"Go to the sign of Harvel's Axe, a dubious inn on the edge of the Thieves Quarter, in the City of Greyhawk, and look to your own wrist. If you perceive a bracelet and dangling dice, watch for the next throw in the war between Law and Chaos and be prepared to follow the compelling geas." -Signal

Sunday, March 26, 2017

Hero Games - Champions 5th Edition


From the back of the book:

"Any Superhero... Any Power... Any Adventure!

Champions is back! This latest edition explores the superhero genre more thoroughly than ever before, delving into all the subjects you need to know about to create incredible characters and campaigns. It includes:
  • a complete review of the superhero genre, from the earliest Golden Age comics to today's cutting-edge graphic novels, with guidelines and suggestions for simulating the eras and features of the genre using the HERO System rules.
  • creating superhero characters using the HERO System, including a thorough look at origins, sources of powers, game elements, and prominent character archetypes, plus a Quick Superhuman Generator.
  • information on and examples of super-technology.
  • creating, running, and improving Champions campaigns.
  • example character sheets for the Champions and some of their major enemies.
  • and more!
Like all other HERO System genre books, Champions is a toolkit, presenting you with the information, options, and ideas you need to create your own characters and campaigns just the way you want them. Whatever type of superhero game you like to play, and however you like to play it, Champions helps you make it even better!"

Saturday, March 25, 2017

Hero Games: Champions III - Another Super Supplement


From the website:

"Champions III modifies and adds to character and GM information provided in Champions and Champions II. The book goes through the process of character creation once again, suggests changes to old powers, and adds new powers. The book also expands combat possibilities, suggests new campaign strategies and provides a collection of forms designed to add history and depth to characters and campaigns."

Friday, March 24, 2017

Hero Games: Champions II

From the website:

"This was Hero Games first effort to greatly expand the Champions core rules.
Book includes new items, skills, powers, and disadvantages; along with rules for vehicle & base building; and articles about character building, character interaction with hazards, and numerous other odds and ends (like the many photocopy-ready Control Sheets)."

Thursday, March 23, 2017

Hero Games: Challenges for Champions





From the back cover: 

"Put some punch in your old scenario, or begin a new adventure! Challenges for Champions is an invaluable play supplement for Champions. It gives you 10 action-packed scenarios plus tips for adapting these adventures to guarantee your heroes maximum excitement! Scenarios include background and players' information, plot outline, maps, descriptions of 17 NPCs and more - everything you need for super heroics! Challenges for Champions also provides extensive guidelines to help you design your own scenarios. Dare to be creative - accept the Challenge!"

Wednesday, March 22, 2017

Hero Games - Alien Enemies


From the back cover:

"Alien Enemies provides more than 40 alien villains and oddities for your Champions campaign. Discover the secrets of the Masq, a race of otherworldly shapechangers who walk among us. Wonder at the power of the Infinite Man, a being of limitless abilities who is making Earth his new home. Shudder at the horror of the Spores from Space-oozing, vine-covered zombies now stalking the shadows of our world. And tremble at the fury of the Tyrixx, insectoid invaders who have already laid waste to countless planets on their way here."

Tuesday, March 21, 2017

Hex Pad - TSR


From the Acaeum website:

"Hex Pad is exactly that: sheets of white hexagonal mapping paper, held together at the top with gummed wax.  Each sheet bears the TSR Wizard logo in the lower left, and the TSR Stock Number (8001) in the lower right.  The pad was first published in 1979.  The third print of the pad was re-titled Hex Book, and expanded to 128 pages."

Monday, March 20, 2017

Hex Book - TSR


From the front cover:

"This book contains approximately 128 pages of 7/32 hex paper printed both sides, usable for games and game campaigns. The hex sheets can be used for any number of purposes: creation of game and campaign maps, mapping during play, movement plotting, and record-keeping."

Sunday, March 19, 2017

Heroes of Horror





From the website:


"Heroes of Horror provides everything players and Dungeon Masters need to play and run a horror-oriented campaign or integrate elements of creepiness & tension into their existing campaigns. Players can develop heroes or anti-heroes using new feats, new spells, new base classes and prestige classes, and new magic items. The book presents new mechanics for different types of horror, including rules for dread and tainted characters, as well as plenty of new horrific monsters and adventure seeds. Different types and genres of horror are discussed in detail.

This supplement focuses on running a horror themed D&D campaign.

It includes two new base classes, including the popular Dread Necromancer, several prestige classes, feats, spells, and magic items. Includes rules for Taint, Horror checks, and rules for making villains."

