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Now that you've had a taste of treasure hunting, are you ready to discover the road to and from adventure?

Enter Thunder Rift and you'll find the excitement that lies outside the dungeon. From the Plunging Cararact Falls to the Keep of the Black Knight, the Rift offers a miniature world filled with friends and foes alike.

Thunder Rift offers the novice DUNGEON MASTER a rich environment in which to begin a campaign. He or she can run the companion modules designed for use with this accessory or create entirely original scenarios that only require a place to be played out. There are lots of adventure ideas built right into the text, and lots of space for inventive DMs to "do their own thing."

Player characters will find the Rift to be an excellent home turf, and they can get to the know the valley while they are getting to know their characters and the game.

32 pages, Paperback

First published January 1, 1992

13 people want to read

About the author

Colin McComb

58 books37 followers

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Displaying 1 - 3 of 3 reviews
Profile Image for Joel.
259 reviews6 followers
May 5, 2019
Of all the classic D&D modules and settings I've played around with as Dungeon Master, Thunder Rift provides the most enjoyable mico-world setting for some great adventures. It takes a bit of mental gymnastics to get it running properly with more modern rulesets, but it's well worth it.
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