Genre | Role-playing games |
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Publisher | TSR |
Publication date | 1994 |
Media type | Boxed set |
Cities of Bone is an accessory for the 2nd edition of the Advanced Dungeons & Dragons fantasy role-playing game, published in 1994.
Cities of Bone is an Al-Qadim boxed set that includes six dungeon crawls, mostly portable anywhere in Zakhara, half for beginning characters and the rest for mid-to high levels. The text offers advice for creating a spooky atmosphere, and the historical reasons behind the construction of each dungeon. [1]
Half the text makes up the adventure, "Court of the Necromancers", where in the undead city of Ysawis, the player characters get involved in the intrigues of a couple of repugnant wizards and a senile lich. [1]
Cities of Bone was written by Steve Kurtz. [1]
Allen Varney reviewed Cities of Bone for Dragon magazine #219 (July 1995). [1] He comments: "The indefatigable Kurtz returns with another mixed lot of adventures in ruined cities. The Al-Qadim line had been held over a year beyond its original plan by the time of this 1994 sourcebox, and this may explain the set's flagging inspiration." [1] He calls the dungeon crawls "mostly routine" and says that the historical reasons for each dungeon "make interesting reading, but these are basically numbered rooms with traps and monsters. These are endlessly popular in other AD&D worlds, but in Zakhara they fit awkwardly, for (as the text remarks) 'robbing the tombs of enlightened creatures is considered a base and dishonorable profession.'" [1] Varney considers "Court of the Necromancers" to be the set's best adventure, commenting: "There's an interesting plot and one well-staged, creepy dinner scene with the two necromancers, but the storyline works only with players who behave with cautious restraint — yet the same adventure's dungeon crawl, like all the others here, belongs to the kill-everything-that-moves school of adventure design. It's an unfortunate mix." [1]
Ravenloft is an adventure module for the Dungeons & Dragons (D&D) fantasy role-playing game. The American game publishing company TSR, Inc. released it as a standalone adventure booklet in 1983 for use with the first edition Advanced Dungeons & Dragons game. It was written by Tracy and Laura Hickman, and includes art by Clyde Caldwell with maps by David Sutherland III. The plot of Ravenloft focuses on the villain Strahd von Zarovich, a vampire who pines for his lost love. Various story elements, including Strahd's motivation and the locations of magical weapons, are randomly determined by drawing cards. The player characters attempt to defeat Strahd and, if successful, the adventure ends.
Day of Al'Akbar is an Advanced Dungeons & Dragons adventure module written by Allen Hammack and published by TSR inc. in 1986. The module consists of a forty-page booklet with a large color map and an outer folder. It bears the Dungeons & Dragons code I9, I meaning intermediate and 9 for module 9 in that series.
Abeir-Toril is the fictional planet that makes up the Forgotten RealmsDungeons & Dragons campaign setting, as well as the Al-Qadim and Maztica campaign settings and the 1st edition version of the Oriental Adventures campaign setting.
Al-Qadim is a campaign setting for the Dungeons & Dragons role-playing game which was developed by Jeff Grubb with Andria Hayday for TSR, Inc., and was first released in 1992. Al-Qadim uses One Thousand and One Nights as a theme and is set in the land of Zakhara, called the Land of Fate. Thematically, the land of Zakhara is a blend of the historical Muslim Caliphates, the stories of legend, and a wealth of Hollywood cinematic history. Zakhara is a peninsula on the continent of Faerûn in the world of Toril, the locale of the Forgotten Realms campaign setting, although Al-Qadim is designed to stand on its own or be added to any existing campaign setting. The basic campaign setting was divided between two game products: Al-Qadim: Arabian Adventures, a sourcebook describing character creation rules, equipment, and spells unique to the setting, and Al-Qadim: Land of Fate, a boxed set describing the land of Zakhara, with separate sourcebooks for the players and the Dungeon Master.
The flexibility of the Dungeons & Dragons (D&D) game rules means that Dungeon Masters (DM) are free to create their own fantasy campaign settings. For those who wanted a pre-packaged setting in which to play, TSR, Wizards of the Coast (WotC), and other publishers have created many settings in which D&D games can be based; of these, the Forgotten Realms, an epic fantasy world, has been one of the most successful and critically acclaimed settings. Many campaign settings include standard sword and sorcery environments, while others borrow Asian, Central American, swashbuckling, horror and even space-travel themes.
White Plume Mountain is an adventure module for the Advanced Dungeons & Dragons fantasy role-playing game, written by Lawrence Schick and published by TSR in 1979. The 16-page adventure bears the code "S2". The adventure is a dungeon crawl where the players' characters are hired to retrieve three "notorious" magical weapons, each possessing its own intelligence. The adventure contains art by Erol Otus, and a cover by Jeff Dee. A sequel, Return to White Plume Mountain, was published in 1999, and an updated version conforming to v3.5 rules was released online in 2005. The original was again updated for the 5th edition in 2017 as the fourth part of Tales from the Yawning Portal.
In the Dungeons & Dragons fantasy role-playing game, the centaur is a large monstrous humanoid. Based upon the centaurs of Greek myth, a centaur in the game resembles a human with the lower body of a horse.
Al-Qadim: The Genie's Curse is an action role-playing game for the personal computer set in the Al-Qadim campaign setting of Advanced Dungeons and Dragons. The game was developed by Cyberlore Studios and published in 1994 by Strategic Simulations. The game combines role-playing game and adventure with a simplified interface; the player's character is a young corsair trying to clear his family's name, rescue his betrothed and determine who has been freeing genies from their masters. The game was re-released in 2015 on GOG.com with support for Windows, macOS, and Linux.
Golden Voyages is an accessory for the 2nd edition of the Advanced Dungeons & Dragons fantasy role-playing game, published in 1992.
Arabian Adventures is an accessory for the 2nd edition of the Advanced Dungeons & Dragons fantasy role-playing game, published in 1992.
Land of Fate is an accessory for the 2nd edition of the Advanced Dungeons & Dragons fantasy role-playing game, published in 1992.
Assassin Mountain is an accessory for the second edition of the Advanced Dungeons & Dragons fantasy role-playing game, published in 1993.
A Dozen and One Adventures is an accessory for the 2nd edition of the Advanced Dungeons & Dragons fantasy tabletop role-playing game, published in 1993.
The Complete Sha'ir's Handbook is an accessory for the 2nd edition of the Advanced Dungeons & Dragons fantasy role-playing game, published in 1994.
Secrets of the Lamp is an accessory for the 2nd edition of the Advanced Dungeons & Dragons fantasy role-playing game, published in 1993.
City of Delights is an accessory for the 2nd edition of the Advanced Dungeons & Dragons fantasy role-playing game, published in 1993.
Ruined Kingdoms is an accessory for the 2nd edition of the Advanced Dungeons & Dragons fantasy role-playing game, published in 1994.
Corsairs of the Great Sea is an accessory for the 2nd edition of the Advanced Dungeons & Dragons fantasy role-playing game, published in 1994.
Caravans is an accessory for the second edition of the Advanced Dungeons & Dragons fantasy role-playing game, published in 1994.
The Complete Book of Necromancers is a sourcebook for the second edition of the Advanced Dungeons & Dragons fantasy adventure role-playing game. As part of the DMGR series, the information in this book is intended for use by the Dungeon Master to develop villains and NPCs, and is not recommended for use by players.