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Dimension Six ~ Islandian Campaign Series ~ Robert J. Kuntz's World of Kalibruhn ~ Underworld Publishing





Handbook of Traps and Tricks

1981 ... Ben Ezzell ... Dragon Tree

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Cloudland
An AD&D module by Grenadier (better known for their miniatures) for character levels 1-4.
"You have heard rumors that Cloudland is a huge castle built many decades ago by a powerful mage. The mage is long dead, but creatures still fight for control of the castle's awesome towers. Beneath the walls of Cloudland, in its subterranean expanses, are rumored to be untold riches and strong, arcane magicks. Many adventurers have attempted to probe its depths, none have ever returned. Do you have the skill and courage necessary to explore Cloudland?"

1984 ... 48 pages ... GREN 702 ... ISBN n/a

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Tome Of Mighty Magic
Dozens of new spells for AD&D.

1982 ... 98 pages ... North Pole

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The Future King
"Doc Holliday shook his head in wonder. Just a minute ago, he was having one last drink at the Golden Nugget. Now he was standing on a wind-swept hill side with five strangers. And piled next to him was his dentist's equipment and his Winchester rifle. Surely he had left them back in his hotel room.
"Is this some kind of movie set?" asked the American with oriental features.
The man was supple and well muscled, surely a formidable opponent in a fight. But even he looked small compared to that giant of a viking next to him.
Doc was not really surprised he could understand the kingly-looking man in plate armor talking to the gentleman who looked like a medieval doctor. They were speaking in Latin, the traditional language of scholars. Doc hadn't thought his Latin was so good; he must have learned more at that Baltimore dental school than he'd realized.
Then the swashbuckler with the prominant nose spoke: "Un autre voyage a la lune? Ainsi soit-it Aux armes, mes arnles, I'aventure fait signe!"
Doc spoke no French. Yet he understood the man perfectly. "Another voyage to the moon? So be it. To arms, my friends, adventure beckons!" the man had said.
The swordsman seemed familiar. Wait a minute, a voyage to the moon! Cyrano de Bergerac! Doc decided to keep any comments he might be tempted to make about the size of the man's nose strictly to himself.
"Gentlemen, you are probably wondering why you are ail here."
The speaker was a small man with dark hair and a long drooping mustache. He wore a fine blue tunic embroidered in gold and soft leather boots. Doc would have sworn the man had not been here a few seconds ago. The man spoke an unknown language, but again Doc had no trouble understanding him.
"My name is Taliessin and I am to be your guide. Your help is desperately needed. It is time for Arthur to awake and once more take up the kingship. But his return is being blocked. Without your help he will remain asleep and the forces of chaos and destruction will sweep across this land. The cry for six great heroes echoed through the corridors of time, and you six answered the call. I beg you to accept this mission."
Doc might be dreaming. Or maybe he had gone crazy. But it made no difference. Never let it be said that John Henry Holliday turned coward in the face of danger. Come what may, Doc would do his best.

Six historical heroes: Doc Holliday, Nostradamus, Bruce Lee, Harald Hardraada, Owen Glendower, and Cyrano de Bergerac have been gathered together out of the mists of time. Their mission is to find and wake King Arthur, for it is time that he again don the mantle of kingship.
All you need to play The Future King is this adventure booklet and a common pair of dice. It is not necessary to first learn some separate rule's system. Nor do you need any of the odd-shaped dice used in so many role-playing games. So just take The Future King home, read it, and you'll be ready to play.

By the author of:
The Lost City (D&D adventure B4)
Castle Amber (D&D® adventure X2)
and the Lords of Creation game system"

1985 ... Tom Moldvay ... 20 pages ... Spellbinders

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The Challenges Game System (Easy-to-play game system for fantasy role-playing)
"The Challenges Game System offers an easy-to-play alternative to fantasy game systems which are becoming increasingly complex. All of the basic information needed for play is organized into 8 pages, instead of scattered among hundreds of pages of several expensive books.
The Challenges Game System is intended to be a foundation. Game Masters and players can add whatever they like to the system. They can change any rules they want. But the 8 page guide will still remain a basic reference aid, a place where essential information can be quickly found.
The Challenges Games System can be especially useful when playing or Game Mastering any of the various fantasy role-playing adventure modules published by Challenges International, Inc."

