"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, May 21, 2024

Dragonlance Adventures (1987)

From the book:

"At last, the complete Krynn source book that contains all the information necessary for limitless campaigning in the world of the DragonLance saga! Provides all-new information on the character classes, races, artifacts, and powers that are unique to the fascinating world of Krynn."

From the web:

For DragonLance saga enthusiasts and AD&D game players everywhere, here is the latest information on the world shattered by dragons and their armies. The backgrounds for Knights of Solamnia, the wizards of High Sorcery, tinker gnomes, kender, and much more are detailed along with their AD&D game system rules. The struggle for the fate of Krynn awaits!
 

Monday, May 20, 2024

Greyhawk Adventures (1988)

From the front cover:

Become part of the oldest continuous fantasy campaign as you explore parts of Oerth never seen before. Learn about Greyhawks deities, heroes, monsters, arcane items, magical spells and much, much, more. A book for lovers of Greyhawk and players of all fantasy role-playing games.

From the web:

Greyhawk Adventures is for experienced role players looking for something exciting and original to use in their fantasy gaming. Its pages are filled with bold new gaming experiences. With this book, you join the ranks of the best role players in the world. Your search for glory and fame awaits the turning of a single page! 

 

Sunday, May 19, 2024

Mage: The Sorcerers Crusade (1998)

From the web:

A game set in the Dark Fantastic world of the Renaissance, this RPG is the next of White Wolf's historical World of Darkness games, following the tradition of Vampire and Werewolf. Players now have the chance to found the Council of Traditions-or bring it crashing down. High magick, faith, and reason collide to decide the fate of the world. 

From the Introduction:

The world is on fire. The light of the artist, the vision of the scholar and the pyre of the heretic burn with an intensity never before seen. This is the Renaissance, the battleground of the early Ascension War and the beginning of the modern world.

Blades clash and spells blaze forth as the Council of Nine Mystick Traditions gather to preserve the ways of magick. Against it, a united Order of Scholars, visionaries and monster-slayers struggles to illumine the world with Reason. In the shadows, antichrists and mad fanatics kindle the flames of hatred and feed them with souls. Magick has gone mad, and a terrible Scourge punishes those who pursue its Mysteries. Across the Earth, magi come together, and their adventures lay the foundations--or the graves--of the future.

This is, in many ways, the Age of High Magick...


 

Saturday, May 18, 2024

DragonQuest (2nd Edition)

From the web:

DragonQuest is a fantasy role-playing game originally published by Simulations Publications (SPI) in 1980. Where first generation fantasy role-playing games such as Dungeons & Dragons restricted players to particular character classes, DragonQuest was one of the first games to utilize a system that emphasized skills, allowing more individual customization and a wider range of options.

The second edition of DragonQuest is largely the same as the first edition but contains several adjustments to attempt to balance and speed up play. The most significant change is the replacement of the action point combat system from the first edition with a less cumbersome "one action per round" system called "Pulses". To make up for the lack of action points, Tactical Movement Rates were introduced to define movement within tactical/melee encounters. In addition, several weapon and combat modifiers were adjusted to make it easier to hit targets (and thus speed up combat).

Contains the adventure The Camp of Alla-Akbar by Gerry Klug. Also was available in a boxed set with Blade of Allectus included as the sample adventure.
 

Friday, May 17, 2024

Star Wars (WEG 2nd Edition)

From the web:

Star Wars: Revised, Expanded and Updated is essentially a reorganization of the popular Star Wars: Second Edition Revised and Expanded rules, which in and of itself was an expansion of the Star Wars: Second Edition rules. The goal is to make the game just as easy to learn, but to update to content to account for all of the additions in both the Canon and Expanded Star Wars Universe since the last publication... way back in 1997. Only a few rules changes were included to continue following the track of the D6 system evolution.
 

Thursday, May 16, 2024

The Traveller Book (1982)

From the web:

The Traveller Book is an outgrowth of a role-playing game born in 1977. It is a system of science fiction gaming simple enough for an evening's boisterous entertainment, rich enough for years of adventurous campaigning.

This book provides a framework of rules for creating starships, worlds, and interstellar empires. Specific chapters deal with equipment, vehicles, and the details of this universe of the future. The rules also instruct the reader in the techniques of generating unique fictional characters with specific attributes and skills, and the means of exploring—and surviving—the fantastic realms of the future.

