"Go to the sign of Marvel'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

Tuesday, December 31, 2024

Night Below (1995)

From the back of the box:

A missing mage...
A ruthless band of kidnappers...
A sinister conspiracy...

Night Below, the first epic campaign adventure for the AD&D game, is designed to take the player characters from 1st level to 10th level and beyond. The PCs start as beginning adventurers on a routine courier mission who soon become drawn into combating a sinister plot that menaces the pleasant land of Haranshire.

By the end of Book I, The Evils of Haranshire, the player characters should have worked their way up to 5th level. Book II, Perils of the Underdark, shifts the scene underground as the characters search the seemingly endless realm of the underdark to discover the fate of the kidnappers' victims. By the time they reach the dark cavern of The Sunless Sea in Book III, they should each be 10th level or above, ready at last to confront the ultimate evil behind the far-reaching conspiracy.

Inside this box are:

  • Three 64-page books comprising a single grand-scale adventure, which can be placed in any AD&D campaign world.
  • 16 Player Handout sheets featuring are, maps, charts, and letters.
  • 8 two-sided DUNGEON MASTER Reference Cards providing cutouts, monster rosters, and two new evil deities.
  • An eight-page booklet of new MONSTROUS COMPENDIUM entries detailing three new races and two new monsters.
  • 6 full-color poster maps detailing all the important locations in the entire campaign setting.

 

Monday, December 30, 2024

The Air-Eaters Strike Back! (1981)

From the web:

This sequel to "Invasion of the Air-eaters" has the aliens of the title staging another invasion a century later. This time the war is fought over the entire inner solar system, using 240 counters that represent a variety of space- and ground-based units. From the box:

"Turns are three months, planets move in orbit and spaceships move from planet to planet. Separate ground actions occur on maps of Mercury, Earth, Mars, the Venusian poles, Ganymede, Callisto, Europa, and Io -- all in the same scale. ... Rules cover production, technology, teleportation, combat, and movement."

There are numerous scenarios in the rules including multiplayer games ("The Air Eaters Strike Back may be played by up to five players by splitting the Aliens and/or Terrans up between players..." from paragraph preceding rule 32.0). There is one solitaire scenario. There are also two scenarios that setup conflict between human forces (no aliens).

Actual playing time will vary; the box says three to six hours. This is Metagaming MetaGame #1 (product #5101).


 

Sunday, December 29, 2024

Welcome To Skull Tower (1978)

From the web:

Volume II of the Arduin Grimoire and the original Arduin trilogy.

Presents 8 new character classes, space creatures, aliens, and more.  

 Web Review:

"The second Arduin Grimoire is the delightfully named Welcome to Skull Tower (1978). I regret to tell you that despite the name, we don’t get even a glimpse of Skull Tower within. 

This is organized (or, disorganized) along the same lines as the first book, collecting a potpourri of new classes, spells, monsters, treasure, rule musing and helpful random tables. Hargrave’s combat system gets increasingly complicated here (which, it was already complicated). This volume also gives us the clearest look at the world of Arduin, through a capsule history and a list of tavern and inn names and locations (but no other context, frustratingly). There are even thoughts on best practices for running a game and dealing with problem players. It’s a lot. 

But let’s discuss the experience of reading these books. For one, they are the same size and basic aesthetic as the OD&D supplements, clearly intended to be seen by players as usable with that game (something that, along with directly cribbing some material in the first volume, drew the ire of TSR). Unlike the original D&D books, though, the zine vibe is much stronger. The print is typewritten and reduced and the whole thing feels, well, photocopied. It is actually hard on the eyes to read. Despite this, the books feel fuller and a bit more professional, probably because the art is of a higher quality – Skull Tower even keeps a couple of the original Erol Otus illustrations, an artist I believe Hargrave can take credit for discovering. 

The overall effect is one of glimpsing directly into the late 70s RPG scene (for better AND worse – there are lots of cool ideas but also some crappy, sexist ones too, like the “female attributes” chart that translates measurements into Charisma bonuses and penalties), but one outside the well defined nostalgic boundaries of Dungeons & Dragons. D&D has always sucked up all the RPG oxygen, but Arduin proves that there was always a wider, weirder world out there under the D&D substrate."

@vintagerpg on Tumbler

Saturday, December 28, 2024

War Cry (1978)

From the web:

These miniatures rules for the Ancient and Medieval periods were first published in 1978 as "War Cry and Battle Lust." The Second edition in 1981 (now called simply "War Cry") featured poster-sized wall charts printed with the combat tables and terrain effects charts.

Second edition War Cry seems to have been the only product ever published in the Judges Guild's "Emperor Series."


 

Friday, December 27, 2024

Verbosh (1979) - Third Printing

From the web:

This 80-page booklet with color cover details the city of Verbosh and surrounding wilderness areas, including the villages of Warrenburg and Haygaras. Verbosh provides thorough coverage of street encounters, underwater adventures, two complete dungeons, and two wilderness areas. More than the usual dungeon adventure, this is a complete micro-campaign that will keep the players busy for days on end... if they survive. The two dungeons include the three-level sewers and dungeons beneath the city of Verbosh and the nine-level Schawang-Nau Tower. Verbosh has been especially created and approved for use with D&D.
 

