"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, March 31, 2018

The Pantheon and Pagan Faiths

Publisher Blurb:

"The Pantheon and Pagan Faiths is a book of divine magic and knowledge for The Hunt: Rise of Evil campaign setting. It can also be easily adapted and used in any d20 game. You will find many of the items in our Worldbook that are greatly expanded on as well as tons of new, divine focused entries.

This book will cover the Pantheon, the Church united in great detail as well as take a look at the Saints, the Outcast Gods, The outsiders, Demi-Gods, Cults, covens, and other minor powers. You will find new domains, new spells, new feats, mystical birth signs, magic performed by many clerics and more."

Friday, March 30, 2018

Medieval Player's Manual

From the back cover: 

"The Medieval Player's Manual gives you everything you need to have exciting adventures in the age of Christianity and crusade. This is not Hollywood medievalism, but the real thing. The Medieval Player's Manual has been exhaustively researched to provide rules that reflect the actual beliefs of the period. Ars Magica line developer David Chart has written a book that is both authentic and playable. Take your d20 game back to the Middle Ages with the Medieval Player's Manual. The book includes:
  • Three new magic core classes (cunning man, natural magician, and theurge) and two support prestige classes (necromancer and theophanist).
  • New systems for medieval magic like folk charms, alchemy, astrology, astral charms, and theurgy.
  • Three new religious core classes (priest, canonist, and saint) and five supporting prestige classes (crusader, templar, prelate, hermit, and mystic).
  • The introduction of Charisms, new feats representing gifts of miraculous power granted by God.
  • Rules for holding academic disputations, creating theories, and writing books.
  • Non-combat core classes like scholar and artist.
  • Overviews of the Christian Church, the political history of the time, philosophy and the arts, and medieval laws and beliefs.
  • Suggestions for alternate campaigns, like the Abbey Campaign and the Court Campaign, and intriguing historical "What ifs?".
  • Backgrounds and stats for important people of the day, like Empress Matilda, Archbishop Anselm of Canterbury, and natural magician Adelard of Bath.
The book also presents "Kin of the Conqueror", a campaign setting detailing the anarchic period after the death of King William the Conqueror. From 1087 to 1154 the British Isles and northern France were convulsed by wars over his legacy. Plunge into adventure with Kin of the Conqueror, or use the rules to explore other parts of the medieval world. Either way, the Medieval Player's Manual is your starting point for a new d20 experience."

Thursday, March 29, 2018

The Mechanoid Invasion Triolgy - and two items I can't find

From the back of the book:

"Collected into one big volume for the first time ever.

- The three original Mechanoids books - The Mechanoid Invasion, The Journey and Homeworld!
- Great villains, alien races, psionics and more.
- Three unique levels of adventure.
- A short history concerning the beginning of Palladium Books and its first RPG, The Mechanoid Invasion.
- Conversion Notes for using the Mechanoids in Rifts, Robotech and Heroes Unlimited.
- A Glimpse at Palladium's past and humble beginnings."

Wednesday, March 28, 2018

Masters of the Mind

From the front cover:

"New 96-page psionic rules supplement adaptable to any role-playing system now available. Now your psionically endowed characters can continually expand their psionic horizons. Contains tables of use and development of psionic powers."

Tuesday, March 27, 2018

Master Rules

From the web:

"Set 4: Master Rules

Expansion rules for the D&D Basic, Expert, and Companion Sets

This is set #4. To be able to play the Master Rules, You should already have played D&D Basic, Expert, and Companion Rules.

Master Player' Book - Featuring rules for new weapons, weapon masteries, and sieges. Also includes more advanced rules and spells for your master characters.

Master DM's Book - New rules for anti-magic effects, mystics, artifacts, and campaigning. Plus new treasures and monsters, including createures from other planes."

