Tomb of Horrors (Advanced Dungeons & Dragons Module S1) (Advanced Dungeons & Dragons)
Average customer rating: 4 out of 5 stars
  • Classic Meatgrinder Module
  • Holy house of horrors, Batman!
  • A classic
  • SURVIVOR MEETS D&D
  • rough diamond
Tomb of Horrors (Advanced Dungeons & Dragons Module S1) (Advanced Dungeons & Dragons)
Gary Gygax
Manufacturer: Tsr, Inc
ProductGroup: Book
Binding: Paperback
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ASIN: 0935696121

Customer Reviews:

5 out of 5 stars Classic Meatgrinder Module.......2006-02-16

Two editions of Tomb of Horrors exist: The 1978 Monochrome cover, and the 1981 Color cover. Both are essentially the same inside, with a 12-page module and 20-page illustration booklet, with much of the art done by the late David C. Sutherland III. Both editions share the same ISBN.

The adventure's reputation speaks for itself. Suffice it to say that Horrors is more suitable as a one-shot tournament module using the pre-rolled characters in the back.

Wayne Gralian
Wayne's World of Books

5 out of 5 stars Holy house of horrors, Batman!.......2004-06-21

"Nice work Boy Wonder. Now if I can only reach inside my batbelt and pull out my......lucky d20."

Come no further all you pretenders with your bloated 3rd edition characters. This one is the biggy, the real test of your metal. A legendary necropolis filled with traps and deadly foes. Game Masters, do you ever have that sickening feeling when your regular crew of faithful characters are woefully outmatched? It is here in abundance. Never has a Game Master had such perverse pleasure; I hate to see grown men cry.

5 out of 5 stars A classic.......2003-12-04

Dnugeons and Dragons (D&D) has been around since the 1970's, but for all the books and accessories and modules that have been published by TSR and Wizards of the Coast the standard by which all are judged is this one: S1 The Tomb of horrors.

This module was first written by none other than Gary Gygax, the man who brought fantasy roleplaying onto the bookshelves and into the mainstream. He carried it around in his briefcase (so I've heard) to bring out should any players he encountered think they could handle any challenge. The deviousness, the subtely, the pure lethality of the traps and pitfalls in this module transcend the hack-and-slash so many players expect when they think of a "killer module". Sure, any player will die one-on-one against a dragon, but this module gives the players a chance to _think_ and get past the traps and snares on their own merit, not just by the luck of the dice.

This module is for "role" playing, not "roll" playing. If you can get your hands on a copy of this classic treasure, do so. It makes Grimtooth's traps look like child's play. Beware...

3 out of 5 stars SURVIVOR MEETS D&D.......2002-03-13

The Tomb of Horrors is one of TSR's first adventure modules for the Advanced Dungeond and Dragons Game. Its reputation comes from the fact that this dungeon crawl is filled with so many diabolic traps that you probably need at least 16 people, and see who will be the last one standing. If you are not sliced or diced by the few monsters within, you will probably be crushed, thrown into a lava, turned to green slime, killed by poison gas, blown up by a gem, or worse, get soul sucked by the demi-lich at the end.

The fact that this dungeon is so lethal also points out its weaknesses. The fact that NO SAVING THROW ALLOWED is one of the most repeated phrases in the adventure should tell you a lot. In the end, when you do meet the main villain of the piece, it can only be destroyed by what seems to be a random set of spells and circumstances.

This module is best played with pregenerated characters rather than the one you have played with for a while and have grown quite attached to. Because unless the DM is kind hearted and tone it down and allow saving throws, be prepared for a high body count.

2 out of 5 stars rough diamond.......2002-01-07

I'm sorry to degrade something considered by many to be a classic, but I didn't really like this one at all... It is so obviously one of the earliest modules and it shows. Poor background (since it was a tournament module), far too many instances where the PC's are killed off without any saving throw, and the final assault on Acererak is just a bit too contrived. It's too much like an assortment of traps to cut high level characters down to size, loosely wrapped around a premise of the tomb of a lich. Worth hunting down for interest's sake, but would take a lot of tinkering to play in 2002 I think.
The Twilight Tomb (Dungeon & Dragons d20 3.5 Fantasy Roleplaying, Forgotten Realms Adventure)
Average customer rating: 2.5 out of 5 stars
  • Fairly elaborate and quirky, but ultimately uninteresting "escape" module.
  • An ok site based adventure
The Twilight Tomb (Dungeon & Dragons d20 3.5 Fantasy Roleplaying, Forgotten Realms Adventure)
Greg A. Vaughan
Manufacturer: Wizards of the Coast
ProductGroup: Book
Binding: Paperback

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ASIN: 0786939478
Release Date: 2006-09-12

Book Description

A new adventure set in the Forgotten Realms!

