Super Endless Quest

(AD&D Adventure Gamebooks)


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This series was the most important of TSR's 1985 gamebook releases. These books were similar to the Endless Quest books, but had a rule system. The rules varied slightly from book to book, but in general each book contained a character with hit points to keep track of life and a few special abilities like fighting or spell-casting. Each book included a bookmark with a character sheet printed on it. The name Super Endless Quest didn't last very long, however. The third book in the series was called an Advanced Dungeons and Dragons Super Endless Quest gamebook. Book four was an Advanced Dungeons and Dragons Adventure Gamebook. The series was successful enough to last until 1988, when the final book, number eighteen, was released.

The information on this page is as complete as my collection will allow. If you find any errors or can provide information on the translations, please send an e-mail to me at demiankatz@gmail.com.


 1. Prisoners of Pax Tharkas
Author: Morris Simon
Illustrators: Keith Parkinson (cover), Mark Nelson (interior)
First Published: February, 1985
ISBN: 0-88038-209-0
Length: 189 pages (201 sections)
Game World: Dragonlance
Number of Endings: 28 (22 failures, 5 worth one point, 1 worth two points)
Plot Summary: You are Bern Vallenshield, a ranger. When you return to your home town of Solace you discover that it has been destroyed by dragons and that your younger brother is in danger!
Translations: Danish, Italian, Spanish
My Thoughts: I've never been too fond of the system of rules this series uses, and this first book uses it particularly poorly. In addition to the fact that the section explaining the rules is rather poorly written (and repeats the name "Bern Vallenshield" to an extent that is somewhere between humorous and annoying), there is a point value placed on each ending which allows the reader to have a slight edge upon later plays. This means that there is no real end to the book; even upon finding the "best" ending, you are encouraged to read through again. This doesn't make the book particularly satisfying (and if the happy endings are unsatisfying, imagine how some of the bad ones feel!). Despite these flaws, the book does have some good moments and its continuity with the first Dragonlance novel (Dragons of Autumn Twilight) is quite good.
Hint: Observation seems to be the key to success here.

 2. The Ghost Tower
Author: Jean Blashfield
Illustrators: Keith Parkinson (cover), Larry Day (interior)
First Published: May, 1985
ISBN: 0-88038-215-5
Length: 189 pages (345 sections)
Game World: Greyhawk
Number of Endings: 26 (1 with penalty, 21 penalty-free failures, 5 worth one point, 2 "victories")
Plot Summary: You are falsely accused of theft. The only way to clear your name is to retrieve a dangerous magical artifact from a mysterious spectral tower accompanied by two strangers who may or may not desire to kill you.
Translations: French, Italian, Spanish, Swedish
My Thoughts: This book is a miserable failure; it takes a potentially excellent gamebook plot (based on Allen Hammack's AD&D module, The Ghost Tower of Inverness) and turns it into a remarkably frustrating mess. First of all, this book is full of severe continuity problems. Characters occasionally mention things which haven't happened, possess items they shouldn't have or heal wounds that were never inflicted. This makes things rather hard to follow and often forces the reader to backtrack in confusion. As if this weren't bad enough, the construction of the game is unbelievably cruel; a long and often tedious quest leads to a situation where the odds are good that the entire party will be slaughtered completely at random. It is truly unfortunate that this book didn't get playtested rather more thoroughly before it was released; a little debugging in the continuity and balance departments could have raised the status of this book from a barely playable mess to something of a classic.
Hint: Explore whenever possible (yeah, I know, it's obvious).

 3. Escape from Castle Quarras
Author: Douglas Niles
Illustrators: Jeff Easley (cover), Mark Nelson (interior)
First Published: June, 1985
ISBN: 0-88038-252-X
Length: 189 pages (202 sections)
Game World: Generic AD&D
Number of Endings: 34 (25 deaths, 6 setbacks, 3 victories)
Plot Summary: You are Derek Shadowalker, a retired thief of the Robin Hood variety. An old friend informs you that the king's present cruelty is due to an evil sorcerer and a magical gem, so you set out to put things right.
Translations: Danish, French, Italian, Spanish, Swedish
My Thoughts: This isn't a bad gamebook, though it's somewhat imperfect. On the negative side, there are a few minor continuity errors (though nothing like the problems with the previous book), the plot is very familiar, and a victorious path can feel rather short. On the positive side, there's strategy and challenge to be found here, and it takes quite a few tries to get through successfully (though victory is certainly attainable).
Hint: Don't go into this adventure unarmed!