As role-players, readers assume the identities of their imaginary characters, seeing the future through those eyes and reacting as the captain of a starship, a down-and-out spacehand, and Imperial courier, or some other future adventurer.

This book contains everything needed to play Traveller, except paper, pencil, and two six-sided dice. This is a compilation and minor revision of the Traveller boxed set in one volume.


 

Wednesday, May 15, 2024

Fantasy Wargaming: The Highest Level of All (1981)

From the web:

Known on the cover as "The Highest Level Of All ... FANTASY WARGAMING". 

From the dust jacket:

Fantasy Wargaming - Compiled and edited by Bruce Galloway

Deeper Dungeons. More Dangerous Dragons.

Whether you use a commercially packaged scenario or one of your own mind's design, whether you and your band of adventurers seek a quest - finding a hidden treasure, rescuing a damsel in distress, exploring lost cities, venturing into forbidden lands - to be really satisfying, a fantasy scenario must contain its own intrinsic and consistent logic. This can be found in some fantasy novels, but it is a great deal more challenging and more fun to design your own world. And this is what FANTASY WARGAMING enables you to do with a consistency and logic unavailable in previous books.

In FANTASY WARGAMING you enter into a realm where magic really does work, where ancient revelations unfold and provide a gateway to the Supernatural. As you devise your own adventures in this highest level for fantasy players, your cunningly logical maneuvers enable you to overwhelm dangerous opponents and formidable obstacles.

Here is an invaluable guide with complete playing rules and sections on:

Monsters and magic beings
Cultures, myth and religion
Character generation
Role playing
Spells
Warrior Tables
Motivations, and index, and more.


 

Tuesday, May 14, 2024

Ars Magica (3rd edition) (1992)

From back of the book (1994 version):

Come to a land of light and dark...

...where enlightened scholars preserve ancient wisdom, while others turn to dark powers for personal gain.

...where chivalric nobles fill their courts with music, poetry, art, and romance, while others wage bloody wars for land and belief.

...where fortunate peasants hold bright and raucous festivals, while others waste away from plague and famine.

And above the drama of life and wealth, death and want, stand the magi, wizards of legendary power. Be one.

Come to Mythic Europe.

The Art of Magic

"This is the most interesting and original fantasy role-playing system and setting I've seen in a long time."
—Ken Rolston, Dragon

"I really don't think I can praise Ars Magica highly enough... a wonderful magic system."
—Stewart Wieck, White Wolf

"You simply cannot afford not to buy this book."
—Carl Sargent, Games Review Monthly

Monday, May 13, 2024

The Babylon Project (1997)

From the web:

Core rulebook for The Babylon Project RPG.

Players can play Humans, Minbari, Narns or Centuari in the tense period just prior to and concurrent with the television show's first season.

As well as detailing the rules and background the rulebook also contains a short campaign.

Sci-fi RPG based on the Babylon 5 TV series, featuring detailed character generation, skill-based system, campaign history/background, and more.
 

Sunday, May 12, 2024

Universe (2nd Edition) (1982)

From the front cover:

You are the master of your destiny, venturing across the sea of stars meeting the challenge of alien worlds...

UNIVERSE

The Role-Playing Game of the Future by SPI

From the back cover:

Seek your own destiny among the stars in quest of wealth, knowledge, and glory. Plunge boldly into adventures on unexplored planets, confronting the unknown armed with your own unique skills and the marvels of 25th Century technology. Designed as the definitive game of a whole generation of science-fiction adventure products, Universe is now complete in this one book, with a huge full-color Interstellar Display and four pages of color adventure log sheets included. Although we are continuing a program of fascinating supplemental material, you need nothing more than this book and two decimal dice to play a lifetime of complete and enjoyable games.

 From the web:

Become the master of your destiny as you journey amid the stars in search of wealth, glory, and wisdom. Share the trials and triumphs of adventures on unknown worlds, boldly confront the dangers of deep space, and revel in the satisfaction of quests attained in the glittering cosmos of Universe. Designed as the definitive game of a whole new generation of character action adventure products. 

