"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

Friday, February 23, 2018

LegendQuest: Death Traps of the Aldar






From the web:

"Death Traps of the Aldar is a LegendQuest adventure for characters with some experience. 375 or more character points are recommended.


In the adventure, the characters are sent into a cave complex of the Aldar (LegendQuest's dark elves) who try to establish a base near the port city of Brinston."

Thursday, February 22, 2018

LegendQuest: Blood In the Slave Pits






From the web:


"In the adventure, the characters are sent to defeat two goblin tribes who are taking slaves for the aldar (LegendQuest's dark elves). The goblin tribes seem to work together, but disagreement is growing between them."

Wednesday, February 21, 2018

Lou Zocchi - Alien Space (1979 reprint)





From the web:

"Another game from Lou Zocchi, this 1973 classic uses (more or less) the same game system as his Star Fleet Battle Manual. (In fact, the first edition of the Star Fleet Battle Manual was a four-page supplement to Alien Space!) Including alien empires that sprang from his own creativity, these exotic starships carry such weapons as the Blazer, Nytron Lance, Tentical Beam, Magma Beam, Proton Torpedo, Javelin Torpedo, and the infamous Gapper Zapper! The game was intended for play with miniatures, and needed only eight pages of rules, eight ship damage charts, and a couple of pages of weapons templates."

Tuesday, February 20, 2018

LotR RPG - Narrator's Screen






From the web:

"The Narrator's Screen is your guide to running all your adventures in Middle Earth. Complete with a four-panel screen, six character sheets, two grimoire sheets, and an introductory adventure."

Monday, February 19, 2018

LotR Adventures: "Over the Misty Mountains Cold"





From the Back Cover:

"Like Frodo and the rest of the Fellowship, you too can now venture into Dwarven ruins as ancient as abandoned Moria. But gird up your sword and ready your shield -- the darkness filling the mountain is fraught with peril.

Adventure Lurks Ahead!

'Over the Misty Mountains Cold' is the second sequel to the Lord of the Rings Adventure Game. High among the peaks of the mist-shrouded Hithaeglir, you'll discover the tumbled walls of an old Dwarven stronghold. More than fallen stones await you there -- a secret from the past, an ally from the West, and foes who hate the sun and will all sway your destiny."

Sunday, February 18, 2018

LotR Adventures: Darker than the Darkness







From the back cover:

"Now, like Bilbo (and Frodo), you too can have great adventures - pausing in Rivendell before daring the perils that lurk in Middle-earth's forgotten nooks and crannies.

Challenge Awaits You!
"Darker Than The Darkness" is the first sequel to the Lord of the RIngs Adventure Game. On the downs southeast of Bree, you must defeat a de=read force or face a fate worse than death. Then challenge the Bandit-king who rules the Great East Road.


It's Fun!
All Lord of the RIngs Adventure Game sequels use the same fun and user-friendly storytelling format you mastered in your first adventure "Dawn Comes Early." You'll start playing as soon as you turn the title page!"

Saturday, February 17, 2018

Lost Empires of Faerun







From the back of the book:

"The ruins and remnants of once-mighty nations lie scattered across the lands of Faerun. Hidden within the dusty vaults and passages of these crumbling monuments, great treasures and terrible dangers await discovery. Only those bold explorers armed with courage and equipped with knowledge dare to delve into these earliest secrets of the Forgotten Realms setting.
  • 5 new in-depth prestige classes
  • 16 new feats
  • 29 new monsters"

Friday, February 16, 2018

The Lost City of Gaxmoor







From the back cover:

"North of the Bergruken, upon the broken slopes of the Massif, the sun's fading brilliance outlines the ancient ruins of the once thriving metropolis of Gaxmoor. The former beacon of imperial power mysteriously vanished ages ago. Now it has returned, beckoning brave adventurers to explore its ruins and crypts, and to vanquish the chaos and evil that lies within.

The Lost City of Gaxmoor is a complete adventure setting that takes characters from level 1 to 10. Playable in Troll Lord Games' World of Erde, or easily placed in any existing campaign, The Lost City of Gaxmoor will fill many nights with high adventure."