The Twilight Tomb is a Forgotten Realms® adventure designed for four 3rd-level characters. It is written to advance characters one to two levels over the course of the adventure. A key element of the adventure, star elves, have not been widely chronicled in previous Forgotten Realms titles.

Customer Reviews:

2 out of 5 stars Fairly elaborate and quirky, but ultimately uninteresting "escape" module........2007-08-21

I tried running my group through this adventure, but none of us got very excited and we had to scrap it 25% through. There just isn't a really strong plot motivation for the characters, as none of the "suggested hooks" really have a lot to do with the adventure. In fact, the whole point of the hook is really just to kind of fool the PCs into appearing in this magical place, and then their primary motivation is really just to figure out a way to escape. On top of that, the module would have the PCs searching through the wilderness for about a month before finding this area(25% per day of finding a half-elf village, 20% of having that village know anything about the area, and then 1-2 days travel time to get there.

So, the PCs have little reason to find the place, have to spend a lot of effort finding the place, and once they're there, the only point is for them to figure out a way to leave.

Also, this is adventure has a *LOT* of quirky plot. This wouldn't be so bad if it more than just a small bit of it was easily learnable by the PCs. Unfortunately, without some strong DM creativity, most of the reasons for the goings on will be lost on the PCs and I'd guesstimate that 90% of the plot will only be known by the DM. I believe it's likely that the PCs will either treat it as a hack and slash or simply be confused as to why NPCs are acting certain ways.

Also, there are MANY sourcebooks other than the Core Rulebooks referred to in the module. Although the book says that only a few of them are "required", many monsters don't even have descriptions as to what they are, which would cause you to need these random books or search online thoroughly before playing.

In addition, and possibly most important, there are numerous challenges that are WAY too hard for the 4 3rd level characters recommended. Almost all of the major fights (4-5) are at least Challenge rating 5 or 6, and include monsters who can either do area of effect attacks, or do an attack/spell which has an 80% chance or so of killing/disabling one character per round.

3 out of 5 stars An ok site based adventure.......2007-05-19

Disclaimer: I've just finished reading this module and haven't actually put my group through it - although I certainly intend to do so.

Firstly, this is an ok adventure but is nothing special. Which is kind of disappointing for me, given that I'm a huge Forgotten Realms fan. It is published as an adventure suitable for a group of 3rd level characters, I have some reservations about that. The creatures are reasonably low level mostly skeletons, zombies, hobgoblins and orcs. Every now and then there is an encounter that I think is way to powerful. For instance the two main antagonists, would if played right, cream four 3rd level characters.

Besides the power level of some of the encounters the rest of the adventure is reasonably solid. Its biggest selling point is that it's a site-based adventure so it can literally be dropped into any ongoing campaign with a minimal amount of prep.

The plot is reasonably good although the storyline weaved around the plot is a little wishy-washy, but a creative GM can certainly get around any difficult questions the players might come up with as to how certain people/creatures got to be involved.

The guts of the adventure are that a person/thing has gone missing in the forest and the characters are hired/instructed to retrieve them/it. They discover a stone circle of menhirs and wham-bam find themselves in the demi-plane of night with no way home. There is a citadel comprising of four towers (linked by bridges made of glass - in fact the entire citadel is made of glass - glass that you can't smash mind you!) over a raging sea which the characters get to explore, learning as they go that there are two factions at war in the citadel.

The original occupant and a mercenary band led by a mysterious half-orc. As I mentioned above the general level of the encounters shouldn't challenge most groups. GM's will have to be careful with the encounters that feature the Shardcaster, Mourel (original citadel owner) and Savera (mysterious half-orc). In fact if the characters aren't fully healed with lots of protection magic in effect then Savera will probably clean them up.

