HERE BE TREASURE!!
Cool Stuff for Sale at Great Prices
1st edition AD&D a Speciality!
Welcome to my RPG For Sale page. This page will contain lists of neat things
I have for sale. Items may come and go quickly, so if you see anything you're
interested in,
Quick Subject Find Objects
[
Rulebooks |
Boxed Sets |
Modules and Sourcebooks |
Miscellaneous RPG systems
]
You can also view some specific topic listings:
SPECIAL DEAL! By popular demand, the
FREE stuff offer is back indefinitely. Every order over $50
(before shipping) can choose an item from my free
stuff page. Nothing terribly valuable but it's always nice to
get free stuff and it might just be something you can use!
Printings information and many item pictures are courtesy of The Acaeum, an EXCELLENT archive
and fount of knowledge about all things pertaining to early xD&D.
I can't recommend this superior site strongly enough!
LEGEND
D&D products have highlight bars this colour |
AD&D1 products have highlight bars this colour |
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Other RPG systems have highlight bars this colour |
I have the following eBay auctions on the go:
GAZ9 The Minrothad Guilds - ending June 28
AD&D Stuff
AD&D1 | Dragonlance Adventures (1987) | GD, BOOK | $18 |
- uncommon, first edition hardcover reference book for supporting a
Dragonlance campaign.
- some of the topics covered; player characters, wizard classes,
races of Krynn including the Irda, Gully Dwarves, common and
unique creatures such as Draconians and Krynn Dragons; NPCs
of varying power including Huma, Fistandantilus, magical items,
a timeline and history of postwar Ansalon and details of the War
of the Lance plus more.
- includes stats for Raistlin Majere, Caramon, Tika, Tanis, Tasslehoff
and many others.
- see the book cover
AD&D2 | Dungeon Masters Guide (1989) | GD, BOOK | $12 |
- TSR #2100. Part of the AD&D2 core rule set (along with
the Players Handbook and Monstrous Manual).
- all the necessary rules for being a dungeon master in AD&D2.
- 192 page hardcover book covering the essentials of DMing; governing
player money and equipment, guiding player character creation,
adjudicating combat, planning encounters, keeping track of time and
movement, NPCs and lots more.
AD&D2 | Forgotten Realms Adventures (1990) | GD, BOOK | $20 |
- 154 page hardcover sourcebook updating the Forgotten Realms to
2nd edition AD&D and accounting for the coming of the Avatars and
the Times of Trouble. TSR #2106.
- written by Jeff Grubb (author of the Manual of the Planes) and Ed
Greenwood. Has nice Clyde Caldwell cover art.
- changes in character classes, psionics, proficiencies, dead and wild
magic regions, secret societies are all covered. Special emphasis is
placed on gods and their specialty priests (22 pages), new magic spells
and schools of magic (24 pages), cities of the FR heartland (24 cities with
small maps; 51 pages!), treasure types (14 pages) and 7 pages of appendices
for spell lists, treasure tables and a handy, descriptive Forgotten Realms
product bibliography (to 1990).
- see the book cover for sale.
AD&D2 | Tome of Magic (1991) | GD, BOOK | $15 |
- TSR #2121. 160 page hardcover sourcebook of enhancements to the
AD&D2 magic system.
- over two hundred new spells for wizards and priests (comprises most of
book), new magic items and new forms of wizardly magic (elementalists,
metamagic, wild magic) and new priestly spheres (chaos, law, numbers,
time, wards and more).
- appendices grouping wizard and priest spells by school, a handy alphabetical
spell index of spells from the Tome of Magic and the AD&D2 Players Handbook.
AD&D1 | Wilderness Survival Guide (1986) | VG, BOOK | $12 |
- 128 page hardcover sourcebook to support expanding AD&D
campaigns out of the dungeon and into the great outdoors. TSR# 2020.
Greatly expands the horizons of any serious AD&D campaign.
- includes an overview of the basic terrain types and their
effects upon adventuring, wilderness proficiencies, hunting
for food and water, outdoor combat rules, magic out of doors
and more.
- companion volume to the Dungeoneers Survival Guide
- see the book cover
D&D | Basic Rulebook (1980) | GD, BOOK | $4 |
- the starter book for D&D play covering basic dungeon play for
players of levels 1-3.
- key-hole punched Basic Rulebook (64 pages, everything from
character generation through spells, monsters, treasure and
a DM's section). Erol Otus cover art. TSR #2014
- a cheap way to get into D&D play.
- factory three-hole punched
- see the book cover
D&D | Basic Rulebook set (1983) | GD, BOOK | $4 |
- the starter set for D&D play covering basic dungeon play for
players of levels 1-3.
- includes a 64 page Players Manual and a 48 page DM's Manual
(everything from character generation through spells, monsters,
treasure and more) with excellent Elmore art on cover and throughout.
- see the book cover
- no box, cover wear on both rulebooks; a cheap way to get into D&D play.
AD&D2 | ALQ1 Al-Qadim Golden Voyages (1992) | EX, BOX | $20 |
- the first sourcebox for the Al-Qadim campaign. TSR# 9366.
- source material to run a mini-campaign on the Crowded Sea.
- six descriptive booklets with mini-adventures, a framing adventure
for the mini-campaign
- expanded ship & sailing rules, 3 new Monstrous Compendium additions,
a full-size, colour poster map at 1" = 30 miles and a custom DM screen
for Al-Qadim play.
- see the box cover
AD&D1 | A3 Assault on the Aerie of the Slave Lords | FR | $7 |
- 1981. Third in the "Slavers" series. The PCs head into the
mountains as they follow the trail from module A2.
- see the module cover
- good playing copy, complete but page 25/26 is a photocopy.
AD&D1 | A4 In the Dungeons of the Slave Lords | GD | $10 |
- 1981. The PCs must free themselves from their captivity using
only their ingenuity and materials at hand and escape before
the island sinks!
- see the module cover
- some cover wear
D&D | B2 The Keep on the Borderlands (1980) | FR | $2.75 |
- 32 page introductory module (28 pages of text, 4 page insert of
maps and tables). A basic frontier wilderness scenario with
a secure base (the Keep) and a cavern complex to explore.
- possibly the most common module on the planet! Many, many
DMs and players (myself included) cut their D&D teeth on
this module.
- for six to nine characters of 1st level. Will allow the players
to work up to about 3rd level.
- see the module cover
- cave maps marked up with felt marker. Booklet complete and in Good
condition. Good, cheap playing copy.
- easily modified. I'll include some of my own supplemental
material for this module upon request and purchase of this
module.
D&D | B3 Palace of the Silver Princess (1981) | VG | $10 |
- a relatively uncommon introductory adventure, it doesn't
come with any boxed set (like B2 Keep on the Borderlands).
- the PCs must investigate the disappearance of the Princess
Argenta (you should be able to come up with a better name!),
ruler of the valley of Haven. With her disappearance, the valley
fell upon hard times and humanoids have overrun the kingdom.
- green Erol Otus cover.
- see the module cover
D&D | B4 The Lost City (1982) | FR | $7.50 |
- 32 page basic D&D dungeon exploration module. TSR #9049.