1986 ... Tom Moldvay ... 10 pages ... Challenges International

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Dimension 6

Mountain of Mystery
"Fantastic wizardry and fierce guardians defend the underground fortress of the Clerics of Athena.
A complete adventure, or the beginning of a superb 3-part campaign."

1980 ... Ken Ritchart ... 24 pages ... Dimension Six 1002

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The Temple to Athena
"PRIMAL DANGER The fanatical worship of the Goddess of All was interfered with by Desan, the ultimate evil. ...and as the Temple ages and deteriorates, the state of things becomes more uncertain. Evil magic and devout clerics exert their efforts to control the party of adventurers!"

1980 ... Ken Ritchart ... 36 pages ... Dimension Six 1003

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Town of Joundan
"The town lies as a front for the evil and secret workings of Began and Desan...
And thus the adventurers reach the end of their long quest. Before them stands the wild and evil town of Joundan.
A complete adventure, or the conclusion of a three-part campaign."

1981 ... 48 pages ... DSIX 1004

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The Nine Doctrines of Darkness
"Tome of Evil... It was the King's favorite wine-flask -- until the ages-old spell wore off. Now the black bound text of evil doctrine is the center of attention for both good and evil beings. It is your goal, Mortal!"

1980 ... Randy Fraser ... DSIX 1005

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The Nine Doctrines of Darkness: The Second Adventure
"GATES OF DOOM!
High on the cliffs of a secluded gorge, deep in snow-capped mountains, twin gates loom. What dangers lay beyond them? Evil beyond imagining, worship of a dark god, knowledge hidden for centuries, a black book..."

1981 ... Randy Fraser ... 40 pages ... DSIX 1006

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Islandian Campaign Series

Plague of Terror

1983 ... Wm. John Wheeler ... The Companions 40102

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Streets of Gems
"Includes:
• Detailed Player and Gamesmaster Maps For 25mm Figures
• Vivid Room, Treasures, And NPC Descriptions For Players
• Complete Judging Information For Role Playing Locks And Traps
• New Detailed Traps, Trap Poisons, Treasures"

1983 ... Peter L. Rice ... The Companions 40201

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Gems for Death

1984 ... Peter L. Rice & Wm. John Wheeler ... ?? pages + color fold-out map ... The Companions 40202

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Brotherhood of the Bolt

1983 ... ?? pages + color fold-out map ... Companions 40103

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Robert J. Kuntz's World of Kalibruhn

Prisoners of the Maze: The Maze of Zayene, Part 1
"The Queen is dead! The King is mad! Long live the... Kingdom! Death to King Ovar the Tyrant! Life to law and order!
Four characters are a number complete — complete with a mission so insane, so daring, that terming it an assassination hardly satisfies the imagination. Are the four volunteers who would lay low King Ovar assassins? Or are they heroes? If they are the former, how are they better than the madman they are assigned to kill? And if they are the latter, will their heroism be enough to overcome the trials of...
THE MAZE OF ZAYENE!?
PRISONERS OF THE MAZE is an advanced FRP adventure for four characters of skill levels 8-12. It is fully compatible with the most popular ADVANCED FRP game system(s)."

1987 ... Robert Kuntz & James Ward ... Creations Unlimited 1001 ... ISBN 0943775000

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Dimensions of Flight: The Maze of Zayene, Part 2
"A door is easily unlocked isn't it? And isn't the key always under the mat?
The assassins have become the pursued and the intended victim is now the victimizes The characters have failed to assassinate King Ovar. They now flee for their lives, for four keys, for their only future in the world of the sane. Through desert climes, up mountain peaks not of the world, to a land with blue and black snow, and onto a not so happy Happy Hunting Grounds — they flee, and fight!
DIMENSIONS OF FLIGHT is a FRP adventure for 4-6 characters skill levels 8-12. This adventure can stand alone or is usable with its three companion modules in the MAZE OF ZAYENE series. It is compatible with the most popular ADVANCED FRP game system(s)."