The adventure concludes once the characters have killed everything, secured the key that will allow them to travel back to the material plane (hopefully with the person/item they were sent to retrieve!)

One other thing has just occured to me as a little gripe. Towards the end in the description of one of the major bad guys it describes how 'it' got out and ended up capturing a certain item. Yet there is no explanation as to why the bad guy decided to return to the demi-plane?!? The creature comes from the Unapproachable East sourcebook and so further details might be in that which might add some contex.

Overall, it deserves its 3 stars, but nothing more.
Dragon & Issola
Average customer rating: Not rated
    Dragon & Issola
    Steven Brust
    Manufacturer: SFBC Fantasy
    ProductGroup: Book
    Binding: Hardcover

    GeneralGeneral | Literature & Fiction | Subjects | Books | Classics | Comic | Contemporary | Literary
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    ASIN: 0739420313

    Product Description

    Celebrated as one of fantasy's freshest and liveliest voices, Steven Brust is perhaps best know for his witty and wildly popular swashbuckling tales Jhereg, Yendi, and Teckla, in which assassin and crimlord Vlad Taltos struggles to make a living int he perilous Empire of the Dragaerans. Now, in one handy volume, are the two newest adventures of Vlad Taltos, human in a world of near-immortal Dragaeran "elfs," witch and telepathic partner to the winged-lizard Loiosh. Dragon tells the story htat has bedeviled Vlad's fans for years: how a self-respecting assassin ended up as a soldier on the losing side of the famous Battle of Baritt's Tomb -- an apocalyptic war between two sorcerous armies. Since Vlad much prefers the shadows to daylight, and a knife in the back to massed magical battle, you know the answer involves the words "kicking and screaming"... Issola finds an older and slightly wiser Vlad on the run from his employers, the house of jhereg, over the small matter of a double-cross. Unfortunately, he's going to wish he had only the jhereg to worry about, since two of his most powerful friends have been kidnapped by teh Jenoine -- the enigmatic race that may have created the Dragaerans hundreds of thousands of years ago and who are masters of time and space itself. And if that's not enough, the Jenoine apparently want to hire Vlad to kill a God....
    Return to the Tomb of Horrors (Advanced Dungeons & Dragons: Tomes)
    Average customer rating: 5 out of 5 stars
    • Acererak's Tomb is revisited, and You Can be There!
    • A reader
    • Fantastic Module- one of the best ever
    • This is a quality product
    • An Intense Deathtrap Challenge Even For Experienced Players
    Return to the Tomb of Horrors (Advanced Dungeons & Dragons: Tomes)
    Bruce R. Cordell
    Manufacturer: Wizards of the Coast
    ProductGroup: Book
    Binding: Game

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    ASIN: 0786907320
    Release Date: 1998-07-13

    Customer Reviews:

    5 out of 5 stars Acererak's Tomb is revisited, and You Can be There!.......2007-05-10

    "Iron men, of visage grim,
    Do more than meets the viewer's eye.
    You've left and left and found my tomb
    And now your soul will die!"

    These words struck fear into the hearts of players at Origins I. With them, they knew that they had entered the most devious of all the creations to emerge from the mind of E. Gary Gygax. As player after player lost his character to Acererak's tomb, the creator of AD&D looked on, I'm sure, with an evil grin.

    Tomb of Horrors was the first module ever published by TSR. It set the bar high for all that would follow. It inspired people like Grmitooth to try to invent increasingly deadly traps. It made AD&D into a game of intellect and wits, not one of hacking and slashing. It is probably the most popular adventure of all time.

    So who is the upstart, Bruce R. Cordell, who thinks he can write a sequel? Does he think he can do justice to the master, the father of all adventures, the Great Gygax? Does this sequel, Return to Tomb of Horrors, do anything more than insult the greatest of all dungeon crawls? Read on, you might be surprised.

    To answer the question, we must look at Gygax's original intention. Was he trying to smite players everywhere? Was he trying to make them frightened and instill a feeling of hopelessness? Was he just being mean?

