"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

Thursday, September 19, 2019

Shred #4






From the web:


Vol. 1, #4 "Labyrinth Generator"
by Muse Publishing
Publish Year: 2000
Pages: 32

Wednesday, September 18, 2019

Shred #3






From the web:


Vol. 1, #3 "The First Step in Becoming a Game Designer"
by Muse Publishing
Publish Year: 2000
Pages: 32

Tuesday, September 17, 2019

Shred #2






From the web:


Vol. 1, #2 "How to Get that Game Published, Star Wars"
by Muse Publishing
Category: Role Playing Games
Sub Category: RPG Magazines
Genre: Magazine - Role-Playing
Product Line: Shred Magazine
Publish Year: 2000
Pages: 32

Monday, September 16, 2019

Shred #1






From the web:

Features:

Trickster and Trapster - Magical swords galore!
Memnon's Myths - The First God
The Weird Science Adventures of Dr. Symm - the World's Smartest Monkey
Historical Rip-Off Theater - The Great Pyramid
Jim Ward's Stylings -Breaking into the Game Business
Smithing Games - The Concept Stage
Monty Haul - The Smallish Chamber of Doom
Krytykle's Hits - 7th Sea Role-Playing Game
A Puzzling Puzzle - Fantasy Role-Playing
The Nefarious Dr. Random - Potions
Generally Gaming - GMing RPGs under a Time Limit
The Armchair Adventurer - Vicarious Adventure
Parody Cards

Wednesday, September 11, 2019

Shelzar - City of Sins







From the back of the book:

City of Pleasure and Peril

In Shelzar the Wicked, every desire can be fulfilled for those able to pay the price. Said to be half as old as Scarn itself, Shelzar has survived conquest, catastrophe and chaos to emerge as the continent's capital of decadence and sin. This volume contains a complete history of Shelzar, details for its inhabitants, locations, and culture, as well as adventures to challenge the most jaded of player characters.

Venture to the most decadent city of Ghelspad, learn it's secrets and partake of its pleasures, but never let your guard down, for death comes quickly as delight in Shelzar's smoke-filled chambers and shadowed alleys, and the hand that delivers a soft caress one moment can hold a poisoned dagger the next. Desire and danger are one in the City of Sins.

Tuesday, September 10, 2019

Shards of the Stone - Core







From the website:

"When the lesser gods were instructed to create Life, they cast their powers into the creation of the mystical CoreStone. This nexus of all of the powers of each of the gods carried within it the perfect symbiosis of passion and reason, of order and chaos, of reality and unreality. It was unparalleled in its beauty and simplicity but became the source of envy among some of the gods and soon became the centrepoint of a grand struggle of gods versus gods.

Soon, the CoreStone shattered, and with it came the devastation of the Core world in the centre of which the CoreStone was entombed. Shards of the Stone were scattered to the poles of the world and great schisms wracked the landscape as mountains fell and lakes rose from their beds to form the peaks of craggy sentinels of the world's distress.

This is the world into which you are entering. This is the conflict that you will soon become an active participant... or victim of. This is the vision that will become your dream... or your nightmare...

Shards of the Stone features the greatest talent in the gaming and fiction industry including Ed Greenwood, Jason Engle, Matt Forbeck, Dan McGirt, Kevin Ranson, Aaron Acevedo, Jared Nielsen and many more. Shards of the Stone is many realms made into one marvelous setting, each with a distinctly unique and imaginative feel with a ShardMaster moderating the realm and helping each one of you as you contribute to the grand setting."

Monday, September 9, 2019

Shaintar Immortal Legends - Players Guide (First)






From the back cover:


LEGENDS NEVER DIE

And the Shaintar: Immortal Legends Player's Guide has everything you need to become one. Create and play characters in Shaintar, or any epic high fantasy setting for Savage Worlds using:

* Eleven distinct races easily adaptable to other Savage settings
* Seven styles of magic including the new Alchemy Arcane Background
* Simple rules for languages and enhanced Common Knowledge usage
* More than twenty adapted Edges from the excellent Evernight, 50 Fathoms, and Necessary Evil settings.
* Over two dozen new Edges unique to the world of Shaintar
* Enhanced rules for bypassing armor that combine seamlessly with the Called Shot maneuver
* Armor, weapons, and special gear exclusive to Shaintar
* More than two dozen additional Powers, both new and adapted from previous sources
* New Applications mechanic for Powers to enhance Sorcerous magic
* A complete overview of Shaintar to help you create characters destined for greatness

Shaintar: Immortal Legends requires the Savage Worlds rulebook, available wherever you found this book, or online at www.greatwhitegames.com

Saturday, September 7, 2019

Shadoweun - First Edition (softcover)



From the web:

The year is 2050.