- you're lost in the desert after being separated from your
caravan in a severe sandstorm. You stumble across a ruined
city uncovered by the storm. Do you enter?
- an ancient step-pyramid is the largest structure in the ruins.
The first five tiers are detailed in the module and hints for
creating your own deeper levels (tiers 6-10) are provided as well
as the basic outline of an underground city to explore. Lots of
room for DM customization.
- for six to ten characters of levels 1-3.
- see the module cover
- 1st printing. Has highlighting and pencil marks throughout.
AD&D1 | C1 The Hidden Shrine of Tamoachan (1980) | GD | $12 |
- original monochrome brown cover version of the competition module from Origins '79.
- explore (& loot) the ruins and temple of a forgotten civilization.
- nominally set in Greyhawk (south of the Olman Islands).
- heavily draws on Mayan and Aztec/Toltec mythology and society.
- excellent one-shot adventure (as are most C series modules)
- includes 3 intermediate level pre-rolled characters and a
tournament scoring sheet (XP allotments could be based on this
chart.
- for 5-7 characters of LVLs 3-7.
- see the module cover
- has been used for play. Player maps and pregenerated character cards
separated but all present.
AD&D1 | C1 The Hidden Shrine of Tamoachan (1981) | GD | $10 |
- colour cover version of the competition module from Origins '79.
- explore (& loot) the ruins and temple of a forgotten civilization.
- nominally set in Greyhawk (south of the Olman Islands).
- heavily draws on Mayan and Aztec/Toltec mythology and society.
- excellent one-shot adventure (as are most C series modules)
- includes 3 intermediate level pre-rolled characters and a
tournament scoring sheet (XP allotments could be based on this
chart.
- for 5-7 characters of LVLs 3-7
- see the module cover
AD&D1 | C2 The Ghost Tower of Inverness (1981) | GD | $10 |
- the Seer of Urnst has located the fabled Soul Gem and requires
a hardy band of adventurers to recover it from the ruins
of Castle Inverness.
- the Ghost Tower is set in Greyhawk and can be found somewhere
in the foothills of the Abbor-Alz overlooking Woolly Bay, just
northwest of the Bright Desert.
- for five to ten characters of levels 5-7.
- excellent one-shot adventure (as are most C series modules)
- includes 5 intermediate level pre-rolled characters and a
tournament scoring system (XP allotments could be based on this
chart).
- see the module cover
- 5th printing
- Visual aids and pregenerated character pages separated but all original
and present.
AD&D1 | C5 The Bane of Llywelyn (1985) | FR | $7.50 |
- the characters have assembled some of the equipment they will
need to fulfill the 200 year old prophecy of the return of
the King of Pellham. Now all they need to discover is where
the old dude is buried!
- there are four tournament adventures linked together
(The Riddle of Dolmen Moor, The Incants of Ishcabaeble,
Llywelyn's Tomb and And the Gods Will Have Their Way) which
can be played alone or as the second part of 'The
Prophecy of Brie'. The first four parts of the complete
epic can be found in C4 To Find a King (see above)
- designed for ten characters of levels 4-7.
- used as the second part of the GenCon XVI AD&D open tournament
- see the module cover
- Good condition but player aid pages (31/32) are photocopies. A cheap
playing copy.
AD&D1 | D1-2 Descent into the Depths of the Earth | GD | $12 |
- 1980. TSR# 9059. Combination of the original D1 & D2 modules wherein
the adventurers enter the Underworld (later Underearth) chasing
the Drow and encounter many strange new challenges and
races like the Jermlaine, Kuo-Toa and the Svirfneblin (Deep Gnomes).
- designed by Gary Gygax, this module can be used as a follow-on from
the G1-2-3 Against the Giants module (see below).
- designed for 7-9 characters averaging 10th level. 9 pregenerated
tournament characters with stats, magic items and spell lists
are included if you want to use it as a one-off adventure.
- historically, the D series was the first series featuring the drow
as enemies so there are two pages of stats and description of them
in the Monster Manual format.
- see the module cover
D&D | DA1 Adventures in Blackmoor (1986) | GD | $30 |
- Dave Arneson's (DA) Blackmoor setting. TSR# 9172.
- 10 pages of DM's background for Blackmoor campaigns then the adventurers
learn of a plot to kill the king of Blackmoor and must travel across
worlds in a rescue attempt.
- for five to eight characters of levels 10-14.
- includes a full-colour map of the Northlands of Blackmoor at 24 miles per hex.
- see the module cover
AD&D2 | DSQ1 Road to Urik (1992) | GD | $8 |
- the newly independent city of Tyr is threatened by outside
forces. The PCs must lead the citizen-army to victory while
preventing internal traitors from betraying the cause.
- for four to six characters of levels 4-7. TSR# 2406.
- can be played as a stand-alone adventure or a follow-on to
DS1 Freedom
- TSR's folder style presentation with two spiral-bound books and
a short piece of fiction "Loyalties".
AD&D2 | DSR4 Valley of Dust and Fire (1992) | FR | $6 |
- TSR# 2413. 96 page sourcebook describing the hidden Valley of Dust
and Fire located in the heart of the vast Sea of Silt. Its entrance
is guarded by the vicious winds, ash storms and the ring of fire of
the dust basin. At the centre is Ur Draxa, the City of Doom, the
home of the Dragon-King.
- a chapter on campaigning in the Valley (unlikely over the long term
because of the severe physical conditions) and seven new monsters of
the Sea of Silt with statistics.
- small written notes throughout, some highlighting and previous owner's
name on inside front and back covers. A cheap, playing copy.
AD&D2 | DSS1 City-State of Tyr (1993) | GD | $6
|
- 96 page Dark Sun sourcebook detailing the free city of Tyr,
its recent struggle for freedom, its history and the mysterious
ancient ruins of UnderTyr upon which the modern city is built and
lots more.
AD&D1 | EX1 Dungeonland (1983) | GD | $10 |
- interesting 32 page adventure by Gary Gygax loosely based
on Alice in Wonderland! It consists of a series of discrete
events which the PCs must conquer by force or puzzle-solving.
- area include The Long Hall, The Woods of Tree & Fungi, The
Tiny Garden, The Wilds of Dungeonland, The Manse and The Palace.
- can be linked with EX2 The Land Beyond the Magic Mirror which
is found within the boundaries of Dungeonland.
- part of the Castle Greyhawk dungeon complex further expanded
in WG7 Castle Greyhawk.
- as with most Gygax modules, there is lots of magic to be scored.
- light-hearted entertainment but not easy and careless adventurers
or those who treat the inhabitants as trivial nuisances will
surely die.
- for six to eight characters of levels 9-12. TSR# 9072.
- see the module cover
AD&D1 | EX2 The Land Beyond the Magic Mirror (1983) | GD | $10 |
- interesting 32 page adventure by Gary Gygax loosely based
on Alice in Wonderland! It consists of a series of discrete
events which the PCs must conquer by force or puzzle-solving.
- takes place in the same milieu and can be linked with
EX1 Dungeonland.
- part of the Castle Greyhawk dungeon complex further expanded
in WG7 Castle Greyhawk.
- as with most Gygax modules, there is lots of magic to be scored.
- six new spells, five new monsters, five new magic items
- for six to eight characters of levels 9-12.