Monday, March 26, 2018

Marc Miller's Traveller

From the web:

"The core rule book for Traveller 4th edition. This edition is closely related to Classic Traveller (i.e. the original 3 book set). From the "History of Traveller", the 4th edition was drafted with several explicit goals expressed by Marc Miller. These include:

1. A return to the simpler structure of Classic Traveller while allowing for multiple levels of complexity depending on the needs and interests of individual players and referees.

2. The production of a game design that encourages and promotes the fun of playing with an enjoyable, exciting background.

3. The opening of multiple eras or milieus to facilitate playing the Traveller science fiction game system throughout the span of history, from 300,000 BC to 5,000 years in the future.

4. Remaining consistent with previous editions in regards to historical events and game system results. Previous history as provided in any edition of Traveller stays largely the same in this edition, with certain details clarified or re-stated for consistency.

5. Explicitly stating a standard of quality that promotes wholesome adventure and eliminates sexually flavored art or content, unacceptable or vulgar language, and gratuitous, unnecessary violence.

The rulebook consists of 18 chapters covering all rules needed to play the game."

Sunday, March 25, 2018

Marauder 2107

From the web:

"This is the core rulebook for Maelstrom Hobby's anime inspired rpg.

The book lists Bubblegum Crisis, 3x3 Eyes, AD Police, Akira and Appleseed as inspirations for their post apocalytic mecha-centric world populated with weird genetic monsters.

The table of contents reveals the the rulebook contains sections on the history of the world, Character Generation, Equipment, Cybernetics, Game System (including combat), Game Mastering and an introductory adventure."

Saturday, March 24, 2018

Maps: Places of Legend

From the web:

"Usable with any Role-Playing system, this book contains detailed maps of 15 legendary places for use in your campaign adventures. each city is fully mapped, with major points of interest and the background of each place & its people described in detail. Also included for each place are Adventure Ideas that will give you some suggestions for using these places as the main focus for a game.
  • Atlantis
  • Bermuda Triangle
  • Camelot
  • Village of Hamelin
  • Volcana: Island Base of Captain Nemo
  • Captain Nemo's Nautilus
  • Seven Cities of Cibola
  • King Solomon's Mine
  • Lemuria
  • Island of Circe
  • Mt. Olympus
  • Oz
  • North Pole
  • City of Gold
  • Valhalla
  • The 13th Floor
  • Crossover scenarios"

Friday, March 23, 2018

Map Book 1: Cities

From the web:

"Usable with any roleplaying system, this book contains maps of entire cities (over 20) which can be used to create new places to adventure in when players are traveling overland. Each city is fully mapped, with major points of interest and the overall background of the city and its people described in detail.

A wide variety of cities are described in MAPS, including an underground elven city, a large seaport, a forest village, a huge carnival, a floating city and many full size cities of different types."

Thursday, March 22, 2018

Map Folio 3-D

From the back cover:

"Inside you'll discover intimidating walls, comfortable cottages, a bustling smithy, and other three-dimensional structures. This accessory for the D&D game provides a small village of highly detail card-stock buildings, walls, and other structures for you to assemble and use in any game. Scaled for use with Dungeons & Dragons Miniatures, each structure may be used individually or combined with others. Full-color exteriors enhance your game and capture your players imagination."

Wednesday, March 21, 2018

Map Folio II

From the web:

"Discover Ancient Sites and New Adventures

Explore labyrinthine tunnels, a mysterious observatory, an imposing temple, and other intriguing locations with the aid of these thirty-two full color maps. Whether used as inspiration for creating new adventures, as a handy reference during your game, or as a detailed handout to capture your players' imagination, each map offers the promise of adventure, the threat of danger, and the allure of reward.

When combined, the maps in this folio create an exotic walled city built centuries ago by a mighty civilization. Whether still populated by a thriving society, overrun with monsters, or hauntingly vacant, this colossal city holds countless secrets waiting to be uncovered."

