"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 30, 2024

Fantastic Wilderlands Beyonde (1978)

From the web:

The second supplement in Judges Guild's Wilderness series. It details the villages, castles, citadels, lairs, islands, ruins, and terrain in a section of the Wilderlands of High Fantasy" campaign setting. It consists of a 32-page book and four double-sided 17" x 22" maps (2 for the judge, 2 for the players):

Campaign Map #7: Desert Lands
Campaign Map #8: Sea of Five Winds
Campaign Map #9: Elphand Lands
Campaign Map #10: Lenap

Four 17"x22" maps (2 Judge, 2 Player) printed on both sides of high-quality brown pebble-grain stock, giving each set a total of four hex-grid maps of the wilderness areas of Lenap, Elphand Lands, Desert Lands, and the Sea of Five Winds. This product includes a 32-page booklet on the villages, populations, leaders, technological levels, citadels and castles, wilderness monster lairs, and resources of the area. The second of the wilderness series, this covers the settlements of Lenap, Tlan and the six Holy Cities of the Shifting Dunes. This playing aid extends the areas already covered on to the west. Campaign maps 7-10.


 

Sunday, September 29, 2024

Wilderlands of the Fantastic Reaches (1980)

From the web: 

The fourth and final supplement in Judges Guild's Wilderness series. It details the villages, castles, citadels, lairs, islands, ruins, and terrain in a section of the Wilderlands of High Fantasy campaign setting. It consists of two 16-page booklets (one 32-page book in later printings) and two double-sided 17" x 22" maps:

Campaign Map #15: Isles of the Dawn
Campaign Map #16: Southern Reaches
Campaign Map #17: Silver Skein Isles
Campaign Map #18: Ghinor Highlands

 Two 17"x22" maps (2 Judge, 2 Player) printed on both sides of high-quality brown pebble-grain stock, giving each set a total of four hex-grid maps of the wilderness areas of Isles of the Dawn, Southern Reaches, Silver Skein Isles, and Ghinor Highlands. The 32-page guidebook describes in the detail the areas resources, civilizations, wilderness monster lairs, villages, castles and ruins, and relics. The fourth of the wilderness series, Fantastic Reaches completes the initial 18 map set of the Judges Guild Campaign World. It has been created and approved for use with D&D.


 

Saturday, September 28, 2024

City State of the Invincible Overlord (1976) - Revised Edition

From the web:

The City-State of the Invincible Overlord was the first fantasy RPG setting ever published (1976). It features a huge walled city that is ruled by the eponymous (lawful evil) Overlord and the surrounding environs that are full of adventure possibilities. What was so striking at the time that it was first released was the incredible level of detail that the product contains. Hundreds of streets are mapped, named, and populated with shops, temples, inns, taverns, brothels, houses, barracks, and the like. Hundreds of NPCs are listed along with their stats and rumors they know (for starting adventures). The history and political system of the City State is described along with relevant laws the PC's must abide by while inside the city. It includes dungeon levels beneath the City State and detailed information for nearby adventure / dungeon sites: the dwarven fortress "Thunderhold" and the "Sunstone Caverns".

The City State was designed for Dungeons & Dragons (Original Edition) but was not officially licensed for D&D until 1978. The license ended in 1983. It was printed many times over the life of Judges Guild and changed in size and configuration in subsequent editions.

FIRST EDITION
The first "edition" was spread out across several different publications / releases throughout 1976:
  • City State Map: A 34" x 44" map of the City State
  • Initial Guidelines Booklet I: A 16-page booklet with charts, rules and background data for the City State such as NPCs, crimes and trials, etc.
  • City State Player's Map: A 17" x 22" map of the City State (originally printed on four 8.5" x 11" sheets) that was blank inside for players to fill in details as they explored the city
  • Dungeon Level Maps I 1-5: Five dungeon levels beneath the City State
  • Guide to the City State: A 56-page booklet detailing hundreds of shopkeepers and other NPC's, background information, special buildings, and additional rules for running campaigns in the City State
  • Thunderhold & Sunstone Caverns Maps: 11" x 17" map with the dwarven fortress on one side and the caverns on the other
  • Initial Guidelines Booklet J: A 12-page booklet with additional charts, rules and background data for Thunderhold and Sunstone Caverns
  • Dungeon Level Maps J: Four dungeon levels beneath Thunderhold

In 1977 the above items were bundled together into one heat-sealed baggie with a cover sheet entitled City State of the Invincible Overlord.

REVISED EDITION
In 1978, Judges Guild compiled and edited all of the information from the various booklets into one 80-page book and released it as a "Revised Edition". Included in this release were two 22.5" x 28.5" maps of the City State (judge, player), an 11" x 17" judge's map of Thunderhold/Sunstone Caverns, and an 8.5" x 11" player's map of Thunderhold/Sunstone Caverns. This configuration was reprinted, potentially with minor edits, in 1979 and 1980.