Magic is as real as the mean streets of the mega-sprawls. Corporations call the shots while nailing each other through covert operatives in cutthroat competition. Flesh and machines have merged - the street samurai with his smartguns and impossibly fast reflexes, the decker who can plug his own brain into the worldwide computer network, the rigger who links his mind to his vehicle and takes hairpin turns at fantastic speeds. And you're a part of this wired world, where corporate skyscrapers glitter over the dark shadows they cast. You live in those shadows. You're a shadowrunner - a street operative.

You may be human or troll, dwarf or elf. You may throw fireballs, pull out your trusty Uzi or slice through computer security with a program as elegant and deadly as a stiletto. No matter what, you get the job done. You're a shadowrunner - a professional. You don't just survive in the shadows - you thrive there... for now.

Friday, September 6, 2019

Shadowrun Gamemaster Screen - Second Edition






Tri-fold screen with 32 page booklet called  "Contacts" -- Dozens of archetypes and contacts.

Thursday, September 5, 2019

Shadis #32





From the web:


Volume 5, No. 7

Cover by Thomas Biondiolillo

The featured articles are:
  • Hunters, Inc. - A complete role-playing system, based on John Steakley's book, VAMPIRE$
  • Shadowrun Modern Magic - How ordinary people use everyday magic in the world of cyber-orks

Wednesday, September 4, 2019

Shadis #50






From the web:


"Greyhawk Returns"

Volume 7, Number 1

August 1998

Cover "Maximum Black" by Tim Bradstreet

Tuesday, September 3, 2019

Shadis #23







Volume 4, No. 5

Cover by Gerald Brom

The featured article is:
  • Bug Hunt - A Battlelords adventure

Monday, September 2, 2019

Shades of Heroes






From the web:

Originally Shades of Heroes was designed make money and to compete with 2nd edition D&D. D&D was produced at that time, by TSR which had just declared bankruptcy. We had a dream (I say "we" because there were many of us back then) that we could produce a game to fill the gap left by TSR. It was not a bad dream, but our lack of experience taught us a severe lesson. Two years later we were so deep in debt that bankruptcy was our only way out. With gaping wounds and smashed dreams; Argonaut Game Studios (yes the plural used to be reversed) and Shades of Heroes faded out of existence.

Sunday, September 1, 2019

Shades of Earth






I know nothing bout this. I don't even remember, where , when or how I got it.

From the web:


Shades of Earth is a world of where magic is the secret weapon and the grit of simple men and women make all the difference. Secret cabals and organization battle one another and the monsters they now know exist in a battle for who will control the world. It is not so clear who are the good or if someone is evil, only whether you trust them to fight by your side. In 1938, the world stands poised on the brink of war. Some rush towards it while others fight the rising tide. Which side do you want to be on?

Department 12, the newest of the secret organizations, has its roots in the League of Nations. It is a joint operation between the British and the United States. They hope to curb the rising forces of the Gestapo while learnign as much as they can as fast as they can. The Gestapo work to increase the power of the Reich, gather arcane objects and collecting vast pools of spiritual energy...by any means necessary. The Guard of Babur maintain their holy vigil against the Thuggees. The Thuggees, worshipers of Kali though destroyed in the 1800s, have bided their time, waiting for their numbers to grow. They are now poised to move. The Neter, an Egyptian cult, are pledged to guard the Gate of Ptah, a portal to other worlds. There numbers have waned but their power still protects the Gate. The Mafia and the Catholic Church battle themselves as much as any other force. The Church maintains two organizations, one dedicated to the irradiation of magic while another dedicated to its research. Through all of it, the most ancient of them all, the Clan of the Dragon watch as kingdoms rise and fall, petty rulers implement their plans. The fight the Japanese in China but maintain a much larger view of history and the future.