Saturday, March 18, 2017

Heroes of Battle


From the Back of the Book:

"This supplement for the D&D game reveals the pivotal roles characters can play in the midst of great battles. With rules and options for creating or playing adventures on an around battlefields, Heroes of Battle plunges characters into wartime situations and challenges them with climatic battles of epic proportions."

Friday, March 17, 2017

Heroes Magazine #5


Contents:

- "A Turn of the Friendly Card: Expanded Gambling Rules for James Bond" by David A. Klempa
- "'Sprechen Sie Deutsch, Herr Bond?': Languages in James Bond" by David A. Klempa
- "Testimony of a Tester: Or, Playtesting RuneQuest" by Bruce Dresselhaus
- "The Devices of Oom: Magic Devices iN P&P" by David Kuijt and Winchell Chung, Jr.
- "The Laws of Magic: Creating Magic Items in P&P" by David Kuijt and Winchell Chung Jr.
- "A RuneQuest Gambling System" by Donna Zelzer
- "The Royal City of Donara" (Powers & Perils) by Richard L. Snider
- "Tactics and Strategy in Wizards" (Wizards boardgame) by Thomas J. Mosbo
- "Rivers of Thought: The Background and Basis of Wizards" (Wizards boardgame) by THomas J. Mosbo
- "History of the Lunar Empire: Third Wane" by Greg Stafford
- "Swordsmen Real and Reeled: Swashbucklers from History and Cinema for Use with Lords of Creation Dueling Rules" by Tom Moldvay
- "RuneQuestions" by the Chaosium staff
- "Looking Ahead with Soothsayers" by William Goodson
- "Thugs" (uncredited)
- "Badlander, Boatman, Hillman, Thief: New Careers in Powers & Perils" by Craig Barrett

Thursday, March 16, 2017

Heroes & Heroines : Rules Guide


From the back cover:

"Finally the comic book role play game everyone has been waiting for! Introducing the Heroes & Heroines Rules Guide. With close to life statistics and over 230 powers to choose from, Heroes and Heroines is the perfect system to incorporate your favorite heroes from any comic book company. We've even taken the idea one step further. We currently have on license characters from several major comic book publishers. This will allow you to buy supplements and adventures using characters you read about in comics for quick reference in game play. Also included within is a ready to play introductory adventure."

Wednesday, March 15, 2017

Heroes & Heroines: Deathwatch 2000


From the back cover:

"All life on earth will be destroyed by the year 2000, or maybe sooner! You and your fellow heroes are the only ones who stand a chance to defeat the Dragon and the Hellbenders mad scheme to destroy the Earth's ozone layer, thus eliminating all natural life on earth! Are you up for the challenge? DeathWatch 2000 is an adventure supplement for the Heroes & Heroines Comic Book Role-playing Game."

Tuesday, March 14, 2017

Heaven & Earth


From the back of the book:

"In the small town of Potter's Lake lies a secret. A secret of conspiracy. A secret of darkness. The secret of the true nature of the universe and human destiny. Now, that secret is about to be uncovered. And nothing will ever be the same again.

You are a resident of Potter's Lake. You must discover that nothing you ever believed in was wholly true. You will help decide the final fate of humanity in the coming Apocolypse.

ARE YOU READY TO TOSS THE DICE?

Forget the dice! Heaven & Earth features Event Horizon's brand new diceless, deterministic action resolution system. It's just you, your skill, and your destiny against the machinations of a universe that is not what it seems. There's nothing random about that. Take hold of your destiny or have it decided for you. Forever."

Monday, March 13, 2017

Harnmaster


From the website:

"The HârnMaster character generation system gives players a rich Hârnic experience. Characters may start the game with a wide variety of interesting occupations, and at various levels of experience.

Introductions to religious, Shek-Pvar, and Military occupations are included. Average incomes for all occupations and information about the guild system is included. Character contacts with (potentially) influential people are generated allowing players to explore relationships and advance their social standing.

HârnMaster uses a realistic interactive combat system that gives players many tactical options to control their combat destiny. The system is elegant, simple and easy to use."

Sunday, March 12, 2017

Harn Master Module



The information below is for the 3rd edition and this is as I recall the 1st edition of the product from 1983

Publisher blurb:

"HârnWorld is a detailed, realistic, flexible, and system-neutral setting for fantasy role-playing games. Since 1983, HârnWorld has been used by thousands of people across the world to run a wide array of medieval fantasy adventures. HârnWorld can accommodate whatever style of campaign you are looking for, whether your player characters are knights, mages, barbarians, clerics, noble lords, mercenaries, gladiators, craftsmen, merchants, thieves, or even simple peasants yearning for adventure.