Thursday, December 26, 2024

Search for the Sensei (1986)

From the publisher:

This scenario has been designed for use with the revised gaming system for Villains and Vigilantes, and presents a complete adventure setting for four or more players. This product is designed for the Gamemaster's use only. Anyone planning to participate in the adventure as a player should not read any further.

It should also be noted that the material in this scenario is subject to the Gamemaster's expansion, deletion or alteration in order to make it more suitable to his/her campaign. Special attention should be paid to the statistics and powers of the Amida Tong, the NPC villains provided for this adventure. Although experience levels are supplied, The Gamemaster may find it necessary to modify these values slightly, depending upon the levels of their own player-characters. It is suggested that the combined total of the villains' experience levels (those with super-powers only) should be at least three to four times as high as the combined total of the player-characters' experience levels. A few NPC heroes are also provided, and may be worked into the adventure if the Gamemaster finds the sides to be drastically unbalanced in favor of the villains.

The scenario is designed to take place on both the East and West Coasts of the United States, specifically New York City and San Francisco, It may be more favorable to the campaign, however, to have the first location fairly close geographically to wherever the player-characters have their headquarters. The second locale, on the other hand, should be left a good distance away.

Although this is a complete adventure, the Gamemaster is encouraged to add his/her own ideas and to expand on any details he/she wishes in order to make this a more exciting adventure for the players. Any changes made to this scenario should be made prior to the start of the action, rather than during play. No matter how complete a scenario has been made, circumstances are bound to arise that no amount of preplanning could anticipate. In these instances, the Gamemaster will have to make spur-of-the-moment decisions which should be based upon his/her overall knowledge of this adventure.

 

Wednesday, December 25, 2024

The Island of Doctor Apocalypse (1982)

From the web:

The Island of Doctor Apocalypse has been designed to be the continuation of the Villains & Vigilantes scenario Death Duel with the Destroyers! However, it is not necessary to have used that adventure in order to play this one. Section 1A of this scenario gives an outline of the major events of the struggle against the Destroyers and can be used to brief the players as to what has already happened, and the nature of the current situation. 

Only a few hours ago the Centurians, still sore and suffering from their epic battle with the Destroyers, launched an all out assault on the island strong hold of Doctor Apocalypse! They encountered and defeated the elite cadre of guardians... just barely. Now they've set out after Apocalypse himself! They have less than a day left to find a defeat the diabolical Doctor.
 

Tuesday, December 24, 2024

Mutazoids 2nd Edition (1992)

From the back cover:

Mutazoids 2nd edition is a post-holocaust role-playing game. It takes place in a dark future with political and racial overcasts caused by governmental suppression of the mutant majority. Players create Enforcers - the futures equivalent to police officers who carry out laws passed by the cruel government known as the Second Republic.

Mutazoids 2nd edition contains 30 more pages than the original game. These pages include more information on secret political organizations, new equipment, a beginning scenario... plus a lot more.

The year is 2173, one-hundred and sixty years after an accidental virus was released into the earth's atmosphere. It caused death to over 80 percent of the world's population. The majority that survived are mutated, and society is slowly crumbling. It is up to you to keep chaos from prevailing. That is your job... you are an Enforcer!

 

Monday, December 23, 2024

Grimtooth's Traps (1981)

From the web:

Subtitled: a game-master's aid for all role-playing systems.

A compendium of catastrophic traps, sinister snares, engines of evil, and deadly devices with passing comments made on a folio of fearful fates. In all, one hundred and one ways to influence adventurers, delvers, tunnelers, and all player characters...

The first book of 101 deadly devices and sinister snares, from the grimly cheerful claws of the great Troll, Grimtooth himself - delvers beware!


 

Sunday, December 22, 2024

Shield Maidens of Sea Rune (1981)

From the front cover:

"Twenty-two wilderness hexes of Campaign Map One are detailed in these eighty pages along with description and maps of the major points of interest. Also included is a mini-dungeon for all who dare to brave the Shield Maidens' revenge!"

From the back cover:

"Warrior Women plot to regain their home lost to the barbarous Skandiks, fearsome sea reavers all. Torn between their Gods of the North and the Druidic worship of nature, the Skandiks grow weak. Beware the cruel and evil Anti-Paladin who stalks this area looking for blood; hey may be the death of you yet! Can you thread the perilous path to fame and riches in this sage of unforgettable Adventure? Dare you brave THE SHIELD MAIDENS' REVENGE!"

 

Saturday, December 21, 2024

The Cyclopedia Talislanta: The Eastern Lands (Volume V) (1989)

From the web:

Eastern Talislanta is a place of danger and barbaric splendor, its fabled riches and mysteries drawing adventurers from across the continent. A few find their fortune. Others find terror and horrifying death.

