"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
Wednesday, December 31, 2014
DMGR1: Campaign Sourcebook & Catacomb Guide
Whether you're a novice DM getting ready to referee your first AD&D
game or an old pro who's running an established campaign, there's
something for you in the Campaign Sourcebook and Catacomb Guide. We've
included dozens of helpful tips to help you better organize your games,
design adventures, and make your NPCs come to life. In addition, we've
included a number of settings for unusual dungeons. In short there's
something for everybody in this exciting addition to the AD&D
system.
Tuesday, December 30, 2014
Dungeon Master Scree & Terrible Trouble at Tragidore
From the back cover:
This indispensable aid to Dungeon Masters puts all the most important combat and encounter tables at your fingertips! Don't slow down the action by searching for a number; keep them in front of you all the time with this handy screen and reference guide.
Also included is a 16-page adventure, Terrible Trouble at Tragidore. This exciting RPGA tournament adventure is intended for medium-level characters (levels 5-8). It contains advice and tips for novice Dungeon Masters but is suitable for use by all players.
This indispensable aid to Dungeon Masters puts all the most important combat and encounter tables at your fingertips! Don't slow down the action by searching for a number; keep them in front of you all the time with this handy screen and reference guide.
Also included is a 16-page adventure, Terrible Trouble at Tragidore. This exciting RPGA tournament adventure is intended for medium-level characters (levels 5-8). It contains advice and tips for novice Dungeon Masters but is suitable for use by all players.
Monday, December 29, 2014
Dungeon Master Screen & Master Index
This package contains two three-panel screens and a 32-page index book. The index contains references for the following books:
- Player's Handbook
- Dungeon Master Guide
- Tome of Magic
- Book of Artifacts
- Player's Option: Combat & Tactics
- Player's Option: Skills & Powers
- Dungeon Master Option: High-Level Campaigns
- Player's Handbook
- Dungeon Master Guide
- Tome of Magic
- Book of Artifacts
- Player's Option: Combat & Tactics
- Player's Option: Skills & Powers
- Dungeon Master Option: High-Level Campaigns
Sunday, December 28, 2014
Dungeon Masters Adventure Log
The Dungeons Masters Adventure Log, billed as a "Fantasy Adventure
Module" on the front cover, is a DM's tool for tracking a party of
adventurers and their encounters in an easy to read format.
The product is centered around two sheets, and the booklet is printed so they are opposing pages. The first captures the essential information for each member of a party of adventurers (name, alignment, hit points, etc). The second tracks collective information on the group (marching order and light sources carried), and key elements of their encounters (basic information on the monsters, treasure, and unusual events).
The inside front cover, the first three pages, and the last page reprint an eclectic assortment of game rules from the Dungeon Masters Guide that weren't included in the Dungeon Masters Screen (for instance, combat modifiers, magical aging sources, and how much it costs to hire an NPC to cast a spell). The four inner pages have utilitarian sketches of various types of armor, helmets, barding, and weapons with a focus on those that are less commonly known (such as polearms).
The inside back cover has two sample log pages, including several characters from Basic Dungeons & Dragons (e.g. Morgan Ironwolf, Black Dougal), several players who made contributions to the industry (including Dave Cook, Steve Marsh, and Tom Moldvay), and jokes (Elron Hubbard, the chaotic neutral magic-user thief).
The product is centered around two sheets, and the booklet is printed so they are opposing pages. The first captures the essential information for each member of a party of adventurers (name, alignment, hit points, etc). The second tracks collective information on the group (marching order and light sources carried), and key elements of their encounters (basic information on the monsters, treasure, and unusual events).
The inside front cover, the first three pages, and the last page reprint an eclectic assortment of game rules from the Dungeon Masters Guide that weren't included in the Dungeon Masters Screen (for instance, combat modifiers, magical aging sources, and how much it costs to hire an NPC to cast a spell). The four inner pages have utilitarian sketches of various types of armor, helmets, barding, and weapons with a focus on those that are less commonly known (such as polearms).
The inside back cover has two sample log pages, including several characters from Basic Dungeons & Dragons (e.g. Morgan Ironwolf, Black Dougal), several players who made contributions to the industry (including Dave Cook, Steve Marsh, and Tom Moldvay), and jokes (Elron Hubbard, the chaotic neutral magic-user thief).
Saturday, December 27, 2014
Dragonlance DLR2 - Taladas: The Minotaurs
From the publisher:
The warlike race of Taladan Minotaurs is making its culture known throughout the world of Krynn. Not content to be the dominant power on their own continent, they are influencing the already war-torn lands of Ansalon. Players learn even more about their culture and military strength in this accessory totally devoted to Krynn minotaurs.
The warlike race of Taladan Minotaurs is making its culture known throughout the world of Krynn. Not content to be the dominant power on their own continent, they are influencing the already war-torn lands of Ansalon. Players learn even more about their culture and military strength in this accessory totally devoted to Krynn minotaurs.
Friday, December 26, 2014
Dragonlance DLR3: Unsung Heroes
From back cover:
Caramon, Raistlin, Tika, Laurana, Tanis, Sturm, Flint, Tasselhoff...heroes all, their names are known by everyone familiar with their saga. But there are others as well: veterans of the War of the Lance, players behind the scenes, and even those who had no involvement wit the War whatsoever who are still heroes in their own right. Many are presented here for the first time. Among them:
- Grindlethorpe, the first Krynnish gnome to complete three Life-quests
- Fester, Queen of the Gully Dwarves of Mudhole, wife to Nomscul, Best Cook, Chief Shaman, and Queen's First Husband (a much more distinguished title than "King")
- Liliornin, an elven wizard whose first adventure pitted her against a death knight and an enclave of Wizards of the Black Robe (and introduced here to her longtime adventuring companion)and many, many others.
Each entry is presented in a format akin to the Monstrous Compendium pages, with statistics, proficiencies and other pertinent information, a description, and background material, among other things. Many entries first appeared in the Advanced Dungeons & Dragons Trading Cards, and have been expanded for inclusion in this product.
Caramon, Raistlin, Tika, Laurana, Tanis, Sturm, Flint, Tasselhoff...heroes all, their names are known by everyone familiar with their saga. But there are others as well: veterans of the War of the Lance, players behind the scenes, and even those who had no involvement wit the War whatsoever who are still heroes in their own right. Many are presented here for the first time. Among them:
- Grindlethorpe, the first Krynnish gnome to complete three Life-quests
- Fester, Queen of the Gully Dwarves of Mudhole, wife to Nomscul, Best Cook, Chief Shaman, and Queen's First Husband (a much more distinguished title than "King")
- Liliornin, an elven wizard whose first adventure pitted her against a death knight and an enclave of Wizards of the Black Robe (and introduced here to her longtime adventuring companion)and many, many others.
Each entry is presented in a format akin to the Monstrous Compendium pages, with statistics, proficiencies and other pertinent information, a description, and background material, among other things. Many entries first appeared in the Advanced Dungeons & Dragons Trading Cards, and have been expanded for inclusion in this product.
Thursday, December 25, 2014
Deadlands - Hell On Earth: Something About A Sword
Publisher Blurb:
This adventure for the Hell on Earth roleplaying game pits your posse against hideous mutant attacks, rad-priests, and even peace-loving hippies in a desperate race to find the mysterious sword of a missing Templar, lost somewhere in the ruins of western Wyoming. Only the strong survive in the Wasted West. But to the victor goes the spoils!
Want to wish everyone a Merry Christmas!
This adventure for the Hell on Earth roleplaying game pits your posse against hideous mutant attacks, rad-priests, and even peace-loving hippies in a desperate race to find the mysterious sword of a missing Templar, lost somewhere in the ruins of western Wyoming. Only the strong survive in the Wasted West. But to the victor goes the spoils!
Want to wish everyone a Merry Christmas!
Wednesday, December 24, 2014
Deadlands Hell on Earth: Shattered Coast
Publisher Blurb:
The world is in ruins and the Reckoners are walking the earth, but that won't stop your hero. Players can investigate the ruins of this new world as a syker, soldier, technomage, or radiation priest. Do you have what it takes to survive the hostile wastes?