1987 ... 32 pages ... CU 1002 ... ISBN 0943775019

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Tower Chaos: The Maze of Zayene, Part 3
"Ersille's loyal subjects say that it was the Queen's death which drove King Ovar to the brink of madness, to reopen the slave pens, to order the mass executions, to persecute the good but misled people of the kingdom, and to ignore the fact that he was no longer a king but a beast!
Four stalwart characters are charged with assassinating King Ovar. They must penetrate TOWER CHAOS and at the right moment strike Ovar dead!
TOWER CHAOS includes several scenarios, some which expand upon PRISONERS OF THE MAZE and DIMENSIONS OF FLIGHT series. Included herein are trend-setting tower encounter systems and schedule matrices, plus a mystery complete with an ironic twist...
This module adventure is recommended for advanced player characters of skill levels 9-12. It is compatible with the most popular ADVANCED FRP game system(s)."

1987 ... 32 pages ... CU 1003 ... ISBN 0943775027

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The Eight Kings: The Maze of Zayene, Part 4
"THE EIGHT KINGS have fooled the people of Ersille. Not only did King Ovar rule, he ruled eight times over (give or take a court wizard), created anew each day by the Wizard Zayene. He was a complacent king, but set upon evil ways, for his (or was it their?) minds were controlled. You see, the real King Ovar was taken prisoner by Zayene some time ago. And now, instead of wanting Ovar dead, the good people of the Kingdom want the old codger saved! What's a regent to do?
THE EIGHT KINGS fully describes a wizard's dimension wherein the assassins turned saviors must adventure to rescue good King Ovar! This adventure module is recommended for advanced FRP player-characters skill levels 9-12, It is compatible with the most popular ADVANCED FRP game system(s)."

1987 ... 32 pages ... CU 1004 ... ISBN 0943775035

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Garden of the Plantmaster
"On an alien world there is a city. Dead. And in that city is a Garden, quite alive. In that garden is its former architect, the Plantmaster, now a captive of the garden's new master, Lamash, the Demon of Wood. The Plantmaster, like all garden inhabitants, is mutated; and it is only a matter of time before he finally relents and gives his tormentor the key words for unlocking the garden's doors, which prevent Lamash from entering... YOUR WORLD!
THE GARDEN OF THE PLANTMASTER comes complete with an adventure for Advanced FRP players, Skill Levels 6-12. Among the various source material presented herein is:
• An essay on HOW TO CREATE AND STOCK A FANTASTIC GARDEN!
• Over 20 new monsters!
• Over 60 pregenerated wandering encounters!
• EXTENSIVE GM INFORMATION ON:
* Flowers, (Poisonous, Spore Shooters, et al.)
* Vines (Metallic, Shockers, etc.)
* Insects
* Vegetables/Fruits
* Herbs and Spices
* Fungi
* Scrolls (Leaf, Bark, Flower, Petal, etc.)
• Four Appendices, including GARDEN DRESSING, which lists:
* Attributes (beneficial and detrimental)
* Vines (20 types to expand with)
* Flowers and Their Meanings (Over 150 listed!)
* Insectivorous Plants
* Shrubs
* Fungi (additional information and types)
* Terms/Words Common To Flora
* Trees
* Insects (expanded)
* Terms of Multitude
* 3 glossaries (fungi, trees and shrubs, insects)
* Uses for Herbs
This is the adventure that GMs and players have been waiting for! This is THE source book for creating and stocking fantastic gardens and forests!"

1987 ... Robert Kuntz ... CU 1005 ... ISBN 0943775043

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Underworld Publishing

Lore of the Crypt Book II: Monsters & NPCs

1991 ... 69 pages ... UWD 1011 ... ISBN 1880206013

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Lore of the Crypt Book V: Adventures

1991 ... 72 pages ... UWD 1014 ... ISBN 1880206048

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Gladestrom
"This module is a fantasy adventure where deception, illusion, and intrigue run wild. It is designed for 4-6 characters of levels 3-5 and is compatible with the most popular fantasy role-playing game.

You were absolutely certain that the priceless painting you found on the cart was an original one-of-a-kind piece —and so was the one just like it. Investigating this matter led you to the giant vineyard and a meeting with an art dealer, whose assistant looks astonishingly like one of the brigands you killed earlier on the way here. Now you've discovered the dead body under the floorboards of the meeting room, and it's the same man you just spoke to five minutes ago in the lobby. What's going on? And why is your companion, the man who paid you to investigate all this, drawing his sword on you and grinning wickedly?"

1992 ... Christopher Painter ... 32 pages ... Underworld Publishing UWD 1022 ... ISBN 1880206072

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