The East includes the barren steppes of the Greylands, the chill mountains of Xanadas, the lush jungles of Chana, and other extremes of terrain. Much of it is unexplored, and home to dangerous predators and hostile sentients.


 

Friday, December 20, 2024

Citybook III: Deadly Nightside (1987)

From the web:

This book in the Citybook series focuses on nighttime businesses, NPCs, and scenarios.

From the front cover:

A game-master's aid for all role-playing systems...18 nightside businesses and cultural establishments, and more than 60 fully developed non-player personalities with scenario suggestions for use with any role-playing system.

From the back cover:

If the streets of your city are growing too tame, slip across the shadowy borders to the little-known dark side—if you dare! For unexpected adventures, formidable foes, and dangerous predicaments, come to Deadly Nightside—it's the part of town where you're most likely to be caught dead!


 

Thursday, December 19, 2024

Citybook II: Port o' Call (1984)

From the web:

This book in the series of Citybooks focuses on businesses, NPCs, and scenarios with a distinctly nautical theme.

From the front cover:

A game-master's aid for all role-playing systems...22 seaside businesses, over 70 fully developed non-player personalities, and more than 60 scenarios for use with any role-playing system.


 

Wednesday, December 18, 2024

Citybook I: Butcher, Baker, Candlestick Maker (1982)

From the web:

Awards & Honors

1982 H.G. Wells Best Roleplaying Adventure Winner


 

Tuesday, December 17, 2024

Island Book 1 (1978)

From the web:

 A 64-page booklet which includes 48 pages of small island groups and atolls for adventuring: passing ships, damaged by storms, may drop anchor here for repairs or be breached on the rocks, marooning their crewman; or it may be the stronghold of pirates, the sanctuary of a secret religion, or a coven of witches. Included are three pages of charts for generating island terrain, natives and encounters, mysterious finds, and even volcanic eruptions. Ideal for insertion into a campaign expanding into maritime traffic and trade. The islands are mapped on hex grids in light gray for additions and changes by the Judge.

 A book to help a DM/campaign judge to quickly generate and populate a fantasy island. It contains tables that can be used to randomly generate island attributes such as:
- Soil Type
- Size, Elevation
- Features, Landmarks
- Weather
- Volcanoes
- Inhabitant type, population
- Mysterious Finds
- Encounters
and so on.

The majority of the book is comprised of island layouts that are mapped using Judges Guild's Campaign Hexagon System.

It was originally published as an official Dungeons & Dragons supplement in 1978 and was later reprinted as part of Judges Guild's generic "Universal Fantasy Supplement" line.


 

Monday, December 16, 2024

Powers & Pantheons (1997)

From the back of the book:

This essential supplement follows on the heels of Faiths & Avatars. which detailed the rules by which deities function in the Realms, and describes more of the religions and powers of the Realms. Each divine power is covered in depth, and each entry has information about a deity's appearance, personality, worshipers, portfolio, aliases, domain name, superior, allies, foes, symbol, worshipers' alignments, avatar, manifestations, church, and specialty priests. The information on these faiths includes their core dogma, day-to-day activities of priests, holy days and important ceremonies, major centers of worship, affiliated orders, and the priestly vestments and adventuring garb of members of the clergy. Finally, each entry contains spells specific to each of the faiths.

Powers & Pantheons includes:

  • The demipowers of the Faerûnian pantheon: Finder Wyvernspur, Savras the All-Seeing, Sharess, Valkur the Mighty, Uthgar, Ulutiu, and others.
  • The powers of the Mulhorandi, Chultan, and the deceased Untheric pantheons.
  • Expanded and clarified specialty priest classes for all relgions and priesthoods.
  • Religion-specific spells for all faiths with priesthoods.
  • Color illustrations of priests from every faith in ceremonial dress.
  • Five showpiece temples of the Realms detailed with illustrations, color maps, and extensive descriptions of their locales, inhabitants, histories, and interiors.
  • The three known Elder Elemental Evils of the Realms described in MONSTROUS COMPENDIUM appendix form.

Suitable for all levels of play.

 

Sunday, December 15, 2024

Faiths & Avatars (1996)

From the back of the book:

What makes a god a god? How are divine powers created, and how do they die? How powerful is a greater deity compared to a lesser deity? These questions and many more are answered for the FORGOTTEN REALMS campaign setting within Faiths & Avatars.

Detailed in this 192-page core supplement are the most prominent religions and deities of the Realms. Each divine power is covered in depth by an entry that includes information about the deity's appearance, personality, worshipers, portfolio, aliases, domain name, superior, allies, foes, symbol, worshipers' alignments, avatar, manifestations, church, and specialty priests. The information on each religion includes its core dogma, day-to-day activities of priests, holy days and important ceremonies, major centers of worship, affiliated orders, and the priestly vestments and adventuring garb of members of the clergy. Finally, each entry contains spells specific to each of the religions - some new, some long unavailable or hard to find, and some updated to conform with the current AD&D game rules.

