"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
Saturday, January 31, 2015
Friday, January 30, 2015
Thursday, January 29, 2015
Wednesday, January 28, 2015
Tuesday, January 27, 2015
Monday, January 26, 2015
Sunday, January 25, 2015
Saturday, January 24, 2015
Friday, January 23, 2015
Thursday, January 22, 2015
Wednesday, January 21, 2015
Tuesday, January 20, 2015
Monday, January 19, 2015
Sunday, January 18, 2015
Saturday, January 17, 2015
Friday, January 16, 2015
Thursday, January 15, 2015
Wednesday, January 14, 2015
Tuesday, January 13, 2015
Monday, January 12, 2015
Sunday, January 11, 2015
Saturday, January 10, 2015
Friday, January 9, 2015
Wednesday, January 7, 2015
DQ1 The Shattered Statue
This is a module published by TSR after they had acquired Dragonquest from SPI. It is an AD&D adventure that has rules for adapting the encounters to be compatible with Dragonquest.
From the back cover:
"A mutual friend has praised your skills highly. If you seek rich reward and the oppurtunity to delve into mysteries ancient and lost, bring this bottle forthwith to my demesne in the village of Volkumburgh. Together we may seek to bring mankind the lost wonder of the awtawmatawn."
A mysterious note, a disappearing 5-foot-long religious artifact, and the ruins of two magical schools. What do these things have in common? How deeply are your party members involved in all of this?
"The Shattered Statue" is the first dual-game-system module of its kind. Players of both the AD&D game system and DRAGONQUEST game system can use this adventure. It is suitable for use with the FORGOTTEN REALMS campaign setting.
From the back cover:
"A mutual friend has praised your skills highly. If you seek rich reward and the oppurtunity to delve into mysteries ancient and lost, bring this bottle forthwith to my demesne in the village of Volkumburgh. Together we may seek to bring mankind the lost wonder of the awtawmatawn."
A mysterious note, a disappearing 5-foot-long religious artifact, and the ruins of two magical schools. What do these things have in common? How deeply are your party members involved in all of this?
"The Shattered Statue" is the first dual-game-system module of its kind. Players of both the AD&D game system and DRAGONQUEST game system can use this adventure. It is suitable for use with the FORGOTTEN REALMS campaign setting.
Tuesday, January 6, 2015
DragonQuest: The Enchanted Wood
From the cover...
A super-adventure with six completely different starting points to enrich variability of play and duration. 21 Maps and Diagrams plus Character Illustrations.
A super-adventure with six completely different starting points to enrich variability of play and duration. 21 Maps and Diagrams plus Character Illustrations.
Monday, January 5, 2015
WR1 White Robes, Black Hearts
From Introduction:
White Robes, Black Hearts: Enigma of the Arcanexus is a challenging campaign adventure for characters levels 3-5, and serves as a logical continuation from the previously released free module Dead Fire. It is recommended that the PCs consists of 4-6 characters (about party level 5), and it is almost vital to the adventure for a party to include a wizard or sorcerer, and a rogue. Certain areas of this adventure are extremely dangerous, and so you should decide whether you wish to keep extra NPCs on file for the players to adopt, or whether you want to be liberal in your interpretation of the rules for lingering at death’s door and the rules regarding the limitations of resurrection. While this adventure is designed to be difficult, it is not designed to kill parties.
White Robes, Black Hearts: Enigma of the Arcanexus is a challenging campaign adventure for characters levels 3-5, and serves as a logical continuation from the previously released free module Dead Fire. It is recommended that the PCs consists of 4-6 characters (about party level 5), and it is almost vital to the adventure for a party to include a wizard or sorcerer, and a rogue. Certain areas of this adventure are extremely dangerous, and so you should decide whether you wish to keep extra NPCs on file for the players to adopt, or whether you want to be liberal in your interpretation of the rules for lingering at death’s door and the rules regarding the limitations of resurrection. While this adventure is designed to be difficult, it is not designed to kill parties.
Sunday, January 4, 2015
Dream Park: Curse of the Khalif
From the back cover:
"Mystic sands, towering minarets and flying carpets -- it's an Arabian Nights spectacular as you and your intrepid band are faced with your most challenging Dream Park adventure yet! At the command of the ruler of all Persia, you'll risk all to save a beautiful princess from the clutches of an evil Djinn! But what secret Evil lurks behind the everyday terrors of a deadly assassin's cult, an evil Vizier, and a pair of sinister sorcerers? Flying Cities? Metal Dragons? Demons from Beyond? You'll face them all as you tackle -- The Curse of the Khalif.