 SETTING: Universe is set in a 24th century where the nations of Earth have peacefully explored and settled many star systems within 30 LYs of Earth without discovering intelligent alien civilization. Some of the star systems closest to Earth are quite populous and prosperous, but the settlements further out amount to tenuous, speculative colonies or even mere research facilities . Many systems beyond 20 or so light-years from Earth are unexplored altogether . The inhabited planets are governed loosely by the "Federation of Planets" (primarily through its overwhelming military might and its monopoly control of starports), while maintaining most of the nationalities and languages extant in the 20th century.

CHARACTERISTIC RATINGS: Universe does not feature character races or classes that delineate exclusive access to particular capabilities. All characters are humans, and are represented by nine innate Characteristics (values 1-12) and a varying mix of several different Skills. The nine Characteristics are described below. Note that the descriptions are not merely loose guidelines on "how to roleplay" the character; they refer to specific game mechanics (invariably requiring a die roll) whose outcome is directly affected by the Characteristic in question.

Strength: Affects how much a character can lift and carry, how far he can throw objects, and the damage he deals in close combat

Endurance: Affects how long a character can maintain physical activity (eg running ), how much physical punishment he can take and how quickly he heals

Dexterity: Affects character's shooting accuracy and other tasks that require hand-eye coordination

Agility: Ability to run quickly, climb, dodge in combat, etc

Intelligence: Intellectual capacity as well as general ability to "notice things". Augments (or limits) scientific skills (eg Astronomy, Chemistry)

Mental Power: Willpower and self-control (especially during combat or similar duress). Very high MP ratings allow the cultivation of psionic powers (eg mind control, telekinesis, hyperjump navigation).

Leadership: Affects the designated team leader's situational awareness and ability to keep his/her comrades level-headed during firefights. Also affects the Space Tactics skill

Empathy: Basically "people skills"; the ability to "read" and successfully interact with fellow humans and semi-intelligent aliens

Aggression: Affects character's involuntary reaction to being shot at (ie either cower on the ground or charge and attack his assailant - though note that such rash actions can be obviated by combat experience or a high Mental Power). Aggression ratings of NPCs and creatures affect their initial approach during an encounter (eg, flee, interact peaceably, or attack).

 

Saturday, May 11, 2024

The City of Greyhawk (1989)

From the web:

From the high towers of its grand universities to the rancid alleys of its darkest slums, the City of Greyhawk awaits you. Center of magic and learning in the Flanaess, Greyhawk is also the home of powerful thieves, mighty warriors, traitorous ambassadors, and honest craftsmen. They all await you within the pages of this information-packed boxed set. You get four full-size, full-color maps, each depicting a different aspect of the Greyhawk campaign. Two 96-page books give you a detailed overview of the city and a closer look at its more influential citizens - and its more notorious criminals. Many detailed, colorful adventure cards provide players with short adventures in the city and throughout the surrounding realms of Greyhawk.

Contents:

  • Greyhawk: Gem of the Flanaess - 96 page book
  • Greyhawk: Folk, Feuds, and Factions - 96 page book
  • 24 Adventure cards - letter sized cards, double sided
  • Greyhawk Area Map
  • The Free City of Greyhawk Map
  • The Free City of Greyhawk Underground Map
  • A View of the City of Greyhawk Poster

Card #1 - Bath Time for the Hopping Prophet
Card #2 - The Born-Again Ogres of the Blinding Light
Card #3 - Dark Denizens of the Deep Delve
Card #4 - The Dead of the Howling Hills
Card #5 - A Diplomatic Incident
Card #6 - A Far Cry from the Swamp
Card #7 - The Final Resting Place of Dorshak Krane
Card #8 - The Ghost's Ship
Card #9 - The Griffon Hunt
Card #10 - The Lich-Staff
Card #11 - Mayhem at the World's End
Card #12 - Minding the Stone
Card #13 - The Prisoner of Zender
Card #14 - Pygmies, Sage, Myconid, and Plants
Card #15 - Riders on the Storm
Card #16 - Shadows of Terror
Card #17 - Siege of the Highfolk
Card #18 - To Slay a Hierarch
Card #19 - The Sunken Temple
Card #20 - The Swamp Hag
Card #21 - Verbeeg of the Gnarley Forest
Card #22 - Vote for the Goat
Card #23 - Wine Harvest
Card #24 - Summary of Monster Statistics
Poster Map #1 - Greyhawk Area Map
Poster Map #2 - The Free City of Greyhawk
Poster Map #3 - The Free City of Greyhawk (Underground)
Poster Map #4 - A view of the City of Greyhawk - This map is not numbered 