 4. The Soulforge
Author: Terry Phillips
Illustrators: Keith Parkinson (cover), Mark Nelson (interior)
First Published: September, 1985
ISBN: 0-88038-254-6
Length: 187 pages (206 sections)
Game World: Dragonlance
Number of Endings: 7 (only one victory)
Plot Summary: As Raistlin Majere you must pass the test of the Towers of High Sorcery to become a full-fledged magic-user.
Translations: Danish, French, Italian, Spanish, Swedish
My Thoughts: This book, the first in this series to use the AD&D Adventure Gamebook name in place of Super Endless Quest, is quite good. It provides some interesting background into Raistlin's character for fans of the Dragonlance series and provides quite a challenge for gamebook readers. Its biggest flaw is a rather excessive reliance on rolls of the dice, but persistance and careful mapping can make victory possible in spite of this problem.
Hint: Presence is very important!
Errata: Entry 41 shouldn't lead to entry 69; it actually goes to 169.

 5. Test of the Ninja
Author: Curtis Smith
Illustrators: Clyde Caldwell (cover), Gary Williams (interior)
First Published: November, 1985
ISBN: 0-88038-260-0
Length: 189 pages (233 sections)
Game World: Historical Japan
Number of Endings: 8
Plot Summary: You are a samurai in training and must pass many challenges on your way to becoming a warrior.
Translations: French, Italian, Spanish, Swedish
My Thoughts: This is the first book in this series to take on the wood-grain appearance that would last until the final AD&D Adventure Gamebook. While the adventure doesn't fit into any of the AD&D game worlds (it's set in historical Japan, not Kara-Tur, the closest AD&D equivalent), it's an excellent gamebook. The story isn't bad, the characterization is considerably above average and the game design is great, making the player feel quite unrestricted in terms of choices. The only problem with this book is that it feels like the beginning of a series but isn't; its ending is far too abrupt for a story with no sequels. Despite this frustration, it's well worth reading.
Hint: Gold shuriken should be considered a good sign.

 6. Master of Ravenloft
Author: Jean Blashfield
Illustrators: Clyde Caldwell (cover), Gary Williams (interior)
First Published: January, 1986
ISBN: 0-88038-261-9
Length: 189 pages (345 sections)
Game World: Ravenloft
Number of Endings: 15
Plot Summary: You are Jeren Sureblade, a high-level paladin. You must defeat the evil vampire Count Strahd von Zarovich in his dangerous home in order to save a young girl from becoming one of the undead.
Translations: Italian, Spanish
My Thoughts:This excellent gamebook, based on a classic AD&D module by Tracy and Laura Hickman, actually manages to make up for the failure of Blashfield's earlier entry in this series, The Ghost Tower. This well-designed book is pleasantly non-linear and surprisingly replayable due to the randomization of encounters and object locations... There are a few flaws, including some strangely distributed instructions and a tendency for the reader to get lost in the sections of the book due to the complexity caused by the story's non-linear nature, but these are more than made up for by the book's enjoyable design.
Hint: Simply reducing Strahd's hit points to zero cannot lead to a full victory. Be sure you're well-equipped before facing him.

 7. Sceptre of Power
Author: Morris Simon
Illustrators: Keith Parkinson (cover), George Barr (interior)
First Published: March, 1986
ISBN: 0-88038-285-6
Length: 190 pages (244 sections)
Game World: Generic AD&D
Number of Endings: 26
Plot Summary: You are Carr Delling, son of an incredibly powerful (but long deceased) mage. Following the death of your mother, you set off in search of your father's legacy to you.
Translations: Italian, Spanish
My Thoughts: This, the first part of the Kingdom of Sorcery Trilogy, is only an average gamebook. The story moves right along, which is a good thing, but there are far too many arbitrary deaths (and little challenge other than the avoidance of these deaths) to make it terribly entertaining. There are multiple paths to the ending, though, so at least the replay value is fairly high.
Hint: In general, trust elves.
Errata: See Jerry Wang's Kingdom of Sorcery Comments.