Tuesday, March 20, 2018

Map Folio #1

From the web:

"Locate Your Next Adventure

Explore mysterious towers, foreboding temples, hidden coves, treacherous dungeons, and other intriguing locations with the aid of the thirty-two full-color maps tucked inside this protective pocket folder. Whether you use them as inspiration for creating new adventures, for handy reference during your game, or as detailed handouts to capture your players' imagination, each map offers the promise of adventure, the threat of danger, and the allure of reward.

Originally developed for the Map-a-Week feature on the official D&D® website, these maps are the first in a new series of materials created to help you add flavor and functionality to your D&D game."

Monday, March 19, 2018

Manual of the Planes

From the back of the book:

"Visit New Dimensions

The most powerful adventurers know that great rewards—and great perils—await them beyond the world they call home. From the depths of Hell to the heights of Mount Celestia, from the clockwork world of Mechanus to the swirling chaos of Limbo, these strange and terrifying dimensions provide new challenges to adventurers who travel there. Manual of the Planes is your guidebook on a tour of the multiverse.

This supplement for the D&D game provides everything you need to know before you visit other planes of existence. Included are new prestige classes, spells, monsters, and magic items. Along with descriptions of dozens of new dimensions, Manual of the Planes includes rules for creating your own planes.

To use this supplement, a Dungeon Master also needs the Player's Handbook, DUNGEON MASTER'S Guide, and the Monster Manual. A player needs only the Player's Handbook."

Sunday, March 18, 2018

Manhunter RPG

From the back cover:

"In the High Tech World of Manhunter, Excitement is Just Around the Corner ... or the next Star!
  • Complete Rules for a Futuristic Bounty Hunting RPG
  • Includes everything From High Tech to Magick
  • Choose from Terran, Alien or Even Robotic Characters
  • Special Ship Design and Robotic Design Rules
  • Detailed List of the Most Wanted Criminals"

Saturday, March 17, 2018

A Magical Society: Ecology and Culture

Publisher Blurb:

"He killed the God of War. He ascended into his divinity. No one told him that was the easy part. Look into the inner workings of gods and how they build worlds. From a divine perch, map your world and experience tectonics, magical geography, predation, ecological conflict, and cultural development. Following in the foodsteps of A Magical Medieval Society: Western Europe (Gen Con ENnies 2003 Best Setting Supplement), A Magical Society: Ecology and Culture provides real-world phenomenon for a fantasy game.

Build Your World. Better."

Friday, March 16, 2018

A Magical Medieval Society: Western Europe

From publisher blurb:

"This 144-page supplement is for GMs and players who wish to add a touch of realism to their game. It's for the people who'd like to flesh out the background of their gaming world, but don't have the time to dig through scholarly books. A Magical Medieval Society: Western Europe provides you flexibility and advice in creating your own world. It contains a massive amount of game-usable information about the medieval period and focuses on how D20 magic could change a traditional medieval setting. Generation systems for kingdoms, cities, manors, aristocratic wealth and landholding; a thorough construction system; and an economic simulator allow GMs to recreate the high middle ages feel with ease.

A Magical Medieval Society: Western Europe solves age-old dilemmas like: How much does it cost for my PCs to repair the formerly-orc-infested abandoned keep they want to use as a home base? What would happen, politically, were the PCs to set up their keep? How big is my city of 15,000 people? How many buildings are in my city? What do all the NPCs do? How do I start my PCs on the road to becoming kings? Just how much does a king earn a year anyway? What about just a regular noble? How big is a kingdom of 5,000,000 people? How many cultivated acres does it take to feed them? How should I map towns, cities, and smaller communities within my kingdom? What type of government should I use for my kingdom? How does magical religion really work? Just what do those NPCs do with all their time?

The questions plaguing DMs and world-builders for the past twenty-five years have now been answered!"