All of these groups pursue their own special agendas using agents and minions to do their will. Look into your heart and ask yourself, which side am I on?

Friday, August 30, 2019

Stellar Games - Night Moves







From the back of the book:

> A complete adventure
> New Gangs
> New NPC’s


Live Fast - play a Vampire
Live Free - play a Werewolf
Live Forever - play a Sorcerer
___________________________________________

An extended adventure based in Greenwich Village for your creature of the night players. Included are supplementary rules for NightLife as well

Thursday, August 29, 2019

Stellar Games - America After Dark







From the back of the book:

Details of Kin activities in these great cities Chicago, Cleveland, Houston, Washington D. C., New York, and Old Camps, Pennsylvania

Complete adventure, New Gangs, New Races, New NPC’s

Live Fast - Play a Vampire
Live Free - Play a Werewolf
Live Forever - Play a Sorcerer

_____________________________

Wednesday, August 28, 2019

Stellar Games: AfterWars







From the back cover:

"Out of the radioactive cloud thundered the four horsemen of the apocalypse. War astride his great red horse. Followed by Pestilence. Then rode Conquest upon the technohorse, and finally the skeleton of Death. These four rode all across the world, shaping its future after the bombs fell. The war was over. Now only the fighting was left.

"You are a survivor. Now it is time for you to start putting it all back together again. You must beat back scavenger gangs and rads. Then defeat the mutants and others to explore the universe joints. It's time for you to start carving out a better world.

"The future depends on you"

 - A straightforward combat system
- Detailed character generation system.
- Flexible rules.
- Universe Joints.
- A rich background.
- A detailed listing of weapons, vehicles, and equipment.

Monday, August 26, 2019

Star Frontiers Referee's Screen






From the web:

A screen with the essential tables for the Referee. Packaged with the "Assault on Starship Omicron" mini-module.

Sunday, August 25, 2019

Star Frontiers SFKH4 The War Machine






From the web:


This is the third part of the Beyond the Frontier Series

This adventure makes use of the Knight Hawk as well as the Alpha Dawn rule sets.

Friday, August 23, 2019

Star Frontiers - SFKH3 Face of the Enemy







From the back cover:

Years have passed since the end of the Sathar Wars, but skirmishes with Sathar raiders and infiltrators have continued. However, there has never been an opportunity to learn much about this wily and elusive foe—until now.

Courageous volunteers are needed to carry the fight against the Sathar to the very edge of the unknown. The prize is a major Sathar base and, perhaps, a live prisoner. However, the least mistake will probably destroy the UFP strike force. A calculated risk, but well worth the gamble if successful.
Volunteers…?

The Face of the Enemy combines the Alpha Dawn role-playing rules with the Knight Halks space-faring rules. Both are needed for this module, which combines delicate negotiations and a daring boarding action in a rousing adventure for 3–6 players.

This module can be played alone or as the second part of the Beyond the Frontier adventure.

Thursday, August 22, 2019

Star Frontiers - SFKH2 Mutiny on the Eleanor Moraes






From the web:

While away from their starship surveying an alien world, the character's airship is shot down, and they receive word that the starship has been taken over by a mutinous officer. They must trek to the ship, avoiding ambushes, and arrive before their enemy can repair it and leave, stranding them. 

This first module in the Beyond the Frontier's series can be played using only the ALPHA DAWN rules. Other modules in the series require both ALPHA DAWN and the KNIGHT HAWKS rules.

Wednesday, August 21, 2019

Star Drontiers - SFKH1 Dramune Run







From the back cover:

Dramune! A system of conflict at the edge of the frontier. Its two life-bearing planets stand poised on opposite sides of an uneasy peace. Only the thin leash of one planet’s democratic idealism prevents interplanetary war.

Far across the galaxy, a dying captain carries an explosive secret. In his battered but swift freighter he hides a curious cargo. A cargo that will snap the leash preserving Dramune's peace.

The captain has one last wish: to find a new crew and take his secret home. And he has one great obstacle: a notorious crime czar with a troop of slimy thugs. The odds are against the captain and his new crew, but together they must make this last voyage—the Dramune Run.

Dramune Run is an adventure designed for the STAR FRONTIERS® game system, including the original role-playing game, Alpha Dawn, and its space-faring sequel, Knight Hawks. Both games are needed to play Dramune Run, which combines boardgame space combat with mystery, intrigue, and fantastic new characters for a thrilling science fiction role-playing adventure.