- see the module cover
ORDER AS A SET AND SAVE! Order both EX series modules
and pay only $15.95 plus shipping!!
|
AD&D1 | FR2 Moonshae(1987) | GD | $15 |
- 64 page sourcebook including a full-colour map details
the Moonshaes, a series of rocky islands eight days by ship
southwest of Waterdeep in the stormy Trackless Sea.
- Celtic in flavour, where druids and unicorns still thrive
and two human races; the northmen and the ffolk struggle
against one another.
- N4 Treasure Hunt is located in the Korinn Archipelago, part
of the Moonshae chain.
- complete with the full-colour map.
- see the sourcebook cover
AD&D1 | FR3 Empires of the Sands (1987) | VG | $15 |
- TSR# 9224. 64 page sourcebook with TWO full-size colour maps
- full descriptions of the three desert lands of Amn, land of
merchants; Tethyr, in chaos because of a vacant throne and
Calimsham, a dry land where magic is commonplace.
- each section has a general description, history, government
and politics, religion, major cities, places of interest and
more.
- 1000 miles south of Waterdeep; finally someplace away from
that city!
- see the sourcebook cover
AD&D1 | FR5 The Savage Coast (1988) | VG | $20 |
- 64 page sourcebook of the North encompassing the lands north
of Waterdeep between the Sword Coast and the Great Desert.
Two full-size colour maps of the region. TSR# 9233.
- by Paul Jaquays, author of some of the classic Judges Guild
products from the early 80s. Has a great Larry Elmore cover.
- includes economic information, power groups (15 briefly described
with goals, foes and base of operations).
- longer sections on the peoples of the North (8 pages); cities,
towns and villages (24 places outlined); the islands of the
North located in the Trackless Sea (also see FR2 Moonshae);
lost lands, strongholds and ruins (6 pages) and much more.
- see the sourcebook cover
AD&D2 | FR7 Hall of Heroes (1989) | VG | $12 |
- 128 page sourcebook detailing 15 major characters of the
Forgotten Realms novels and accessories (including Elminster at
26th level and Drizzt at 10th level) and another 49 minor
characters of the FR. TSR# 9252.
- added sections on two well-known adventuring brotherhoods; the
Knights of Myth Drannor and The Company of Eight, magical life
(automatons, golems, homunculi, clones etc.), sidebars on FR
dwarves, elves and other races and a sprinkling of new spells
particularly in Elminster's entry.
- see the sourcebook cover
AD&D2 | FR13 Anauroch (1991) | VG | $20 |
- TSR# 9320. 96 page sourcebook of the Great Desert of Anauroch and its
peoples, monsters and most importantly, riches!! Written by the prolific
and imaginative Ed Greenwood.
- less than 500 years ago, this region consisted of rich, verdant kindoms.
These were suddenly engulfed by a sea of sand to form the Great Desert.
Now why might that be? ...
- large section about the Bedine nomads (modelled after the Bedouin) who
still survive and live in the desert.
- five adventure seeds and five new monsters in MC format including the
laerti (desert lizardmen) and the deadly magic-using Phaerimm.
- see the sourcebook cover
AD&D2 | FR15 Gold & Glory (1992) | GD | $10
|
- 64 page sourcebook of mercenary companies of the Forgotten Realms.
- history of mercenary forces in the FR, details of 36 mercenary
forces (about 1 page each) and their usual location within the
Realms, recruiters for the companies and their locales (PCs will
likely meet them first).
- 16 colour plates of the most famous companies and their principal
members, BattleSystem stats for the major companies and their leaders
(3 pages) and a handy index of mercenary forces by region and other
FR reference material sources.
- see the sourcebook cover
AD&D2 | FR16 The Shining South (1993) | VG | $20 |
- TSR# 9388. Last of the Forgotten Realms sourcebooks.
- 96 page sourcebook detailing the fabled lands of the far south;
Halruna: rich, reclusive and magic-rich; Dambrath: ruled by half-elves
of drow descent; Luiren: the land of the halflings; the Shining
Lands of Estagund, Var and Durpar where merchants and traders abound
and Ulgarth, bulwark against the barbarian hordes of the Utter East.
- includes a full-colour map of the region at a scale of 60 miles
to the inch.
- two complete adventures, a dungeon adventure for five to eight
characters of levels 9-11 and an undead city adventure for five to
eight characters of levels 6-8.
- two new monsters, new spells, speciality priests and lots more
- see the sourcebook cover
AD&D2 | FRA1 Storm Riders (1990) | GD | $8.50 |
- 64 page module placed in the Forgotten Realms in the
territories described in 'The Horde' boxed set.
- three main parts; the first is mostly narrative with lots
of opportunity for role-playing; the second is an infiltration
mission in a sacred monastery and the third is a search
and destroy mission through the city of Solon seeking their
weakened enemy.
- can be played as a stand-alone module or as part of the story
line including FRA2 Black Courser and FRA3 Blood Charge.
- for four to eight characters of levels 7-10.
- module includes a full colour map and gatefold with NPC stats
- module written by Troy Denning (of Dark Sun novel fame)
AD&D2 | FRE1 Shadowdale (1989) | VG | $12 |
- 48 page intermediate level module forming the first part
of the Forgotten Realms Avatars series. TSR# 9247.
- the PCs are embroiled in rescuing deities, must travel to
Shadowdale to visit the legendary sage Elminster to gain
the knowledge necessary to locate the Tablets of Fate and
are witnesses (and scapegoats!) to the apparent destruction
of Mystra, Bane and Elminster.
- includes a full-size colour map of the city of Arabel in
Cormyr and the environs of Shadowdale.
- includes four NPCs, two avatars, three new magic items and
five new FR monsters.
- for four to six characters of levels 5-8.
- see the actual cover of this module for sale.
- very light binding scuffing.
AD&D2 | FRE3 Waterdeep (1989) | VG | $15 |
- 48 page intermediate level module forming the third and last part
of the Forgotten Realms Avatars series. TSR# 9249.
- in this third installment peened by Ed Greenwood himself, the PCs
must continue their roles as Midnight's protectors until the Tablets
of Fate are returned to Ao. Chaos is rampant however, and magic spells
and items work at reduced effectiveness. Clerical spells of 3rd level
or higher can not be regained.
- includes a full-size colour map of the town of Wheloon, village of
Evenstar, floorplans for the Lonesome Tankard Inn, a partial map of
Khelben Arunsun's Blackstaff Tower and more.
- includes four NPCs, two avatars, two new magic items and two new FR
monsters (the Denizen and Night Riders.)
- for four to six characters of levels 6-9.
- see the actual cover of this module for sale.
AD&D1 | G1-2-3 Against the Giants (1980) | VG | $12 |
- 32 page compendium of the three G series modules. First, the
hill giant's steading, then the cold glacial rift of the frost
giant's then the seething inferno of the volcano home of the fire
giants. 3rd printing.
- for five to nine characters of levels 8-12.
- includes Drow statistics in monster manual format
- two new 9th level spells; Crystalbrittle & Energy Drain
- 9 pre-generated characters (used in Origins '79 tournament)
with spell lists for the spellcasters and equipment and magic
item lists for all characters - handy if you want to run G1-2-3
as a one-shot adventure instead of as part of a campaign.
