"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.

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

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).

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.

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.

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! 

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.

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

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).

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.

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!

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.

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!

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.

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.

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!

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.

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.

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.

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.

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.

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!

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.

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.

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!"

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!

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...."

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.

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).

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.

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