    No. He had fallen into a trap many of us do. He had characters, Rob Kuntz's Robilar and Ernie Gygax's Tenser, who seemed to walk through whatever challenges he put before them. He needed something that would test them to their limits. Something that would teach them humility. He needed an adventure that not even they could defeat.

    Alan Lucien gave him the idea. He locked himself in his writer's room and began to invent the deadliest adventure that ever was. This time, they'd know a challenge.

    So what happened? Robilar sacrifice many orc retainers to get to the last tomb. There, he dumped the treasure into a bag of holding and amscrayed. Tenser manage to defeat Acererak himself, proving to Gygax that an ingenious player can negotiate any but the most arbitrary death traps.

    Then he continued to carry it in his briefcase, pulling it out whenever a player claimed to have an unbeatable character. More often than not, they remembered things they had to do and quickly left the table as the other players looked down at their dead characters in horror.

    The module then debuted at Origins I. It hit the shelves in 1978. The rest is history.

    So now Cordell has written a sequel. How, you might ask yourself, can this box set pretend to be a sequel deadliest 12 pages in role playing history? Does this man actually think he can pull it off?

    Let me assure you, gentle reader, he not only thinks he has, but he has.

    The adventure starts years after treasure hunters spent their blood and souls in Acererak's final resting place. The place is all but forgotten by most, but as of late, and evil necromantic force has been reaching out of the Vast Swamp. The party begins examining the problem and comes across a name, "The Devourer."

    This name leads them to the path of a man who sought the Devourer years before, a mage named Desatysso. As the party follows the long-cold trail of this mage, they discover that there is more to the Tomb than anyone has ever suspected.

    You see, Acererak wanted to build a series of tests, to lead people toward a final great reward. Unfortunately, the knowledge of the true purpose of the Tomb was lost, and only Desatysso seems to have found it.

    The test consists of three parts: a Tomb, a City and a Fortress. Evidently, crawling into the tomb and smashing Acererak's skull is not enough. He must be hunted to his conclusion and stopped in his dreaded apotheosis. Otherwise, his demonic minions will just keep rebuilding his tomb and adventurers will keep spending their souls there.

    This dungeon is not for the weak of heart. It suggests that players not take their beloved characters in, and I wholeheartedly agree. The PK rate is extremely high.

    I set up a party of fourteen characters, giving each player at least two. They then started the adventure. However, I couldn't see how they could have any guarantee of surviving the original Tomb (which is included in the boxed set), much less get far enough for me to produce an adequate review. I therefore began sending them dreams. Dreams of people who were not them, but they recognized as each other. They were going through this strange tomb, and they knew that all this had taken place years ago. Finally, at the end, they threw themselves against the demi-lich. The Paladin, who had died and failed his resurrection survival (a convenient accident, not a plot element), appeared and got them to vow to kill this force of evil, no matter what it took, no matter how many lives.

    It was then that the players realized they were dreaming of a past life. They threw their might against Acererak and were soundly destroyed.

    This plot device worked well. They had already played the Tomb by the time they got to it in present day, and were therefore able to get a full compliment of characters through it. It also gave them a sense of purpose that unified them with these characters they didn't know. It was a right proper epiphany, and feel free to use it when you buy this product yourself.

    Anyway, this allowed them to progress beyond this most classic of Tombs, into a place where Orcus himself once walked, the city of Moil. This place has claimed four or five characters (though their pact is keeping Acererak from devouring their souls, so they can come back again in another 50 years, should the party fail).

    I'll not give away any more of the plot. Buy this product, and you'll see.

    I was not convinced I should give it this good of a review, however. You see, I have always loved the Tomb, and I was afraid I was biased. I therefore gave it to a friend who has never (in my memory) liked a TSR module. He gave this his grudging approval, unable to blow any holes in its plot.

    A good product. The traps are as deadly as ever, but this adventure is surrounded by intricate plots and histories. There is so much going on here that the players will never even guess it all.

    This is one of the things I love about this module. It is filled with information that the players will never know. They will never fully understand the history of the necromantic academy that has sprung up around the tomb. My players have figured out that the City of Moil worshiped Orcus, but they will never figure out that it was put to sleep because it turned to the worship of a God of Morning.