Explore the dark, dangerous canyons of the Great Maze -- circa 2094! Scattered groups of survivors eke out a living here, prying ghost rock from the towering cliffs or scrounging salvage from the shattered hulks the naval battles of the Last War left behind. Heroes can also visit the Grand Library in Sacramento and learn of the Librarians' secret agenda.
The world is in ruins and the Reckoners are walking the earth, but that won't stop your hero. Players can investigate the ruins of this new world as a syker, soldier, technomage, or radiation priest. Do you have what it takes to survive the hostile wastes?
Explore the dark, dangerous canyons of the Great Maze -- circa 2094! Scattered groups of survivors eke out a living here, prying ghost rock from the towering cliffs or scrounging salvage from the shattered hulks the naval battles of the Last War left behind. Heroes can also visit the Grand Library in Sacramento and learn of the Librarians' secret agenda.
Tuesday, December 23, 2014
Dragonlance: Leaves From the Inn of the Last Home
A sourcebook of flavour for the Dragonlance campaign setting, includes:
How the companions met
Lord Gunther's war journal
Essays on the races of Krynn
Notes from Raistlin's book of herb lore
Rune readings and numerological charts
Songs, recipes and musical scores
Legends, proverbs and artifacts of Krynn
How the companions met
Lord Gunther's war journal
Essays on the races of Krynn
Notes from Raistlin's book of herb lore
Rune readings and numerological charts
Songs, recipes and musical scores
Legends, proverbs and artifacts of Krynn
Monday, December 22, 2014
Deadlands - Cardstock Cowboys: Horrors of the Wasted West
From the Packaging:
Dig in to our savory dish of toxic torment! We've carefully blended only the best beasties in Muties, Monsters, and Misfits to add to your gruesome collection of Wasted West woes! We guarantee that it will add zip to your Hell on Earth roleplaying game, or use with our free miniatures rules -- High Noon -- available on our Weird Website (www.deadlands.com).
Dig in to our savory dish of toxic torment! We've carefully blended only the best beasties in Muties, Monsters, and Misfits to add to your gruesome collection of Wasted West woes! We guarantee that it will add zip to your Hell on Earth roleplaying game, or use with our free miniatures rules -- High Noon -- available on our Weird Website (www.deadlands.com).
Sunday, December 21, 2014
Deadlands - Hell on Earth: Urban Renewal
Publisher Blurb:
The world is in ruins and the Reckoners are walking the earth, but that won't stop your hero. Players can investigate the ruins of this new world as a syker, soldier, technomage, or radiation priest. Do you have what it takes to survive the hostile wastes?
This adventure takes the heroes to Junkyard once again. The posse must get to the bottom of a series of hauntings that lead to a sinister plot that threatens the "Iron Alliance" established in the Boise Horror adventure.
The world is in ruins and the Reckoners are walking the earth, but that won't stop your hero. Players can investigate the ruins of this new world as a syker, soldier, technomage, or radiation priest. Do you have what it takes to survive the hostile wastes?
This adventure takes the heroes to Junkyard once again. The posse must get to the bottom of a series of hauntings that lead to a sinister plot that threatens the "Iron Alliance" established in the Boise Horror adventure.
Saturday, December 20, 2014
Deadlands Hell on Earth: Radiation Screen
Protect Yourself!
Hey, brainer! The Wasted West isn't the kind of place you want to wander around without taking some kind of precautions. There are all sorts of hazards, and you've got to be prepared. That's even more true for Marshals than heroes, and that's who the Radiation Screen is for.
This heavy cardstock screen features the most necessary tables from Deadlands: Hell on Earth, all in one easy-to-reference place. No more flipping through the rulebook. It's all right here.
And it looks great too. No Marshal worth his bunker rations would be caught in the wastelands without it.
It's Big Boom Time!
As if the snazzy green screen itself wasn't enough, Radiation Screen also includes "Apocalypse Now!" the first ever full-length adventure for Deadlands: Hell on Earth, just the thing to get your hardy band of survivors going on their journey through the wastelands. Someone's left an irradiated ghost-rock bomb lying around, and it's up to the heroes to find it!
This 48-page booklet also has new copies of the Hell on Earth character sheet in an easy-to-photocopy format. It's the perfect thing to launch your Wasted West campaign!
Hey, brainer! The Wasted West isn't the kind of place you want to wander around without taking some kind of precautions. There are all sorts of hazards, and you've got to be prepared. That's even more true for Marshals than heroes, and that's who the Radiation Screen is for.
This heavy cardstock screen features the most necessary tables from Deadlands: Hell on Earth, all in one easy-to-reference place. No more flipping through the rulebook. It's all right here.
And it looks great too. No Marshal worth his bunker rations would be caught in the wastelands without it.
It's Big Boom Time!
As if the snazzy green screen itself wasn't enough, Radiation Screen also includes "Apocalypse Now!" the first ever full-length adventure for Deadlands: Hell on Earth, just the thing to get your hardy band of survivors going on their journey through the wastelands. Someone's left an irradiated ghost-rock bomb lying around, and it's up to the heroes to find it!
This 48-page booklet also has new copies of the Hell on Earth character sheet in an easy-to-photocopy format. It's the perfect thing to launch your Wasted West campaign!
Friday, December 19, 2014
Deadlands: Hell on Earth - Iron Oasis
Publisher Blurb:
Journey to Junkyard, the only free city in the Wasted West and the main setting for Hell on Earth! Iron Oasis contains a complete description of Junkyard as well as rules for aerial combat and bionics for living heroes.
Journey to Junkyard, the only free city in the Wasted West and the main setting for Hell on Earth! Iron Oasis contains a complete description of Junkyard as well as rules for aerial combat and bionics for living heroes.
Thursday, December 18, 2014
Deadlands: Hell on Earth - The Boise Horror
Publisher Blurb:
The world is in ruins and the Reckoners are walking the earth, but that won't stop your hero. Players can investigate the ruins of this new world as a syker, soldier, technomage, or radiation priest. Do you have what it takes to survive the hostile wastes?
The legendary Boise Horror is revealed at last! This adventure takes the heroes from the Templar's headquarters in Boise to an important treaty conference in the back rooms of Junkyard, and a final showdown with the Horror itself!
The world is in ruins and the Reckoners are walking the earth, but that won't stop your hero. Players can investigate the ruins of this new world as a syker, soldier, technomage, or radiation priest. Do you have what it takes to survive the hostile wastes?
The legendary Boise Horror is revealed at last! This adventure takes the heroes from the Templar's headquarters in Boise to an important treaty conference in the back rooms of Junkyard, and a final showdown with the Horror itself!
Wednesday, December 17, 2014
Dragonlance DLT1: New Tales - The Land Reborn
From the back cover:
The War of the Lance may be over, but the Heroes' jobs have only begun.
Return to the time just after the end of the War, when the land is healing and its peoples are struggling to rebuild their lives. Travel with Tika and Caramon in search of her father, Alleran Waylan. Help a group of kender track down an aging black dragon. Go with Riverwind and Goldmoon to reclaim the settlement of Que-Shu. Or, aid Tanis on a touchy diplomatic mission—to Laurana's people.
Players can once again take the parts of the Heroes of the Lance, and participate in the rebuilding of one of the greatest fantasy worlds ever created: the world of Krynn, the home of the Dragonlances.
Ownership of the Tales of the Lance boxed set is not required in order to play these adventures, but is suggested.
The War of the Lance may be over, but the Heroes' jobs have only begun.
Return to the time just after the end of the War, when the land is healing and its peoples are struggling to rebuild their lives. Travel with Tika and Caramon in search of her father, Alleran Waylan. Help a group of kender track down an aging black dragon. Go with Riverwind and Goldmoon to reclaim the settlement of Que-Shu. Or, aid Tanis on a touchy diplomatic mission—to Laurana's people.
Players can once again take the parts of the Heroes of the Lance, and participate in the rebuilding of one of the greatest fantasy worlds ever created: the world of Krynn, the home of the Dragonlances.
Ownership of the Tales of the Lance boxed set is not required in order to play these adventures, but is suggested.
