceless man dressed in ancient robes. The moonlight seems to shine through him as he raises his arms towards the pyramid and speaks.

"I am Pharaoh Amun-re, son of Takosh-re of the House of Mo-pelar. I am now only a shadow who has walked these sands for a thousand years in search of wise and mighty warriors to break into my pyramid and plunder my tomb."

The winds shift again; his robes begin to swirl about him and he fades back into the mists and winds. Why does this desert spirit want you to plunder his tomb? Can you survive the challenges of a pyramid that has stood for a thousand years? Or are you being led into a trap?"

 

From the web:

The PCs are "requested" to be special forces to track raiders in the Desert of Desolation. This begins the Desert of Desolation series. 32-page booklet with 3 covers

 

Thursday, September 5, 2024

I4: Oasis of the White Palm (1983)

From the web:

"The wind rises, and out of the darkened sky comes a bolt of lightning. At its impact the ground shudders and you run for cover. What is that blue flame rising into the sky? What terrible new power have you unleashed?"

Trapped in the desert after I3, The PCs wander to an oasis, where a sheik awaits them... 32-page booklet with 2 covers.

Wednesday, September 4, 2024

I5: Lost Tomb of Martek (1983)

From the back cover:

"Your sleek cloudskate skims across the Skysea. It is midnight. All day long the glass sea soaked up the scorching desert sunlight. Now, that heat lifts your ship a few inches off the glass and fills its sails. The only sound you hear is the soft swish of the diamond-edged rudder as it cuts a path across the Skysea.

One thousand years ago, the wizard Martek knew that you would come to find his sphere of power. Now, one of his glowing Star Gems shows you the way. The starlight, reflected in the glass beneath you, flickers peacefully.

Suddenly, the Skysea before you bursts up into a thousand shards of splintered glass, showering into the moonlight! A horrible creature is silhouetted against the moon. You strain against the rudder to keep your ship upright.

Too late! Your cloudskate tips onto one runner, and then tumbles over, skidding to a stop on the glass. As your companions struggle to right the ship, you turn to face the monster. You must hold the creature back to give them time. Without the ship, none of you can get off the glass before the sun rises in the morning.

Martek's prophecy spoke of heroes, tests and dangers. Are you the heroes? What are the tests? What dangers and riches lie ahead?"

From the web:

Martek's Prophecy speaks of heroes, tests and dangers, and PCs should beware. This ends the Desert of Desolation series. 32-page booklet with 2 covers. 

Tuesday, September 3, 2024

i6: Ravenloft (1983)

From the web:

In Ravenloft, the PCs receive a plea for help from the Burgomaster of Barovia to save his daughter from the the vampire Count Strahd von Zarovich. The PCs must then use all their abilities, innovation and wit merely to stay alive, not to mention destroying the evil vampire. If the DM does his/her best, this can be one of the most thrilling, dangerous, deadly and exciting modules around. Features a two-page color map of Barovia, and some terrific three-dimensional maps of the castle. 32-page booklet with 2 covers. 

From the front cover:

The master of Ravenloft is having guests for dinner - and you are invited. Ravenloft is an adventure for 6 to 8 characters of levels 5 to 7.


 

Monday, September 2, 2024

X1: The Isle of Dread (1980)

From the web:

A Wilderness Adventure for Character Level 3-7

This adventures starts with the characters finding a treasure map:

"When the gale finally ended, we found ourselves approximately seven days normal sailing distance due south out of Specularum, in the Thanegioth Archipelago. We replenished our supplies, patched up the ship, and traded our remaining goods at native villages along the shores of several islands. Some villages were friendly, but others were hostile and the natives attacked on sight. I suspect the hostile villages were filled with cannibals.

We skirted the coastlines of several islands, sailing south by west until we reached a small peninsula cut off from the main island by a massive stone wall. We were well received by the natives of Tanoroa, the small village that guards this wall. The villagers have no name for the large island other than the 'Isle of Dread'. Their own small peninsula is known simply as 'Home'.

The villagers told us a tale about an ancient city in the central highland of the isle that was build by the same people who built the wall. The villagers call the builders 'the gods', but I noticed that the names of the gods and the personal names of the clan ancestors were often the same. I believe that the natives once possessed a much more advanced culture and that the descendants of the builders have returned to a more primitive state.

The inland city is rumored to be filled with treasure beyond imagining. In particular, I heard persistent tales concerning a great black pearl of 'the gods' that still remains in the inland city. The island waters abound with excellent pearl beds, so the rumor of the black pearl may well be true.

The village contains a number of huge life-like statues of iron, bronze and stone. Since no villager currently has the skill or the craft to make such statues, the tale of a lost city built by the 'gods' seems reasonable. I would have liked to explore inland to verify the rumors, but too many crewmen died in the storm or by cannibal spears. Only five of us are left. I am the only professional adventurer, the others are only sailors. We can sail the small ship well enough but on land, in hostile territory, we would be helpless. Once back in Specularum I should be able to recruit a new crew and a party of professional adventurers, then I will return to claim the great black pearl.

One thing I managed to do before leaving: we sailed around the island and made the best map we could. We were afraid to land, since village fishermen had warned us that it was extremely dangerous to land anywhere on the main island and the coasts were rocky with no beaches. As a result, the map only shows the coastal areas we could chart from the ship, but it is better than nothing.

-Rory Barbarosay"

The Isle of Dread is the first in a series of adventure modules for use with the DUNGEONS & DRAGONS Expert Rules. As the first D&D wilderness adventure published by TSR Hobbies, the Isle of Dread is designed as an instructional module to help novice Dungeon Masters design their own wilderness adventures. This module contains maps and background material for the Isle, fifteen new monsters, and suggestions for further adventures. In addition, The Isle of Dread contains a map and background information for a large continent, and eleven smaller maps for encounters on the island itself. In this module, players will push their way through dark jungles and treacherous swamps to discover the lost plateau, and the final secrets of - the Isle of Dread!
 

Sunday, September 1, 2024

X2: Castle Amber (Château d'Amberville) (1981)

From the front cover:

Trapped in the mysterious Castle Amber, you find yourself cut off from the world you know. The castle is fraught with peril. Members of the strange Amber family, some insane, some merely deadly, lurk around every corner. Somewhere in the castle is the key to your escape, but can you survive long enough to find it?

From the web:

This module contains referee notes, background information, maps, and exploration keys intended for use with the D&D Expert rules. Be sure to look for other D&D modules from TSR, the Game Wizards!

 

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