 8. Nightmare Realm of Baba Yaga
Author: Roger E. Moore
Illustrators: Jeff Easley (cover), Mark Nelson (interior)
First Published: May, 1986
ISBN: 0-88038-286-4
Length: 189 pages (229 sections)
Game World: Generic AD&D
Number of Endings: 24 (22 failures, 1 worth one point, 2 worth two points)
Plot Summary: You and your friend Mjolnir, a dwarven thief, must recover a magical gem stolen by the evil witch Baba Yaga.
Translations: Italian, Spanish
My Thoughts: This is a fairly good gamebook; it has a lot of places to explore, some weird situations and a background based on somewhat less well-known mythology than usual. The concept of judgment points, a score which changes depending on your wisdom and which affects the way Baba Yaga thinks of you, is also an interesting idea. I managed to get through successfully on my first try, though, so unless I was very lucky the challenge factor is a bit low.
Hint: Balanced attributes should get you through alive.

 9. The Sorcerer's Crown
Author: Morris Simon
Illustrators: Clyde Caldwell (cover), George Barr (interior)
First Published: July, 1986
ISBN: 0-88038-308-9
Length: 190 pages (220 sections)
Game World: Generic AD&D
Number of Endings: 35
Plot Summary: Once again playing the role of Carr Delling, you must go on a journey to unravel a mystery involving an old rival and corrupted paladins.
Translations: Italian, Spanish
My Thoughts: Like the previous part of the Kingdom of Sorcery Trilogy, this is only an average gamebook. Like its predecessor, the book suffers from far too many instant kills. These endings exist mainly to herd the player onto the right path; while the book appears somewhat nonlinear, there's really only one path which leads to success. These design flaws aside, it's a fairly entertaining adventure and it ends on something of a cliffhanger... This book is probably not worth reading unless you have the rest of the trilogy.
Hint: It is critical that you visit the Yellow Marsh.
Errata: The path from 184 to 232 should in fact lead to 196; there is no entry 232. Another error involves the fact that a Knock spell is used at one point even though no such spell is listed anywhere.

 10. Lords of Doom
Author: Douglas Niles
Illustrators: Larry Elmore (cover), Diane Magnuson (interior)
First Published: September, 1986
ISBN: 0-88038-309-7
Length: 190 pages (218 sections)
Game World: Dragonlance
Number of Endings: 8 (not including death by combat)
Plot Summary: As Gilthanas the elf you must discover the fate of the good dragons' eggs, which have been stolen by the forces of evil.
Translations: Italian, Spanish
My Thoughts: This gamebook fills in a small gap in the Dragonlance chronicles and will be of particular interest to fans of that trilogy. As a game, the book isn't particularly exceptional, but it's quite entertainingly written, especially thanks to the presence of Fizban, a very powerful but absent-minded mage whose role in the story will make the most sense to those familiar with the Dragonlance novels. The adventure isn't very hard to complete, but it's fairly replayable due to the various paths to victory.
Hint: Don't go too overboard in assigning points to Spellcasting, though it is a very useful ability now and then.

 11. Clash of the Sorcerers
Author: Morris Simon
Illustrators: Keith Parkinson (cover), George Barr (interior)
First Published: November, 1986
ISBN: 0-88038-310-0
Length: 189 pages (212 sections)
Game World: Generic AD&D
Number of Endings: 26
Plot Summary: You must prevent your rival Arno from releasing a terrible monster and acquiring a magical item of great power.
Translations: Italian, Spanish
My Thoughts: This book concludes the Kingdom of Sorcery Trilogy. Overall the trilogy has its ups and downs; it doesn't fit together too well due to the long periods of time elapsed between books and since actions in the early books have no real effect on the later ones. On the other hand, by the time you reach this book you have a good feel for the characters, something unusual for a gamebook. The conclusion offered here is, unfortunately, rather disappointing. There are a lot of different paths to victory here, leading to a rather anticlimactic adventure. Things move along too quickly and many of the milestones towards success feel a bit too easy to win. It's a shame the trilogy wasn't a little better thought out; despite many flaws I enjoyed the books and will miss the characters.
Hint: Get Rufyl searching for spell components at the earliest convenience.
Errata: See Jerry Wang's Kingdom of Sorcery Comments.