Thursday, February 15, 2018

The Lost Abbey of Calthonwey






From the web:

"Listen, O Wayfarer, and hear a tale of long ago in the days of the great hero Tagam Dragohbrother. In those times worship of Syrenthia, the great goddess, was strong in these lands. Strong too was her priesthood, for her priests were great and learned men. Among the greatest was Aript, who was the Abbot of Calthonwey. . It came to pass, in the autumn of the last year of the Reign of Meso the Wise, that Aript was visiting a village near the Troll Fens. As he was returning to the inn from visiting a sick farmer, he encountered a bedraggled young lad who spoke no known language. Aript befriended the boy against the advice of the villagers.

The boy was fair of countenance, yet also he was dark of coloring, in hair, skin and eyes. Aript called him Liodga, which means "black pearl," for his coloring and rarity of appearance. The superstitious villagers called him Liodcinat, which means "black serpent." They feared the circumstances of the boy's appearance and behind Aript's back (or so they thought), they made signs against the evil eye. Aript was not unobservant, and he feared for the boy's life at the hands of the villagers. So it was that Aript took Liodga away into the night like a theif.

The travellers reached the Abbey without incident, and Liodga was inducted into the priesthood.

Years passed and Calthonwey prospered. The Abbey's dual choir of f rocked priests and martial monks was renowned through the realm. As with Calthonwey so with Liodga, for he was favored by the Master of the Abbey, and the dark one came to stand high in the Order.

It was in the year of the Long Winterthat Aript's soul left his mortal shell to begin the Great Astral Journey. In accordance with the ancient rules, the Order met in conclave to elect his successor. When the ballots were cast and the tally made, it was discovered that to Liodga had gone the majority of votes. This was strange, for few of the priests would admit to favoring him for the position. Geshyan, a wise and respected patriach of the order, spoke out vehemently against the election of Liodga, but the chapter upheld the decision as it had been accomplished in the ancient way.

Lo, the very day after Liodga's assumption of the position of Abbot, Geshyan was found headless within his own locked room. The new Abbot announced that it was the god's punishment of Geshyan for disputing the ancient ways. Unbelieving, several of theolder priests objected, but Liodga would hear no words against his. By the next morning the cells of the outspoken priests were empty. Mostfeltthey had simply left during thesecret hours of the night, but others darkly hinted that Liodga was responsible. Under Liodga the Temple continued to garner wealth, though now the lands around the Temple began to suffer. Those who sought to evade or dispute Liodga's tithe frequently met with terrible accidents. Yet as Liodga's power and influence grew, so did unrest in some parts of the order. The simple folk of the land began to fear a coming of strife amongst the priests that would reach out to encompass them, and they dreaded the coming of a religious war.

And so finally word spread through the land that Jarfar Lindenstaff, master of the martial monks, had quarreled openly with Liodga and named him blasphemer. Soon after this word came the news that the Abbey itself was hidden from men. It remained so for 100 long years.

When Calthonwey was again seen by men of good faith, the lands about it were blasted and barren and none were seen about it. The fates of the priests to this day remain unknown, for the few brave men that have approached the Abbey return with tales of haunting and dread evil."

Wednesday, February 14, 2018

The Lords of the Night: Vampires







From publisher blurb:

"The lords of the night are coming! For too long they have hidden in shadow. But all that is about to change. With new powers and abilities - the lords of the night have just one thing in mind, the total enslavement of the mortal races.

Whether you want to play a vampire in your favorite fantasy setting, or test the mettle of your players with new and incredible creatures born of nightmares. Everything you could possibly need to rule the night is right here in this book.

This book contains entire rules for playing Vampires, plus exciting information on all aspects of vampire society, from Avystervan, the vampiric city of graves, to vampire weapons, it's all here in this book!"


Tuesday, February 13, 2018

The Lord of The Rings Role Playing Game - Core Rulebook







From the website:

"The LORD OF THE RINGS is an epic of good versus evil, extraordinary heroes, wondrous creatures and dark armies of terror –all the things needed for an incredible RPG.

The LORD OF THE RINGS ROLEPLAYING GAME brings this epic adventure to players and fans the world over. Now you and your friends can enter Middle-earth and take on the roles of any character or hero you can imagine, from a reluctant hobbit like Frodo to a powerful wizard like Gandalf. This full-color book is packed with images from one of the most visually amazing films ever made.

This game is easy to learn, packed with information and most importantly, fun to play! Experienced gamers can leap right in and novices will love it. Everything you need to know for this game is in this book.