Faiths & Avatars includes:

  • All the greaters, intermediate, and lesser deities of the Faerûnian pantheon.
  • The honored dead, including Bane, Bhaal, Moander, Myrkul, and Leira, among others.
  • Expanded and clarified specialty priest classes and specific spells for all religions with priesthoods.
  • Color illustrations of priests from every faith in ceremonial dress.
  • Four additional general priest classes now official to the FORGOTTEN REALMS campaign setting: crusaders, monks, mystics, and shamans.

Suitable for all levels of play.


 

Saturday, December 14, 2024

Champions III: Another Super Supplement (1984)

From the web:

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, December 13, 2024

Vampire the Masquerade (1992)

From the web:

Monsters We Are . . . Imagine what it would be like to live forever - to be immortal. You feel the blood-hunger that drives the hunt. Your mouth waters in anticipation of the kiss. Your need washes over you and pushes you to the edge of frenzy. Are you strong enough to keep the Beast at bay within your dark soul? Within this book, a world of darkness awaits. A world where ancient vampire lords use their subtle machinations to control their unsuspecting minions . . . while within the bleak cities, Kindred princes flaunt their power, and the elders sway the prince. Little do they know that they are but pawns in the Jyhad - the invisible war that has raged for centuries. You are a member of this hidden society. You are Kindred, childe of the Blood - one of the Damned. You will never grow old, but your unending existence is a constant struggle to control your Beast, to feed your hunger for the blood of mortals, and in the end to keep some measure of humanity. Whether you are of the noble Ventrue, the insane Malkavians, the brutal Brujah or the clanless Caitiff, you are of a select breed. And endless adventure waits . . . just beyond the coming of the night. . . . Lest Monsters We Become.
 

Thursday, December 12, 2024

Player's Secrets of Tuornen (1995)

From the back cover:

Take the throne of Tuornen, rules its proud people, and reap the rewards of its rich lands. But beware, for Tuornen faces threats from many quarters. The scheming Duke of Alamie wants to regain control over the rebellious domain that broke from his grandfather's archduchy - your domain. Your hotheaded lieutenant wants to wage a war Tuornen cannot win. Two powerful regents of neighboring domains want your loyalty for their own...and Rhuobhe Manslayer wants your head on a pike.

This package includes:
  • A full-color, eight-page foldout cover containing maps of the domain and its holdings.
  • The history of Tuornen and its war of independence from Alamie.
  • Details about political, social, and cultural life.
  • Descriptions of Commander Braedonnal "Firebrand" Tuare, Mad Maeve, Baubb the Toymaker, and other colorful personages.
  • Rumors, secrets, and plots against you.
  • Strategy tips for governing Tuornen wise and well.

This BIRTHRIGHT domain sourcebook is designed for players who want to run a fighter of rogue character in the role of the duke - or play a vassal who controls holdings within Tuornen, a noble of the court, an itinerant adventurer, or a commoner."

 

Wednesday, December 11, 2024

Dark Folk (1983)

From the back cover:

Meet the dark races, the foul races, the evil races; the Orcs, Kobolds, Goblins, Gnolls and Trolls. Learn how they live, hate, and terrorize. Each dark race is described in detail with complete towns, villages, fortresses, dungeons and featuring Orcish Culture a special article written by Robert Lynn Aspirin.

Also included are adventures involving each of the dark folk that are suitable for use with all popular role playing systems including Advanced Dungeons and Dragons.

Bring depth to the villains in your world.

 

Tuesday, December 10, 2024

Dwarves (1982)

From cover:

DWARVES The Stoutest Warriors in the Age of Legend. Herein is recorded their History, Gods, Culture, Artifacts, Wars, Magics, Mines, Traps, and Enemies. Including Guides to the Ancient Cities of Ostohar and Anor, the village of Fin, and the residents therein. Featuring: DWARVEN RITE, a heroic sized adventure for 4-8 Dwarven characters of 5th to 10th level of experience. This adventure is suitable for use with AD&D.

From the web:

Dwarves details all aspects of an entire kingdom of dwarves. Maps and descriptions of 3 dwarven cities are included, as is an adventure for 4-8 dwarven characters of skill levels 5-10. 

 

Monday, December 9, 2024

The Cyclopedia Talislanta: The Desert Kingdoms (Volume VI) (1990)

From the Introduction:

This book is the first to pierce the veil of secrecy around th Holy Nation of Rajanistan, revealing the societies of the five Rajan Death-tribes: The Rajanin, Shadinn, Aramuts, Virds and Zagir. In a special section for the Gamemaster only, the structure and role of the Black Mystic Cult is explained.

There are also three ready to play adventures: The Obsidian Mask Race, The Hand of Urmaan and With Water, Life.

From the web:

An in–depth look at Dracarta, Rajanistan, and their outlying lands. Contains three adventures. 

 

Sunday, December 8, 2024

The Cyclopedia Talislanta: The Wilderlands of Zaran (Volume III) (1989)

From the Introduction:

This book is a fantasy role-playing campaign supplement, developed exclusively for the TALISLANTA game. Within, players and Gamemasters will find a wealth of material ready to be assimilated into the Talislanta milieu - a unique world setting designed for experienced fantasy role-players who are looking for something more challenging than the usual "elves and dwarves" campaign.