This basic HârnWorld module has two components:

Hârn Overview: This 58-page Hârn article is a general overview of Hârnic cultures, governments, economics, history, and more. It also includes campaign aids for such tasks as generating weather conditions and character backgrounds.

Hârn Regional Map: The map of Hârn provides a vast amount of information with a unique cartographic system developed specifically for fantasy gaming. The area detailed measures 620×930 miles (1000×1500 km). The colors and textures show vegetation and terrain as noted on the map key."

Saturday, March 11, 2017

The Hamlet of Thumble


From the back of book: 

"This 64-page adventure setting, written by Ed Cha, is flexibly designed for use with a party of good PCs or alternatively a band of evil PCs of 1st or 2nd level. Ready-to-use character sheets for both parties will be included as web enhancements. It is part of a "world-building through adventures" series and is thick with extra features, such as tips for a new DM and how to encourage role-playing among players."

This product also contains information on:
-The Ecology of the Halfling (personality quirks and tendencies)
-Mundane Weapons (using common household and farming items such as brooms and pitchforks for combat)
-The Concept of Reputation (another incentive besides experience points and money for PCs)
-Incorporating Dreams Into Your Game (the use of foreshadowing and nightmares)
-Special Abilities for PCs (superhero PCs?) as well as Weakness
-Cavalier, Shaman, and Witch classes
-New spells, feats, skill uses, monsters, and magic items.
-How to Avoid Killing 1st Level PCs
-How to Keep Role-Playing from Becoming "Roll-Playing"
-12 Signs of a Good DM

Friday, March 10, 2017

Hahlmabrea


From the back of the book:

"Enter the world of Hahlmabrea, where culture dictates behavior and the Council of Hahlmabrea guides Adventurers through adventuring. Grab your Permit for Adventuring or Adventuring License and head out to explore the vast and fascinating world of Hahlmabrea.

The game of Hahlmabrea offers a complete, easy-to-use system for role players who want less hassle and more enjoyment out of their gaming sessions. Players or Adventurers are free to experiment with character concepts and role playing, for the only rules imposed on the players are that of the culture.

A simple, complete combat system and a user-definable spell system allow a great deal of flexibility in game play, yet the GM can still retain control and even participate in an adventure. Adventuring is a profession, and while there are some exceptions, Licensed Adventurers are generally respected. A full year of Adventuring must be completed in order to become a Licensed Adventurer.

"Kalek, a hill dwarf from the Kremp Mountains, had participated in many adventures, but when the Council of Hahlmabrea summoned him to their chambers, he felt a shiver run down his spine. The other members of Davoce, his adventuring group, also seemed edgy, for rumours had been circulating around the city about the terror of the Demon Mountains: a behemoth. A major threat to the land had surfaced, and Kalek knew that this adventure would have far-reaching consequences. Squaring his shoulders, taking a deep breath, and bowing to the Dukirri, Kalek entered the Council Chambers...."

Hahlmabrea offers:

A smooth-flowing Adventurer Generation system that allows players to come up with a character concept and follow it through consistently. No specific die rolls are required to become any type of Adventurer you desire. There are 14 different Folk to choose from, each with a unique history and quirks that players can embellish upon within their character concept.

A complex Adventurer Generation format that assures players a consistent character concept that will last many adventures. All of the necessary die rolls are generated during this process, so few calculations are done during game play. This reduces the frustration and anxiety caused by interrupting game play.

A spell system, based on linguistics, allows players to distort the interpretation of each spell, custom-tailoring the spell language to fit any situation. The spells are naturally-based, and they are intended to enhance and improve role play, not combat."

Thursday, March 9, 2017

HackMaster: S1- Tomb of Unspeakable Horror


From the back cover:

"An ancient tomb within a skull shaped mountain tempts adventurers with tales of riches and glory. But surely a place such as this must have traps, guardians, and mysteries that would foil the weak minded. Are your characters resourceful enough to delve into the horrors that are best left unspoken? And how will the Circle of Sequestered Magics feel about you meddling in their affairs?

This new HackMaster adventure is based on the classic Tomb of Horrors adventure with plenty of new twists, turns, and dungeon levels. Bring the horror of the tomb to a whole new generation of young hackers!"

Wednesday, March 8, 2017

HackMaster: Robinloft






From the publishers website:

"Welcome to Robinloft, a gloomy realm of despair and gothic horror. This HackMaster version of the classic Ravenloft adventure is sure to keep your players on edge with plenty of twists and turns as they try to escape from Count Vlad'Neer. This horrific module includes new monsters and other features that have helped make HackMaster the 2001 Game of the Year."