- see the module cover
D&D | GAZ2 The Emirates of Ylaruam (1987) | VG | $14 |
- this 64 page gazetteer details the history and culture of Ylaruam,
a culture similar to that of the medieval desert kingdoms of the
Near East. The Emirates is a large nation north of Karameikos (GAZ1)
and Thyatis, bordered on the west by Darokin (GAZ11) and the north
by Rockhome (GAZ6). TSR# 9194.
- existing modules X4 & X5 (the Desert Nomads series) could be used
in a Ylaruam campaign if set in the 13th century AC.
- modules I3-I5 (the Desert of Desolation series) can easily be adapted
to a Nithian setting (Nithia is one of the Emirates).
- see the module cover
AD&D2 | HHQ2 Wizard's Challenge (1992) | GD | $8 |
- 32 page solo adventure for a wizard of levels 2-5. TSR #9359.
- the PC wizard is in Northbank, site of a now-defunct wizard's
guild but still a mecca for magic-users.
- a ghostly night visitor is hunting down the remaining wizards in
town. Can the PC help others as well as themself before it's too late?
- several side adventures available including capturing some escaped
beasts, a haunted house, a dragon hunt and bold goblins within the
town limits.
- three further adventure seeds, a page of new magic items and spells
and a new monster, the spectral wizard.
AD&D2 | Wizard's Challenge II (1994) | VG | $8 |
- TSR# 9454. 32 page adventure for a single wizard character of
levels 4-6.
- the player is hired to protect the small farming village of
New Haven from a creature impervious to normal weapons. The PC
will piece together clues in the village and then venture into the
Badlands to do battle with the beast. Weaker PCs should have some
NPC backup to assist with random encounters.
- several new magical items and a new monster; the Least Yugoloth Guardian
- nice Clyde Caldwell cover art.
AD&D1 | I1 Dwellers of the Forbidden City (1981) | GD | $8 |
- Venture into a tropical jungle in search of the fabled
Forbidden City of riches.
- yuan-ti and their minions, the tasloi as adversaries (first
introduction; later included in the Monster Manual II).
- used as the Origins '80 AD&D tournament module
- for six to eight characters of levels 4-7.
- see the module cover
AD&D1 | I2 Tomb of the Lizard King (1982) | FR | $7.50 |
- the Count of Eor commissions the adventuring party to rout a
band of brigands interdicting trade in the southern part of
his lands. Of course, it isn't mere brigands ...
- an overland trip to the village of Waycombe introduces the
possibility that Sakatha, a past Great Lizard King who was a
mortal enemy of the lineage of Eor may be a factor.
- 32 page module with a good combination of wilderness and
dungeoneering to test intermediate level characters. 2nd printing.
- for seven to ten characters of levels 5-7. Includes eight
pregenerated characters with stats and equipment/spell lists.
- see the actual cover of this module for sale.
- cover wear, pages 1 and 32 separated from booklet but original and present.
A decent, cheap playing copy of this classic mid-level adventure.
AD&D1 | I3 Pharoah (1982) | VG | $12 |
- the party is sent into the desert ostensibly to pursue
some raiders (subtle-as-a-brick coercion, a good DM should be
able to come up with a MUCH better hook). The party then discovers
the pyramid tomb of Amun-Re and must fathom its depths.
- first in the three-part Desert of Desolation series. TSR# 9052.
- for six to eight players of levels 5-7.
- designed by Tracy and Laura Hickman of Dragonlance fame.
- see the module cover
- really nice condition, you'll be very pleased with this one!
AD&D1 | I4 Oasis of the White Palm (1983) | GD | $10 |
- lost in a sandstorm (possibly after completing I3!), the party takes
cover in a rock outcropping. Upon awakening, they see a large
pillar of smoke to the west. Investigating, they discover the
friendly Oasis of the White Palm and learn of the not-so-friendly
Crypt of Badr Al-Mosrak.
- second in the three-part Desert of Desolation series. TSR# 9053.
- for six to eight players of levels 6-8.
- co-designed by Tracy Hickman of Dragonlance fame
- see the module cover
AD&D1 | L1 The Secret of Bone Hill (1981) | GD | $10 | |
- set in the Lendore Isles of Greyhawk. A solid low-level module for
levels 2-4. TSR# 9045.
- the PCs arrive in Restenford, a small fishing town which will serve
as their base of operations for adventuring in the area.
- see the module cover
AD&D1 | N1 Against the Cult of the Reptile God (1982) | VG | $12 |
- The PCs must determine why the small village of Orlane is dying.
This first requires some detective work (problem-solving) and then
decisive action at the right moment (combat).
- excellent low-level adventure nominally set in the World of
Greyhawk (map hex 113/K5) but can be transferred to any small
farming village.
- for four to seven characters of levels 1-3.
- see the module cover
AD&D1 | N3 Destiny of Kings (1983) | GD | $12 |
- Halferd, the king of Dunthrane is dead and Edmund the crown
prince and logical successor is on a pilgrimage. The party
is hired by a loyal retainer to find Edmund and bring him
safely back to Dunthrane for coronation.
- uncommon 32 page module for four to six characters of levels 1-4. TSR# 9163.
- good mix of problem-solving, roleplaying and a little bit of
combat mostly against human foes.
- six pre-rolled characters (all of level 3/4) with stats and
magic item lists.
- see the actual cover of this module for sale.
D&D | O2 Blade of Vengeance (1983) | GD | $10 |
- 32 page, 1 on 1 adventure for an Elf character. TSR# 9108.
- a UK product by noted author Jim Bambra (credits: UK6, UK7, AC9).
- You are Erystelle of Dorneryll, a level 7 elf. After many years
of adventuring in Alfheim and to the south, you return home to find
your home tree in flames and all of your kin dead. Evidence shows
a large red dragon and her minions to be the evildoers. You must find
a hermit who can recall a hero from history to defeat the menace.
Fate takes a hand and Erystelle will learn how he or she can save
the day.
- see the module cover
AD&D1 | OP1 Tales of the Outer Planes (1988) | GD | $15 |
- 11 short adventures each set in a different Outer Plane
(Prime, Ethereal, the four Elements, Seven Heavens, Olympus,
The Abyss, Hades)
- 17 lairs of Outer Planar creatures including efreet, githyanki,
githzerai, grey slaad, spined devils and others.
- essentially a 96 page Book of Lairs for the Outer Planes.
- see the module cover
AD&D2 | PHBR1 Complete Fighter's Handbook (1989) | VG | $8 |
- 128 page softcover sourcebook to expand the versatility of
warriors in your campaign. Most players and DMs that I know
use this supplement. TSR# 2110.
- includes sections on:
* 14 kits including the beast-rider, cavalier and swashbuckler.
* new combat rules, weapon proficiencies, fighting styles
(very important), new weapons and armour and lots more
* rules for piecemeal armour usage with table showing effect
on AC (handy)
- 9th printing, October 1994.
AD&D2 | PHBR3 Complete Priests Handbook (1990) | GD | $10 |
- 128 page softcover sourcebook to expand the versatility of
priests in your campaign. TSR# 2113.