Tuesday, December 16, 2014
Dragonlance DLS4: Wild Elves
From the back cover:
At long last, the Kagonesti elves are rising against their Silvanesti and Qualinesti masters. A prophet has come to deliver them from bondage; all of Southern Ergoth rings with the sounds of battle! The Kagonesti flee their arrogant cousins, heading toward a land of legend: The Valley of Perfect Silences. Here only Kagonesti are allowed; no longer will they suffer servitude and wrong. The Gate has been found and the way is open. Kagonesti pass through the gate and into the promised land.
Or do they?
All is not as it seems in the Valley of Perfect Silences. Beneath the idyllic land of the valley lurks an ancient secret. You must journey to the valley and explore its darkest recesses. Unless you uncover the mystery of the valley, the Kagonesti may find that they have entered a new, vastly more horrible servitude.
Wild Elves contains much new information on Kagonesti elves and their society. Take your Dragonlance game campaign to a new dimension with this fourth module in the DLS series. Free the Kagonesti elves from their shackles and lead them to safety in the Valley of Perfect Silences. It is not necessary to have played the three previous DLS adventures in order to play this stand-alone module.
At long last, the Kagonesti elves are rising against their Silvanesti and Qualinesti masters. A prophet has come to deliver them from bondage; all of Southern Ergoth rings with the sounds of battle! The Kagonesti flee their arrogant cousins, heading toward a land of legend: The Valley of Perfect Silences. Here only Kagonesti are allowed; no longer will they suffer servitude and wrong. The Gate has been found and the way is open. Kagonesti pass through the gate and into the promised land.
Or do they?
All is not as it seems in the Valley of Perfect Silences. Beneath the idyllic land of the valley lurks an ancient secret. You must journey to the valley and explore its darkest recesses. Unless you uncover the mystery of the valley, the Kagonesti may find that they have entered a new, vastly more horrible servitude.
Wild Elves contains much new information on Kagonesti elves and their society. Take your Dragonlance game campaign to a new dimension with this fourth module in the DLS series. Free the Kagonesti elves from their shackles and lead them to safety in the Valley of Perfect Silences. It is not necessary to have played the three previous DLS adventures in order to play this stand-alone module.
Monday, December 15, 2014
Dragonlance DLS3: Oak Lords
Before the Cataclysm, the great Kith-Kanan and a band of brave elves
seperated from their Silvanesti brethren and founded the legendary realm
of Qualinesti. Then, just prior to the War of the Lance, the fledgling
kingdom toppled before evil dragon armies. Now the great war is over and
new beginnings arise!
The new Speaker of Suns, Porthios-Kanan, returns to Qualinesti with his people, but they find it it ruin. The elves think to abandon their heritage, yet Porthios will not admit defeat. He gathers a small band of heroes to discover if Qualinost, the elven capital, still stands!
The new Speaker of Suns, Porthios-Kanan, returns to Qualinesti with his people, but they find it it ruin. The elves think to abandon their heritage, yet Porthios will not admit defeat. He gathers a small band of heroes to discover if Qualinost, the elven capital, still stands!
Sunday, December 14, 2014
Dragonlance DLS2: Tree Lords
From the back cover:
If the Silvanesti are experiencing rebirth, the Kirath are the midwives.
The time has come for the elves to reclaim their homelands, the lands warped and ruined by Lorac and the Orb of Dragonkind. The Kirath, the elite scouts of of the Silvanesti, are in the vanguard of the returning tribes. What they find is familiar, yet unfamiliar - landscapes twisted by magic, once-verdant lands now gray and barren. It is the duty of the Kirath to assess the damages done, and report their findings to the rest of the Silvanesti. Only then can the tribes return to their woods and fields.
In Tree Lords, you will find not only an adventure about and for Elves, but also information on a new character class: The Kirath (Silvanesti Scout). Bring a new dimension to your DRAGONLANCE campaign with this, the second module in the DLS series. Take part as players in the reclamation of the Silvanesti homelands! It is not necessary to have played DLS1, New Beginnings, in order to play this stand-alone module.
If the Silvanesti are experiencing rebirth, the Kirath are the midwives.
The time has come for the elves to reclaim their homelands, the lands warped and ruined by Lorac and the Orb of Dragonkind. The Kirath, the elite scouts of of the Silvanesti, are in the vanguard of the returning tribes. What they find is familiar, yet unfamiliar - landscapes twisted by magic, once-verdant lands now gray and barren. It is the duty of the Kirath to assess the damages done, and report their findings to the rest of the Silvanesti. Only then can the tribes return to their woods and fields.
In Tree Lords, you will find not only an adventure about and for Elves, but also information on a new character class: The Kirath (Silvanesti Scout). Bring a new dimension to your DRAGONLANCE campaign with this, the second module in the DLS series. Take part as players in the reclamation of the Silvanesti homelands! It is not necessary to have played DLS1, New Beginnings, in order to play this stand-alone module.
Saturday, December 13, 2014
Dragonlance DLS1: New Beginnings
A new adventure set on Taladas, the other continent of Dragonlance, described in Time of the Dragon.
New Beginnings provides all the information necessary for new players to begin adventuring in the Taladas campaign setting. It includes a simple, step-by-step character creation outline which new players can use without the help of a Dungeon Master. Also, it presents essential tips on equipping and playing you new character in the Taladas setting, and sample encounters which allow you to test your character's skills without risking them in actual play. Finally, a complete mini-adventure helps to begin your Taladas campaign by thrusting the player characters right into the action.
New Beginnings provides all the information necessary for new players to begin adventuring in the Taladas campaign setting. It includes a simple, step-by-step character creation outline which new players can use without the help of a Dungeon Master. Also, it presents essential tips on equipping and playing you new character in the Taladas setting, and sample encounters which allow you to test your character's skills without risking them in actual play. Finally, a complete mini-adventure helps to begin your Taladas campaign by thrusting the player characters right into the action.
Friday, December 12, 2014
Dragonlance DLE3 Dragon Keep
From back cover:
The good dragons of Krynn need help. Recruited by the silver dragon Saramber, the player characters have joined ranks with the dragons and sought to solve the mystery behind the deaths of many silver and bronze dragons and passed the tests set out for them, earning the trust of these ancient creatures.
But now, Saramber fears evil dragons have discovered the portal that could lead them to the dragons' homeland. If this is true, they must be stopped before they can launch an attack that could destroy this fabled dimension. The adventure leads player characters from the plains of Lunitari to the depths of the ocean and the abode of monstrous Artha, banished daughter of Takhisis.
This third module brings to a climax the epic tale begun with In Search of Dragons, and continued in Dragon Magic. On success or failure hangs the fate of tone of the noblest races of Krynn.
The good dragons of Krynn need help. Recruited by the silver dragon Saramber, the player characters have joined ranks with the dragons and sought to solve the mystery behind the deaths of many silver and bronze dragons and passed the tests set out for them, earning the trust of these ancient creatures.
But now, Saramber fears evil dragons have discovered the portal that could lead them to the dragons' homeland. If this is true, they must be stopped before they can launch an attack that could destroy this fabled dimension. The adventure leads player characters from the plains of Lunitari to the depths of the ocean and the abode of monstrous Artha, banished daughter of Takhisis.
This third module brings to a climax the epic tale begun with In Search of Dragons, and continued in Dragon Magic. On success or failure hangs the fate of tone of the noblest races of Krynn.
Thursday, December 11, 2014
Dragonlance DLA3: Dragon's Rest
From the back of the book:
Your heroes find themselves on a demi-planar island in the Ethereal void, where a mysterious god enlists their help in his scheme to stop Erestem (Takhisis). The heroes must journey through space and time to recover the powerful cindergems and forge a weapon to destroy Erestem. If your heroes fail, Erestem's evil minions will invade Taladas and destroy the Othlorx (Uninvolved) dragons, which is just the start of her plans for Taladas!
Your PCs must venture into eras and places hitherto unknown to them. The cindergems are strewn throughout the multiverse; ancient dragon burial grounds, magical ice palaces, crypts of restless dead, and much more await the heroes. And just who is that mysterious god who asks so much of them?