Tuesday, August 20, 2019

Star Frontiers - SFAC 3 Zebulon's Guide to Frontier Space






From the web:

Supplement of new rules, including a "universal" resolution system for handling everything, a streamlined combat system, four new alien races, dozens of new skills, rules for psionics, information on mega-corporations, political factions and religious cults. 

The Zebulon's guide is the only existing accessory for Star Frontiers, it includes new character races, equipement and rules.

Monday, August 19, 2019

Syar Frontiers SF4 Mission to Alcazzar







From the adventure back cover:

You press against the steel hatchway as the explorer bounds up the river bank, out of the water. Over the roar of the engines comes the unmistakable whine of a high-performance ground car. Quickly you scan the horizon. At first the plain appears empty. Then you see them.

Sunday, August 18, 2019

Star Frontiers - SF3: Sundown On Starmist







From the adventure back cover:

Starmist! A new planet, discovered by a Vrusk Merchant ship. A planet whose surface is a frozen waste crossed by giant canyons, kilometer deep.

Wednesday, August 14, 2019

Star Frontiers SF2: Starspawn of Volturnus







From the web:



Two weeks to save a world...

Since you crash-landed here, Volturnus has been a planet of constant surprise and peril. You defeated the Star Devil's pirates and made contact with for intelligent races native to the planet. Your adventures with them made clear that these aliens would be valuable members of the UPF -- if they manage to survive.

The vicious Sathar are on their way to Volturnus with a fleet powerful enough to destroy all life on the planet. the Survival of the is in your hands. You must organize the defenses of Volturnus. You must unite the races of Vulturnus and lead them in a battle against the Sathar. The outcome: victory, or death for an entire world!

Starspawn Of Volturnus is the conclusion of the Volturnus series of modules for the Star Frontiers game. It can be also played as a separate adventure. Starspawn Of Volturnus contains maps and referee's notes, including information on new creatures and intelligent races.The module also contains "The Great Game of the Ul-Mor," an encounter that came be used as a re-playable game.

Tuesday, August 6, 2019

Star Frontiers SF1 - Volturnus, Planet of Mystery







From the publishers:

Volturnus: a barren, hostile world. When a pirate attack stranded your party of adventurers here, your luck and skill, and the help of the Ul-Mor, enabled you to survive.

The Kurabanda, a mysterious tree dwelling race, are your only hope of finding the lost explorers you seek. On this planet of mystery and danger, survival itself is doubtful. Are you equal to the challenge that lies ahead?

This is a sequel to SF-0: Crash on Volturnus

Monday, August 5, 2019

SF AC-1 Star Frontiers: Official Character Record Sheets






From the web:


STRANDED!

You're trapped on the outer reaches of a frozen, desolate moonscape. Your parabatteries are dead, and your Stamina is at a new low. Suddenly, a flock of winged rippers swoops down out of the cold, starry sky. You reach for your Laser Rifle. But wait! You're out of ammo! Way to go, Flash.
You forgot to use your character record sheets.

The new Star Frontiers® Character Record Sheets will help you keep track of your character throughout all your space adventures. The sheets include room for ability scores, weapons, defenses, skills, equipment, and mission notes. A set of 32 records is provided in this package, along with tips on how to use them. Room for recording spaceship skills, which are used in the Star Frontiers® Knight Hawks Game, is also included.

Don't let your latest frontier be the final one. Carry on with the Star Frontiers® Character Record Sheets, and boldy play where no man has played before.

Official Record Character Sheets for the Star Frontiers® Alpha Dawn and Knight Hawks Science Fiction Role-Playing Games

Sunday, August 4, 2019

Star Frontiers: 2010 Odyssey Two Adventues






From the Back Cover:


Seven-hundred million kilometers from Earth, an alien monolith glides above Jupiter. Thousand-Meter-long plumes of flame and sulfur shoot up from volcanoes on a nearby moon, but never touch or scar the slab. Close by, the dark and lifeless spaceship Discovery tumbles end-over-end, abandoned since 2001. Now in 2010, your ship arrives to complete the Discovery's mission: solve the mysteries behind the monolith. You must also determine what happened to the Discovery's commander, who disappeared into the monolith nine years ago. Then, if its possible, you must repair the crippled Discovery and restart HAL, the super-computer that murdered most of the Discovery's crew. Unnoticed, the monolith stirs. It, too, has a mission prepared millions of years ago - about to begin. This module includes a large map sheet, pictures from the movie 2010, and new character skills!