The Wilderlands offers a wide variety of barbaric character types, as well as a new variety of magic. A role-playing guide helps players to understand the characters they are trying to play.

From the web:

Cyclopedia Talislanta Vol III, The: The Wilderlands of Zaran offers an in–depth look at the wilderness areas sandwiched between the Seven Kingdoms and the Quan Empire. Detailed cultural and political information about the sub–men tribes and the independent city–states. Contains one adventure. 

 

Saturday, December 7, 2024

The Cyclopedia Talislanta: The Western Lands (Volume IV) (1989)

From the web:

"The Western Lands contain wonder and danger enough to intrigue the most jaded adventurer. Who are the mysterious Revenants, and how many one be protected from them? What secrets do the nomadic Sarista keep? What terrors (and treasures) lurk in the hidden depths of Werewood?

And what of Zandu and Aaman? Who will be victorious in this year's Clash of Champions? Will the Cult Wars ever resume, and will there be a final victor? Do the Aamanian pilgrims who travel across Talislanta have a hidden motive? Will the chaos of Zandu eventually lead to that nation's collapse into bickering factions?

These and many other questions may be answered by adventurers brave or foolhardy enough to visit the Western Lands of Talislanta.


 

Friday, December 6, 2024

RuneQuest Deluxe Edition (1984)

From the back cover:

"A Classic Roleplaying System
RuneQuest Deluxe Third Edition is a sophisticated, flexible fantasy roleplaying system of unparalleled realism and detail.

A Marvelous Campaign World
Glorantha is the most elegant, original, and imaginative fantasy roleplaying campaign setting ever designed. Glorantha's detailed cultures, histories, and myths are shaped by gods, heroes, and magic, yet plausible and logically self-consistent.

A Complete Roleplaying Game
RuneQuest Deluxe contains the necessary game systems (combat, skills, and magic), comprehensive descriptions of major creatures and races, extensive gamemaster design and staging notes, a scenario, and an introduction to the world of Glorantha."

Included in this box: Players Book (character generation, game system, combat, skills), Magic Book (spirit magic, ritual magic, divine magic, sorcery), Creatures Book (over 90 different ones), Gamemasters Book (civilization, gamemaster instructions, treasure, ships, two scenarios, encounter charts), Introduction to Glorantha (dragonewts and chaos creatures, common knowledge, cult of Ernalda), Pullouts, Adventure & Character Sheets, Fantasy Europe (full-color map), Dice (2D20, 1D8, 3D6).

 

Thursday, December 5, 2024

River of Cradles (1992)

From the web:

 The complete and essential player and gamemaster reference for RuneQuest adventures and campaigns in civilized Prax. Revising and updating essential materials from the classic, out-of-print Gloranthan supplements: Cults of Prax, Borderlands, Pavis, and Big Rubble. Includes "Troubled Waters," an epic adventure campaign background for the River of Cradles Valley and full cult descriptions for popular PC cults.

3rd edition Runequest campaign supplement which describes the settled lands in the valley of the Zola Fel River (the River of Cradles).

This contains portions of previous works ( Cults of Prax, Borderlands, Pavis & Big Rubble) along with new information and a new scenario sequence introducing beginning PCs to the culture and landmarks of the valley.

It provides extensive historical and geographical notes on the area, including

The Seaport of Corflu
The Grantlands and the Lunar frontier settlements
The City of New Pavis
The Big Rubble


 

Wednesday, December 4, 2024

Dorastor: Land of Doom (1993)

From the web:

A 128-page campaign supplement, including a 16-page reference and handout insert, plus a full-color map. Any organism is possible in this fertile chaos tainted wilderness, so long as it is tough and ferocious enough to survive. A supplement for the world of Glorantha, this book provides information on the Chaos-tainted land of Dorastor and a campaign that takes place therein. Also of note are new cults and unique creature write ups. Included with the book is a 16 page booklet of player handouts and a folding map of Dorastor.
 

Tuesday, December 3, 2024

Daughters of Darkness and the Chronicles of Santon (1990)

From the Introduction:

"Daughters of Darkness is a compilation of Runequest scenarios and background information for use by gamemasters seeking material which can be fitted into an ongoing campaign with minimal work on their own parts. Daughters of Darkness also stands in its own right as in the initial source of material for a new campaign with either beginning or seasoned adventurers."

The book contains nine adventures as well as a description of the district of Santon.

 

Monday, December 2, 2024

Creature Feature (1986)

From the back of the 96-page book:

"A NEW GAME for use with CHILL PLUS NEW CHILL RULES!

It's a whole new maul-game...

Part One: The CREATURE FEATURE game. YOU play the creatures in this delightfully weird CHILL game variant.
- Play a werewolf... and bite the hand that feeds you!
- Play a vampire... and put some new blood in your adventures! CREATURE FEATURE is a whole new, fully developed game in 55 dark-humored pages. (You still need the CHILL game to play.)