This is an all new "core" roleplaying game book. 304-pages, hardcover, full-color"

Monday, February 12, 2018

LNR2: Tales of Lankhmar






From the web:

"Come to the streets of adventure in the fabled City of Lankhmar! From the ale rooms of the Silver Eel (premiered in striking detail), to sewers of Lankhmar Below (the rats revisited); no one knows what will happen next in this celebrated capital of fantasy adventuring. Hire on, in "A Cask of Trouble", to guard a wine-tasting from the vengeful Vintner's Guild. Dare, if you will, "The Red God's Curse", in which little is as it seems. Aid the wizards Sheelba of the Eyeless Face and Ningauble of the Seven Eyes at an era's end, "When Walks the Wyrm". Undertake an expedition of inquiry for the Lankhmar Society of Sages to "The Land of the Pale Ones". Learn if the Thieves' Guild really has a hand in "The House of Mazes". Beware strange priests and darkest alleys, lest you meet "A New God". Finally, no anthology of Lankhmar would be complete without a trip to its maze-like sewers, wherein rages "War in Lankhmar Below" (a follow-up to the adventure "Return of the Rats", from CA2, Swords of Deceit). The latest 64-page LANKHMAR anthology contains seven original adventures for a party of four to eight characters, levels 3 to 10. Play them individually or in series!"

Sunday, February 11, 2018

Lankhmar: Cutthroats of Lankhmar





From the back of the book:

"Not all the rogues in the city of Lankhmar are found in the Thieves Quarter. Some of the nastiest scoundrels are bankers, merchants and craftsmen. Discover the true cutthroats of free enterprise and the backstabbing business practices in the City of Adventure.

Cutthroats of Lankhmar is the second in a series of three gazetteers focusing on different sections of that most famous City of Thieves: LANKHMAR. Set in Fritz Leiber's NEHWON, the ofttimes home of FAFHRD and the GREY MOUSER and the site of their many heralded exploits, Cutthroats describes in vibrant detail the Mercantile, Festival, Park, Cash and southern River Districts of the City of the Black Toga.

This gazetteer not only provides information about the denizens of Nehwon's most important city, it also features dozens of springboards for adventures that span every level of Lankhmar society from the nobility to the dregs.

Learn all about the gangs, guilds, fences, ships, merchants, and bars in the southwestern portion of Lankhmar. You may never look at the city of Lankhmar the same way again."

Saturday, February 10, 2018

Legends & Lairs: Wildscape







From the Back of the Book:

"The definitive d20 System resource for wilderness adventures and campaigns.

Following in the tradition of DUNGEONCRAFT and CITYWORKS, this invaluable toolbox gives players and DMs everything they need to create and run memorable fantasy adventures and campaigns in the untamed wilderness.

- New options for druid characters, including druid realms that allow players to customize their druids' spells and abilities.
- New styles for ranger characters, including two-handed fighting and spear-fighting, as well as new options for non-spellcasting rangers.
- Complete descriptions, hazards, and stat blocks for a wide range of terrain types, including deserts, forests, mountains, swamps, and wastelands.
- Comprehensive rules for weather and climate, including ready-to-use stat blocks for a variety of storms and conditions."

Friday, February 9, 2018

Legends & Lairs: The Hidden Vault







From the back cover:

"You enter the office of the Merchant Guildmaster, heeding the summons of the courier who interrupted your breakfast at the inn this morning. The Guildmaster sits behind a vast desk made of some unknown, exotic wood.

The Guildmaster gazes at each of you in turn. "Thank you for agreeing to this meeting. We have heard many tales of your adventures, of the services you have rendered and the quests you have undertaken on behalf of so many, both lordly and common."

The Guildmaster's eyes drift to one of the maps hanging on the far wall, one that charts the great mountain range to the north. "This guild trades extensively with the mountain dwarves, largely for precious metals of all varieties. Recently, the dwarves lost contact with one of their most valuable mines, Silverhall, which lies in the heart of those mountains."

"Our dwarven friends have dispatched two separate parties to travel to the mines and return with word of what has transpired there. Neither has been heard from since leaving the dwarven holdfast. The dwarves have no entreated us for our assistance, and we intend to provide it."