 12. Curse of the Werewolf
Author: Chris Martindale
Illustrators: Tim Hildebrant (cover), Stephen Fabian (interior)
First Published: February, 1987
ISBN: 0-88038-432-8
Length: 191 pages (220 sections)
Game World: Generic AD&D
Number of Endings: 36
Plot Summary: You are Feral, a warrior cursed by an evil wizard to transform into a wolf. You set off in search of vengeance and a cure.
Translations: Danish, Italian, Spanish
My Thoughts: While I really like the premise of this book, it doesn't come together very well. First of all, the book itself seems kind of hastily thrown together; on page ten there's some text saying "Art A" where presumably an illustration was supposed to be inserted, and throughout the book the word "millennium" is spelled wrong. The game design itself is rather unthrilling as well, having several inconsistencies and relying too much on random chance. This could have been a wonderfully unique gamebook, but as it is it's decidedly unsatisfying.
Hint: Not all happy endings involve a cure; experience doesn't necessarily need to be conserved as much as the instructions would lead you to believe.

 13. Gates of Death
Author: Terry Phillips
Illustrators: Carl Lundgren (cover), Jan Duursema (interior)
First Published: May, 1987
ISBN: 0-88038-433-6
Length: 191 pages (213 sections)
Game World: Generic AD&D
Number of Endings: 19
Plot Summary: You are Wyn the Younger, an aspiring paladin. As penance for starting a bar fight you are sent on a dangerous quest to recover the Breath of Life from the Gates of Death in order to save a princess.
Translations: Danish, Italian, Spanish
My Thoughts: This book is reminiscent of many early role-playing adventures; it's a fairly illogical assortment of traps and monsters that seem to have very little to do with one another. It also contains some very bad poetry. Fortunately, these flaws are far outweighed by the entertaining gameplay of the book and its high replayability.
Hint: Balanced attributes will probably get you through okay, though Wisdom is taxed quite a lot at times.
Errata: One of the paths from section 110 leads to section 195. This is wrong; it should lead to section 2 instead.

 14. Trail Sinister
Author: James Brumbaugh
Illustrators: Jeff Easley (cover), George Barr (interior)
First Published: August, 1987
ISBN: 0-88038-453-0
Length: 184 pages (214 sections)
Game World: Generic AD&D
Number of Endings: 20
Plot Summary: As Kardel Arthur Dolan, a young nobleman, you must recover five stolen plaques needed by your father to defend against an army of trolls. On your journey you are accompanied by a wizard and a thief, neither of whom you entirely trust.
Translations: Italian, Spanish
My Thoughts: This is the shortest book in the series, having the lowest page count and the largest print. Still, it takes quite a while to get through since it requires a lot of good luck, especially towards the beginning. Overall this isn't a terribly good book; it's far more linear and combat-oriented than it should be and requires very little strategy and too much luck to complete successfully. One plot twist at the end is rather weak and unexplained, which doesn't help matters any.
Hint: It's very hard to succeed if your Perception is less than ten.
Errata: Section 36 ends abruptly, though presumably it's supposed to be a fatal ending.

 15. The Vanishing City
Author: Allen Varney
Illustrators: Clyde Caldwell (cover), Doug Chaffee (interior)
First Published: November, 1987
ISBN: 0-88038-434-4
Length: 192 pages (245 sections)
Game World: Generic AD&D
Number of Endings: 18
Plot Summary: You are Sir Theobold Redbeard, a great fighter who rules the dominion of Lighthall. When extradimensional magic takes your city away from you, you must gather magical coins and combat a sorcerer to rescue your subjects.
Translations: Danish, Italian, Spanish
My Thoughts: This book, based on an AD&D module called Five Coins for a Kingdom, is a very entertaining adventure. It's non-linear, replayable and full of more-interesting-than-usual (if stereotypical) characters. The book's biggest flaw, however, is that it is quite easy to successfully complete in very little time. Replayability largely makes up for this problem, but a little more challenge might have been nice.
Hint: Violence is seldom necessary.