    Most writers try to invent complicated and awkward ways of making sure that the players discover the core of all their intricate plans. Not Bruce R. Cordell. If he had James Bond in his clutches, when Bond asked what this was all about, he'd shrug and put a bullet in his head. It's enough that the GM knows, so that he can flush out details as needed. The players will never guess most of what's happened here.

    My players have made me promise to tell all when it's done.

    Anyway, this adventure tests players to their furthest. Not only have my players latched onto their characters, four of them have married now (the characters, that is), so that they can snatch some joy in the midst of all this horror. It takes a powerful setting to force people to start searching for affirmations of life.

    So there it is. I'm rarely impressed with adventures anymore. I'm not forgiving enough. This module needs no forgiveness. Other than an abuse of absolutes ("nothing can save the character if happens"), I can find no criticism for this product. My players have been going through it for months now, and I have rarely had so much success.

    So did they survive? I can hear the question in your minds.

    The question should be "Will they survive?" The party has begun spending more time on roleplaying than problem solving. They lick their wounds and clutch each other in the night, whispering reassurances. The adventure continues at a slow, methodical pace, and has become a campaign unto itself. If they survive this, I don't think that can convince them to play other characters. I mean, when you've taken someone into the darkest of all pits, you develop a bond.

    Too bad they'll all be dead by the time you read this.

    3 out of 5 stars A reader.......2002-02-23

    Come on, people. Where do you get the crazy notion that a "killer" module is good? Are you so lame that you cannot create your own killer modules? It is pretty [dang] easy. And that is what TSR does here, it creates a killer module that makes little to no sense.

    Everything starts good as a plot is well formed and progresses well for a little while. It gets even better when the party arrives at the environs of the old tomb. All right, ervything pretty [dang] cool thus far. Realistic, fun, and the players better think before they act rashly.

    So you are thinking why 3 stars only? Well, the problem is it all goes downhill from there. Once the players leave the old Tomb the new area is just silly. It makes no sense that something this powerful would have ANY trouble with the PC's. Plus the traps are illogical and almost impossible to detect. By this time, roleplaying is long forgotten as players just push their characters from point to point and hope to make their saving rolls.

    Still, it gets 3 stars for a good effort from TSR. But there certainly are better choices out there.

    Finally, I am amazed so many D&D'ers are impressed with killer modules. Big ... deal. Give me something to excite the players' imagination. That is what role playing is supposed to be about.

    5 out of 5 stars Fantastic Module- one of the best ever.......2001-06-05

    Although it is out of print and written for 2nd edition, i can't express enough what a high quality product this is. Even if you are running a 3rd edition campaign, this boxed set is definitely worth your picking up if you can find it. The conversion to the new rules might take a little effort on the DM's behalf, but the payoff is the most exciting, deadly, and awe-inspiring campaign ever put to paper. It wraps seamlessly around Gary Gygax's original Tomb of Horrors, and you even get the chance to go back and explore it again if you did so for the first time twenty years ago. My players have no clue what the Tomb really is, and i'm still keeping them in the dark until later. Like other reviewers have said though, be warned. The module is deadly, and about halfway through and all the way to the end, it can eat up PC's like candy. But far as quality, it has some of the best writing, the best traps, the best plot, and over sixty illustrations to mesmerize your players. Definitely try to check this one out, as its going into the history books.

    5 out of 5 stars This is a quality product.......2000-11-26

    I've purchased dozens of probucts from this website, but this is the first time I've felt compelled to write a review.

    Return To The Tomb of Horrors is a quality product from top to bottom. The boxed set includes many maps, illustrations, the original Tomb of Horrors, an expansion to the Tomb of Horrors story (the equivalent of 3 more adventures), and more.

    I have not yet run this module, but have read all the contents, and plan to implement it as soon as possible. The story is well written, EXTREMELY original, and the many traps are truly inspiring. Despite the fact this boxed set is the equivalent of 4 normal length adventures, all of the encounters are unique and often ingenious. As I read the module, I found myself often wondering what the writers would think of next.

    Note to GM's: This module is possibly the most deadly I've ever read. I would only recommend it for experienced players. Even then, expect casualties.