This AD&D game adventure, set in the vast world of the DRAGONLANCE saga, is the conclusion to an epic adventure that began with Dragon Dawn and continued with Dragon Knight. On the previously unknown continent of Taladas, the heroes must strive to thwart the extraplanar invasion plans of Erestem, Queen of Evil, also known as Takhisis. Failure means doom for all of Krynn!
You need the Time of the Dragon boxed set in order to play this adventure. You need not have played either of the previous modules in this series; alternate beginnings are provided for players who have not done so.
Your heroes find themselves on a demi-planar island in the Ethereal void, where a mysterious god enlists their help in his scheme to stop Erestem (Takhisis). The heroes must journey through space and time to recover the powerful cindergems and forge a weapon to destroy Erestem. If your heroes fail, Erestem's evil minions will invade Taladas and destroy the Othlorx (Uninvolved) dragons, which is just the start of her plans for Taladas!
Your PCs must venture into eras and places hitherto unknown to them. The cindergems are strewn throughout the multiverse; ancient dragon burial grounds, magical ice palaces, crypts of restless dead, and much more await the heroes. And just who is that mysterious god who asks so much of them?
This AD&D game adventure, set in the vast world of the DRAGONLANCE saga, is the conclusion to an epic adventure that began with Dragon Dawn and continued with Dragon Knight. On the previously unknown continent of Taladas, the heroes must strive to thwart the extraplanar invasion plans of Erestem, Queen of Evil, also known as Takhisis. Failure means doom for all of Krynn!
You need the Time of the Dragon boxed set in order to play this adventure. You need not have played either of the previous modules in this series; alternate beginnings are provided for players who have not done so.
Wednesday, December 10, 2014
Dragonlance DLA2: Dragon Knight
From the back cover:
Someone or something is killing the Othlorx ("the Uninvolved") dragons of Taladas. Not only good dragons, but the evil ones as well. Who or what would be so angered at these dragons as to slaughter them indiscriminately? To find out, the PCs must masquerade as dragon hunters and set out to destroy dragons. It's a dangerous game - if the dragons don't get you, your eployer's might!
This quest will take the heroes from the alleys of rundown Gridmire through the entire Southern Steamwall region of Taladas and eventually to the Astral plane. The poisonous vapors of the Indanalis Sea have wreaked havoc with the inhabitants of this region, so be prepared to meet anything!
This AD&D adventure, set in the world of the DRAGONLANCE saga, is the second of an epic trilogy that begins in the previously unknown continent of Taladas and ranges out to the Astral plane. The players assume the roles of dragon hunters to discover the identity of the "master" behind the plane to wipe out the Othlorx dragons of Taladas.
Someone or something is killing the Othlorx ("the Uninvolved") dragons of Taladas. Not only good dragons, but the evil ones as well. Who or what would be so angered at these dragons as to slaughter them indiscriminately? To find out, the PCs must masquerade as dragon hunters and set out to destroy dragons. It's a dangerous game - if the dragons don't get you, your eployer's might!
This quest will take the heroes from the alleys of rundown Gridmire through the entire Southern Steamwall region of Taladas and eventually to the Astral plane. The poisonous vapors of the Indanalis Sea have wreaked havoc with the inhabitants of this region, so be prepared to meet anything!
This AD&D adventure, set in the world of the DRAGONLANCE saga, is the second of an epic trilogy that begins in the previously unknown continent of Taladas and ranges out to the Astral plane. The players assume the roles of dragon hunters to discover the identity of the "master" behind the plane to wipe out the Othlorx dragons of Taladas.
Tuesday, December 9, 2014
Dragonlance - DLA1: Dragon Dawn
From the back cover:
Venture once more to the world of Krynn, but this time to the continent of Taladas, largely untouched by the war of the Lance. The dragons here are Othlorx, the Uninvolved, because they remain neutral in the struggle against the evil of Takhisis and her minions. Then why are they being systematically exterminated? Who wants all dragons on Taladas dead? Your heroes must set on a dangerous trek in pursuit of dragon killers, through the lands of hostile holderfolk and to the mysterious Pillars of the Moon. Along the way they encounter Dragon Knights (warriors with a magic touch!) ancient guardians, and other surprises in the transformed realm of Taladas.
This AD&D® adventure, set in the world of the DRAGONLANCE® saga, is the first of an epic trilogy beginning in the previously unknown continent of Taladas and ranging out to the Astral plane. Players must track down the dragon killers and warn the conclave of the Othlorx, but those are only the first steps in thwarting a dreadful conspiracy
aimed at all of Krynn!
Venture once more to the world of Krynn, but this time to the continent of Taladas, largely untouched by the war of the Lance. The dragons here are Othlorx, the Uninvolved, because they remain neutral in the struggle against the evil of Takhisis and her minions. Then why are they being systematically exterminated? Who wants all dragons on Taladas dead? Your heroes must set on a dangerous trek in pursuit of dragon killers, through the lands of hostile holderfolk and to the mysterious Pillars of the Moon. Along the way they encounter Dragon Knights (warriors with a magic touch!) ancient guardians, and other surprises in the transformed realm of Taladas.
This AD&D® adventure, set in the world of the DRAGONLANCE® saga, is the first of an epic trilogy beginning in the previously unknown continent of Taladas and ranging out to the Astral plane. Players must track down the dragon killers and warn the conclave of the Othlorx, but those are only the first steps in thwarting a dreadful conspiracy
aimed at all of Krynn!
Monday, December 8, 2014
Dragonlance: Book of Lairs
At long last, adventures set in Ansalon that can be played in a single session.
In the tradition of previous Books of Lairs products, the material in this booklet is designed to be inserted into existing Dragonlance campaigns, or played alone as an evening's entertainment. Most of the adventures have been designed for characters with levels averaging from 6 to 10; however, there are also suggestions for making the encounters tougher or easier, depending on the levels of those characters being played. At the back of the booklet is a Combined Monsters Statistics Chart, for easy referencing.
Whether you're in the midst of a grand campaign, or just looking for a change of pace for an early evening, Dragonlance Book of Lairs is for you! Access to the Dragonlance Adventures book, the Time of the Dragon set, and the Monstrous Compendium - Dragonlance Appendix is helpful, but not required.
In the tradition of previous Books of Lairs products, the material in this booklet is designed to be inserted into existing Dragonlance campaigns, or played alone as an evening's entertainment. Most of the adventures have been designed for characters with levels averaging from 6 to 10; however, there are also suggestions for making the encounters tougher or easier, depending on the levels of those characters being played. At the back of the booklet is a Combined Monsters Statistics Chart, for easy referencing.
Whether you're in the midst of a grand campaign, or just looking for a change of pace for an early evening, Dragonlance Book of Lairs is for you! Access to the Dragonlance Adventures book, the Time of the Dragon set, and the Monstrous Compendium - Dragonlance Appendix is helpful, but not required.
Sunday, December 7, 2014
Dangerous Journeys: Necropolis
From the back cover:
The Necropolis campaign scenario is an epic adventure which sweeps the Heroic Personas across the dramatic landscapes of Ærth's most magickal kingdom, Ægypt.
The Necropolis campaign scenario is an epic adventure which sweeps the Heroic Personas across the dramatic landscapes of Ærth's most magickal kingdom, Ægypt.
Saturday, December 6, 2014
Dangerous Journeys: Mythus
From the back of the book:
"Roleplaying at its finest—simple or with elective complexities which place this game far beyond any other.
Straightforward mechanics, with emphasis on percentile dice and the six-sided die, yet allowing a battery of optional modifiers to heighten realism to any degree desired.
More than 50 starting vocational backgrounds for Heroic Persona creation, plus as many personalized ones as the gamemaster wishes to add.
A "Knowledge/Skill" system using percentile probabilities, with hundreds of areas and sub-areas to learn, and specializations too. With Joss, Socio-Economic Class considerations. Special Connections, Quirks, background information, and more included, never have RPG personas had the character and personality of the Heroic Personas herein or has roleplaying been so detailed and enabled.
More armor and weapons included than would be found in the arsenal of a medieval potentate! Use them with a short and easy combat resolution method, or with expansions that take into account virtually every salient feature of armed, magickal, and mental or spiritual battle, too.
Persona advancement based on logical and realistic standards, not relying on loot garnered and critters slain.