- includes sections on:
* 60 sample priesthoods and 10 kits including the amazon
priestess and a fighting monk
* designing mythic history for your campaign
* designing balanced faiths including a Faith Design Sheet
* some roleplaying tips for personality types of priests
* equipment and combat
- first cover, 1990 printing.
| AD&D2 | PHBR4 Complete Wizards Handbook (1990) | VG | $8 |
- 128 page softcover sourcebook to expand the versatility of
mages in your campaign. TSR# 2115.
- includes sections on:
* schools of magic and how to create them
* 10 wizard kits
* wizard XP and spell progression from level 20 to level 32
* new spells (12 pages) of all levels
* interesting wizardly lists (i.e. 400 fantastic materials &
six common alchemical processes.)
- the invisibility rules are a real can of worms - the invisibility
rules in the CompWizHB have since been disclaimed by TSR in
favour of those in the PHB (source: Sage Advice; Dragon #206)
- first cover, 1990 printing. Small smudge on cover.
AD&D2 | PHBR5 Complete Psionics Handbook (1991) | FR | $5 |
- 128 page softcover sourcebook to add psionics to your campaign. TSR# 2117.
- the official rules for adding psionics and psionicists to
AD&D2 (the rules weren't in the AD&D2 DMG or PH).
- includes sections on:
* the psionicist character class
* over 150 psionic powers grouped into six disciplines
* psionic combat
* nine monsters with psionic abilities and rules on
backfitting psionics to MC & MM creatures (before this
for example, the AD&D2 mind flayer did not have psionics!)
- in Very Good condition but cover loose (I guess the glue let go).
Heavily discounted, would make an excellent playing copy.
- first cover, 1991 copyright date, 4th printing September, 1993
AD&D2 | PHBR10 Complete Book of Humanoids (1993) | EX,BOOK | $15 |
- 128 page softcover sourcebook to support humanoids as
player characters in your campaign. TSR# 2135.
- includes sections on:
* 25 humanoid races that can be used as player characters
(including centaurs, goblins, ogres, wemics and more)
* 19 new kits covering all character classes
* 26 new non-weapon proficiencies for humanoids
AD&D2 | The Complete Ninja's Handbook (1995) | VG,BOOK | $20 |
- 128 page softcover sourcebook expanding on the role of
the perennial favourite character choice, the Ninja. TSR# 2155.
- details on creating a ninja character revamped for AD&D2,
this class was last seen in the 1st edition Oriental Adventures
hardcover book.
- 7 ninja kits, ninja spells which only require a somatic
component (1st - 6th level spells), the mysterious shinobi,
weapon and non-weapon proficiencies and of course martial arts!
- ninja tools and weapons, tips on playing a ninja and conducting
a ninja-oriented campaign.
- five ninja NPCs complete with stats and background, three clans
and their history and two ninja-like organizations.
AD&D1 | Q1 Queen of the Demonweb Pits (1980) | GD | $15 |
- TSR# 9035. Culmination of the G (Giants) and D (Drow) series.
You take the battle to Lloth on her own plane in the Abyss: the
Demonweb. Many links to future adventures (if you survive!)
- see the module cover
- 4th printing.
AD&D2 | RA1 Feast of Goblyns (1990) | VG | $20 |
- 96 page module for the AD&D2 Ravenloft campaign.
First in the Ravenloft series of modules. TSR# 9298.
- wolfweres are the primary adversaries with the action centering
around the RL domains of Kartakass and Gundarak and featuring
Harkon Lukas, Lord of the domain of Kartakass and Duke Gundar,
Lord of Gundarak as the major indirect villains (cf. Ravenloft
Boxed Set).
- a nice flexible plotline with the usual RL dilemma of who is
currently manipulating the PCs for their own goals.
- for four to eight characters of levels 6-9.
- includes a full-size colour map.
AD&D2 | REF2 Character Record Sheets (1989) | VG | $4 |
- specialized character record sheets for AD&D2 character
classes with complete instructions for use.
AD&D2 | REF5 Lords of Darkness (1988) | GD | $12 |
- 96 page collection of nine short adventures set around the Forgotten
Realms. Each adventure features a different type of undead. TSR# 9240.
- contributing authors include Ed Greenwood, Paul Jaquays, Steve
Perrin and Jean Rabe.
- extra chapters: 'The Night Gallery', a descriptive appendix of the
undead NPCs starring in each of the adventures, 'A Mundane Guide to
Wards, wards against the undead (7 pages) and 'The Lords of Darkness',
a collection of 21 new necromantic spells.
- nice Jeff Easley cover art
- see the module cover
- light cover wear
AD&D2 | RQ1 Night of the Walking Dead (1992) | GD | $8 |
- 32 page Ravenloft module set in the zombie-infested swampland
domain of Souragne.
- can be tied in with the other Ravenloft modules in the Hyskosa
Hexad series as this module has the fifth event come to pass during
its playing.
- a good starting Ravenloft adventure for four to six characters
of levels 1-3 with a cleric being essential. Zombies make
suitable low-level adversaries and exact numbers can be adjusted
as necessary to challenge the party. Don't forget those Horror
Checks!
AD&D2 | RR2 The Book of Crypts (1991) | VG | $10
|
- 96 page Ravenloft sourcebook of nine new short adventures
for a range of character levels (levels 2-4 up to level 12).
- three new RL monsters; the doll golem, ermordenung and living
wall.
- each adventures has a set-up section with DM background notes,
the body of the adventure proper and major NPC stats and info.
AD&D2 | RR3 Van Richten's Guide to Vampires (1991) | GD | $10 |
- 96 page sourcebook in the VR's Guide series. This one
looks at the classic undead archetype; the feared and powerful
vampires of Ravenloft.
- covered are types of vampires, their powers, vulnerabilities
and how best to deal with a vampire.
- includes a thought-provoking 5 pages of Retained Skills for
vampires; consider the possibilities!
AD&D1 | S1 Tomb of Horrors (1978) | GD | $10 |
- Green coloured cover. Classic dungeon crawl. Deadly.
- Enter the tomb of Acererak the lich and pit your puzzle-solving
skills against him or die in the attempt!
- first in the 'S'pecial series, one-shot adventures chock-full
of magic & treasure, this one is by Gygax himself.
- see the module cover
AD&D1 | S2 White Plume Mountain (1979) | GD | $12 |
- Orange full-colour cover. 6th printing. TSR# 9027.
- the PCs are hired to recover three powerful magic weapons stolen
by an individual calling himself Keraptis, an ancient mage of
great power. The characters will have to get to the Mountain
and adventure within it to recover these treasures.
- second in the 'S'pecial series, one-shot adventures chock-full
of magic & treasure, this one is by Lawrence Schick.
- as with S1, this is a deadly dungeon delve with many traps.
- for four to ten characters of levels 5-10.
- see the module cover
- shows normal play wear, cover split about half way up and repaired.
AD&D1 | S3 Expedition to the Barrier Peaks (1980) | FR | $8 |
- the Grand Duchy of Geoff (in Greyhawk) has recently been
plagued by a rash of strange monster attacks. They all
originate from a metal gate high in the Barrier Peaks mountains
northwest of the city of Hornwood.
