Best of
Dungeons-And-Dragons

1987

The Forgotten Realms: Campaign Set


Ed Greenwood - 1987
    The 96-page player's book contains entries on all known areas, cities, people, and things, presented in alphabetical order. Numerous maps outline the more well-known cities and lands. The 96-page DM's book contains all the information pertinent to running a campaign set in this fantasy world, from how to bring existing characters into the Forgotten Realms to two complete introductory mini-adventures to a listing of known magical texts and the magics contained therein. Four full-color maps show the entire lands and details of the more well-known areas. Adventuring rules specific to the Forgotten Realms have been included.

Dragonlance: Adventures


Tracy Hickman - 1987
    The backgrounds for Knights of Solamnia, the wizards of High Sorcery, tinker gnomes, kender, and much more are detailed along with their AD&D game system rules. The struggle for the fate of Krynn awaits

City-State Of The Invincible Overlord


E. Gary Gygax - 1987
    

The Principalities of Glantri


Bruce Heard - 1987
    Now your characters can join the adventure, with this Gazetteer. Here are complete maps of the Principalities, a street map of the capital, and all the information you'll need to interact with the citizens - people ruled by wizard-princes, not all of them satisfied with that situation. 96 pages, plus fold-out map.

In Search of Adventure


E. Gary Gygax - 1987
    Threshold, the gateway to mysterious castles, lost temples, deadly caves and caverns. You have heard the stories and legends, now you wish to see for yourself.This product provides a complete campaign adventure that will take beginning characters from 1st all the way to 3rd level and possibly beyond, drawn from the first nine modules of the B-series adventures.

Desert of Desolation


Tracy Hickman - 1987
    A Campaign Adventure for Character Levels 5-10:Deep blue mists of the night swirl over the sands of Raurin, the incomparable Desert of Dust.As the cool night air drains the heat from the sand, you & your friends huddle around your campfire, glancing nervously at the giant pyramid in the distance.Gradually, the winds change direction, bearing a thin streak of white mist toward you from the pyramid.It swirls & takes shape as a faceless man dressed in ancient robes & an ornate head-piece; moonlight shining through his ghostly body & robes, he lifts his arms toward the pyramid & speaks.It was magic that conveyed you all to Bralizar, & an ancient map that guided you through the pass in The Dustwall.But it was, after all, the tales that finally brought you to this place - tales of endless wealth, of spirit-guarded pyramids, of crystalline obelisks, of gemstones with mysterious properties.Now, as the haunted voice of the spectre before you begins his tale, you wonder if the treasure & the quest are worth the price...perhaps your very lives.Are you really the heroes of the prophecies, those who will overcome the foretold tests, & those for whom the treasure awaits?It is time to search your hearts before you venture further into the Desert of Desolation.

Talons of Night: Standard Module M5


Paul Jaquays - 1987
    This could herald the dawning of an age of peace, unknown in this area for years past.However, things are not progressing as smoothly as planned. The powers of Entropy, headed by Alphaks, are out to ensure that this peace treaty is not finalized. Two of the diplomats are kidnapped - and you are framed!It's up to you to prove your innocence. This involves traveling to other dimensions, meeting vampiric spirits, and playing deadly games with the Night Spider. Ultimately, you must find and restore the Peaceful Periapt of Pax to its rightful place.Let the games begin.

Crown of Ancient Glory: Standard Module X13


Stephen Bourne - 1987
    As if this wasn't bad enough, the forces of the Ethengar Khanate, never on the best of terms with Vestland, are now massing on the borders, hoping to take advantage of Vestland's plight. To complete the rosy picture, traitors from within also threaten to speed the downfall of the High Kingdom.Sounds like a job for you. You must find the long-lost heir to the kingdom and recover the Sonora Crown, the mystical device without which a king cannot be crowned. Standing in your way are traitors and spies from within and invaders from without the kingdom of Vestland. Time is running out! Can you save Vestland from disaster?This adventure is for use with the Dungeons & Dragons Basic, Expert, and Companion Rules produced by TSR, Inc. You must have these rule sets to play the adventure.

Needle


Frank Mentzer - 1987
    It was marked with the rune for "high danger, high reward" so of course you volunteered.The king has heard of a great obelisk that towers over a ruined city in a far country. He wants to know more about the obelisk and its strange powers. Your job is to find the obelisk and bring back a report to the king. The mission seems absurdly easy...until you reach the jungle.Don't think the king is through with you if you get back to the capital city alive. You haven't seen the last of that jungle yet. Is a share in the spoils of an ancient civilization worth the risk?Don't forget to pack your bug repellent!

The Book of Wondrous Inventions


Bruce Heard - 1987
    Each invention is clearly outlined, including function, form, and hazards of use. Statistics and spell details are presented in a manner compatible with both game systems. Adventure scenario suggestions are given, as well as design instructions for characters who wish to build a duplicate device.As an added bonus, a section is included which details a system for creating spells and magical items. This will prove especially useful to players and DMs who use the D&D game system; the detailed information is also of help to AD&D game players.