No totally fanciful monetary system with ridiculous standards and confusing pricing. Income and costs are as easy as knowing what a BUC is.
All this and still more... Need more details? Buy this book. In it, you'll find everything you need to begin playing. Along with it, pick up the Mythus Magick volume (Book II of these rules, with over 1000 magickal Castings, plus Powers, personalized Castings, and more!) and the Epic of Ærth companion volume (which describes the world of Ærth in detail). Find a comfortable place, and begin reading immediately. This work is a quantum jump in roleplaying games, something which enthusiasts have awaited for years!"
"Roleplaying at its finest—simple or with elective complexities which place this game far beyond any other.
Straightforward mechanics, with emphasis on percentile dice and the six-sided die, yet allowing a battery of optional modifiers to heighten realism to any degree desired.
More than 50 starting vocational backgrounds for Heroic Persona creation, plus as many personalized ones as the gamemaster wishes to add.
A "Knowledge/Skill" system using percentile probabilities, with hundreds of areas and sub-areas to learn, and specializations too. With Joss, Socio-Economic Class considerations. Special Connections, Quirks, background information, and more included, never have RPG personas had the character and personality of the Heroic Personas herein or has roleplaying been so detailed and enabled.
More armor and weapons included than would be found in the arsenal of a medieval potentate! Use them with a short and easy combat resolution method, or with expansions that take into account virtually every salient feature of armed, magickal, and mental or spiritual battle, too.
Persona advancement based on logical and realistic standards, not relying on loot garnered and critters slain.
No totally fanciful monetary system with ridiculous standards and confusing pricing. Income and costs are as easy as knowing what a BUC is.
All this and still more... Need more details? Buy this book. In it, you'll find everything you need to begin playing. Along with it, pick up the Mythus Magick volume (Book II of these rules, with over 1000 magickal Castings, plus Powers, personalized Castings, and more!) and the Epic of Ærth companion volume (which describes the world of Ærth in detail). Find a comfortable place, and begin reading immediately. This work is a quantum jump in roleplaying games, something which enthusiasts have awaited for years!"
Friday, December 5, 2014
Dangerous Journeys: Mythus Magick
From the back cover:
Well over a thousand magickal Castings!
You've never seen a magick book like this before!
Within these pages, you'll find more than 1,400 different Castings for your Heroic Personas and their evil enemies! There are Eyebites, Charms, Cantrips, Spells, Formulas, and Rituals, divided among more than a dozen different types of magick use. Herin you'll find Dweomercraeft Castings (general, plus fiver different colleges) and Priestcraeft Castings (those held in common, plus five different ethoi), as well as Castings from 15 other types of practice - Alchemy, Apotropaism, Astrology, Conjuration, Divination, Exocism, Fortune Telling, Heka Forging, Herbalism, Mediumship, Mysticism, Necromancy, Sorcery, Spellsongs, and Witchcraeft - everything you could imagine for use by heroes and villains, and others too.
But that's not all!
Also included are rules for designing your own Castings, allowing magick in your campaign to grow as far as you can imagine!
There are scores of magical devices detailed herein: Wands, Rings, Rods, Cloaks, Pyramids, and a guide to devise your own items
.
Plus, a full treatment is given of inate magical Powers: Petrifaction, Shapeshifting, Flight, and Weather Control, just to name a few. There are even rules for making Psychogenics, from other Dangerous Journeys genres, work within the Mythus game!
One look through these pages will show you why the Mythus Magick rules desrved a volume all their own. Whether you're a gamemaster or a player, you'll want this book for your reference. It will show you magick like you've never seen it before!
Well over a thousand magickal Castings!
You've never seen a magick book like this before!
Within these pages, you'll find more than 1,400 different Castings for your Heroic Personas and their evil enemies! There are Eyebites, Charms, Cantrips, Spells, Formulas, and Rituals, divided among more than a dozen different types of magick use. Herin you'll find Dweomercraeft Castings (general, plus fiver different colleges) and Priestcraeft Castings (those held in common, plus five different ethoi), as well as Castings from 15 other types of practice - Alchemy, Apotropaism, Astrology, Conjuration, Divination, Exocism, Fortune Telling, Heka Forging, Herbalism, Mediumship, Mysticism, Necromancy, Sorcery, Spellsongs, and Witchcraeft - everything you could imagine for use by heroes and villains, and others too.
But that's not all!
Also included are rules for designing your own Castings, allowing magick in your campaign to grow as far as you can imagine!
There are scores of magical devices detailed herein: Wands, Rings, Rods, Cloaks, Pyramids, and a guide to devise your own items
.
Plus, a full treatment is given of inate magical Powers: Petrifaction, Shapeshifting, Flight, and Weather Control, just to name a few. There are even rules for making Psychogenics, from other Dangerous Journeys genres, work within the Mythus game!
One look through these pages will show you why the Mythus Magick rules desrved a volume all their own. Whether you're a gamemaster or a player, you'll want this book for your reference. It will show you magick like you've never seen it before!
Thursday, December 4, 2014
Dangerous Journeys: Epic of Aerth
Book 3 of Dangerous Journeys
From the back cover:
"Six Worlds in One!
"This is the sourcebook for the fantasy milieu you've always dreamed of!
"The world of Ærth is hauntingly familiar, yet strangely mysterious.
"Visit Æropa's Avillonian Isles, which include mighty Lyonesse. See the "Dark Continent" of Afrik, travelling up the Nylle River, past Ægypt's four great pyramids, to the unexplored lands of the interior. Or cruise the long reaches of the Mare Ostrum which reaches from eastern Æropa to the steppes of Central Azir. And then there are the seven lakes of distant Vargaard...."
From the back cover:
"Six Worlds in One!
"This is the sourcebook for the fantasy milieu you've always dreamed of!
"The world of Ærth is hauntingly familiar, yet strangely mysterious.
"Visit Æropa's Avillonian Isles, which include mighty Lyonesse. See the "Dark Continent" of Afrik, travelling up the Nylle River, past Ægypt's four great pyramids, to the unexplored lands of the interior. Or cruise the long reaches of the Mare Ostrum which reaches from eastern Æropa to the steppes of Central Azir. And then there are the seven lakes of distant Vargaard...."
Wednesday, December 3, 2014
Diomin: State of the Nations - Volume One
These pages display the portrait of a young world experiencing the
first blush of true, continent-wide politics. Since the Gods War there
have been many conflicts, but these have always been isolated, between
two countries, never involving the others. For the first time in the
history of the world, the six major nations of Diomin (first detailed in
the Diomin Worldbook) are beginning to rub elbows with more than just
their immediate neighbors. The first trade treaties are being drafted,
ambassadors are being sent, spies are finding greater employment. And
the slightest wrong move could set the whole of the world on fire.
Read on. Discover what makes the nations unique. Learn how they feel about the others... And how the others react to them. Take on the roles of the Gadianti Robber and the Hearhom Trader, and then look at the world with new eyes. Most of all, wathc your back, for not everyone is what they appear to be.
Read on. Discover what makes the nations unique. Learn how they feel about the others... And how the others react to them. Take on the roles of the Gadianti Robber and the Hearhom Trader, and then look at the world with new eyes. Most of all, wathc your back, for not everyone is what they appear to be.
Tuesday, December 2, 2014
Diomin: Into the Darkness
From the back of the book:
Into the Darkness follows the characters as they seek to return Kammerath to its rightful owner and have it reconsecrated after the Gadianti, worshippers of dark gods and practitioners of even darker rites, have defiled it.
Can the characters return the sword to Nicanor? Can they convince the Gnolaum of their need? And what ties do the Hearthom have to all that is going on? Murder, mayhem and mystery hound the characters as they travel from the forests of the Arak to the blood stained cities of the Gadianti and Zeredites.
Into the Darkness is part two of the sweeping and epic campaign "Unto this End". It is designed for a group of 4th-6th level characters and takes place just days after In the Beginning (found in the Diomin worldbook).
Into the Darkness follows the characters as they seek to return Kammerath to its rightful owner and have it reconsecrated after the Gadianti, worshippers of dark gods and practitioners of even darker rites, have defiled it.