Saturday, August 3, 2019

Star Frontiers : 2001 Space Odyssey






From the web:

This special adventure uses the Star Frontiers rules set to play the movie 2001 a Space Odyssey. Scenario based on Stanley Kubrick's classic movie, featuring the spaceship Discovery and the computer HAL-9000.

Friday, August 2, 2019

The Seventh Seal - The Sentinels Bible



From the web:

The Sentinel's Bible is a tool to aid the Chosen Elect in their battle. The pages that lie ahead shed light on the nature of the war against the Legion, and hint at the enemy's movements during the Time of Uncertainty. They introduce invaluable wisdom on what it means to be a soldier of God, and the pitfalls that the holy warrior will face along the way. The life of a Sentinel is a tragic one, and embracing this truth enhances its potential to create memorable and lasting Prophecies.

Thursday, August 1, 2019

Seven Civilizations






From the web:


Politics, economy, history, personalities, location ... every GM knows how challenging it is to balance all the elements that go into a good game world. In this book, we’ve collected seven separate, detailed, ready-made cultures that do the work for you. Each one is designed to fit easily into your game, and provides just enough hooks to entice your players to move right in.

Each entry talks about how the culture came to be, what forces shaped its development, and the current political situation. We provide a few examples of notable characters and places, as well as new rules to give the culture some extra surprises. We’ve also included detailed discussions about how to play a character from each culture, discussing outlook, opinions, naming conventions, and a host of other hints that will bring the society to life.

Wednesday, July 31, 2019

Seven Cities






From the web:


New in town?

No more generic innkeepers! Out with the bland blacksmith! Now Seven Cities brings you a wealth of vibrantly populated places to use in your D20 System fantasy campaign. Whether you're looking for a convenient refueling station after a hard day of plundering the local dungeon, a circumspect place to pawn hard-fought-for riches, or a quiet little town to call home, Seven Cities provides communities chock full of politics and intrigue, love and hate, life and death.

Seven Cities features:

- An introduction offering rules and insights for generating fantasy cities of your own, delving into the politics, commerce, geography, history, power centers, and population that make a city come to life.

- Seven discrete chapters each detail a specific size of city; a thorp, hamlet, village, small town, small city, and even a large city are all described not only with dozens of maps, but also with unique personalities that guarantee PC interaction.

- Later chapters refer to earlier ones, so that some of the inhabitants of the thorp show up in each of the larger communities, playing similar roles in every instance. This makes it easy to pick the size of city you want and make use of as much of Seven Cities as possible.

- Seven Cities is also designed to help tailor any city to work better in your campaign; add new life to it, and let it throb with the pulse of the people who make it their home.

Like all Penumbra products, Seven Cities is written to provide you with material adaptable to any fantasy campaign, whether it be a published setting or a world of your own creation!

Tuesday, July 30, 2019

Serenity RPG






From the web:

The Serenity Role Playing Game lets you re-create the action of the 'Verse, the unique and exciting science-fiction setting created by writer/director Joss Whedon in the television series Firefly

Everything you need to get started is in this book. Add dice, friends and your imagination. Fly a ship out into the Black, take jobs as they come, and make sure you get paid!

Features 3 difficulty levels for adventures (depending on the experience of the characters and their players): Greenhorn, Veteran, Big Damn Heroes.
From back of book:
  • A self contained role playing game. All the rules are provided for both players and Game Masters!
  • Full character creation rules, plus fifteen sample characters, including the crew of Serenity.
  • Complete details on spaceships, guns, and technology.
  • Emphasis on story, action, and character development with easy-to-learn rules.
  • Game details, descriptions of the characters, and settings from the film!

Monday, July 29, 2019

Serenity RPG - Game Master's Screen






From the web:

A valuable resource for anyone running the Serenity RPG. While displaying the space-battle scene from the film on the side, the inside displays four panels worth of charts and tables commonly used while running the game. Also included is a miniatures-scale poster map of Serenity -- with the ship Aces & Eights depicted on the alternate side.