 16. Shadow over Nordmaar
Author: Dezra Despain
Illustrators: Clyde Caldwell (cover), Mark Nelson (interior)
First Published: February, 1988
ISBN: 0-88038-541-3
Length: 192 pages (191 sections)
Game World: Dragonlance
Number of Endings: 26
Plot Summary: You awaken in the company of a cleric named Lorina and realize that you have no idea who you are. The only clues to your identity are a ring, a feather and a bag of herbs...
Translations: Italian, Spanish
My Thoughts: This is an exceptional gamebook. In addition to having a highly original premise (an amnesiac player character), the book contains two complete adventures. Your ultimate identity depends on which direction you set off at the beginning, and each of these paths is completely different from the other. This means the book isn't consistent, but under the circumstances that doesn't matter. The only problem here is that this book is extremely (perhaps excessively) difficult. Not only do you need to regain your memory before key events in the story, you have to do everything within a limited time window. This means that you can get to the end of the book again and again without actually achieving victory. Still, persistance can lead to success... it's just not an easy task.
Hint: Memory points are precious; it's probably wise to use your experience to be certain that you get as many as possible.
Errata: Section 163 says to turn to one place if your roll exceeds 8 and to different place if it's less than 10; I'm unsure which of these numbers is correct, but obviously both are not. Section 45 should lead to section 54, not section 189. The character bookmark lists your name as "John," when it should in fact be "Jonn."

 17. Spawn of Dragonspear
Author: Steve Perrin
Illustrators: Keith Parkinson (cover), Douglas Ball (interior)
First Published: May, 1988
ISBN: 0-88038-570-7
Length: 190 pages (203 sections)
Game World: Forgotten Realms
Number of Endings: 33
Plot Summary: As the half-elf ranger Kelson Darktreader you must defend the town of Daggerford against devils, orcs and goblins.
Translations: Italian, Spanish
My Thoughts: While there are some entertaining parts to this book, it's a little bit below average for the series. It doesn't offer anything particularly new in terms of gameplay and while it has many endings, most of them are roughly the same. The book also suffers from some major continuity problems; during one game I somehow managed to kill the orc leader twice!
Hint: Use experience points frequently; you have lots, and they're only there to be used!

 18. Prince of Thieves
Author: Chris Martindale
Illustrators: Jeff Easley (cover), Chris Miller (interior)
First Published: August, 1988
ISBN: 0-88038-596-0
Length: 190 pages (212 sections)
Game World: Generic AD&D
Number of Endings: 34
Plot Summary: You are Jadd Hachen, a thief of the Robin Hood variety. Unfortunately for you, some gems you have recently acquired have been stolen by fellow thieves. Even worse, you are being pursued by extradimensional monsters which think you still have the stones. You must retrieve the gems before they can be used to bring about the end of the world!
Translations: Italian, Spanish
My Thoughts: This book is fairly well-written and has a refreshingly non-linear design, but it also has some problems. The worst is that far, far too much of the story is determined by dice rolls. There aren't actually all that many choices and death comes far too easily due to the difficulty of many of the rolls. It's also unfortunate that pretty much no matter what you do, you come across the items you're looking for. This really messes up the consistency of the story and makes the book's challenge seem considerably less interesting.
Hint:It's possible to get the blue gem using only one dice roll. Perhaps similarly simple paths can be found for the other two...


Danish Translations

At least six of the books were translated into Danish as the "Advanced Dungeons & Dragons Solo-eventyr" series and published by Borgens Forlag. The release order was different from that of the American books, and the format was somewhat larger than the average paperback.

1. Dragefolkets fanger
Translation Of:
Prisoners of Pax Tharkas
This book is not part of my collection.

2. Dødens port
Translation Of:
Gates of Death
This book is not part of my collection.

3. Troldmagerens prøve
Translation Of:
The Soulforge
This book is not part of my collection.

4. Den forsvundne by
Translation Of:
The Vanishing City
This book is not part of my collection.

 5. Varulvens forbandelse
Translation Of: Curse of the Werewolf
Translator: Torben Nilsson
First Published: 1990
ISBN: 87-418-8885-5
Length: 231 pages (220 sections)
My Thoughts: Not too surprisingly, this edition of the book is free from the weird "Art A" missing artwork problem that exists in the original American printing.

 6. Tyrannens juvel
Translation Of: Escape from Castle Quarras
Translator: Torben Nilsson
First Published: 1990
ISBN: 87-418-8884-7
Length: 191 pages (202 sections)


French Translations

I believe that only four of these books were translated into French. The most notable change from the American versions (apart from order of release) is the fact that the character bookmarks which were bound into the front of the American books are actually part of the back covers of the French versions.

