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The Immortal Storm (IM1)
"'The storm-stuff is not matter as we know it, and beyond Immortal control,' the Hierarch sighs. 'I fear we are doomed.'
It appeared only a few weeks ago - a swirling gray mass of incalculable size. And in its center, an eye. A humanoid eye. Now the storm threatens the very era of Immortal rule.
The growing maelstrom emits a message to the Hierarchs. But what does it mean? Can it help save this realm of existence? Is there time to save this realm?
The first Immortal adventure pits your party against the multiverse in a desperate struggle to find the essence of life. This adventure is nothing like you've ever played before."
1986 ... Frank Mentzer ... 40 pages ... TSR 9171 ... ISBN 0880383135
The Wrath of Olympus (IM2)
"Immortals lie chained atop a mountain in the Broken Lands. Their bonds relentlessly drain their power while demons cavort with glee around the wispy barrier, as strong as any prison.
Have you the courage to embark on a dangerous mission for the materials necessary to craft an artifact? If you survive that task, you must then assume the Identities of legendary heroes of Darokin and face deadly Immortal foes without revealing your Immortality! The demons of Entropy stand between you and your final goal. Have you the power to rescue the imprisoned Immortals and preserve the Prime Plane? The future of the Prime Plane is in your hands!"
1987 ... Robert J. Blake ... 48 pages + 3-panel cover ... TSR 9189 ... ISBN 0880383879
The Best of Intentions (IM3)
"Prime Prime immortals are dying like flies: nasty, violent deaths. The Hierarchs suspect Entropy, as usual, especially with all the rumors of demons' involvement. To top it all off, one of the Hierarchs is missing - Mazikeen.
Your mission as novice Temporals, should you choose to accept it, is to find Mazikeen, uncover his kidnapper, and bring him or her to a court of Immortal Justice. This entails much more than a mere detective job - it also means taking part in the Immortal Olympics and going plane-hopping with the best (or worst?) of them.
Should you not accept this mission, the fate of all Prime Plane immortals rests on your heads. (Well, it rests there anyway, but this is meant to make you more than a little guilty about not accepting - after all. you're supposed to be duty-bound and all that kind of thing, and if you don't do this, then who will? Huh? Did you ever think about that, Bucko?)"
1987 ... Ken Rolston ... 48 pages + two 3-panel covers + poster map ... TSR 9207 ... ISBN 0880384840
Blizzard Pass (M1)
"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."
1983 ... David Cook ... 32 pages ... TSR 9067 ... ISBN 0880380047
Maze of the Riddling Minotaur (M2)
"For a long time you have heard legends about the Island of Vacros; when you were only a child, the stories about evil minotaurs were used to scare you into behaving. Now you are grown, and you no longer believe children's stories.
But King Trueon of Cathos is worried: his daughter Princess Lydora has been kidnapped, and he has found clues that she has been taken to the ancient and evil island of Vacros. You have heard rumors that a large and dangerous mazework lies beneath the surface of the island - a mazework that is guarded by minotaurs. Of course many rumors are false, but then again...
The Maze of the Riddling Minotaur is the second in a series of invisible ink modules: using the invisible ink pen included in this module, you may play the adventure by yourself. After you have played the solo version, you have not used up the module: instructions are provided as to how you may change the solo vversion into an exciting group adventure!"
1983 ... Jeff Grubb ... 32 pages + pen ... TSR 9060 ... ISBN 0935696733
Into the Maelstrom (M1)
"Alphatia, the most ancient empire, land of arcane and obscure secrets. It has grown for centuries and its might now overshadows the cauldron of civilization. Some say the Alphatians come from elsewhere, but no one knows for sure.
Beyond the scope of mortals broods an evil mastermind, still in darkness. Once a betrayed emperor of ancient Alphatia, now an entity of the Sphere of Entropy, he seeks revenge on the greatest empire and on the race of man. His plots brought a deathly fog on all of Norwold. Perhaps it will extend to the soutern nations.
The matter is grave, so much that lords of the spheres have now to show their might. For them, it is time for mortals to intervene. Man defends his cause for him to earn divine favor.
A great armada has been raised and able commanders must be found. Prove your worth, and the eternal portals of the sphere may open for you."
1985 ... Bruce and Beatrice Heard ... 32 pages + 3-panel cover ... TSR 9159 ... ISBN 0880382449
Vengeance of Alphaks (M2)
"Centuries ago, the despotic Alphaks, ruler of Alphatia, was banished to another world. From his own sphere of entropy he learned to manipulate men, and now he seeks revenge against the human race.