 

Friday, May 10, 2024

Top Secret Box Set (Second Edition) (1981) - Another copy

From the web:

The original version of Top Secret was designed by Merle M. Rasmussen, and allows players and gamemasters to build their own espionage story settings. The original boxed set of the game included a 64-page rule book and a sample adventure, "Operation: Sprechenhaltestelle". The game was developed over a period of two years by Rasmussen and TSR editor Allen Hammack. As part of the play testing for the game, a note written on TSR stationery about a fictitious assassination plot brought the FBI to the offices of TSR Hobbies.

The Top Secret game is based exclusively on 10-sided dice. All character attributes and other statistics are percentiles; some scores are rolled, and some are derived from combinations of two or more other scores. Top Secret also features Areas of Knowledge, which function similarly to skills in more modern RPGs. Characters gain experience points and progress upward in level. The levels had relatively limited in-game effects (most significantly, gained experience points were divided by the character's level but the base mission pay was multiplied by the character's level).

Top Secret characters are employed in specific bureaus — Assassination (Killing), Confiscation (Theft), or Investigation (Research) — all in the structure of an unspecified espionage agency. Despite a character's primary vocation, he may be called on to perform any type of mission. The in-game effect of a character's bureau was a 100-point experience bonus for mission objectives which fall within that bureau as well as bonus mission pay for those actions specific to the chosen bureau. An appendix in the rule book lists dozens of historical and fictional espionage organizations which could serve as employers or adversaries for missions.

An expansion to the game, The Top Secret Companion introduced enhancements to many game components. It included additional character classes and missions, as well as new Areas of Knowledge and abilities. A revised combat system was introduced that sped up and provided more variety to combat results. New equipment and weapons were introduced as well.

TSR's take on Bond and the super spy genre. The box set includes a 62 page rule book outlining character creation, equipment, and combat and an introductory module entitled "Operation: Sprechenhaltestelle - Code Name: Pisces" along with 2 20-sided dice.

Character creation consists of 6 primary stats (Physical Strength, Charm, Willpower, Courage, Knowledge, and Coordination) and 8 derived stats (Offense, Deception, Evasion, Deactivation, Life level, Movement Value, Hand-to-Hand Combat Value, and Surprise Value). Characters are further detailed with skills in specific knowledge areas.

Combat resolution is handled by dice and modified by situations. The rules include specific handling for boxing, knife fighting, and martial arts as well as hit location and effects.

 

 


 

Thursday, May 9, 2024

City of Splendors (1994)

From the back of the box:

Think you know everything there is to know about the City of Splendors? Think again! Based on material originally presented in FR1 Waterdeep and the North and City System, this box expands all that information and adds over 200 pages of new characters, magic, and excitement! Here's what's inside:

  • A 128-page Campaign Guide with expanded city map keys and new information on every part of the city
  • A 96-page Who's Who, giving you details on the nobles and other NPCs of Waterdeep (over 100 new characters in this book alone!)
  • A 64-page Adventurer's Guide for players, with the Adventurers' Quarter, a new area of Waterdeep complete with over 50 new NPCs
  • A 16-page Secrets book, hiding the secrets of the NPCs and adventures of the Adventurers' Quarter
  • 6 poster maps, including new maps of the city and two photo maps of the Adventurers' Quarter
  • 16 Monstrous Compendium Appendix pages, with 13 never-before-seen monsters to haunt the shadows of the city

"Come explore the greatest city of the Realms in this compilation of everything about the City of Splendors. From the spires of Piergeiron's Palace to the depths of Undermountain, this city's sure to thrill players and Dungeon Masters alike for years.

 

Wednesday, May 8, 2024

Ruins of Zhentil Keep (1995)

From the back of the box:

Visit the Heart of the Black Network

Known throughout the Realms as the headquarters of the Zhentarim, Zhentil Keep has long been a trade hub, a seat of power, and a nest of corruption at the edge of the Moonsea. This boxed set details Zhentil Keep in the days of Bane the Black Lord, before the Time of Troubles. It also presents the new Zhentil Keep, a city nearly destroyed by the insane Cyric, Prince of Lies.