  1. Le Voleur de Karass
Translation Of: Escape from Castle Quarras
Literal Translation of French Title: The Robber of Karass
Translator: Philippe Bertin
First Published: 1985
ISBN: 2-263-01082-3
Length: 189 pages (202 sections)

  2. Le Trésor aux Maléfices
Translation Of: The Ghost Tower
Literal Translation of French Title: The Cursed Treasure
Translator: Christine Logette
First Published: 1985
ISBN: 2-263-01083-1
This book is not part of my collection; the scans are courtesy of Karo Tako.

  3. L'Épreuve de la Tour Noire
Translation Of: The Soulforge
Literal Translation of French Title: The Test of the Black Tower
Translator: Philippe Rouard
First Published: 1985
ISBN: 2-263-01098-X
Length: 187 pages (226 sections plus epilogue)

  4. Le Défi du Ninja
Translation Of: Test of the Ninja
Literal Translation of French Title: The Challenge of the Ninja
Translator: Christian Bounay
First Published: 1985
ISBN: 2-263-01097-1
Length: 188 pages (233 sections)


Italian Translations

The entire series was translated into Italian, but the release order was different. The series was called simply "Advanced Dungeons & Dragons" and was published by Edizione E. Elle as part of their librogame line.

1. I prigionieri di Pax Tharkhas
Translation Of:
Prisoners of Pax Tharkas
This book is not part of my collection.

2. La torre fantasma
Translation Of:
The Ghost Tower
This book is not part of my collection.

3. Nel castello di Quarras
Translation Of:
Escape from Castle Quarras
This book is not part of my collection.

4. La prova
Translation Of:
The Soulforge
This book is not part of my collection.

5. Ninja
Translation Of:
Test of the Ninja
This book is not part of my collection.

6. Il signore di Ravenloft
Translation Of:
Master of Ravenloft
This book is not part of my collection.

 7. Lo scettro del potere
Translation Of: Sceptre of Power
Literal Translation of Italian Title: The Sceptre of Power
Translator: Elena Colombetta
First Published: 1989
ISBN: 88-7068-109-2
Length: 244 sections
My Thoughts: Some, but not all, of the errors listed in Jerry Wang's Kingdom of Sorcery Comments are corrected in this printing.

8. La corona del mago
Translation Of:
The Sorcerer's Crown
This book is not part of my collection.

9. Mago contro mago
Translation Of:
Clash of the Sorcerers
This book is not part of my collection.

10. Nel regno di Baba Yaga
Translation Of:
Nightmare Realm of Baba Yaga
This book is not part of my collection.

11. I signori del destino
Translation Of:
Lords of Doom
This book is not part of my collection.

12. La maledizione del lupo mannaro
Translation Of:
Curse of the Werewolf
This book is not part of my collection.

13. I cancelli della morte
Translation Of:
Gates of Death
This book is not part of my collection.

14. Il sentiero della paura
Translation Of:
Trail Sinister
This book is not part of my collection.

 15. La città scomparsa
Translation Of: The Vanishing City
Literal Translation of Italian Title: The Vanishing City
Translator: Flavio Gregori
First Published: 1993
ISBN: 88-7068-566-7
Length: 245 sections

16. Ombre su Nordmaar
Translation Of:
Shadow over Nordmaar
This book is not part of my collection.

 17. La stirpe di Dragonspear
Translation Of: Spawn of Dragonspear
Literal Translation of Italian Title: The Spawn of Dragonspear
Translators: Costanza Galbari and Fabio Accurso
First Published: 1994
ISBN: 88-7068-622-1
Length: 203 sections

18. La resa dei conti
Translation Of:
Prince of Thieves
This book is not part of my collection.


Spanish Translations

The entire series was translated into Spanish as the "Dungeons & Dragons Aventura Juego" series, published by Timun Mas. Like the original American releases, each book included a bound-in cardstock bookmark/character sheet.