Tuesday, March 7, 2017

HackMaster: B1- Quest For The Unknown


"Based on the original Dungeons & Dragons adventure In Search of the Unknown by Mike Carr, HackMaster's Quest for the Unknown is for characters level 1-3.

Designed for beginning players and GameMaster's alike, Quest for the Unknown features the two level dungeon "The Caverns of Quasqueton." Built by Rogahn the Fearless and Zelligar the Unknown, who might have met untimely deaths while warring with the hated Gnome Protectorates, the PCs have the opportunity to raid their secret cavern base and escape with untold treasure!"

Monday, March 6, 2017

HackMaster: Player's Handbook






This is the Player's Handbook for HackMaster, which is a partial parody, partial tribute to the first edition D&D game. While it follows many of the conventions of the source material, in some ways the game improves upon the source material it was based on. In others it takes the extremes of the original (a penchant for tables, for example) to extremes. The HackMaster Player's Handbook provides character creation rules for Abilities, Build Points (Quirks and Flaws), Classes, Races, Equipment, Magic, Experience and more, providing the player of the game all the rules they need to get ready for a game.

Sunday, March 5, 2017

H4: The Throne of Bloodstone


From the back cover:

"The battle between the mighty undead army of the Witch-King of Vaasa and the forces of Bloodstone has come to a standstill. As long as the source of the Witch-King's power is at work, his evil forces will never be defeated!

As the rulers of Bloodstone Pass, it is up to you to find and destroy the source of Vaasa's power. All you have to do is journey to the Abyss, confront the mightiest demon of all, steal the Wand of Orcus, and take it to the Seven Heavens to be destroyed.

The Throne of Bloodstone is the fourth and final installment in a series of modules specially designed for high-level characters. While it is not necessary to have played any of the three previous modules, The Throne of Bloodstone is the climax of an epic struggle for a kingdom against the forces of darkest evil. Recommended for characters of levels 18-100, The Throne of Bloodstone is the highest-level adventure ever published by TSR!"

Saturday, March 4, 2017

H3: The Bloodstone Wars





From the back of the module:

"What strange role does Orcus, Prince of the Undead, play in the invasion of peace-loving Damara? And what interest does the Grandfather of Assassins have in the tiny Barony of Bloodstone Pass?

With this adventure your player characters inherit an entire Barony - with a recently-reopened mine that produces immense wealth. Wealth enough to attract the dangerous attention of their neighbors...wealth enough to attract the attention of the Witch-King of Vaassa...and Orcus himself!


Now, your tiny barony is the pivotal point in a war that threatens to engulf the entire Forgotten Realms. Take Command, and defend yourself against the encroachment of the evil, demonic forces of the nightmare realm of Vaasa.


A large, four-color map of the region makes your new realm come alive. Wild and wooly BATTLESYSTEM scenarios (with options if you're not into miniatures) give you the full range of battlefield excitement!



Come learn why high-level AD&D game play can be much more than just monster bashing. The Army of Bloodstone Pass wants you!"

Friday, March 3, 2017

H2: The Mines of Bloodstone


"An adventure for characters level 16-18. This module bills itself as 'The most deadly dungeon ever designed!" It is the second module in the sequence begun by Bloodstone Pass. The party will complete the war against a bandit army and then descend into demon filled mines to find fantastic treasures rumored to be hidden in the darkness."

Thursday, March 2, 2017

Gamma World: GWQ2 - All Animals Are Equal




From the back of the book:

"In the zoo, only power matters! Get as much as possible, however possible!

- Characters are drawn into the delicately balanced world of animal politics, where tooth and claw often take a back seat to treaties and promises;
- They must weave their way through this maze of alliances, feuds, and diplomacy, carefully considering when to stay neutral and when to take sides;
- The zoo can easily be positioned in any campaign world;
- This 64-page adventure includes new mutations, new technology, and new weapons;
- The adventure is usable by characters of 4th to 6th levels."

Wednesday, March 1, 2017

Gamma World: GWQ1 - Mutant Master


From the back of the book:

"- Characters encounter altered ones and living metal while searching the hostile wilderness for hidden secrets of the ancients!
- They try to penetrate the blue man's renegade Iron Society enclave to uncover the mystery of the Yorkum Turkel.
- This adventure for the new 4th Edition GAMMA WORLD game is designed for three to six characters of 1st to 3rd level.
- Mutant Master is an excellent tool for beginning a new GAMMA WORLD campaign, either based in Ascension in Gamma Terra, or adapted into a GM's personally designed world.
- It is recommended that the character group have at least one Altered Human."

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