Can the characters return the sword to Nicanor? Can they convince the Gnolaum of their need? And what ties do the Hearthom have to all that is going on? Murder, mayhem and mystery hound the characters as they travel from the forests of the Arak to the blood stained cities of the Gadianti and Zeredites.
Into the Darkness is part two of the sweeping and epic campaign "Unto this End". It is designed for a group of 4th-6th level characters and takes place just days after In the Beginning (found in the Diomin worldbook).
Monday, December 1, 2014
Diomin: Worldbook D20
Diomin is a world governed not by science but by myth. It's a world
where sorcery functions and the Gods play an active part in everyday
life. Diomin lies at the juncture between the Spirit World and the
Divine Realm, created by the One God to act as a bridge between the two.
The result of this is sorcery and mortal life. To this very day Diomin
is being fought over by the Gods.
The Gods themselves live in the Divine Realm and interact with mortality through their representatives, as well as their magics. Those in the Spirit World also have dealings with mortals, including powers and magics of their own.
There is much to discover and much to accomplish as nations fight with nations and Gods scheme for control of mortality. Whole cultures are in the process of change, not knowing what the future holds.
This book contains the information you need to start playing on Diomin. It introduces several new races:
- The Arak, a nomadic people;
- The Gnolaum, a beautiful forest race; and
- The Hearthom, a race made of stone.
From the standard races, only humans exist on Diomin, under the names The Tirasim and their evil brothers The Zeredites.
The book also introduces a new class, the Shaman, a class that can commincate with and control spirits. The book also makes some minor changes to other classes, most notably to Paladins, to allow all alignments.
Furthermore, the book includes an introductionary adventure called To Save A Nation.
The Gods themselves live in the Divine Realm and interact with mortality through their representatives, as well as their magics. Those in the Spirit World also have dealings with mortals, including powers and magics of their own.
There is much to discover and much to accomplish as nations fight with nations and Gods scheme for control of mortality. Whole cultures are in the process of change, not knowing what the future holds.
This book contains the information you need to start playing on Diomin. It introduces several new races:
- The Arak, a nomadic people;
- The Gnolaum, a beautiful forest race; and
- The Hearthom, a race made of stone.
From the standard races, only humans exist on Diomin, under the names The Tirasim and their evil brothers The Zeredites.
The book also introduces a new class, the Shaman, a class that can commincate with and control spirits. The book also makes some minor changes to other classes, most notably to Paladins, to allow all alignments.
Furthermore, the book includes an introductionary adventure called To Save A Nation.
Sunday, November 30, 2014
Diomin : Acceptance of Fate
An ancient defiled sword, long ago bestowed to man by the gods of
light, must be reconsecrated after spending generations within the
confines of an evil temple. The divine once again turn their eyes
towards the mortal realm when an evil goddess threatens to send her
demon beast to the middle world. The gods know the currents of fate and
the conflict this action will bring. Fate has decided there will again
be a Gods War. Is now the time? Fate has also chosen the characters to
be the nexus for this battle between light and darkness. Will they
accept the lot given them, or forge a path of their own?
This challenging adventure is designed for a party of four to six characters of level 7 - 10. Acceptance of Fate is the climactic finale for ‘Unto this End’ - a trilogy of adventures set in the dark fantasy D20 campaign setting of Diomin. Herein, GMs will find not only a thrilling adventure to challenge their players, but also the secrets of the mystical science of Mecheidolons, or Spirit Tech, a new fanatical assassin cult, new feats, new spells, a new demon and a new template for characters Glorified by their gods.
This challenging adventure is designed for a party of four to six characters of level 7 - 10. Acceptance of Fate is the climactic finale for ‘Unto this End’ - a trilogy of adventures set in the dark fantasy D20 campaign setting of Diomin. Herein, GMs will find not only a thrilling adventure to challenge their players, but also the secrets of the mystical science of Mecheidolons, or Spirit Tech, a new fanatical assassin cult, new feats, new spells, a new demon and a new template for characters Glorified by their gods.
Saturday, November 29, 2014
Dimension Six: Furioso
from the back cover:
This scenario is the complete Advanced Dungeons & Dragons tournament adventure used at the Denver Gamers Association convention, Ganghis Con held in May 1980.
Centuries ago, in a far away place, an awesome weapon was invented that threatened to destroy the world. A great battle was fought over this weapon and as a result, it was tossed into the deepest part of the ocean. The weapon was thought destroyed and the world was safe once again.
Many years passed, and rumors began circulating that religious fanatic named Cimosco was attempting to find the final resting place of this weapon of awesome power. If he managed to find and restore this weapon, its horror would once again be unleashed on the world.
Cimsco searched for years and finally found the resting place of the terrible weapon. He enlisted the aid of the sea-dwellers and raised the remains of the artifact. What emerged from beneath the sea was nothing more than a coral-encrusted lump, but repeted blows with mighty sledges released the weapon from its stone like bondage. Four centuries of coral ans salt had not harmed it in any way. Until a way is found to destroy the weapon once and for all, its hellish power threatens all living things.
This scenario is the complete Advanced Dungeons & Dragons tournament adventure used at the Denver Gamers Association convention, Ganghis Con held in May 1980.
Centuries ago, in a far away place, an awesome weapon was invented that threatened to destroy the world. A great battle was fought over this weapon and as a result, it was tossed into the deepest part of the ocean. The weapon was thought destroyed and the world was safe once again.
Many years passed, and rumors began circulating that religious fanatic named Cimosco was attempting to find the final resting place of this weapon of awesome power. If he managed to find and restore this weapon, its horror would once again be unleashed on the world.
Cimsco searched for years and finally found the resting place of the terrible weapon. He enlisted the aid of the sea-dwellers and raised the remains of the artifact. What emerged from beneath the sea was nothing more than a coral-encrusted lump, but repeted blows with mighty sledges released the weapon from its stone like bondage. Four centuries of coral ans salt had not harmed it in any way. Until a way is found to destroy the weapon once and for all, its hellish power threatens all living things.
Friday, November 28, 2014
Die Vecna Die!
From the back cover:
"The End of the World Is at Hand
A hideous death cult has seized control of an ancient artifact-monument known as Tovag Baragu. The power behind the cult is the Old One himself, Iuz the Evil, demonic master of an empire. He's on an all-or-nothing quest for supremacy over the world - and the heavens beyond.
To stop him, heroes must face horrors never dreamed of, journeying to a shadowed city where Death rules and the living cower. Here, Iuz will achieve his mad dream by destroying imprisoned master of that alien citadel - Vecna, the mightiest lich, an immortal demigod.
Two items exist with the power to stop Iuz - the Eye amd the Hand of Vecna - but using them carries fantastic risks. Not even the gods know what will be unleashed when these items are fully activated.
Die Vecna Die! takes the heroes from the GREYHAWK campaign to the demiplane of RAVENLOFT and then to the PLANESCAPE city of Sigil. However, none of the material from those settings is required for play."
"The End of the World Is at Hand
A hideous death cult has seized control of an ancient artifact-monument known as Tovag Baragu. The power behind the cult is the Old One himself, Iuz the Evil, demonic master of an empire. He's on an all-or-nothing quest for supremacy over the world - and the heavens beyond.
To stop him, heroes must face horrors never dreamed of, journeying to a shadowed city where Death rules and the living cower. Here, Iuz will achieve his mad dream by destroying imprisoned master of that alien citadel - Vecna, the mightiest lich, an immortal demigod.
Two items exist with the power to stop Iuz - the Eye amd the Hand of Vecna - but using them carries fantastic risks. Not even the gods know what will be unleashed when these items are fully activated.
Die Vecna Die! takes the heroes from the GREYHAWK campaign to the demiplane of RAVENLOFT and then to the PLANESCAPE city of Sigil. However, none of the material from those settings is required for play."
Thursday, November 27, 2014
Diablo II: To Hell And Back
From the back cover:
Give the Devil His Due
Now play the DIABLO II computer game crossed with the brand new D&D roleplaying game rules. With all the fury, all the excitement, and all the monsters brought to life by your own imagination. This is face-toface roleplaying combat -- smoother, faster, and meaner than before.