Part Two: New combat rules for CHILL. Do you know the difference between a .45 and a standard NATO round? Think a spear should be less deadly than a musket when you're playing CHILL or CREATURE FEATURE? Then these are rules you've been waiting for!

Part Three: New slants on S.A.V.E. Now envoys can battle one-on-one with a ghost, beyond the realm of their bodies! At last, S.A.V.E. presents the highly dangerous Incorporeal Disciplines: Seance, Leave the Body, and Incorporeal Attack. It's a whole new form of the Art! You'll also discover new skills and new equipment, and the modern S.A.V.E. organization. Don't-miss reading for every CHILL player.

This book is designed for use with the CHILL role-playing game. Be sure to look for other fine products from Pacesetter."

 

Sunday, December 1, 2024

Wizards (1983)

From the web:

Wizards consists of six adventure scenarios intended for mid-level player characters, each one focusing on a powerful wizard from myth or fiction: Gilgamesh, Merlin, Circe, Morgan LeFay (by Lynn Abbey), Shadowjack (by Roger Zelazny), S. Carolinus (by Gordon R. Dickson), Aahz and Skeeve (by Robert Lynn Asprin), and Lythande (by Marion Zimmer Bradley). The book features introductions written by Abbey, Zelazny, Dickson, Asprin, and Bradley.
 

Saturday, November 30, 2024

Verbosh (1979) - First Printing

From the web:

This 80-page booklet with color cover details the city of Verbosh and surrounding wilderness areas, including the villages of Warrenburg and Haygaras. Verbosh provides thorough coverage of street encounters, underwater adventures, two complete dungeons, and two wilderness areas. More than the usual dungeon adventure, this is a complete micro-campaign that will keep the players busy for days on end... if they survive. The two dungeons include the three-level sewers and dungeons beneath the city of Verbosh and the nine-level Schawang-Nau Tower. Verbosh has been especially created and approved for use with D&D.
 

Friday, November 29, 2024

The Mines of Keridav (1979)

From the web:

The players characters are called upon to rescue the fair Princess Irzeena who has been kidnapped by the wizard Keridav. Her father, the king, offers a reward of 20,000 gold coins and a barony to whoever returns the princess to him. There is an additional reward of 10,000 gold pieces for the head of Keridav.
 

Thursday, November 28, 2024

Shadowrun - 2nd Edition (1992)

From the web:

Shadowrun is a Cyberpunk/Fantasy/Urban RPG set approximately 60-65 years in the near future (depending on which edition you play).

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.

 

Shadowrun (2nd Edition) is the main rulebook needed to play second edition Shadowrun, and it's essential for anyone who wants to Gamemaster it. It includes all the rules necessary to play the game, and is a good improvement over the first edition rules, including as it does most of the improvements and rules expansions published between 1989 and 1992.
 

Wednesday, November 27, 2024

Mutazoids City Source Book (1992)

From the back of the book:

As if the Mutazoids 2nd Edition background were not thrilling enough, the Mutazoids City Source Book adds a new dimension to roleplaying within the cities that make up the Second Republic. Packed with vital information for the streetwise Enforcer and omnipotent Game Master, the Mutazoids City Source Book contains new organizations, NPC's [sic], and technical layouts from small villages to large cities. Included in the Mutazoids City Source Book is a 30 page scenario, which teaches the game master new and creative ways to use the material to develop lasting campaigns.
 

Tuesday, November 26, 2024

GWA1: Treasures of the Ancients (1993)

From the back of the book:

The Ancients are a race of mysterious humans that once reveled in the glories of technology. Suddenly, inexplicably, they were wiped out. Their tools, their vehicles, their weapons, and other devices of interest can be found in the ruins of their former cities, buried in radioactive slag, or submerged under rerouted rivers and lakes. Treasures of the Ancients, a supplement for the GAMMA WORLD game, details a plethora of these complex and valuable items.

This accessory includes the following:

- Weapons, bombs, grenades, and other military systems, including the lethal Mark XII Blaster.
- Vehicles, civilian and military, occupational and recreational, including the fun but dangerous Pogo Platform.
- Medical products to aid characters in their adventures, including the rare and wonderful Life Chamber.
- Dozens of robots, including the Exterminator and the Devastator - two robotic devices that will make the most powerful mutants cringe in fear.
- An additional suit of powered armor.

Note: Front cover incorrectly says "Adventure" but should be an "Accessory."

 

Monday, November 25, 2024

James Bond 007 - Basic Game (1983)

From the web:

Experience the life of a secret agent... work for M.I.6, the British Secret Service, or assume the role of the most famous agent of all... prepare yourself for endless thrills, high-living and danger. Reach out for excitement in... The World of James Bond 007!

* Careen through high-speed chases... as you track down villains or escape their evil henchmen!
* Pit yourself against ODD JOB and JAWS... and thwart the plans of Dr. No and Goldfinger!
* Choose your special skills as an agent... weapon and vehicle handling, hand-to-hand combat, gambling, mountaineering, demolitions.
* Select your equipment from Q Branch... have your weapons and vehicles modified to suit each of your missions!