Thursday, March 15, 2018

Magic of Incarnum

From the back cover:

"Harness a new and Original Source of Magical Power

Drawn from the ambient lift energy that fills the multiverse, incarnum is the essence of all creatures. Incarnum floes as a deep blue, radiant mist, and those with the knowledge to harness this energy can shape it into objects of great power, called soulmelds. Using soulmelds crafted from raw incarnum, an adventurer opens up new avenues of ability never available before"

Wednesday, March 14, 2018

Magic of Eberron

From the back cover:

"A Trove of Magical Lore for Spellcasters and Artificers

Magic suffuses the world of Eberron, enriching it with power. Dragons were the first to master it, but over time it has evolved to serve the needs of countless others, from the giants of Xen'drik and the elves of Aerenal to the citizens of modern Khorvaire. Whether you choose to explore the magic of the present age or delve into the truly ancient arts is up to you.

This book exposes the magic and eldritch wonders of Eberron. In addition to presenting new arcane and divine spells, feats, prestige classes, and magic items, Magic of Eberron offers new options and infusions for artificers, explores dragon totem magic and the twisted experiments of the daelkyr, sheds light on the process of elemental binding, and touches on other types of magic present in the world."

Tuesday, March 13, 2018

The Magic Dump

From the back cover:

"Bring Me Her Carcass!

Welcome to the Magic Dump, but please be careful. All may not be what you'd expect. After all, the monsters here steal church furniture, while the frogs explode. Alligators come with four heads, and innocent little birds turn ferocious.

Please don't try to keep the people living in the cemetery buried. They have lots of room to share and are only looking for new friends - like you. Meanwhile the bellows you hear come from a creature named "Mittens;" a creature that would be happy to have you for lunch.

Other than that, the Magic Dump is just like any other place that contains a pile of magic items that nobody wants.

Against the panorama of this strange and forbidding region is Greeley, the enigmatic Prime of Harwich. He is storming around his castle bellowing "Bring me her carcass" every time someone mentions his bride-to-be. Ianthe' has gone missing and is apparently inside the swamp. His desire for her is so strong that he's offering 50,000 gold pieces for anyone brave enough to bring her back. Their wedding was supposed to end an ages old war.

He wants her, but why is the wanted poster so crudely worded? Is the Prime mad, in either sense of the word, or does he have something else in mind for his fiancee?

Ask yourself which is stranger, the kingdom or its swamp?

The Magic Dump is an outdoor module for a party of 6th to 8th level adventurers. Staged in the swamp, it is also a partial maze featuring a myriad of new magic items and original creatures."

Monday, March 12, 2018

Magebird Quest

From the web:

"Search for the Azure Sea Falcon. Make a fantastic quest for a rare item which involves a perilous journey over land and sea to the rugged crags of the Rookeries. This is a challenging initial adventure to start beginning players into the amazing world of DragonQuest. This scenario contains three completely detailed villages, numerous characters, new monsters, encounters, caravans, brigands, merfolk, pirates, and much, much more. Set in the Frontiers of Alusia campaign map, this 64-page adventure scenario provides new monsters, encounters, and suggested player-characters as well as a suggested new skill. Designed and approved for use with Dragonquest."

Sunday, March 11, 2018

Maelstrom Storytelling

From the old promo page:

"Before the great Equinox, there was an Empire. In the Empire, all things were good. The world didn't shift around, and the Shrikes were far away. There were great machines and ships that flew in the sky. There was the Law, and there was the Word. The storm was tamed, you see, and the Empire brought the whole world together with their obelisks and their roads."

"What happened to it, uncle?"

"It's gone, son. It wasn't strong enough. In the end, the storm tore it apart at the seams, and now all the world is broken in little pieces, all separate and beautiful.

Until the Storm comes,
and washes the world away."

Maelstrom is a science-fantasy world of supernatural powers and ancient civilizations. The Maelstrom is an entire world, and it's also a great storm so strong it changes the shape of the world as it passes over. Adventures in the Maelstrom can be about almost anything, from swashbuckling and treasure hunting to travel and exploration. There are powerful mages and ancient ghosts, courts full of intrigue and ruins of a lost empire.