The Guildmaster reaches into a desk and draws fourth a large leather bag that clinks enticingly when he places it before you. "We ask you to travel to Silverhall and learn what has happened there. If, as I fear, something terrible has befallen the miners, do all that is in your power to find and rescue any that yet live. Do this, and you shall have our gold and our gratitude."

You're not sure which is more valuable, but both could come in handy."

Thursday, February 8, 2018

Legends & Lairs: The Black Stairs







From the back cover:

"Instant adventure for 4-6 characters levels 4-6

When you arrived in the village of Blackbrook, you couldn't help but notice the anxiety and gloom in the faces of the locals. When you bought the bar a round and asked the villagers about their troubles, they explained that the dead have not been resting easy.

"Oh, we've often had problems with the restless," said a wizened old woman in the corner. "Vampires, zombies, even wild ghouls from time to time. But they mostly stay in the mountains, where the hunting is easy. But that might be changing now.

"Five nights ago, Dekellus, the lord's son, went missing. We found him a day later on the edge of town, dead. There was a vampire bite on his throat, and not a drop of blood in him. Looks like the restless dead are on the hunt again. You'd best be careful if you are traveling at night."

Now, two days out of Blackbrook and half a day into the mountains, the old woman's words come back to haunt you. The sun has just sunk beneath the horizon, and you hear clanging steel, shouts, and other sounds of battle from over the rise before you. You could try to walk away from this trouble, but it may just follow you. After all, the night is still young."

Wednesday, February 7, 2018

Legends & Lairs: School of Illusion






From the back of the book:

"Alter your reality.


Kicking off a new series of books from Fantasy Flight Games, School of Illusion contains everthing you need to make illusion magic a key component of your game.


Featuring more than 60 new spells including the mind-twisting might of apocalypse, School of Illusion brings the concept of diving domains to arcane spellcasters in the form of "disciplines." Illusionists can now master invisibility, terror, true illution, and six other disciplines on their path to ultimate power. Best of all, the visual guide to illusions shows at a glance which senses a spell affects.


This book also contains 9 new prestige classes and a new core class - the devoted illusionist. In addition, it contains dozens of new items - both magical and mundune [sic] - to delight players. 


Whether you're customizing your very own illusionist's robe or wielding the awesome might of the staff of the illusionist, you'll never look at illusion magic the same way again."

Tuesday, February 6, 2018

Legends & Lairs: School of Evocation







Publisher Blurb:

"School of Evocation is the definitive guide to evocation magic and contains rules that expand the thaumaturgical arts of evocation and destruction. Beautifully designed and illustrated, School of Evocation offers a wide variety of exciting new player options, including the devoted Evoker prestige class, the true masters of destruction as well as dozens of new evocation spells, feats, and magic items and detailed rules on shaping and enhancing energy and creation spells such as fireball, wall of iron, and much more!"

Monday, February 5, 2018

Legends & Lairs: Giant Lore







From the publisher:

"Giant Lore provides in-depth background for some of the biggest and baddest foes in the d20 System: Giants and their kin. Beautifully designed and illustrated in the Legends & Lairs tradition, Giant Lore offers a wide variety of exciting new features, including:

Dozens of new and original giants and giantkin
Prestige classes and feats specifically designed for giants
Information on integrating giants and their civilizations into your world setting"

Sunday, February 4, 2018

Legends & Lairs: Elemental Lore






From the web:


"A bestiary of elementals and elemental creatures. Earth, air, fire, and water. Sonic, cold, acid, and electricity. From elder elementals and powerful dragons to minor mephits and mysterious outsiders, creatures major and minor are tired to the powers of the elements. Some are friends. Some are foes. All are dangerous.

Continuing the acclaimed Lore series, this book focuses on a single creature type as well as related sub-types, opening a portal from the elemental planes to your campaign. The original elementals themselves have been expanded to include proud nobles, determined guardians, and pesky haunts. Each creature is designed with a role in mind, from grudge monsters to chase monsters. With more than 30 new elementals, six new creatures with elemental sub-types, and four new prestige glasses, Elemental Lore provides dozens of options for unleashing the power of the elements upon your gaming group."