Obtain the Coveted "00" Rank: Your License to Kill!
 

Sunday, November 24, 2024

GURPS Magic (First Edition) (1989)

From the web:

Sorcery, Thaumaturgy, The Black Art, Necromancer, Alchemy or the Great Art. By any name, arcane knowledge brings great power to its possessor . . . for good or for evil. This book is the complete guide to magic for the Generic Universal Roleplaying System.

GURPS Magic presents a colorful, detailed magic system. But it's much more. It is designed for easy modification . . .for the GM who wants to create his own background, or set adventures in the world of his favorite fantasy author. And it's flexible. Players can create any sort of wizard character they choose, from eager apprentice to mad hermit, from saintly healer to sinister necromancer.

This book is completely compatible with the magic rules in the GURPS Basic Set. It amplifies the material there, as well as adding more than 300 new spells! Also included are a complete system for improvisational magic, optional rules for "inherent" magic abilities, special advantages and disadvantages for mages, and a system to let the GM create his own unique types of clerical magic.

If you're ready for a world of magic, it's in your hands.
 

Saturday, November 23, 2024

GURPS Grimoire (1994)

From the web:

A huge expansion for the GURPS Magic system, this sourcebook almost doubled the number of spells documented in official GURPS releases. Introduced two new colleges (Technology and Gates).

Requires GURPS Magic, Second Edition and the Third Edition Basic Set.

Went through four printings between 1994 and 2000.

Magic Awaits Mages struggle to probe the mysteries of life, death, time, and space. At last, we gather their magical knowledge together - GURPS Grimoire, the ultimate resource for would-be sorcerers and established mages. This indispensable rulebook gives new, powerful spells for all campaigns, from Ice Age epics to gritty cyberpunk slum crawls. GURPS Grimoire has over 400 new spells, as well as two new colleges. The adventurous - or desperate - can now manipulate time and space using Gate Magic. Savvy wizards stay current with Technology Magic, and give "machine power" and "rad" entirely new meaning! Several new sub-colleges also add flexibility in dealing with weather, electricity, ice, and acid. An expanded chart of spell prerequisites and a handy table for quick reference are included. And Scott Paul Maykrantz, author of GURPS Creatures Of The Night, expands the GURPS Magic tables for generating Demons. Open, then, and learn strange new wonders.
 

Friday, November 22, 2024

GURPS Swashbucklers (First Edition) (1988)

From the back cover:

Adventure in a World of Gallantry & Grace

Come to the age of the Swashbuckler, when the world was wide and fortunes could be made in an afternoon of smoking cannons and bloody cutlasses!

Swing from a chandelier into the fray, rapier in hand, dagger in teeth, and show the Cardinal's guards they can't insult the queen!

Or wait on the quiet back roads of England on a moonless night, pistols and reigns in your hands, and hope the Squire's coach isn't too well guarded...

Pirates, Musketeers and Highwaymen all come alive in this GURPS worldbook of romantic adventure from Elizabeth I to Napoleon. Rules and background given include: ship combat, black powder weapons, expanded fencing rules, cutlasses, chandeliers, codes of honor, dueling, compulsive gambling and all the other classic elements of a good swashbuckling time!

 

Thursday, November 21, 2024

GURPS Basic Set (Third Edition) (1988)

From the back of the book:

Any Time. Any Place. Any Background.

GURPS, the Generic Universal Roleplaying System, is THE most flexible roleplaying system you can use. With just this Basic Set, you can adventure to any world you can imagine. Rules are included for all types of weapons from clubs to lasers... for wizards and magic, with more than 100 spells... for psionic powers.

No more switching game systems whenever you want to change campaigns! GURPS lets you learn one set of clear, comprehensive rules to cover any background.

And the GURPS system is fully supported. Over 50 different worldbooks, sourcebooks and adventures are available for all kinds of campaigns... and more are coming out every month. There's even a regular magazine, Roleplayer, specifically devoted to the GURPS system.

GURPS makes the Game Master's job easy and fun. All rules are clearly written, indexed and cross-referenced. Charts and tables are clear and legible. There's even a "Quick Start" section, with two adventures, to help you introduce the system to new players.

And the rules let you choose the level of complexity that you want.

GURPS is user-friendly for players, too. The character creation rules are detailed and flexible. There are no "classes" or "levels." Instead, you can create exactly the character you want to play... your favorite fictional hero, or your own creation.

Choose from dozens of Advantages and Disadvantages, and over 130 Skills for your character. Customize with some personal Quirks, and you're ready to play!

GURPS is the roleplaying game that everyone can enjoy. You can create the game world that's perfect for you. See for yourself...

 

Wednesday, November 20, 2024

Druids of Doom (1982)

From the web:

The House of Euklidies, a temple to Astokph the Deity of Travel and Transporter of the Dead, is asking for a group of adventurers to recover three lost magical items of the temple. Adventures must pass through the portal and enter the Druid's Keep to recover them. Contains 6 maps, 5 new monsters, and over 60 NPCs. 