    5 out of 5 stars An Intense Deathtrap Challenge Even For Experienced Players.......2000-10-21

    Return to the Tomb of Horrors is a new boxed adventure module based on the old S1: Tomb of Horrors module from tournaments and 1st edition AD&D. The scenario is intended for four to eight characters from 13th to 16th level. Like the original Tomb by Gary Gygax, Cordell's Return is an intense deathtrap challenge even for experienced veterans of the game.

    Set in Greyhawk but usable in any campaign, this adventure begins with mysterious villager disappearances and swarms of undead. Your party comes to investigate and becomes entangled in a web of deadly schemes. But what does this have to do with the original Tomb of Horrors? The one that's been dared by many, plundered by few, over the years? Well, it's still in business, and still merrily eating heroes. But if the original deathtrap dungeon was a satisfying meal, this new adventure, wrapped around the original module and set 20 years later, is a murderous banquet. This is the first dungeon adventure I've ever read where I actually felt sorry for the players, and I'm including the original Tomb in that. The new story enfolds the original dungeon crawl in a deadly blanket of new traps and additional story, creating a hideous multi-stage gauntlet for anyone seeking the final mystery at the end. Yes, you get to visit the Tomb itself again, but its significance has changed and deepened.

    I have to agree with the author on the use of characters for this adventure: either the group ought to be specifically rolled up for this adventure, or, if the players' regular favorites are to be run through the scenario, tone the thing down, WAAAYYY down. There are sections in this beastly tome that can kill one character per page, and, as the party penetrates the deeper mysteries, the killer trap rate escalates to one or more per room. This makes a party of four-to-eight high-level PCs seem rather puny, and suggests a horde of henchmen, hirelings, and cannon fodder, preferably walking out in front.

    Can someone familiar with the original Tomb play or enjoy this? Absolutely. In fact, I'd like to see a group of players, all either DMs who have run Tomb or players who went through it successfully, go through the Return to the Tomb of Horrors. Maybe they'd live long enough to get to the second half of the adventure. Maybe.

    This boxed set is stuffed with goodies. There are nine maps and seven new monsters in a full-color maps and monsters book. The maps are very clear, with one exception: Map 3 is so darkly printed that the color-coding is very difficult to make out, but I believe that because of the restricted movement in those areas there should be little impact on play. An illustrated "module" of 160 pages, with appendices of new spells and magic items, includes many "old" spells relying on several other AD&D books (some out of print) but the author urges the DM to make appropriate substitutions when necessary. There is a facsimile of the original S1: Tomb of Horrors module, which is actually used in play. DMs will want to go through this and make detailed adjustments beforehand, since it is not written to 2nd edition AD&D standards. No problem for collectors worried about the value of your original copy: this is not an exact facsimile, as the illustration booklet is bound into the middle. A new illustration book holds scenes to be shown to the players at various points in the adventure, and because since there are two scenes on each page you might want keep a sheet of plain paper folded length-wise handy for covering the second illustration. Lastly, there are handouts for the players, consisting of an eight-page "journal" (in a very difficult font) and a double-sided color card, with special instructions for photocopying and preparation.

    In playing this adventure DMs may want to keep in mind their particular players' temperament and game style: are they looking for a real, undiluted challenge, or are they going to be murderously upset by the DM making their PCs into elf flambe, dwarf kabobs, and Halfling hash in one evening? If there is serious risk of you becoming a DM pretzel, you might want to edit this severely and just integrate it into your regular campaign.

    Return to the Tomb of Horrors is an excellent adventure in the old module style.

    --Sharon Daugherty for Skirmisher Online Gaming Magazine
    Mystery of the Wizard's Tomb (Knights of the Silver Dragon)
    Average customer rating: 5 out of 5 stars
    • Good Book
    Mystery of the Wizard's Tomb (Knights of the Silver Dragon)
    Rachel Plummer
    Manufacturer: Mirrorstone
    ProductGroup: Book
    Binding: Paperback