Saturday, February 3, 2018

Living Greyhawk Journal #5






From the web:


"LIVING GREYHAWK JOURNAL
Volume 1, Number 5
July, 2001 

GEM OF THE FLANAESS: CLERKBURG
More tales of crooked professors and scheming students this issue, as we delve further into the district known as Clerkburg. Grab a stack of scrolls and your best set of armor--whether studying for exams or working off a criminal sentence in the Free City Arena, you won’t want to be caught unprepared.
By Erik Mona

ZEIF: ROCK OF THE WEST
Explore the far reaches of the Sultinate of Zeif with one of the co-authors of the Living Greyhawk Gazetteer! For more than a thousand years, Zeif has stood as the largest successor state of the once-great Baklunish Empire. Controlled by a crafty sultan held in check by his cabinet and manipulative mother, the nation acts as an anchor to the Baklunish West in politics, trade, and religion.
By Fred Weining

THE “LOST” ISSUE
Living Greyhawk’s Campaign Director explains where the campaign has been so far, and where it’s going...
By Stephen Radney-MacFarland

ENCHIRIDION OF THE FIEND-SAGE
A magic resistant humanoid from the Vesve Forest poses a challenge this month to the elusive Fiend-Sage of Rel Atra. See his missive to Lord Drax discussing the creature, as well as three other recent discoveries in our regular monster column.
By Sean K Reynolds

DISPATCHES
News from around Flanaess.

CONTACT LIST
Contact information for your home region and the world."

Friday, February 2, 2018

Living Greyhawk Journal #4






From the web:

"LIVING GREYHAWK JOURNAL
Volume 1, Number 4
May, 2001 



GEM OF THE FLANAESS: CLERKBURG
The winding streets of the Halls hold eager students and learned sages alike. Decadent tomes gather dust in private libaries as old as the city’s walls, tempting adventurers with their tales of kingdoms lost and treasures hidden from the light of the sun.
By Erik Mona

SILENT SORCERY
The secretive sorcerous society known as the Silent Ones of Keoland comes alive in this history by a co-author of the Living Greyhawk Gazetteer. Learn of the order’s history, and perhaps chart your character along the path of the campaign-approved prestige class included here.
By Gary Holian

CAMPAIGN NEWS
The results of our first contest bring several strange visitors to the campaign. Plus, even more information on the Fright at Tristor
 
ENCHIRIDION OF THE FIEND-SAGE
From the windswept hills of the Bright Desert come the mysterious dune stalkers, haunting spirits of elemantal earth. Evil wizards throughout the Flanaess toil in darkend workshops on a rare type of ophidian golem called the necrophidius. On the Lake of Unknown Depths, Nyrrian boatcrushers add legendary danger to already treacherous waters. In the north, the quallan savagely enact the will of a bizarre, temperamental dictator. And in Rel Astra, the fiend-Sage pens yet another missive to his undead lord.
By Sean K Reynolds

DISPATCHES
News from around Flanaess. 

CONTACT LIST
Contact information for your home region and the world."

Thursday, February 1, 2018

Living Greyhawk Journal #3






From the web:


"LIVING GREYHAWK JOURNAL
Volume 1, Number 3
February, 2001 

SPECIAL FEATURE: LIVING GREYHAWK CHARACTER RECORD SHEETS
Track your character’s progress on the official LIVING GREYHAWK character record sheet and character log found on the inside covers of this month’s issue! 

THE BLOOD OF HEROES
Though found in the lower echelons of Oreth’s deific hierarchy, the hero-gods are perhaps the most worldly of superior beings. From humble Daoud to hopeless Vathris, we present more than a dozen godlings for your campaign and for your character to worship.
By Sean K Reynolds, Fred Weining, and Erik Mona

THE GODS OF OERTH
The most complete listing of Flanaess deities ever published, including the pantheons of the elves, dwarves, halflings, and gnomes. If it’s on this list (and it isn’t evil) it can be your patron. Rejoice! 

CAMPAIGN NEWS
Playing The Fright at Tristor as part of the LIVING GREYHAWK campaign, a new axe for Ulek, new scenarios, and the latest character creation guidlines. 

ENCHIRIDION OF THE FIEND-SAGE
Whether facing an angry tribe of norkers, negotiating a contract with forlorn swordwraiths, or subjecting captured spies to the rigors of the Amedian gutworm, the servants of the Fiend-Sage just keep delivering.
By Sean K Reynolds

DISPATCHES
News from around Flanaess. 

CONTACT LIST
Contact information for your home region and the world."

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