- the party must investigate and stop the monster attacks
- two 32-page booklets, one with the module text and the other
with accompanying illustrations. TSR# 9033. 6th printing.
- a challenging blend of fantasy and sci-fi gaming written by
Gary Gygax himself for four to eight characters of levels 8-12.
- see the module cover
- Some light spine wear and the picture on page 1 has been nicely coloured
nevertheless, this knocks it down to Fair condition and the price is
discounted by 33%. Good value for a classic module.
AD&D1 | S4 The Lost Caverns of Tsojcanth (1982) | VG | $12 |
- the PCs have heard about a long-lost hoard in the Yatil Mountains
in the south of Perrenland (World of Greyhawk but placeable in
any mountain/caverns setting).
- a Gary Gygax design, part of the 'S' Special series, excellent
tournament or one-shot adventures. Includes eight pregenerated
characters with stats and equipment/spell lists.
- two 32-page booklets, one with the module text and the other
with descriptions and statistics for the many new monsters and
magic items. New monsters include: behir, cooshee, many new demons,
derro. valley elf, fomorian giants and many more. Featured are two
new artifacts; Daoud's Magical Lanthorn (Gygax just loves those
variant spellings, doesn't he!) and the Demonicon of Iggwilv complete
with new spells and spell descriptions.
- for six to eight characters of levels 6-8.
- see the module cover
AD&D1 | T1 The Village of Hommlet (1979) | GD | $8 |
- Green full-colour cover (later printing) TSR# 9026.
- Good low-level (1-3) adventure with a small village to explore and a
destroyed moat house nearby. Set in the world of Greyhawk.
- see the actual cover of this module for sale.
- some cover wear
AD&D1 | U1 The Sinister Secret of Saltmarsh (1981) | FR | $7.50 |
- British module. Investigate strange goings-on in a small coastal
town. Saltmarsh can be placed at hex U4/123 in the World of
Greyhawk or along any coast in other campaigns.
- for five to ten characters of levels 1-3.
- first part of the three-part Saltmarsh series. TSR #9062.
- see the module cover
- two large thins on front cover. Module booklet complete and in Good
condition. Ugly, cheap, playing copy!
AD&D1 | U2 Danger at Dunwater (1982) | VG | $12 |
- large quantities of weaponry are being shipped to the
lizardmen colony southwest of Saltmarsh. Why? A possible
attack on Saltmarsh? The PCs are sent in to find out.
- for six to ten characters of levels 1-4.
- second part of the three-part Saltmarsh series. TSR #9064.
- see the module cover
AD&D1 | U3 The Final Enemy (1983) | GD | $14 |
- the enemies have been identified and now the PCs will
spearhead a reconnaisance force to infiltrate the enemy
underwater fortress and report on enemy strength, fortress
layout, defensive measures and timetable.
- for eight to twelve characters of levels 3-5.
- third part of the three-part Saltmarsh series. TSR #9076.
- see the actual cover of this module for sale.
- player map page separated but original and present.
AD&D1 | UK1 Beyond the Crystal Cave (1983) | GD | $10 |
- British module. TSR# 9066.
- nominally set in Greyhawk but could be placed in
any temperate island setting.
- the party must brave the mysterious Porpherio's Garden and
rescue 2 young lovers gone missing therein.
- the garden and its entrance caverns form the core of this
module - have a druid handy!!
- for five to ten characters of levels 3-6
- see the module cover
AD&D1 | UK2 The Sentinel (1983) | GD | $10 |
- uncommon lower-level British module. TSR# 9101.
- first in the two-part Adlerweg series
- the village of Kusnir in the region of Berghof (World of
Greyhawk map hexes E5/137 & F5/138) is beset by an apparently
deranged skulk. The PC party is hired to rid the village of
this menace.
- They will soon learn of two ancient, magical gloves; the Gauntlet
(designed for attack) and the Sentinel (designed for defence).
Have these two artifacts resurfaced after being lost for so
many years? And if so, why?
- for six to ten characters of levels 2-5.
- see the module cover
AD&D1 | UK3 The Gauntlet (1984) | GD | $12 |
- uncommon lower-level British module. TSR# 9111.
- second in the two-part Adlerweg series
- having acquired the Sentinel (an artifact glove designed for
defense), the party must locate and destroy the Gauntlet (the
matching artifact glove designed for attack) located in the
Keep of Adlerweg.
- this will necessitate defeating an ogrillion, a fire giant and
his army, gnolls, and others.
- for six to ten characters of levels 3-6.
- see the actual cover of this module for sale.
AD&D1 | WG4 The Forgotten Temple of Tharizdun (1982) | GD | $14 |
- a 32 page intermediate Greyhawk module written by Gary Gygax.
- starting from a secluded gnomish valley (possibly while
searching for S4 The Lost Caverns of Tsojcanth), the PCs
go in search of the title temple (a two-level dungeon) now
inhabited by an exceptionally intelligent mountain giants and
his minions in the upper level and a variety of puzzles, traps
and more monsters on the lower level.
- the upper levels of the temple should not be taken lightly
as the humanoids are well-organized and will easily kick the
butts of unprepared or overly cocky adventurers!
- for four to eight characters of levels 8-10 including a cleric
and magic-user.
- see the module cover
AD&D1 | WG6 Isle of the Ape (1985) | GD | $15 |
- the adventurer's charge is to recover an artifact, the 'Crook
of Rao' which is located on the Isle of the Ape which is actually
a demi-plane. So the first thing the PCs must do is to determine
the physical laws and rules governing this plane!
- very high-level adventure (the place is overrun with dinosaurs!)
for six to eight characters of greater than 18th level each.
- uses many magical items, rules and character classes from the
Unearthed Arcana
- a full 48 pages in length with a large player's map.
- see the module cover
AD&D2 | WGA2 Falconmaster (1990) | VG | $14 |
- TSR# 9289. Second in the Falcon trilogy set in the city of Greyhawk.
- in WGA1, the long inactive Cult of the Falcon successfully freed its
leader who plots revenge against the City of Greyhawk and the Temple
of St. Cuthbert. In this module, the PCs are sent to scout out the
former lair of the Falcon for clues to the Falcon's plans. Determining
that an attack on the city itself is imminent, the players return from
the wilderness post-haste to participate in the battle.
- for five to seven characters of levels 5-7.
- the City of Greyhawk boxed set would prove very useful in
providing more detailed information and description of some of the
city areas and NPCs.
- still contains the fold-up buildings and grounds of the Temple of
St. Cuthbert in the city of Greyhawk. Very useful for role-playing
the climactic battle of this module and fully compatible with the
FR8 Cities of Mystery accessory.
- see the module cover
D&D | X1 The Isle of Dread (1980) | GD | $3 |
- the party acquires a 30 year old treasure map and sets off
in search of fortune.
- D&D island/jungle adventure featuring the D&D Expert rules.
- large-scale continental map places the Isle of Dread in the
Thanegioth Archipelago, seven days sail south of Specularum,
the capital of the Grand Duchy of Karameikos (GAZ1).
- 15 new monsters
- for six to ten characters of levels 3-7.