  1. Prisioneros de Pax Tharkas
Translation Of: Prisoners of Pax Tharkas
Literal Translation of Spanish Title: Prisoners of Pax Tharkas
Translator: Marta Pérez
Cover Illustrator: José Antonio Tassies
First Published: 1986
ISBN: 84-7176-878-X
Length: 190 pages (201 sections plus monster glossary)
My Thoughts: This book has the same interior illustrations as the American original... but what the heck is with the weird art on the cover and the bookmark?! I'm either amused or scared; I'm not sure which yet.

 2. El Castillo de Quarras
Translation Of: Escape from Castle Quarras
Literal Translation of Spanish Title: Castle Quarras
Translator: Marta Pérez
Cover Illustrator: José Antonio Tassies
First Published: 1986
ISBN: 84-7176-879-8
Length: 189 pages (202 sections plus monster glossary)

 3. La Torre Fantasma
Translation Of: The Ghost Tower
Literal Translation of Spanish Title: The Ghost Tower
Translator: Marta Pérez
Cover Illustrator: John Rosenfeldt
First Published: 1986
ISBN: 84-7176-968-9
Length: 189 pages (345 sections plus monster glossary)

 4. Reto Crucial
Translation Of: The Soulforge
Literal Translation of Spanish Title: Crucial Challenge
Translator: Marta Pérez
Cover Illustrator: John Rosenfeldt
First Published: 1986
ISBN: 84-7176-969-7
Length: 189 pages (226 sections plus monster glossary)

5. El Cetro del Poder
Translation Of:
Sceptre of Power
This book is not part of my collection.

6. El Vampiro de Ravenloft
Translation Of:
Master of Ravenloft
This book is not part of my collection.

 7. La Maldicion del Hombre Lobo
Translation Of: Curse of the Werewolf
Literal Translation of Spanish Title: The Curse of the Wolfman
Translator: Jaime de Marcos Andreu
Cover Illustrator: Martínez Roca
First Published: 1987
ISBN: 84-7722-076-X
Length: 192 pages (220 sections)

8. La Corona del Hechicero
Translation Of:
The Sorcerer's Crown
This book is not part of my collection.

9. La Prueba del Ninja
Translation Of:
Test of the Ninja
This book is not part of my collection.

10. La Batalla de los Magos
Translation Of:
Clash of the Sorcerers
This book is not part of my collection.

11. Los Senores de la Muerte
Translation Of:
Lords of Doom
This book is not part of my collection.

12. El Reino de Pesadilla de Baba Yaga
Translation Of:
Nightmare Realm of Baba Yaga
This book is not part of my collection.

13. Ruta Siniestra
Translation Of:
Trail Sinister
This book is not part of my collection.

14. La Esfinge
Translation Of:
The Vanishing City
This book is not part of my collection.

15. El Bosque de las Brumas
Translation Of:
Spawn of Dragonspear
This book is not part of my collection.

 16. Los Páramos de Nordmaar
Translation Of: Shadow over Nordmaar
Literal Translation of Spanish Title: The Deserts of Nordmaar
Translator: Jaime de Marcos Andreu
Cover Illustrator: Martínez Roca
First Published: 1988
ISBN: 84-7722-444-7
Length: 184 pages (191 sections)

17. El Principe de los Ladrones
Translation Of:
Prince of Thieves
This book is not part of my collection.

18. Las Montanas Sombrias
Translation Of:
Gates of Death
This book is not part of my collection.


Swedish Translations

A handful of these books were translated into Swedish as the "Spelbok" series, published by B. Wahlströms Bokförlag. Instead of having the cardboard bookmarks included in the original editions, the translations feature multiple copies of the character sheet on regular pages in the backs of the books.

1. Den magiska stenen
Translation Of:
Escape from Castle Quarras
Literal Translation of Swedish Title: The Magic Stone
This book is not part of my collection.

2. Spöktornets väktare
Translation Of:
The Ghost Tower
Literal Translation of Swedish Title: Guardian of the Ghost Tower
This book is not part of my collection.

3. Trollkarlarnas skärseld
Translation Of:
The Soulforge
Literal Translation of Swedish Title: Wizards' Purgatory
This book is not part of my collection.

 4. Ninjas eldprov
Translation Of: Test of the Ninja
Literal Translation of Swedish Title: Ordeal of the Ninja
Translator: Gunnar Redmalm
First Published: 1987
ISBN: 91-32-12879-7
Length: 179 pages (233 sections)


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