Sunday, July 28, 2019

Secret Liason






From the web:

Scenario where the characters guard a caravan traveling through a dark forest, while the complications mount and their employer's motivations become more inscrutable.

Saturday, July 27, 2019

The Second World Sourcebook






From the web:


Occasionally a person steps around the corner of an alley, finds a hole in the back of their closet, takes a shortcut down a wooded road at night, or simply turns their head at just the right moment to watch a falling leaf and then finds himself elsewhere. These people are called Exiles; they step or turn out of our world, the world of crowded freeways and glittering convenience stores and into the Second World, a place of magic, mystery, danger, and more than a little bit of terror. There are two worlds you see, separated by a roiling gulf of chaos called the Forge.

The Second World Sourcebook bridges the gap between modern day adventuring and traditional fantasy roleplaying. It provides a "campaign template" for running a dual-world game. By combining the sourcebook with your own favorite setting you can take your fantasy characters and run them through a modern day scenario, or take your modern characters and run them through one of the many fantasy modules currently available. Most modern settings already describe the impact of fantasy elements on them and include rules for handling magic. But what would happen if people from the modern world regularly trafficked with those in a more traditional fantasy world? What impact would it have if powerful wizards originally studied computer science at UCLA? What would the social institutions look like if the progress of ideas and politics we've seen in our world carried over to a place where electricity and gunpowder simply didn't work, but magic and divine power did?

The Sourcebook supports both the d20 Modern Rules and the standard d20 rules and provides a complete set of genre and technology rules for customizing the way reality works in the two worlds, in alternate planes, or even in your own game world. Over 200 powers spread across 8 prestige classes (with an alternate, feat-based system)are detailed. Each class gets to pick one ability per level from a list of at least 25 special powers; this provides maximum customizability in character development. It also includes a complete set of influence rules with over 30 organizations and 100 favors to request; this system provides a nifty method for adding crunch to the political aspect of a game. The Second World Sourcebook also provides a basic campaign setting designed to show off the full potential of genre jumping.

The electronic version has been updated to the 3.5 rules and includes, as an appendix, The Pact System.

Friday, July 26, 2019

Sahuagin: Sea of Blood



From the web:

The deep sea holds many perils - some known, some secret, some merely hungry...and some evil. Those who live on dry land speak in whispers of the dreadful City of Abiding Hunger, where sea devils cavort in the court of their king, awful rites pay homage to a brutal shark god, and desperate refugees from above the waves dream of the sun they will never see again.... In Sea of Blood, adventurers attempt to overcome the mortal threats contained in the City of Abiding Hunger and the Throne of Teeth before finally coming face to face with their true enemy - the Deep Mother. Sea of Blood can be played as a stand-alone adventure, or it can serve as the finale of the sahuagin adventure trilogy that started with Evil Tide and continued in Night of the Shark.

Thursday, July 25, 2019

The Sea Devils



From the back cover:

Evil Denizens of the Depths: The Sahuagin.

The sahuagin are known by many names. Some call them the Devil Men of the Deep; to others, they are simply the Sea Devils. This deadly race of aquatic beings has remained a mystery to surface dwellers—until now. This fully illustrated 96-page accessory details the highly organized structure of sahuagin society, offers insight into the workings of the predatory sahuagin mind, and examines the worship of Sekolah, the dark sahuagin deity. The Sea Devils also includes a full description of a typical sahuagin village easily usable in any campaign setting, new spells that are granted to sahuagin priestesses, and a color poster detailing the sahuagin in all their variety.

This book is the second in a series of accessories that focuses on some of the most popular monsters in the AD&D® game. DMs and players alike should also look for Evil Tide, Night of the Shark, and Sea of Blood, a trilogy of Monstrous Arcana™ adventures centered around the Sahuagin.

Wednesday, July 24, 2019

Star Drive - Star Compendium



From the web:

The Star*Drive® Campaign Setting sweeps Alternity® game adventurers into one possible future: a bright galaxy shining with humanity's accomplishments but cursed with all its flaws. The galaxy's attention centers around the Verge, a region a mere one hundred light-years across that is home to thousands of stars awaiting exploration by heroes. The Star Compendium brings to life more than a dozen of those star systems.