- your choice of 1st, 2nd or 3rd printing
- see the 1st printing module cover
- see the 2nd printing module cover
- see the 3rd printing module cover
D&D | X3 Curse of Xanathon (1982) | GD | $10 |
- the Duke of Rhoona has issued several very odd edicts in
recent weeks and the city fears for his sanity.
- the party must investigate the goings-on and remove the curse
of the evil god Cretia and his priest Xanathon.
- more detective work than hack 'n' slash
- set in Rhoona, located in the Kingdom of Vestland
(area further described in GAZ7 The Northern Reaches).
- 3 further adventure ideas for PCs based in Rhoona and a new
monster, the hypnosnake
- see the module cover
D&D | X4 Master of the Desert Nomads (1983) | GD | $10 |
- First in the Desert Nomad series. Travel into the Sind desert
to do battle with the Master of the Desert Nomads and his undead
minions.
- for six to eight characters of levels 6-9
- includes 5 new monsters and 7 pregenerated unnamed characters with
magical item lists.
- see the module cover
D&D | XL-1 Quest for the Heartstone (1984) | GD | $12 |
- 32 page wilderness travel and dungeon adventure using the official
D&D action figures characters; Strongheart (LVL10 Paladin),
Elkhorn (LVL7 Dwarf), Warduke (LVL8 Fighter) and many others,
19 characters in all. TSR# 9114.
- the party is contracted to venture northward into the Mountains of
Ice to retrieve the stolen Heartstone. With it, your patron, the
Queen of Ghyr will be able to select the next king.
- once the mountains are reached, the characters must penetrate a
difficult series of caves to retrieve the Heartstone from the
stronghold of Dahnakriss the Master Thief.
- for six to eight characters of levels 5-10 (Expert level).
- featured monsters: dragonne, roper, hook horror, dragonflies (literally
a cross between a dragon and a dragonfly).
- the N direction on the compass rose of Maps 3-6 actually points E!
- bit of an unsatisfactory ending as the module ends with the
capture of the heartstone. The DM will need to devise an aftermath
to conclude the tale of the Queen of Ghyr.
- see the module cover
TSR | Best of Dragon III (1983) | GD, MAG | $5 |
- 80 page collection of articles from Dragons 37-62
- four sections covering key AD&D themes:
1) Roger Moore's 'Point of View' series covering the demihuman
races, their point of view on life and their gods (10 articles)
2) 6 articles on Dragons including nine new dragons
3) 8 articles supporting the AD&D1 classes including the revised
monk class from #53 and cantrips for magic-users and illusionists.
4) three new NPCs; the winged folk, the alchemist and the archer
TSR | Dragon #47 (March, 1981) | GD, MAG | $10 |
- theme is the 'Outer Planes' - Four articles (11 pages)
including what spells do and don't function on various
outer planes, new monsters and new magic items. This issue
predates the Manual of the Planes hardcover book.
- AD&D1 exam - test your knowledge of the various rulebooks,
character classes, magic items and more. Answers included!
- variations on the thief's special abilities
- Ed Greenwood contributes a new calendar - it seems vaguely
familiar, perhaps the forerunner of the Forgotten Realms
calendar.
- 'Crimefighters', a complete RPG system for role-playing in
the 1920-1940 period. Includes a prepared adventure.
- 'Squad Leader' (a wargame) scenario.
TSR | Dragon #54 (October, 1981) | GD, MAG | $8 |
- CavernQuest - a solo competition module. You make choices
and are scored on how you do.
- Ed Greenwood expounds on how to design and use a pantheon
of gods
- random ruins design
- one of my favourite Dragon articles - "Them's the breaks",
guidelines for what happens when a player rolls a '1'.
- 4 new monsters in the Dragon Bestiary
- "Abomination" - one of the best short stories to appear in
Dragon (IMNHO)
TSR | Dragon #69 (January, 1983) | VG, MAG | $8
|
- Arrakhar's Wand - another fun game from Chuck Stoll,
designer of Flight of the Boodles (Dragon #60) - uncut
and still bound into mag.
- Gary Gygax presents the new Thief-Acrobat class and two new
monsters; the ustilagor and the zygom.
- Deities & Demi-gods of Greyhawk - Istus and Obad-Hai also
a new monster - the time elemental.
- Pages from the Mages - 4 well-described spellbooks by Ed
Greenwood including 7 new spell descriptions (all but one are
level 3-4).
- a historical article on runestones and Ed Greenwood presents
a short piece on runestones with some sample inscriptions you
can use in your campaign.
- Entertainer NPCs - three subclasses (Juggler, Acrobat, Troubador)
complete with XP tables and special abilities. Article has some
great Phil Foglio illustrations!
TSR | Dragon #76 (August, 1983) | VG, MAG | $6
|
- The Nine Hells, Part II (Planes 6-9)
- index of Dragon articles covering issues #1-74 plus The Strategic Review
- ecology of the beholder
- Death Master NPC class
TSR | Dragon #77 (September, 1983) | GD, MAG | $8 |
- Tom Wham game 'King of the Tabletop' - uncut & unused!
- article - 'The Tarot of Many Things', using a Tarot deck in AD&D
- 2 articles on curses and using them in your campaign (one by
Ed Greenwood)
- ecology of the unicorn
TSR | Dungeon #59 (1996) | GD, MAG | $2.50 |
- 4 adventures in this 72 page issue; one low-level Birthright adventure
in the Shadow Lands (24 pages), three low to mid level AD&D
adventures; (a cursed village (18 pages), security for a VIP wedding
(8 pages), and a 14 page river adventure nominally set in Karameikos
in Mystara.
- highlighting of boxed text in one adventure otherwise OK.
Miscellaneous
FASA | Shadowrun - The Grimoire (1990) | GD, BOOK | $10 |
- 128 page sourcebook expanding the magic rules of Shadowrun.
FASA# 7106 (1st edition Shadowrun).
- Adepts, Initiations, Magical Groups, Enchanting, Spells and Spell
Design, Astral Space, Spirits and more.
FASA | Shadowrun - Sprawl Sites (1990) | GD, BOOK | $10 |
- product #7103 for the Shadowrun RPG system. 136 page sourcebook
for the terrors and pleasures of the urban sprawl of 2050.
- 30 Location Archetypes for buildings within the Sprawl: banks,
offices, bars, businesses and more.
- large chapter of Sprawl Encounters sorted by security rating.
Encounter paragraphs for each type with notes and character
archetypes to use. Ready to expand on and play out.
- eight new player character archetypes including the Bodyguard,
Combat Mage, and Former Troll Bounty Hunter. 34 new Contacts
with their information sources, motivations, attributes and skills.
- 4 pages about Sprawl Law and 2 pages about CredSticks and IDs.
FASA | Renegade Legion - Harbingers of Death (1988) | EX, BOOK | $6 |
- 15 scenarios for FASA's Renegade Legion: Centurion system;
all featuring the 13379th Legion, the Harbingers of Death, the
most feared unit in the Terran Overlord Government (TOG) army.
- the 48 page sourcebook also includes a brief unit history,
a history of selected subunits and their commanders, some
prototype equipment being field-tested by the unit including a
new APC and Medium Grav Tank. Status sheets are provided.
