AC2: Combat Shield & Mini-Adventure
AC4: The Book of Marvelous Magic
AC5: Dragon Tiles II - Revenge of Rusak
You'll never lose track of your D&D character with these Character Record Sheets. For use with DUNGEONS & DRAGONS Basic, Expert, and Companion Role-Playing Games.
Do you have trouble keeping track of your dwarf's hit points? Are you constantly checking to see what your thief's abilities are? Did your magic-user miss going up a level because you lost the piece of paper with all of his treasure on it? Well cast your gaze upon this item. At last, all of that valuable information has been placed on one sheet of paper. These convenient record sheets display all of the most frequently used information that a player looks for when adventuring with a character. Everything you want to keep track of can be kept on these sheets. Ability scores, armor class, hit points, weapons, spells, treasure, equipment, magical items, saving throws, special abilities and even a combat table are placed at your fingertips.
AC7: Master Player Screen Featuring The Spindle
Official Game Accessory
For the first time, all the important tables and information for character classes has been gathered together in this easy-to-use accessory. This screen collects all the crucial information for player characters, from beginning to master level. This fabulous product includes Level advancement, spells and weapons tables: Saving Throws, Combat and Special Abilities. Also featured is the Master level mini-adventure, The Spindle, the beginning of a quest for the secret of immortality. This adventure providesplayers and DMs alike, with a foundation from which to create their own epic quests into legend and beyond.
©1985 TSR, Inc.
AC9: Creature Catalogue
DA1: Adventures in Blackmoor
Expert Game Adventure by Dave L. Arneson and David J. Ritchie
©1986 TSR, Inc.
DA2: Temple of the Frog
Expert Game Adventure by Dave L. Arneson & David J. Ritchie
©1986 TSR Inc.
DA3: City of the Gods
Expert Game Adventure by Dave L. Arneson & David J. Ritchie
©1987 TSR Inc.
DA4: The Duchy of Ten
Expert Game Adventure by David J. Ritchie
©1987 TSR, Inc.
DDA1: Arena of Thyatis
Official Game Adventure by John Nephew
DRAGONS® game and cannot be played without
the D&D® rules produced by TSR, Inc.
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!
& DRAGONS® Set, and cannot be played
without the D&D® Basic and Expert rules
produced by TSR, Inc.
That's what old hands call the Great Dismal Swamp. For centuries, this tangled maze of sluggish watercourses, stagnant ponds, and festering marshes has defended Blackmoor's southwestern frontier. Large armies and smaller parties have disappeared altogether inside its vast, dripping, claustrophobic corridors.
Among those who have dropped from sight in this arboreal hell is young Rissa Aleford, one of Blackmoor's most important leaders. Carried off to the sinister City of the Frog, she is now being held by the eccentric Monks of the Swamp. By making the baroness captive, the deranged monks have seriously weakened Blackmoor at a time when enemies already threaten it from all sides.
Yet, even as the Froggies gloat, the king of Blackmoor dispatches a small band of bold adventurers to the rescue. Deep into the Great Dismal Swamp they must go - far from sunlight and sanity - there to seek and save the captive baroness from the foul Monks of the Swamp. There to find - the Temple of the Frog.
& DRAGONS® Basic and Expert Rules Sets,
and cannot be played without the rules
produced by TSR, Inc.
That's what the flying egg has. New magic unlike any ever encountered in Blackmoor. New magic of a type that could give the fledgling kingdom an important edge in the wars that are brewing on its borders.
There are only a few minor problems. Like the fact that the magician who piloted the metal egg to one of Blackmoor's southern outposts was killed before he could utter a word. And the fact that Blackmoor's sworn enemies, the monks of the evil and eccentric Order of the Frog, are also interested in the magic represented by the egg. And, most important, the fact that the egg came from the distant and dangerous City of the Gods.
Set amidst the blistered salt flats of the Valley of the Ancients, the City of the Gods is a strange and deadly metal metropolis whose powerful guardians do not welcome intruders. Yet it is to this place of deadly menace that Blackmoor's leaders now send a daring expedition - to bargain for aid in the coming wars - or to steal the magic of the gods.
& DRAGONS® Set, and cannot be played
without the D&D® Basic and Expert rules,
produced by TSR, Inc.
That's what Zugzul bade the Afridhi call the evil artifact that he had taught them to make. They must call it the Well of Souls, and they must carry it before them into every battle - and they would be mighty. Thus said the god of the Afridhi, Zugzul the One.
So the Afridhi did as they were bade. Seeking the volcano called the Hill of the Hammer in the far Barrens of Karsh, they built in its heart a great forge. There, as Zagzul had promised, efreet came to help them make the mighty artifact. There, amid vile, unholy rites, they bound the souls of men into its very substance, and, as it took shape, they sharpened their swords for the red-handed work that must surely follow hard upon its completion.
Many were the men who guarded the Hill of the Hammer during the days of making - for their foes in hated Blackmoor would try to unmake that which they had wrought. Yet, it was not men that would keep the Well of Souls from destruction, but a prophecy - that the artifact would be unmade only by the hand of one as yet unborn!
DRAGONS® Set, and cannot be played without
the D&D Basic and Expert rules produced by
TSR, Inc.
| IT'S PARTY TIME IN THYATIS . . . And simply everyone is going to the magnificent VILLA OSTEROPOLUS, home of the wealthy old senator, Helenites. Raucous fun, exotic food, and even advanced betting on the upcoming Arena games are expected. Even adventurers just in from the outlands may meet the powerful here. So don your festive togas, for in Thyatis City there are important connections to be made and deeds to be done, duels to be fought and fame to be won. (But beware, oh Adventurer! The politics of Thyatis can be as labyrinthine as the mazes beneath the Coliseum . . .) | This module is designed especially for the DM who wants to sharpen his interactive skills.
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M4: Five Coins for a Kingdom
MV1: Midnight on Dagger Alley
O2: Blade of Vengeance
PC2: Creature Crucible - Top Ballista
PC4: Creature Crucible - Night Howlers