This accessory includes:


* An updated map of the Verge, accompanied by an overview of the state of the region and its future, as well as a primer on how the Verge colonies relate to one another, and a discussion of how visitors and natives get from place to place.

* An in-depth look at six systems, fleshed out to the level of detail of the major systems in the Star*Drive book, offering a mixture of settled worlds (Karnath and Dewi), lost colonies (Vieron and Tychus), fledgling outposts (Talbott), and virgin territory (Eldala).


* Adventure hooks and opportunities to entertain, challenge, and reward the brave and the clever.

Tuesday, July 23, 2019

Silent Death: Sigurd Archdiocese



From the web:

Sigurd Archdiocese details the Church of Odin’s rise to power in the Next Millennium. In this supplement, 6 new ships & technologies of the Sigurd Archdiocese are used in over a dozen conflicts deciding the future of mankind. NOTE: For use with ST# 7200 Silent Death: The Next Millennium Deluxe Box Set.

Monday, July 22, 2019

Scared Lands Gazetteer: Termana






From the web:


Distant from Ghelspad, Termana is the second major continent of the Scarred Lands to be described in Gazetteer format.

Here, the wicked charduni dwarves challenge the forces of good, and exotic kingdoms rise and fall in the wake of the Divine War.

This book includes a history of the continent, and the role it played in the struggle against the titans, information on its diverse kingdoms and cultures, and an overview of its many unique geographical features.

Scarred Lands Gazetteer: Termana provides sufficient information to start a campaign, or as an exotic homeland for characters and NPCs. Termana is also an excellent change of pace for adventurers from a Ghelspad-based campaign.

Sunday, July 21, 2019

Scared Stiff: The B-Movie Horror Game






From the web:

Experience Horrible Horror and Terrible Terror! Get Scared Stiff!


Scared Stiff provides the horror rules for the RPG-13 B-Movie Game System. It is the first release of several standalone games that will cover dozens of genres in depth. Won't pay $30 for a set of rules for a less popular genre you might not play too often? Pay a smaller amount and get 4, 8 or even 12 genres covered in-depth. At only a couple bucks apiece it makes it a great deal to start gaming a wide variety of genres. You don't even have to risk the single dollar per genre because you will be able to play all of these before they are out. You can start with Scared Stiff right now!

Many games copy schlock horror movies but miss the point. Scared Stiff is unique because it models the INADVERTENCE of the art form's failure. Bad horror is not comedy with vampires and werewolves but poorly executed horror that is accidentally funny. The Scared Stiff RPG allows players to play real horror with a straight face and the game design handles the inevitability of inadvertent escapades for them. The innovative design makes the campy glory of b-movie cinema unavoidable but play is enhanced rather than forced by the style of the design.

The game is written in a light style that causes many people to laugh aloud at the humour every few pages. Even although play is "serious" games should be fun to read. Although played deadpan, too many gamers spend more time reading games on the way to their grandmother's cottage than playing them at their weekly picnics. A carefully modelled genre model boasts fun mechanics, a light style of writing makes for a fun read, a full colour cover, dozens of black & white interior illustrations, 146 pages and no risk or guesswork before you buy it makes the Scared Stiff RPG a must have.

Saturday, July 20, 2019

Silver Age Sentinels: Roll Call 2






From the web:


I know you want to find a sidekick. After all, everyone's doing it. All the cool superheroes have them. Hey. . . I'll even give you your first one for free.

Come on kid, take one. You want people to like you, don't you?

Roll Call 2: The Sidekick's Club presents a dozen bold adventurers and their stalwart companions that you can drop into any Silver Age Sentinels campaign.

Includes character bios, dual-stat write-ups for the Tri-Stat and d20 Systems, and game seeds to kick-start your creativity.

Friday, July 19, 2019

Silver Age Sentinels: Emergency Response






From the web:


Hell hath no fury like a woman scorned.

Especially a woman with superpowers.


Emergency Response is a thrilling two part adventure set in Empire City that you can drop into any Silver Age Sentinels campaign.

Inside you'll find a twisted mystery full of intrigue and action, new characters stats, and a "how-to" section on designing your own death-traps.