  • In 1981 the Thunderhold/Sunstone Cavern maps were incorporated into the main book, which grew to 96 pages to incorporate a new layout and illustrations.
  • In 1983 the cover was changed to remove the "Approved for use with Dungeons & Dragons" claim.
  • In 1999 the product was reprinted, nearly identical to the 1981/1983 printings, but with a blue cover and updated "Booty List" (product listing) in the back.


 

Friday, September 27, 2024

Citadel of Fire (1978)

From the web:

This is the ancient stronghold of Yrammag with six tower levels and five dungeon levels. It is designed for very advanced characters, and includes encounters with everything from giant rats to a minotaur and a demon. Tables have been provided for the random location and activity of the great Trammag, so that it will be a surprise each time the dungeon is entered by the adventurers. The surrounding wilderness is mapped out according to our Campaign Hexagon System, and Yrammag's spells are listed to provide a complete and detailed dungeon adventure, created and officially approved for use with D&D.
 

Thursday, September 26, 2024

FRE1: Shadowdale (1989)

From the back cover:

"Cast out from their heavenly domain, the gods of the Forgotten Realms wander the land as mortals - extremely powerful mortals, to be certain, but mortals nonetheless. They seek the lost Tablets of Fate, the key to their return. But as the good and evil gods of the Realms bring their fight down to earth, the people and lands are caught in between. Nature itself revolts: Strange creatures stalk the countryside, and even magic becomes unpredictable.

When a band of adventurers are hired by a young apprentice to rescue her sorceress mentor, little do they realize the size of the stakes they will soon be playing for. Caught up in a power struggle that will determine the fate of the Realms themselves, the first step is to find the only mortal who may know what's going on - the legendary sage Elminster. And that means going to Shadowdale."

 

Wednesday, September 25, 2024

FRE2: Tantras (1989)

From the back cover:

"Elminster has been murdered.

And to make matters worse, the player characters who helped to save Shadowdale from the armies of Zhentil Keep in Shadowdale (FRE1) have been sentenced to death for killing the old sage. They're innocent, of course, but in this time of troubles in the Realms, truth and justice are not always served. Imprisoned in the Tower of Ashaba, the heroes must escape if they are to survive!

Later, when the heroes start their quest for the first of the mysterious Tablets of Fate - mighty artifacts stolen from the overlord of the gods himself - they come up against an even greater peril: Bane, the God of Strife, and his ally, the God of Death, have set in motion a plot to capture the heroes and their companions. You must face deadly assassins, nightmarish monsters, and violent storms on your way across the Dalelands. And the worst threat of all is an unexpected one - the man who helped you earlier has now joined the side of Bane and the forces of Zhentil Keep."

 

Tuesday, September 24, 2024

DA1: Adventures in Blackmoor (1986)

From the back of the book:

Blackmoor is beset! On every side the storm clouds gather. To south and east, the Great Empire of Thonia plots to end Blackmoor's independence and reclaim its lost province. To the west. the implacable Afridhi are on the move. To the north, the evil Egg of Coot prepares to cross the thundering sea and once again bring fire and sword into the heart of the small kingdom. Beyond the realm of the Egg, the hated Skandaharian Raiders are building longships and preparing to fall upon Blackmoor's unprotected coast while its tiny army turns to meet these other threats.

Into this time of black despair, there steps a band of adventurers who clutch strange swords and wear the most curious armor - and who claim that Blackmoor sank beneath the ice 3,000 years ago!

 

Monday, September 23, 2024

M1: Blizzard Pass (1983)

 

From the back cover:

A SOLO ADVENTURE FOR THIEVES LEVEL 1-3
or Group Play Level 1-3

The storm sweeps off the mountaintops without warning, as if conjured by some supernatural power. Within minutes, huge drifts of snow have halted the caravan, and the snow falls so hard it is impossible to see more than five feet. You huddle next to the sledge, trying to shelter your numb face from the icy winds.

A dozen half-human forms march into view out of the raging blizzard. The little man-things carry wooden spears or long, unsheathed swords in bony, gnarled hands. Their blood-red eyes quickly fall upon your sledge and the ugly creatures turn toward your hiding place.

Will you survive to uncover the secret of Blizzard Pass?

This module contains all you need to solve the riddle of Blizzard Pass, including 14 maps, an invisible ink marking pen, a complete solo adventure, a pre-rolled character, and an outline for group play!

 

Sunday, September 22, 2024

GA2: Swamplight (1993)

From the back cover:

"The city of Chala, nestled on the banks of the Leal river, has prospered for generations. But now the city faces misfortune, pestilence, and decay, because the icon which brought it prosperity has been stolen. All the clues suggest that the sacred object was carried into the heart of nearby Blackweed Swamp. But who, or what, would commit such a crime? Whoever is responsible, the statue must be recovered, at any cost.