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    Similar Items:
    1. Mark of the Yuan-ti (Knights of the Silver Dragon) Mark of the Yuan-ti (Knights of the Silver Dragon)
    2. Prophecy of the Dragons (Knights of the Silver Dragon) Prophecy of the Dragons (Knights of the Silver Dragon)
    3. Curse of the Lost Grove (Dungeons and Dragons: Knights of the Silver Dragon) Curse of the Lost Grove (Dungeons and Dragons: Knights of the Silver Dragon)
    4. Key to the Griffon's Lair (Dungeons and Dragons: Knights of the Silver Dragon) Key to the Griffon's Lair (Dungeons and Dragons: Knights of the Silver Dragon)
    5. Dragons Revealed, The (Knights of the Silver Dragon) Dragons Revealed, The (Knights of the Silver Dragon)

    ASIN: 0786939907
    Release Date: 2006-02-14

    Book Description

    A young thief.
    A wizard’s apprentice.
    A twelve-year-old boy.
    Meet the Knights of the Silver Dragon!


    It’s Zendric’s five hundredth birthday! But with one bite of birthday cake, Zendric’s memory completely vanishes, along with all his powers. The search for an antidote to the poisoned cake leads Moyra, Kellach, and Driskoll to the Wee Jas cemetery. The mummies and ghouls who haunt the place can’t scare away the Knights of the Silver Dragon. But are the Knights prepared for what they’ll find inside the wizard’s tomb?

    Customer Reviews:

    5 out of 5 stars Good Book.......2006-02-22

    The knights find a tomb in a cematary with strange carvings. Then Kellach gives Zendric some wizard stones and discovers he lost his memory. They go to the House of the Dead to find out who made Zendric lose his memory, and have to fight ghouls there and mummies at the cematary. It was exciting, especially at the end when they are trapped in the cematary.
    Tomb of the Lizard King  (Advanced Dungeons & Dragons/AD&D Module I2)
    Average customer rating: 4.5 out of 5 stars
    • Really bloody hard!
    • Ideal adventure to challenge high-level heroes
    • The Definitive Dungeons & Dragons Adventure Module
    Tomb of the Lizard King (Advanced Dungeons & Dragons/AD&D Module I2)
    Mark Acres
    Manufacturer: TSR Hobbies
    ProductGroup: Book
    Binding: Paperback
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    2. Dwellers of the Forbidden City (AD&D Fantasy Roleplaying, Module I1) Dwellers of the Forbidden City (AD&D Fantasy Roleplaying, Module I1)
    3. The Village of Hommlet (Advanced Dungeons & Dragons Module T1) The Village of Hommlet (Advanced Dungeons & Dragons Module T1)
    4. Hidden Shrine of Tamoachan (Advanced Dungeons and Dragons Module C1) Hidden Shrine of Tamoachan (Advanced Dungeons and Dragons Module C1)
    5. Ravenloft (Advanced Dungeons & Dragons Fantasy Roleplaying, I6) Ravenloft (Advanced Dungeons & Dragons Fantasy Roleplaying, I6)

    ASIN: 0880380241

    Customer Reviews:

    4 out of 5 stars Really bloody hard!.......2001-08-25

    This is a cool adventure with an interesting and original storyline. But it is *so* hard - Level 5-8 playes will cop a caning unless you have 10+ players!

    5 out of 5 stars Ideal adventure to challenge high-level heroes.......2000-05-02

    Something horrible is happening in the southern moors - many caravans have vanished entirely, and the few lost survivors tell tales of madness, cannibalistic beasts, and worse. What's going on? Well, let's just say not every vampire is human, and your players will never smirk at lizard men ever again... :) This is one of the most difficult, challenging adventures ever made. The cover says levels 5-7, but I've run this wonderful adventure MANY times with veteran players of level 7-8, and every time, my players get a terrifying workout. You won't believe this one...

    5 out of 5 stars The Definitive Dungeons & Dragons Adventure Module.......1996-10-16

    Hired by a local noble to combat marauding brigands, adventurers find themselves combatting resurgence of a twisted and powerful empire of lizardmen with daunting powers. Parties must solve riddles, comfort madmen, "hack & slash", and be blessed with good luck to survive a severe test. Dungeon Masters can role-play nobles, dragons, brigands, lizardmen, and various other creatures. DMs will also enjoy the ease of conversion of this "generic" module into any AD&D setting. If you ever see a copy, snap it up post-haste
    The Dragon's Tomb (Dungeons and Dragons Novels)
    Average customer rating: 5 out of 5 stars
    • The Dragon's Tomb Review
    The Dragon's Tomb (Dungeons and Dragons Novels)
    D. J. Heinrich
    Manufacturer: Wizards of the Coast
    ProductGroup: Book
    Binding: Paperback