Inside you'll find:
- Hundreds of monsters to battle with all-new D&D rules!
- Level after level of thrilling adventure in the pits of hell!
- Opportunities for millions of experience points!
- All new adventures to catch Diablo and D&D players off guard!
Suitable for all levels of play
Give the Devil His Due
Now play the DIABLO II computer game crossed with the brand new D&D roleplaying game rules. With all the fury, all the excitement, and all the monsters brought to life by your own imagination. This is face-toface roleplaying combat -- smoother, faster, and meaner than before.
Inside you'll find:
- Hundreds of monsters to battle with all-new D&D rules!
- Level after level of thrilling adventure in the pits of hell!
- Opportunities for millions of experience points!
- All new adventures to catch Diablo and D&D players off guard!
Suitable for all levels of play
Wednesday, November 26, 2014
Diablo II: Diablerie
From the back cover:
Smite the minions of evil!
Forget courtly intrigue -- this is about stabbing straight into the heart of evil!
Based on the popular computer game by Blizzard Entertainment, Diablo II: Diablerie recreates the world of DIABLO using the DUNGEONS & DRAGONS® roleplaying game system.
Between Diablo II: Diablerie and the DUNGEONS & DRAGONS® Player's Handbook, you have all the information you need to play your favorite computer game world:
- A step-by-step guide to creating Amazons, Barbarians, Paladins, Necromancers, and Sorceresses!
- A complete list of weapons and gear!
- Loads of DIABLO II spells and magic items!
- Enough monsters for adventure after thrilling adventure!
- A ready-to-run adventure with three different lists of monsters!
Why are you still looking at the back cover?
You can't free the land from the clutches of an ancient evil by browsing! Get in there and grab some gold and glory!
Smite the minions of evil!
Forget courtly intrigue -- this is about stabbing straight into the heart of evil!
Based on the popular computer game by Blizzard Entertainment, Diablo II: Diablerie recreates the world of DIABLO using the DUNGEONS & DRAGONS® roleplaying game system.
Between Diablo II: Diablerie and the DUNGEONS & DRAGONS® Player's Handbook, you have all the information you need to play your favorite computer game world:
- A step-by-step guide to creating Amazons, Barbarians, Paladins, Necromancers, and Sorceresses!
- A complete list of weapons and gear!
- Loads of DIABLO II spells and magic items!
- Enough monsters for adventure after thrilling adventure!
- A ready-to-run adventure with three different lists of monsters!
Why are you still looking at the back cover?
You can't free the land from the clutches of an ancient evil by browsing! Get in there and grab some gold and glory!
Tuesday, November 25, 2014
DGP Megatraveller: World Builder's Handbook
World Builder's Handbook is a supplement for MegaTraveller. This 96 page
sourcebook is a comprehensive guide to surveying and detailing worlds.
It includes sections on survey and exploration, survey equipment, survey
vehicles, building a world, mapping a world, and using world data.
Monday, November 24, 2014
DGP The Traveller's Digest #21
From the contents page:
The offices of the Digest are located on Deneb in Deneb sector of the Imperium.
The publishing date of this issue is October 1990. The Travellers' Digest is published quarterly by Digest Group Publications and is devoted exclusively to Traveller, MegaTraveller, and 2300AD.
Cover artist: Michael J. Vilardi
The offices of the Digest are located on Deneb in Deneb sector of the Imperium.
The publishing date of this issue is October 1990. The Travellers' Digest is published quarterly by Digest Group Publications and is devoted exclusively to Traveller, MegaTraveller, and 2300AD.
Cover artist: Michael J. Vilardi
Sunday, November 23, 2014
DGP Megatraveller : Starship Operator's manual Vol. 1
From back cover:
Whether you're stationed on a merchant ship, a Navy cruiser, or a corsair...
Whether you're a captain, an engineer, a pilot, a broker, or just a hand who swabs the deck...
Whether you want to travel from world to world, start up a maneuver drive, or scoop fuel from a gas giant...
... You need to read the Starship Operator's Manual Vol. 1.
Whether you're stationed on a merchant ship, a Navy cruiser, or a corsair...
Whether you're a captain, an engineer, a pilot, a broker, or just a hand who swabs the deck...
Whether you want to travel from world to world, start up a maneuver drive, or scoop fuel from a gas giant...
... You need to read the Starship Operator's Manual Vol. 1.
Saturday, November 22, 2014
DGP Megatraveller: 101 Vehicles
101 Vehicles, An Illustrated Catalog, is a supplement for MegaTraveller.
This 48 page sourcebook includes descriptions of military,
paramilitary, and civilian vehicles using the official MegaTraveller
Universal Craft Profile.
Friday, November 21, 2014
Demon Wars Gazetteer
Publisher Blurb:
Time to bring knowledge to the world...
The world of Corona is in a time of change. Its people must learn to live with each other and work together to face any future dangers. They are finally discovering the power of the gemstones, a secret the Abellican Church has been keeping from them for centuries. But through it all, they are still only barely aware of the evil creeping into their world...
Now it’s time to bring the knowledge of all the races of Corona to everyone. Within these pages you will find detailed information on the history, attitudes and cultures of each of the major nations and races that call Corona home - everything you need to fashion a DemonWars campaign!
Time to bring knowledge to the world...
The world of Corona is in a time of change. Its people must learn to live with each other and work together to face any future dangers. They are finally discovering the power of the gemstones, a secret the Abellican Church has been keeping from them for centuries. But through it all, they are still only barely aware of the evil creeping into their world...
Now it’s time to bring the knowledge of all the races of Corona to everyone. Within these pages you will find detailed information on the history, attitudes and cultures of each of the major nations and races that call Corona home - everything you need to fashion a DemonWars campaign!
Thursday, November 20, 2014
Demon Wars: Enchanted Locations
Publisher Blurb:
The DemonWars have waged across the face of Corona, but the action has been concentrated to just a few focal points. Within the pages of this book you will find detailed maps and descriptions of the St. Mere-Abelle monastery, Andur-Blough Inninness, the Barbacan, Tymwyvenne, the Path of Starless Night, and the Walk of Clouds, including information on their residents and the creatures unique to these locales.
The DemonWars have waged across the face of Corona, but the action has been concentrated to just a few focal points. Within the pages of this book you will find detailed maps and descriptions of the St. Mere-Abelle monastery, Andur-Blough Inninness, the Barbacan, Tymwyvenne, the Path of Starless Night, and the Walk of Clouds, including information on their residents and the creatures unique to these locales.
Wednesday, November 19, 2014
Demihumans of the Realms
From the back of the book:
Within these pages are dozens of kits designed to help players in a Forgotten Realms campaign enrich their demihuman characters and make them truly native to the realms. Special benefits and disadvantages for each kit enhance the roleplaying experience while allowing characters to reflect their social roots and racial heritages.
Within these pages are dozens of kits designed to help players in a Forgotten Realms campaign enrich their demihuman characters and make them truly native to the realms. Special benefits and disadvantages for each kit enhance the roleplaying experience while allowing characters to reflect their social roots and racial heritages.
Tuesday, November 18, 2014
Delta Green: Countdown
From the back cover:
No Future - Get used to the taste of ashes.
The Countdown to the apocalypse has begun. As our darkened globe spins through the eternal night, the lasting legacy of the human race is nothing but a scream--drowned out by the roar of destiny devouring us all. This is your last chance to show the cosmos what it means to be human: the will to fight.
Delta Green: Countdown blows the doors off the world of Delta Green, reaching wider and digging deeper to map the terrain of the twisted pulp apocalypse we call the dawning of the 21st century. Brace yourself for the final world order: The Insects of Shaggai, alien parasites subverting the leadership of a nation; PISCES, the U.K.'s attempt to harness the unknown; The Army of the Third Eye, terrorists fighting a bloody battle against alien invaders; GRU SV-8, a band of desperate operatives fighting darkness in the ruins of Russia; The Skoptsi, occult fanatics with an eight-hundred-year legacy; The OUTLOOK Group, where Majestic-12 tests its elite; Phenomen-X, a syndicated TV news show that pokes its camera in all the wrong places; Tiger Transit, a former CIA airline now in the clutches of a Tcho-Tcho drug cartel; The D Stacks at the American Museum of Natural History, where Dr. Jensen Wu classifies the unclassifiable; The Keepers of the Faith, traditionalist ghouls fighting the lean and hungry Heretic ghouls beneath the streets of Manhattan; and The Hastur Mythos, a twisted skein of surreal destruction weaving its way through humanity.