"Mystic sands, towering minarets and flying carpets -- it's an Arabian Nights spectacular as you and your intrepid band are faced with your most challenging Dream Park adventure yet! At the command of the ruler of all Persia, you'll risk all to save a beautiful princess from the clutches of an evil Djinn! But what secret Evil lurks behind the everyday terrors of a deadly assassin's cult, an evil Vizier, and a pair of sinister sorcerers? Flying Cities? Metal Dragons? Demons from Beyond? You'll face them all as you tackle -- The Curse of the Khalif.
Saturday, January 3, 2015
Don't Look Back Fear Is Never Far Behind (2nd Edition)
Madness Lurks behind an orderly facade... watching, waiting to devour
the observant and the inquisitive. Things are not as they seem:
politicians rewrite history; the media dictates truth; and benevolent
insitutions shroud wicked deeds beneath sacred robes.
Don't Look Back is a complete roleplaying game set in an eerie, modern world with elements of the supernatural and paranormal, where secret conspiracies work to hide the truth and age-old horrors strive to control the world.
Players take the roles of everything from special government agents investigating the paranormal to modern day vampire and witch hunters.
This book contains everything you need to play except six-sided dice - including sample characters, and two ready-to-play adventures. Don't Look Back features logical, fast-paced, innovative game mechanics; a flexible 10-minute character creation system, and a cohesive game world with a unique blend of supernatural, paranormal and conspiracy elements that easily accommodates themes from modern horror and science fiction movies, television and novels.
Don't Look Back is a complete roleplaying game set in an eerie, modern world with elements of the supernatural and paranormal, where secret conspiracies work to hide the truth and age-old horrors strive to control the world.
Players take the roles of everything from special government agents investigating the paranormal to modern day vampire and witch hunters.
This book contains everything you need to play except six-sided dice - including sample characters, and two ready-to-play adventures. Don't Look Back features logical, fast-paced, innovative game mechanics; a flexible 10-minute character creation system, and a cohesive game world with a unique blend of supernatural, paranormal and conspiracy elements that easily accommodates themes from modern horror and science fiction movies, television and novels.
Friday, January 2, 2015
Don't Look Back Terror Is Never Far Behind
From the back cover:
"The game world is like the real world but elements of it are both sinister and fantastic. Imagine a world where vampires prowl the night, satanic cults conduct human sacrifices and mad scientists plot to enslave mankind. This is the world of Don't Look Back.
Don't Look Back is a roleplaying game for two or more players age 14 and above. This book contains everything needed for play except three six-sided dice. Sample characters and adventures are included so play can begin almost immediately. This book includes rules for creating your own characters and adventures. Players can take the roles of many different types of characters from occult investigators tracking down a creature of the night to normal college students who happen to see something they shouldn't.
The game mechanics are logical and intuitive. Most players can learn the rules in a matter of minutes. The game world can accommodate virtually any type of horror setting from movies or fiction."
"The game world is like the real world but elements of it are both sinister and fantastic. Imagine a world where vampires prowl the night, satanic cults conduct human sacrifices and mad scientists plot to enslave mankind. This is the world of Don't Look Back.
Don't Look Back is a roleplaying game for two or more players age 14 and above. This book contains everything needed for play except three six-sided dice. Sample characters and adventures are included so play can begin almost immediately. This book includes rules for creating your own characters and adventures. Players can take the roles of many different types of characters from occult investigators tracking down a creature of the night to normal college students who happen to see something they shouldn't.
The game mechanics are logical and intuitive. Most players can learn the rules in a matter of minutes. The game world can accommodate virtually any type of horror setting from movies or fiction."
Thursday, January 1, 2015
DMGR2: The Castle Guide
From the back cover:
Imagine a world of knights in shining armor, mighty castles, and high chivalry. In this book, you'll find a wealth of information desgined to allow any DM to create a campaign world based on feudal Europe. Sections address life in a feudal culture, new Battlesystem rules for the resolution of sieges, a quick resolution system for massive military campaigns, and an assortment of generic castles to spark your imagination. The Castle Guide is a must for any player or DM who's ever wanted to fight for a seat at the round table.
Imagine a world of knights in shining armor, mighty castles, and high chivalry. In this book, you'll find a wealth of information desgined to allow any DM to create a campaign world based on feudal Europe. Sections address life in a feudal culture, new Battlesystem rules for the resolution of sieges, a quick resolution system for massive military campaigns, and an assortment of generic castles to spark your imagination. The Castle Guide is a must for any player or DM who's ever wanted to fight for a seat at the round table.
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