Are there heroes who can face the horrors of the swamp and reclaim the precious statue? Are they clever enough to unravel a scheme far more sinister than simple theft? Or will they, like others before them, be lured into the clutches of some terrible evil inhabiting the gloomy marsh and disappear forever?"

 

Saturday, September 21, 2024

PC1: Tall Tales of the Wee Folk (1989)

From the back of the book:

Welcome to King Oberon's Court

The King of the Fairies rules a magical world of mischief, intrigue, danger, and adventure rivaling anything the human world can offer. From brownies, leprechauns, pixies, and sprites to pookas and even centaurs, all the creatures of the enchanted woodlands reveal their secrets for the first time.

Tall Tales of the Wee Folk presents complete role-playing information on fairy creatures and other woodland races, opening these races for use as player characters. Their legends, stories, cultures, and historical background are described in detail. This material fits perfectly into the Known World described in the DUNGEONS & DRAGONS Gazetteer series and is also adaptable to the ADVANCED DUNGEONS & DRAGONS game and its many settings.

Tall Tales of the Wee Folk includes:
The beliefs, attitudes, and outlooks of the woodland races;
Separate background and adventure books;
Pixies, sprites, dryads, centaurs, and other races as player characters;
Everything you need to know about woodland magic.

Look for PC2: Top Ballista and PC3: The Sea People, coming soon!

 

Friday, September 20, 2024

City Sites (1994)

From the back cover:

"Come to the city and take a look around!

City Sites, the first in a series of AD&D game floorplans, includes extensive details on urban settings that player characters are likely to visit in any campaign. For instance, there's:
* A smithy run by gnomes
* A temple that's home to an orphaned dragon
* A tavern that patrons can't enter until they give the password

This book also describes two inns, a singing fountain, a jail, and much more!

Each site's entry tells the Dungeon Master what the place looks like at first glance and offers a detailed floorplan of the interior as well as a picture of the exterior. Readers also find fascinating notes about the characters who live and work in each site, and one or two ideas for personalizing the spot to suit any adventure.

From now on, make a trip to the city easy - and exciting!

Also in this series of accessories: Castle Sites and Country Sites."

 

Thursday, September 19, 2024

The Magic Encyclopedia (Volume One) (1992)

From the back of the book:

All AD&D game campaigns have one thing in common - treasure. Of course, some campaigns have more treasure than others, but it is the lure of treasure that entices intrepid adventurers of any world away from the warmth and safety of home and hearth and sets them plunging into labyrinthine depths or into the uncharted wilderness to face fearsome beasts.

To an adventurer, the most prized treasure of all is magic. Open this book and you will find a concise listing of every enchanted item ever invented for TSR, Inc.'s fantasy role playing games. The list in Volume One runs from Abacus to Goblet. The listing includes an experience point value and a gold piece sale value for each item. At last, you'll know exactly what every bauble in any hoard is really worth. No need to keep guessing. The listing also identifies the product where the item is described and the page number where you can find it. A complete list of those products (current through December, 1992) is also provided.

Ever wonder what a phylactery is? Do you know what a diadem looks like or how a chaplet is worn? Don't wonder anymore! This book also contains an illustrated description of each kind of item...

 

Wednesday, September 18, 2024

Temple Tower & Tomb (1994)

From the back cover:

"The Autarch has a problem. His kingdom is on the brink of war, and his royal viziers tell him the only hope for the future lies in gaining three unique magical items, each of surpassing power. But the items are held by guardians of such evil that the viziers tremble at the though of facing one, let alone all three. Recovering those items means almost certain death.

The Autarch glances down at his desk, noting a message from this morning. Spies report the arrival of adventurers, ones of some renown. Instantly, he has the solution to his problem. Adventurers can get those items. They'll do anything for money.

Even if it kills them.

Temple, Tower, and Tomb is a trio of ruins to terrify the most courageous dungeon-crawler. This AD&D 2nd Edition module can be fitted into almost any campaign or played as a stand-alone adventure. And good luck - you'll badly need it."


Tuesday, September 17, 2024

The Dancing Hut of Baba Yaga (1995)

 From the back of the book:

Beware of Baba Yaga and her infamous hut!

Baba Yaga is an ancient crone who is said to have power over day and night itself. Many seek out Baba Yaga for her wisdom, which she has gleaned from centuries of travel through numerous worlds. Others, bolder and more foolish, search out the hut to plunder its treasures, which Baba Yaga has gathered from every corner of the multiverse. None, thief or scholar, who enter the Dancing Hut of Baba Yaga leave unscathed.

How will you fare now that the great Baba Yaga is in your neighborhood?

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!

 

Popular Posts