    ContemporaryContemporary | General | Literature & Fiction | Subjects | Books
    GeneralGeneral | Fantasy | Science Fiction & Fantasy | Subjects | Books
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    1. The Fall of Magic (Dungeons & Dragons Novels, Penhaligon Trilogy, Book 3) The Fall of Magic (Dungeons & Dragons Novels, Penhaligon Trilogy, Book 3)
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    3. Return of the Damned (Dungeons & Dragons Novel) Return of the Damned (Dungeons & Dragons Novel)
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    5. The Living Dead (Dungeons & Dragons Novel) The Living Dead (Dungeons & Dragons Novel)

    ASIN: 1560765925

    Customer Reviews:

    5 out of 5 stars The Dragon's Tomb Review.......2000-04-06

    The Dragon's Tomb is an excellent book, and even better if you know anything about Dungeons and Dragons, AD&D, etc. The book has a very excellent story line. (That includes the whole trilogy) The Story is about a young squire, who seeks vengence on the Evil Dragon Verdilith, for killing her lover, and the Knight that was training her, Flinn the Mighty. With his magical sword Wyrmblight she will hunt the dragon until the death.
    Lost Tomb of Martek (Advanced Dungeons & Dragons module I5)
    Average customer rating: 5 out of 5 stars
    • Ingenious end to the Desert of Desolation trilogy
    Lost Tomb of Martek (Advanced Dungeons & Dragons module I5)
    Tracy Hickman
    Manufacturer: Random House Inc (P)
    ProductGroup: Book
    Binding: Paperback

    Hickman, TracyHickman, Tracy | ( H ) | Authors, A-Z | Science Fiction & Fantasy | Subjects | Books
    GeneralGeneral | Fantasy | Science Fiction & Fantasy | Subjects | Books
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    3. The Village of Hommlet (Advanced Dungeons & Dragons Module T1) The Village of Hommlet (Advanced Dungeons & Dragons Module T1)
    4. The Ghost Tower of Inverness (Advanced Dungeons & Dragons module C2) The Ghost Tower of Inverness (Advanced Dungeons & Dragons module C2)
    5. The Forgotten Temple of Tharizdun (Advanced Dungeons & Dragons module WG4) The Forgotten Temple of Tharizdun (Advanced Dungeons & Dragons module WG4)

    ASIN: 0394531604

    Customer Reviews:

    5 out of 5 stars Ingenious end to the Desert of Desolation trilogy.......2000-05-02

    The Desert of Desolation trilogy concludes as the heroes find themselves desperately seeking the spirit of the ancient Martek, in hopes of deliverance from the wrath of the Vizier Efreet. Their quest takes them into one of the most ingenious dungeon settings ever devised - the Mobius Tower, where time literally stands still - an assassin's arrow hangs suspended inches from its target's breast, the torchlight glows solid, unmoving and cold, and only the ghosts still wander free... of course, that's until the chaos of distance and time distortion magic kicks in! An unforgettable classic for levels 7-9, highest recommendation.
    Temple, Tower, and Tomb (Advanced Dungeons & Dragons, 2nd Edition)
    Average customer rating: Not rated
      Temple, Tower, and Tomb (Advanced Dungeons & Dragons, 2nd Edition)

      Manufacturer: Wizards of the Coast
      ProductGroup: Book
      Binding: Paperback

      GeneralGeneral | Puzzles & Games | Entertainment | Subjects | Books
      ASIN: 1560768592
      Lost Tomb of Martek - Advanced Dungeons and Dragons # 15 - 9054 - Fantasy Adventure Module - Last Module In the Desert of Desolation Series
      Average customer rating: Not rated
        Lost Tomb of Martek - Advanced Dungeons and Dragons # 15 - 9054 - Fantasy Adventure Module - Last Module In the Desert of Desolation Series

        Manufacturer: TSR Hobbies
        ProductGroup: Book
        Binding: Paperback
        ASIN: B000H3EJPW

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