JG | Frontier Forts of Kelnore (1978) | GD | $12 |
- 30 page scenario generator. A basic fort structure (95' x 95')
is modified and given inhabitants. JG #71 early monochrome version!
- three complete sample forts/dungeons are already prepared and
instructions and tables for randomly generating others are presented.
- a useful DM tool for quickly whipping up any small fort/garrison
on short notice. For full-fledged adventures, more attention
should be paid to match the Principal Creature/Leader and fort
inhabitants to the party's capabilities. As always, levelled
human characters will prove to be the toughest adversaries.
Mayfair | Role Aids - Dwarves (1982) | GD, BOOK | $10 |
- Role Aids #704. 96 page sourcebook of a dwarven kingdom
featuring dwarven skills, magic and artifacts, character generation,
religion and history and more.
- three complete dwarven cities and towns: Ostohar, Anor and Fin.
- a full-length adventure; Dwarven Rite for four to eight
characters of levels 5-10. Eight detailed pregenerated characters
are provided.
- your choice of:
* second printing and cover art (DeWitt, 1984)
* third printing (DeWitt cover art)
Mayfair | Role Aids - Fez VI: Wizard's Dilemma (1989) | SW | $8 |
- Role Aids #745. The PCs must aid Fez, the famous, time-travelling
wizard in resolving a paradox which pits Fez's or his long-lost
daughter's survival against the end of the universe. You can't
have both, or can you?
- final chapter in the Fez series
- bizarre events take place within this module - definitely
not for your traditional FRP purist!
- for four to six characters of levels 4-6.
- still in original shrink-wrap!
Mayfair | Role Aids - Wizards (1983) | GD, BOOK | $10 |
- 112 page collection of six different adventures with/against
or under the patronage of eight famous wizards of
history/literature; Gilgamesh, Merlin, Circe, Morgan LeFay,
Shadowjack, S. Carolinus, Aahz & Skeeve and Lythande.
- each wizard is described in detail and given gaming stats in
an introductory article to each wizard.
- adventures are generally for four to six characters of levels 3-10.
- some cover and binding scuffing, small crease in top right corner
of front cover.
Palladium | Book IV: Adventures in the Northern Wilderness (1989) | VG,BOOK | $10 |
- 96 page sourcebook of a northern wilderness area; land
of the wolfen race. For the Palladium system but could be used
as a reference for any campaign.
- the players will interact with the Wolfen Empire in its many forms.
An organized hierarchy that will strongly challenge PCs used to
taking advantage of enemy anarchy (18 pages describing government,
tribes, religion, the army and more).
- six detailed adventures (the Pirates of Dragons Claw, Journey to
Darkwood, To Serve the Pixie Crown, Avaxa's Gate, The Forest of
Broken Wings and A Most Royal Conspiracy).
- superb Keith Parkinson cover art (thankfully not a Kevin Siembieda
cover ;)
SJG | GURPS Horror (1987) | GD, BOOK | $10 |
- 96 page sourcebook for running a supernatural campaign. SJG# 6004.
- covers both rules (fright checks, characters, magic, psionics)
and support material (bestiary, world backgrounds, campaigning
tips and an 11 page adventure for three to six 100 pt characters).
- three different detailed game world settings; Victorian England,
The Roaring 20s and Modern Day.
- see the actual cover of this book for sale.
- 1st edition, light cover scuffing.
SJG | GURPS Riverworld (1989) | FR, BOOK | $12 |
- 128 page GURPS sourcebook for role-playing in Philip
Jose Farmer's Riverworld series. SJG# 6028.
- complete history and overview of the Riverworld including a
chronology of the five novels.
- GURPS statistics for major characters from the novels: Sam Clemens,
Sir Richard Francis Burton and others and PC character generation.
- "Resurrection Day", an introductory adventure to get PCs into the
campaign
- see the actual cover of this book for sale.
- Fair condition. Complete but pages 5-57 are loose from the binding.
A nice, cheap playing copy. Regularly sells for $25+ on eBay and
other on-line shops.
SJG | Roleplayer #22 (November, 1990) | GD, MAG | $3 |
- playing Cthulhu using GURPS Horror
- three new encounters, one new race for the Flight 13 book
- Bring 'Em Back Alive!, a GURPS Cliffhanger or Old West
adventure (7 pages)
- 32 page issue
SJG | Space Gamer #44 (October, 1981) | GD, MAG | $4 |
- rules for Armoured Fighting Vehicles in Traveller (10 pages)
including sections on designing, purchasing and operating
tanks, hovercraft and other vehicles.
- SPI's Universe game reviewed by Greg Costikyan (2 pages)
- 40 page issue; cover has split from bottom staple down.
TFG | SFB Commander's SSD Book #1 (1983) | GD | $5 |
- first expansion book of prepared Ships Systems Displays
for Star Fleet Battles. TFG #3005.
- 48 SSDs for Federation, Andromedan, Orion and Kzinti ships.
New ships include the Federation Strike Carrier, Federation
Frigate, Federation Destroyer Leader and others.
TSR | Dragon Dice:Kicker Pack 2 (1996) | SW | $3.50 |
- 8 new kicker dice for the Dragon Dice game system. TSR# 1502.
- Elemental Firewalkers and a d10 Monster.
- includes a 14 page folder with expansion rules.
WEG | Star Wars RPG - Galaxy Guide 1 (1989) | GD, BOOK | $8 |
- 80 page sourcebook of statistics and background of
most major and minor characters in the original Star Wars
movie (Part IV. A New Hope).
- the 39 profiles includes, of course, Luke, Han, Chewie, Leia
and Darth Vader but also Greedo, Biggs, Wedge, generic Death
Star and Stormtroopers, TIE pilots, Sand People, Jawas and
virtually the entire population of the Mos Eisley cantina!
- see the actual cover of this sourcebook for sale.
WEG | TORG - The Cassandra Files (1990) | EX, BOOK | $3 |
- 64 page supplement for the 'Roleplaying the Possibility
Wars' line featuring the Earth of the Near Now.
- a collection of 32 adventure seeds pitting the players heroic
Storm Knights versus the evil High Lords.
- each seed file is divided into Player and GM sections. The Player
section is just a brief news-item style entry (12 pages in total)
while the GM section provides the full details necessary to
run the adventure (44 pages in total).
- see the actual cover of this sourcebook for sale.
Rules & Regulations
1) All prices are in $US. Payments by money order or Paypal are
recommended for fastest shipment.
2) Buyer pays postage and will be calculated on a case-by-case basis.
3) I reserve the right to withdraw or otherwise refuse to sell any
particular item (highly unlikely - never been done!)
4) Abbreviations:
SW= Shrink-wrap MT= Mint EX= Excellent VG= Very Good GD= Good
FR= Fair
5) Item cover scans are for ILLUSTRATION purposes only, these are not
scans of the actual items for sale unless clearly stated as such. Please
read the item condition description for details or just ask and I will
provide a cover scan of the actual item. Generic cover scans used with permission
of The Acaeum, an EXCELLENT archive and fount of knowledge
about all things pertaining to early xD&D. I highly recommend this site as a valuable resource!
Additional Links
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Disclaimer: This document in no way represents Nyx.
All opinions and errors are mine alone.
epass@nyx.net