AD&D Core Products Descriptions

Fighter's Player Pack (1112)

Suitable for All Levels of Play

You've found the ideal all-in-one playing aid for your favorite game with the AD&D® Game Fighter's Player Pack. Inside your Player Pack is the information you need to play your chosen class of character - the fighter - with skill and finesse, and a gathering of playing aids selected by TSR game designers as the items both experienced and beginning gamers find most useful. Look at everything you get:

. . . Plus, room to carry, store, and organize the AD&D rulebooks and other gaming materials you own!

©1994 TSR, Inc.

Dungeon Master's Design Kit

Official Game Accessory

By Harold Johnson and Aaron Allston

As any good Dungeon Master knows, preparation is the key to a great adventure. The more work is done in advance, the smoother the play session will go. And nothing turns players off faster than a DM fumbling for the right piece of information in the middle of a fast-paced session.

That's where the Dungeon Master's Design Kit comes in. Inside its 96 time-saving pages are scores of organizational ideas, refereeing hints, and ready-to-use materials that will make you a better-prepared Dungeon Master - without without spending a lot of extra time you don't have!

The Dungeon Master's Design Kit includes a 32-page book of forms, designed to keep important information together and at your fingertips. A number of difficult refereeing situations are covered, including the chase scene, one of the toughest AD&D® game situations to judge. Another 32-page book contains the "DM's Cookbook," full of ready-to-go ingredients that you can combine in a flash to spice up your campaign. The last book puts the package all together, including loads of practical advice on becoming a better DM.

So pick up the Dungeon Master's Design Kit, harried DM - and watch your AD&D® campaign take off!

©1988 TSR, Inc.

College of Wizardry

Accessory

by Bruce R. Cordell

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:

©1998 TSR, Inc.

Return to the Tomb of Horrors

ADVENTURE

By BRUCE R. CORDELL

WITH FOREWORD
BY E. GARY GYGAX

The nightmare of Acererak's tomb
once again hungers for life!

Imagine a place of unspeakable evil. It was built upon hopelessness and filled with unending terror and pain. This loathsome place shattered the life of everyone who ventured near. But through tremendous sacrifice and heroism, over the course of many years, it was finally gutted and its foul creator destroyed.

Now imagine that the horror is beginning all over again.

The sinister wizard Acererak took great pains to safeguard his tomb. It took many years, and many more lives, before his evil was finally laid to rest. But though the demilich is gone, he is not forgotten. Others who would become as he was have traveled to the site of Acererak's tomb seeking the secrets of mastery over death. Slowly these pilgrims gathered, eventually building in the shadow of the tomb itself a community dedicated to the dark arts: Skull City.

But even these twisted necromancers have no inkling of the true evil that swells and crackles beneath their feet.

This boxed adventure contains:

Return to the Tomb of Horrors is an epic adventure for characters of levels 13-16.

©1998 TSR, Inc.

A Paladin in Hell

Adventure

by Monte Cook

Eternally does the Lord of Nessus scheme, and his designs are for all eternity; In the pit of Hell do the devils round his throne, and his reign is unchallenged; By the eight Dark Ones is he held supreme, and his name (speak it not!) is Asmodeous.

from "The Canticle of Thumis," 142:15

 

To some, justice is more imporant than glory, duty is more important than desire, and goodness is more important than life.  The great paladin Klysandral was such a man.

But even the sleep of death, at the end of a long lifetime spent battling evil, did not bring peace to Klysandral.  Dunring his funeral, the entire Temple of Neheod was dragged by terrible magic into the Nine Hells, along with the soul of Klysandral and scores of living mourners!

What unearthly motive could be behind this tragedy?  Only the bravest, strongest, and most resolute heroes will have the mettle to find the answer.  Along the way, they will meet the enigmatic wizard Emirikol the Chaotic, sail aboard the fiendish ship Demonwing, and finally face the horrific minions and overwhelming terrors of Hell itself.

Only the path of light can lead the bravest of the brave into perdition and safely out again.  Step wisely, and walk in justice.

For four to six characters of levels 15-20
©1998 TSR, Inc.

Road to Danger

Adventures

From the pages of Dungeon® magazine

Edited by Christopher Perkins

An adventure anthology for characters of levels 1-3

The road to adventure is fraught with danger.  Travel swiftly, and guard yourselves well.

For a group of unsung heroes, the challenge begins with six adventures originally presented in Dungeon® Adventures magazine:

Road to Danger is a collection of low-level adventures for the ADVANCED DUNGEONS & DRAGONS® game.  Each adventure stands alone, but any or all of them can be inserted easily into an ongoing AD&D® campaign designed to challenge low-level characters and prepare them for even greater dangers down the road!
©1998 TSR, Inc.

Destiny of Kings

Adventure

by Stephen Bourne

For four to six characters of levels 1-4

When Treason Walks the Land. . .

Trouble stirs in Dunador!  The King lies dead of a wound received during a hunting expedition.  His brother, Lord Edrin, challenges the rightful Crown Prince, a half-trained young man named Edmund, for possession of the throne while Edmund travels on a pilgrimage to the holy shrine of Nevron.  Forces throughout the kingdom vie for control of the realm.  Can the player characters find the Crown Prince and protect him from the treacherous forces at large in Dunador?

Destiny of Kings is a classic AD&D® game adventure fully updated for use with the 2nd Edition rules.
©1998 TSR, Inc.


The Lost Shrine of Bundushatur

An RPGA® Adventure

DUNGEON CRAWL®
FOR FOUR TO SIX CHARACTERS OF LEVELS 8-10

By Michael D. Wagner

Long ago, the Lords of Chaos strove with the forces of Law and were defeated.  Their great temple destroyed and their minions scattered to the four winds, the Chaos Lords withdrew, and a new balance held sway in the land.  But prophecy said that one day the fallen temple would rise again, heralding the Lords' return to spread Chaos across the world once more.

And now comes a cry for help from the dwarves of Isar, saying that the Lost Shrine has risen from beneath the dark waters of the lake that kept it hidden for thirteen centuries.  Already forces are gathering - some eager to plunder the temple's legendary treasures, some wishing to join under the Chaos Lords' banner, some desperate to destroy the shrine before the world they know is swept away.

"Find the Chaos Key," says the prophecy.  "The hand that holds the Key may shape the future."  But will you be in time to be the one?
©1998 TSR, Inc.