This campaign expansion contains:

- A 128-page sourcebook detailing the old and new Zhentil Keep, the history of the city, the sinister Black Network, and important villains.
- A 64-page adventure book with three new perilous adventures that take heroes into Zhentil Keep, under it, and to nearby communities.
- A MONSTROUS COMPENDIUM(R) Appendix booklet containing 16 new creatures.
- Three poster maps depicting the old Zhentil Keep, the new Zhentil Keep, and the activities of the malevolent Zhentarim.
- Eight cards describing areas containing some of the most nefarious NPCs and monsters ever to be associated with Zhentil Keep.

Enter and beware!

 

Tuesday, May 7, 2024

City System (1988)

From the back of the box:

It is called the City of Splendors: Waterdeep, most populous and powerful of the cities of the North. It is a city of wealth, adventure, and danger. More men have died in its taprooms and bars than in all the sieges of Dragonspear Castle. Success and death lurk in its shadowed entrance ways and dimly-lit streets.

Come explore the greatest city of the Realms in this incredible new boxes set dealing with urban fantasy adventures. Waterdeep is detailed in no less than 10 expanded maps, embellished with typical building interiors suitable for use in any campaign setting. In addition, a full-size poster of Waterdeep is provided, along with a grand-scale three-dimensional map of Castle Waterdeep, hub of the city's government.

In addition to all these maps, a 32-page City System booklet provides encounters and street scenes, special features and details of Waterdeep, and methods for creating types of buildings in moments and filling the pockets of those unfortunate enough to get in a player character's way. Designed for use with Waterdeep, these new features are suitable for use anywhere in the Forgotten Realms!

It's all here—all you add is your imagination.

 

Monday, May 6, 2024

Cardmaster Adventure Design Deck (1993)

From the box:

Deal a dungeon? Deal a castle? Deal rooms with magical items, monsters and danger lurking behind every table, box, and bookcase? The AD&D Cardmaster Adventure Design Deck is an exciting new tool for DMs and a thrilling new game for players. DMs will use the Adventure Design Deck to create dramatic settings for their adventures. Players can use Cardmaster to go a-questing without a DM. Even solo adventures are possible, just by shuffling the cards.

108 Location Cards depict unique and mysterious rooms and corridors on three dungeon levels. And on all levels are treasures to be found and monsters to be conquered. The Treasure Deck contains 54 cards full of loot and magical items. Explore each room for treasure, but beware the traps! And bewared of the 54 different monsters with their own traps and snares, nesting in their own Deck. They are waiting for you. . . and some of them are hungry!

 

Sunday, May 5, 2024

Forgotten Realms Campaign Set (1987)

From the web:

The classic "Gray Box" for 1st Edition D&D.

From the Back of the Box:

Within this box is everything needed to visit the fabulous Forgotten Realms. The 96-page player's book contains entries on all known areas, cities, people, and things, presented in alphabetical order. Numerous maps outline the more well-known cities and lands. The 96-page DM's book contains all the information pertinent to running a campaign set in this fantasy world, from how to bring existing characters into the Forgotten Realms to two complete introductory mini-adventures to a listing of known magical texts and the magics contained therein. Four full-color maps show the entire lands and details of the more well-known areas. Adventuring rules specific to the Forgotten Realms have been included.


 

Saturday, May 4, 2024

Divine Right (1979)

From the web:

Classic game of fantasy empires clashing. Each player controls a unique realm and attempts to use diplomacy and might to ascend to leadership. A colorful map and a host of fantastic creatures bring out a fleshed out fantasy world. 

Divine Right combines combat, diplomacy, and role-playing into 2-6 hours of fast-paced action as each player attempts to build and hold together an alliance of kings long enough to defeat the other players and win the game. The kingdoms of humans, elves, goblins, dwarves and trolls are pawns in the power games that absolute monarchs play. Ambassadors vie for the attention of the kings whose favor they curry. Assassination and backstabbing are popular pastimes, and loyal allies may leave your side in the heat of battle at the drop of a hat — or a die. The magicians, too, get their arcane fingers into things, and the gods intervene as well. It is a situation that demands skill and luck.

The box contains rule book, full-color mapsheet, over 250 die-cut counters, dice, and cards.

 

Friday, May 3, 2024

Dawn of the Emperors: Thyatis and Alphatia (1989)

From the web:

"Thyatis. An empire run with military precision. An empire wherein fighting prowess is the most highly prized talent of all, and gladitorial skill can lead to governmental status.