The volatile region of Norworld, a perennial battleground between Thyatis and Alphatia, draws Alphak's attention. The already existing frictions, small-time political players, and petty vengeances are the sparks Alphaks will use to ignite a huge war that will destroy mankind.
This is an adventure of politics and diplomacy, of treachery and treason. Only courageous and bold action can save Norworld from the horrors of war and liberate its people from oppression."
1986 ... Skip Williams ... 32 pages + 3-panel cover ... TSR 9148 ... ISBN 0880382716
Twilight Calling (M3)
"Through seven gates lie seven realms.
In seven realms stand seven guardians.
With seven guardians lie seven symbols.
From seven symbols comes one key.
Alphaks the Dark desires that key, by which he plans to release death and chaos into the realms of man. Your party may be all that stands between life and death. Will you heed the lunatic ravings of a dying madman? Travel to the top of Guardian Mesa, and enter the Septahenge. Gather the mystic symbols, create the key, and defeat the Carnifex, before it's too late..."
1986 ... Tom Moldvay ... 32 pages ... TSR 9174 ... ISBN 088038316X
Five Coins For A Kingdom (M4)
"In an instant, the city of Lighthall vanishes from you very midst! In its place come five coins of amazing powers - power to transport you to a realm of fantastic worlds and incredible magic. In tis realms, islands float in air and vast armies battle at the brink of oblivion. The return of Lighthall depends on the defeat of one man: the evil enchanter, Durhan the Conqueror.
Surrounding himself with the armies of Volde, Durhan musters his strength for the final assault on Trann. Defeating Durhan insures the preservation of Eloysia. Saving Lighthall, however, is another story. Lost in the raging core of the sun, the city balances on the edge of destruction. The rescue of Trann, its Ruling Wizards, and Lighthall itself all depend upon the powers of the coins - and the brave adventurers who take the quest upon themselves."
1987 ... Allen Varney ... 40 pages ... TSR 9204 ... ISBN 0880384115
Talons of Night (M5)
"As the cream of your crop, your party has been selected to act as diplomats on the Isle of Dawn at a historic meeting between Thyatis and Alphatia, timeless rivals. 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."
1987 ... Paul Jaquays ... 48 pages + 3-panel cover ... TSR 9214 ... ISBN 0880384913
The Gem and the Staff (O1)
TSR chose to place the detachable character sheet on the reverse side of page one of the Adventure Book. Many players couldn't resist the siren call to detach the page. So some used O1s will be falling apart.
"Your peaceful evening has been interrupted by an unusual request. As a thief, your skills are unmatched, but can you rise to the challenge of thieving for a powerful and frightening wizard? Do you have a choice?
The Gem and the Staff is a special One-on-One competition module designed for one player and one Dungeon Master. The module contains two seperate scenarios, so you can switch roles with the other player after the first adventure.
Scoring sheets and encounter summaries are provided for each adventure to make running competitions quick and simple. Character figures and a map book are also provided to help visualize the adventures. The player's maps are designed so you can see the rooms as they would appear. Complete DM's maps are also included."
1983 ... John and Laurie Van De Graaf ... 16+16 pages + 3-panel cover ... TSR 9050 ... ISBN 0880380101 / 0394531590
Blade of Vengeance (O2)
"You are Erystelle of Dorneryll, famed elfin champion and magic-user. After years of adventuring, you have come home to the Emerlas - the hauntingly beautiful elfin woodland at the tip of Canolbarth forest. A place of legends and of peace.
The journey has been long, but soon the winding forest track will bring you to Dorneryll, the majestic oak tree home of your childhood. Ahead, you glimpse a plume of smoke curling lazily into the sky. Dorneryll is close, and your mind floods with thoughts of home.
Suddenly, your reverie is shattered! The thin plume of smoke is gone, and in its place a column of red flame leaps high among the trees.
Dorneryll is under attack! Gripping your lance, you urge your mount into a gallop. Starbow surges forward; your war dogs close on her heels...
Blade of Vengeance is an adventure for one player and one dungeon master, featuring a lone elf against the forces of evil. Can you save te Emerlas from destruction? The answer waits inside."
1984 ... Jim Bambra ... 28 pages + 4 pages of handouts in the centerfold + 3-panel cover ... TSR 9108 ... ISBN 0880381906
I like the banner descriptions on the BECMI series D&D modules. Level ranges, group size, suggested classes. This data mattered back then as these were usually sold shrinkwrapped and our access to reviews and information was quite limited compared with today. Often the store was the first time we'd discover something new, and the purchase made on the front/back cover info alone.
Wizards of the Coast owns (and holds trademark to) the D&D game in all forms.
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