Players must teleport into the Druid's Keep and recover 3 artifacts - ideally without harming the druids, but the recovery of the artifacts is of primary importance.
 

Tuesday, November 19, 2024

Apple Lane (1987)

From the web:

Three introductory mini-scenarios: "Apple Lane," "Gringle's Pawnshop," and "Rainbow Mounds."

The village is described for use as a base of operations for the adventures "Gringle's Pawnshop" and "The Rainbow Mounds."

Includes an 11" x 17" floorplan of Gringle's and a pull-out digest of all necessary character and creature game statistics.
 

Monday, November 18, 2024

H4: The Throne of Bloodstone (1988)

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 emon 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!

 

Sunday, November 17, 2024

GURPS Vampire: The Masquerade Companion (1994)

From the back cover:

"The dark screams of the living touch not your bitter soul.

"You are torn between fealty to your elder masters and the surge of power within your young, vibrant blood.

"The black dogs of the Sabbat are your sworn enemies ... or they are your hidden leaders.

"You are Kindred. You are Childe of the Damned.

"There is great power in Undeath."

Extends GURPS Vampire: The Masquerade to cover the White Wolf publications the "Vampire Player's Guide" and the "Player's Guide to the Sabbat". Also includes new rules for elder vampires and new GURPS advantages and disadvantages.

 

Saturday, November 16, 2024

Toon Ace Catalog (1994)


From the back of the book:

"SHOP 'TIL YOUR BOGGLED!

The Ace Catalog is your one-stop shopping source for anything and everything your Toon character needs! Low Prices! Speedy Delivery! Unparalleled Quality! Just check out this selection:

  • Toon-Tech - From Exploding Anvils to a Hair-Styling Moose to Nuclear-Powered Pogo Sticks, cartoon mayhem is sillier than ever with our line of wacky weapons and groovy gadgets!
  • UltraToon-Tech - Giant Robots, Starships, the latest Toonpunk cyberware, we've got it all! Plus loads of new alien races and ready-to-play Meks, Robots and Starships!
  • Weird-Tech - Fighting Elderly Horrors in Crawl of Catchoolu? Menaced by monsters straight out of Atomic Monster Theater? We've got what you need to deal with 'em!
  • Anytown - That's right, the entire town is for sale! We've got it all - every building, every street - plus complete descriptions of all of Anytown's leading citizens!
  • And More - Two complete adventures! An all-new Toon adventure generator! Dozens of new characters! And wacky Top 25 lists to boggle any Toon maniac!"

 

Friday, November 15, 2024

Dungeons & Dragons Conversion Manual (2000)

From the web:

Your character is ready for the new DUNGEONS & DRAGONS game. Are you? You know where to start. Find the new D&D Player's Handbook wherever you buy games. We've made the change. Now it's your turn. 

From the introduction:

This booklet is intended to help you preserve the best of your old D&D campaign as you adopt the new rules.

This was a free promotional product provided by Wizards of the Coast prior to the release of Dungeons & Dragons 3rd Edition.


 

Thursday, November 14, 2024

GURPS Cyberpunk Adventures (1992)

From the web:

The gritty world of GURPS Cyberpunk is filled with danger, violence and exotic beauty. This book presents three adventures that capture the dark essence of life in the streets of the all-too-near future. Each adventure offers challenging puzzles, mysterious encounters and heart-stopping action. 

"Dark Scenarios for Roleplaying on the Edge"

Three adventures for GURPS Cyberpunk


 

Wednesday, November 13, 2024

Everlasting: Book of the Unliving (1997)

From back of book:

THE EVERLASTING. . .
IT'S MORE THAN A ROLEPLAYING GAME

The Secret World, a daydream shadow of our reality, waits for you. Break down the walls of disbelief . . . join modern-day angels, dragons, elves, vampires, mythic gods, nightmare lords, immortal grail knights, werewolves, and others on adventures in lands of legend, myth and terror. THE EVERLASTING is an epic modern day fantasy and supernatural setting with a fully developed mythology and culture for each race of Eldritch.

This first of 4 Foundation Books for THE EVERLASTING is a complete roleplaying game. It introduces you to the darker side of the Secret World and features Dead Souls, Deathmech Cyborgs, Ghuls, Grim Reapers, Reanimates, Revenants, Vampires, the Catacombs, the Underworld, and much more. Each Foundation book is a stand-alone game, but all of them are fully compatible with one another.

THE EVERLASTING is The Interactive Legendmaking Experience. It features many new concepts: communal protagonists, customizable rules, gamemasterless options, tips on achieving epiphanies, tips on rewarding guides, dream control methods, opening and closing ceremonies, and Personal Mythology. Legendmaking takes you beyond roleplaying and storytelling to a new level of intensity. Each participant chooses from playing card, tarot card, dice, and freeform options the system personally preferred.

Your journey into the realms of modern-day fantasy, horror and mystery begins now. Enter the magical world you have always wanted to visit . . . the one you live in.

 

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