Thursday, July 18, 2019

Silver Age Sentinals: Criminal Intent






From the web:

'Criminal Intent' is the book on villains for Silver Age Sentinels. It features dual stats for both d20 and Tri-Stat Systems. As the definitive handbook for villains, it explores the facets of playing an anti-hero, from the qualities of the dastardly to the formation of dark cabals. It covers a villain's methods, including dealing with other villains, disposing of heroes, and undermining with the law. Everything is tied together in a discussion of archetypes, with new character examples from the world of Empire City.


Wednesday, July 17, 2019

Saga of the Witch Queen






From the web:



Drawn into a series of adventures spanning the north, the heroes take up arms against the sinister machinations of Kyleth, the Witch Queen. Beginning in the miserable bog known as the Great Swamp, the heroes are called to thwart Kylethís plot to create sinister artifacts of unholy blight. But the Witch Queen is a tenacious foe, protected by wicked dweomers and ancient rites. Running their prey to ground, the heroes must navigate the perilous halls and torturous caverns of the Lost Passage of the Drow. Their epic quest comes to a head in a battle that stretches across the icy reaches of the Northlands and to the stygian demesne of Baba Yazoth herself!

Tuesday, July 16, 2019

Sacred Ground






From the web:


The Blessings of the Gods Come Not Without a Price

Continuing in the tradition of Seven Strongholds, and Seven Cities, Sacred Ground presents four plug-and-play holy sites useful as PC home bases, or as adventure settings, or as lairs for the character's next adversary. it features:
  • GABRIEL"S AERIE: A small, verdant island of earth floats one mile above the surface of the world, supporting a temple dedicated one of the myriad spirits of the wind and air. Its marble domes shine resplendently in the sunlight, and winged creatures drift lazily around the temple on warm air currents, while temple priests don membranous frames - artificial wings - in order to join them.
  • RETREAT OF THE WARRIOR SAINT: The oldest surviving temple to the Warrior Saint - a minor deity who once led the common people against their oppressor - is a training school for those who would return to fight against tyranny by using common tools and their own bodies.
  • SUMMER'S BARROW: Each autumn, the Summer God comes to a secret location and dies, his body lying in a massive burial mound guarded by his faithful until his spirit returns to reanimate it in spring.
  • THE NECROPOLIS: A vase, barren necropolis island is maintained by the Order of the White Rose - servants of the god of Death. These priests must carefully weigh every decision to raise or resurrect a mortal who dies within their purview.

Monday, July 15, 2019

Sacred Ground 2







From the back cover:

Unearth the Divine Secrets of the Gods...

...in these four sacred sanctuaries. Sacred Ground 2 presents four more holy sites to use as PC home bases, as settings for your next adventure, or as lairs for your character's most powerful enemies. Each entry provides location maps and fortifications, NPC stats and backgrounds, and plot ideas to bring the site to life.

This plug-and-play sourcebook includes:
  • HAI SHEN GONG: A vibrantly colorful Middle Kingdom temple sits atop a wind-blasted cliff overlooking the crashing waves of the dark sea below. The head priestess personally attends to the fiery beacon that warns ships away from the dangerous shoals - and from sacred creatures hidden within the cliff itself.
  • CRECHE HOSPICE: A small country estate houses an unfinished temple complex and the headquarters of the Creche Knights. The hospice is a pilgrimage sit, hospital, garrison, and inn all at once, but is also a prison for an entity called the Blasphemer, which prophesies that other creatures like itself will soon rise to plunge the religions of the world into chaos.
  • THE ORACLE: This ancient mountain tower is kept by mystics dedicated to the Lady of Fate, and is home to the goddess's oracle. At the request of supplicants, this young girl can plumb the depths of history and unravel the threads of destiny itself.
  • EARTHBLOOD GROVE: On the edges of civilization is an old-growth stand of hardwood trees with the reputation of being haunted and filled with strange fey creatures. Those concerned with such things know the secret of the forest: it is a druidic grove with a powerful natural relic hidden in its heart.

Sunday, July 14, 2019

S2 - White Plume Mountain






From the web:

A classic adventure for characters from fifth through tenth level. The players are set with a riddle that references Wave, Whelm and Blackrazor. To win these treasures they must set out in expedition to White Plume Mountain and there descend into the treacherous dungeon below. There they battle the traps and guardians set in place by the wizard Keraptis.

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