Plus: New skills; new spells; new Mythos tomes; rules for psychics; a microbiologist's dossiers on paranormal lifeforms; profiles of international intelligence and law-enforcement agencies; dozens of useful NPCs; two scenarios; a short campaign; and more.
No Future - Get used to the taste of ashes.
The Countdown to the apocalypse has begun. As our darkened globe spins through the eternal night, the lasting legacy of the human race is nothing but a scream--drowned out by the roar of destiny devouring us all. This is your last chance to show the cosmos what it means to be human: the will to fight.
Delta Green: Countdown blows the doors off the world of Delta Green, reaching wider and digging deeper to map the terrain of the twisted pulp apocalypse we call the dawning of the 21st century. Brace yourself for the final world order: The Insects of Shaggai, alien parasites subverting the leadership of a nation; PISCES, the U.K.'s attempt to harness the unknown; The Army of the Third Eye, terrorists fighting a bloody battle against alien invaders; GRU SV-8, a band of desperate operatives fighting darkness in the ruins of Russia; The Skoptsi, occult fanatics with an eight-hundred-year legacy; The OUTLOOK Group, where Majestic-12 tests its elite; Phenomen-X, a syndicated TV news show that pokes its camera in all the wrong places; Tiger Transit, a former CIA airline now in the clutches of a Tcho-Tcho drug cartel; The D Stacks at the American Museum of Natural History, where Dr. Jensen Wu classifies the unclassifiable; The Keepers of the Faith, traditionalist ghouls fighting the lean and hungry Heretic ghouls beneath the streets of Manhattan; and The Hastur Mythos, a twisted skein of surreal destruction weaving its way through humanity.
Plus: New skills; new spells; new Mythos tomes; rules for psychics; a microbiologist's dossiers on paranormal lifeforms; profiles of international intelligence and law-enforcement agencies; dozens of useful NPCs; two scenarios; a short campaign; and more.
Monday, November 17, 2014
Defilers and Preservers: Wizards of Athas
From the Back of the Book:
Defilers and Preservers: The Wizards of Athas details the two paths of magic in the DARK SUN campaign and the strange way magic works there. It demonstrates how Athasian wizards power their magic and describes both types of wizards--defilers and preservers.
Defilers leech energy from the land, stealing life away with every spell they cast and leaving only dead ash behind. Preservers also gather energy from the land, but they take only what they need and work to keep the world healthy and alive. These two mortal enemies stand locked in a never-ending battle--with the survival of Athas at stake.
This accessory presents everything needed to create and play preserver and defiler wizards.
Defilers and Preservers: The Wizards of Athas details the two paths of magic in the DARK SUN campaign and the strange way magic works there. It demonstrates how Athasian wizards power their magic and describes both types of wizards--defilers and preservers.
Defilers leech energy from the land, stealing life away with every spell they cast and leaving only dead ash behind. Preservers also gather energy from the land, but they take only what they need and work to keep the world healthy and alive. These two mortal enemies stand locked in a never-ending battle--with the survival of Athas at stake.
This accessory presents everything needed to create and play preserver and defiler wizards.
Sunday, November 16, 2014
Death In Freeport - D20
From the back cover:
"Welcome to Freeport, a city of secrets and deceit. Founded by pirates, this great trading city is no stranger to dirty dealings and bloody payback. Now under the rule of the Sea Lord Drac, Freeport is on the threshold of a great change. Only the gods know if this transformation will be for good or evil.
Death in Freeport is a d20 System adventure for characters of levels 1-3."
This is module 1 of 3 in the Freeport Trilogy.
"Welcome to Freeport, a city of secrets and deceit. Founded by pirates, this great trading city is no stranger to dirty dealings and bloody payback. Now under the rule of the Sea Lord Drac, Freeport is on the threshold of a great change. Only the gods know if this transformation will be for good or evil.
Death in Freeport is a d20 System adventure for characters of levels 1-3."
This is module 1 of 3 in the Freeport Trilogy.
Saturday, November 15, 2014
Deadliest Creature Tome
Publisher Blurb:
Don't worry Jake, it's just another orc.... There are monster books, and there are monster books, and there are monster books. Some have a lot of different monsters that look alot like other monsters and act like other monsters...blah, blah, blah. Fast Forward, the acknowledged leader in over the top adventure brings you the book that features not just any old monster - but the deadliest of monsters.
These beasties will kill - every time! Some are tiny, and some have very low CR's. Others are enormous, with huge CR's (possibly even the highest CR creature ever!). If you are tired of the same old carp, different day, then this is the book for you! Everything from beginning creatures with wicked, nasty abilities to fearsome monsters that defy comprehension are detailed with stats, weapons, abilities, and background. Each is also lavishly illustrated to give everyone a taste of what's coming their way.
Don't worry Jake, it's just another orc.... There are monster books, and there are monster books, and there are monster books. Some have a lot of different monsters that look alot like other monsters and act like other monsters...blah, blah, blah. Fast Forward, the acknowledged leader in over the top adventure brings you the book that features not just any old monster - but the deadliest of monsters.
These beasties will kill - every time! Some are tiny, and some have very low CR's. Others are enormous, with huge CR's (possibly even the highest CR creature ever!). If you are tired of the same old carp, different day, then this is the book for you! Everything from beginning creatures with wicked, nasty abilities to fearsome monsters that defy comprehension are detailed with stats, weapons, abilities, and background. Each is also lavishly illustrated to give everyone a taste of what's coming their way.
Friday, November 14, 2014
Deadlands - First Edition
The Spaghetti Western...With Meat!
The core rulebook of the original Deadlands RPG, introducing its innovative playing-card-based mechanics and the popular Weird West setting.
The core rulebook of the original Deadlands RPG, introducing its innovative playing-card-based mechanics and the popular Weird West setting.
Thursday, November 13, 2014
Deadlands: The Quick & the Dead
A sourcebook for the Deadlands RPG, including a Guide to the Weird West,
new Edges, Hindrances, rules and equipment, knacks and relics, and
more!
Wednesday, November 12, 2014
Deadlands D20
From the back cover:
High Noon. The hot desert sun shines down on two gunslingers. Sweat drips from one's brow. From the other - nothing. His pallid flesh no longer sweats.
The gunmen draw, slinging lead like bolts of lightning. When the smoke clears, both men are hit, but one remains standing.
Welcome to the Weird Wild Western world of Deadlands, a roleplaying game of Western Horror! This all new version of the award-winning, best-selling Deadlands: The Weird West brings to unlife all the fast action of the original using the d20 system.
Inside are the rules for playing gunslingers, Indian braves, shamans, mavericks, rowdies and more. There's also a passel of new spells, steampunk devices, relics, prestige classes and a Weird Western bestiary of strange and horrible creatures like the wendigo and the awesome Hangin' Judge! A few unfortunates might also find their story doesn't end at Boot Hill.
This book contains everything you need to play in the world of Deadlands or any other Western setting using the d20 rules.
High Noon. The hot desert sun shines down on two gunslingers. Sweat drips from one's brow. From the other - nothing. His pallid flesh no longer sweats.
The gunmen draw, slinging lead like bolts of lightning. When the smoke clears, both men are hit, but one remains standing.
Welcome to the Weird Wild Western world of Deadlands, a roleplaying game of Western Horror! This all new version of the award-winning, best-selling Deadlands: The Weird West brings to unlife all the fast action of the original using the d20 system.
Inside are the rules for playing gunslingers, Indian braves, shamans, mavericks, rowdies and more. There's also a passel of new spells, steampunk devices, relics, prestige classes and a Weird Western bestiary of strange and horrible creatures like the wendigo and the awesome Hangin' Judge! A few unfortunates might also find their story doesn't end at Boot Hill.
This book contains everything you need to play in the world of Deadlands or any other Western setting using the d20 rules.
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