Alphatia. An empire not so much run as allowed to exist by its aristocracy. An empire wherein magic-use is the only talent that counts for anything, and lack of it can lead to a life of slavery.

In this box you will find:
- A 128-page DM's guide, covering both empires in their entirety.
- Two 32-page Player's Guides, one for each Empire.
- New rules for aerial combat!
- New spells for building flying creations: castles, ships, islands...
- Two full-size map sheets, containing complete maps of both empires.
- Complete adventures for both Thyatian and Alphatian settings, and suggestions for mini-adventures also set in both empires.
- Ways and means to convert this material to ADVANCED DUNGEONS & DRAGONS 2nd Edition games"


 

Thursday, May 2, 2024

Greyhawk Wars (1991)

From the back of the box:

From the mad Malachite throne in Rauxes to the bejeweled city in Chendl in Furyondy, the Flanaess is at war! In the east, Overking Ivid V thirsts for conquest. Vatun, Great God of the North, meanwhile unites the barbarians and Fists into a fearsome force. Not to be outdone, the dread Iuz masses humanoids and fiends in the northwest. And the Scarlet Brotherhood in the south hangs over all the Flanaess, pulling the strings of war like a mad puppeteer.

Take command of the armies yourself and change the dark course of history! Between two and six players can battle, deciding the Flanaess's fate in diplomacy and war, and leading armies and heroes across two full-color maps. Muster your armies from over 300 counters, ranging from light infantry to dragons -- with your favorite demihumans and monsters as well! With over 150 cards, you can search for treasure or mercenaries and receive the gods' blessing (or curse) through special events. When the battles come -- the times that try the souls of all -- you'll want your armies backed with the wisdom contained in the 32-page history of the actual war. The boxed set also includes an easy-to-read 8-page book of rules, with optional advanced rules for hard-core wargamers.

The Flanaess awaits an heroic deliverer -- or an oppressive overlord! Which will you be?

 

Wednesday, May 1, 2024

From the Ashes (1992)

From the back of the box:

The dust has settled. The smoke has cleared. The war machines of Greyhawk's armies have ground to a halt.

In the aftermath of the great war, the people of Oerik piece their lives together, some struggling to retain their homes, others pilgrimaging to the cities, searching for opportunities. And searching for answers.

Who is in power? Which borders still stand, and which have been dissolved? Can anyone be trusted, or have Scarlet Brotherhood agents infiltrated every inn and tavern?

The lands of Greyhawk are forever changed, but provide more opportunities than ever for adventure and danger. Characters of all levels will find challenges and intrigue lurking in every alley and behind every tree.

This boxed set includes:

Campaign Book
Atlas of the Flanaess
3 Poster Maps

5 Monstrous Compendium Sheets
   • Animus
   • Dwarf, Derro
   • Losel
   • Thassaloss
   • Varrangoin (Abyss Bat)

20 Cardstock Sheets
   • Card #1 - Reference Card #1, Days and Months of the Year
   • Card #2 - Reference Card #2, Nations of the Flanaess
   • Card #3 - Reference Card #3, How to Read the Map
   • Card #4 - Reference Card #4, Greater Powers
   • Card #5 - Reference Card #5, Specialty Priest Spells
   • Card #6 - Reference Card #6, Specialty Priest Spells
   • Card #7 - Reference Card #7, Encounter Cards
   • Card #8 - Reference Card #8, Encounters in the Lands of the Flanaess
   • Card #9 - Reference Card #9, Great Kingdom (Aerdy)
   • Card #10 - Reference Card #10, Nyrond and the Urnst States
   • Card #11 - Reference Card #11, Encounter Tables for Geographical Features, Oceans, Straits, and Bays
   • Card #12 - Reference Card #12, Encounter Tables for Geographical Features, Mountain Ranges
   • Card #13 - Reference Card #13, NPC's of Greyhawk
   • Card #14 - Reference Card #14, Campaign Book Encounter Tables
   • Card #15 - Brainstorm
   • Card #16 - Dark Heart of Oak
   • Card #17 - Honest Bandits
   • Card #18 - Slaves by Midnight
   • Card #19 - Tamara Belongs to Me
   • Card #20 - The Beckoner in the Dark

 

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