Maelstrom uses the Story Engine 1 rules for fast, fluid scene resolution. Action is resolved as a whole scene, based on the character goals -- there are no "combat rounds" or charts."

Saturday, March 10, 2018

Macho Women with Guns

From the back cover:

"You want it, we've got it!

"Yes, the science fiction role-playing game you've been waiting for, Macho Women with Guns! The game that shamelessly panders to your basest instincts!* Where you can take the part of what else but Macho Women with Guns! Blast aliens to bits! Blast more aliens to bits! Journey across the galaxy looking for aliens, and then blast them to bits!

"Or, integrate the truly universal theme of Macho Women with Guns into your other campaigns. Like heroic fantasy, where you can use your strength and sword to hack -aliens- monsters to bits. Or post-holocaust, where you can blast mutants to bits, or even the roaring twenties, where you can blast Bthulhu to bits. The possibilities are limited only by the quantity of ammo you can carry!

"Macho Women with Guns is the game that knows what you want, and why you buy it. Get it now!"

Friday, March 9, 2018

Machineguns & Magic RPG

From the web:


Did you ever wonder if modern man and his weaponry could stand up to mystic spells, horrid dragons, disgusting ogres, or evil knights in full armor?

Machineguns and Magic is a Role-Playing game, that allows the player to take the persona of a soldier from the Vietnam era, or modern day. In the game you pit him and his M-16 against inhuman monsters and insane sorcerers with dark magic. Best of all, you and your friends don't have to set foot out of your own living room to find high adventure! With this book, it all comes to you through own imagination!

Included in Machineguns and Magic are rules for the use of weapons from the M-16 Assault-Rifle to the Broadsword, armor and shields, and Hand-to-Hand Combat. There are also rules that cover Personality Traits, Wounding and Healing, Skill learning, making up gnarly monsters, awesome wizards, wondrous spells, and MORE! ... GAME MODULE INCLUDED!"

Thursday, March 8, 2018

MA4: The Fantastic Four Compendium

From the web:

"Over 25 years ago, Stan Lee and Jack Kirby gave us the FANTASTIC FOUR, and comic book history was forever changed! Through the years, we have been introduced to the uncanny INHUMANS, the wondrous inhabitants of ATLANTIS, the hunger of GALACTUS, and the awesome powers of HERBIE, all in the pages of the Fantastic Four!

In this book, you'll meet all the heroes who have at one time or another been members of the Fantastic Four, the group's extended family, their friends, and their allies. You'll also find stats for the Fantastic Four's most hated and feared villains: DR. DOOM (both of them!), the PUPPET MASTER, the members of the FRIGHTFUL FOUR, and many others. Details are provided for the old Baxter Building and the new Four Freedoms Plaza, for such locales as Project: PEGASUS, ILIAKANDA, and HANDAR.

From the Fantastic Four's first battles with GORMUU and the MOLE MAN to their latest adventures, you can find everything you need to play the Greatest Superhero Team Ever between these covers."

Wednesday, March 7, 2018

MA3: The Ultimate Powers Book

From the back cover:

"Two-hundred and ninety-three powers times five ranges times eighteen power levels equals -- 26,370 discrete powers!

Within these covers are nearly 300 powers, gleaned from your favorite comics, science fiction and fantasy novels, and dozens of other sources. All are detailed in MARVEL SUPER HEROES Advanced Set terms.

From Energy Emission to Mental Control, from Energy Doppelgangers to Forced Reincarnation, the powers you've been waiting for are here. A new kind of character generation system (to use or not, the choice is yours) has been created, enabling you to do even more than before. New tables for ranges and movements have also been set up, to take into account the staggering proportions of these powers.

Now, whether you dream of creating a CPA or the BEYONDER, here's the book that'll help you do it.

This game accessory is designed for use with the MARVEL SUPER HEROES Advanced Set."

Tuesday, March 6, 2018

Monstrous Arcana: I, Tyrant

From the back of the book:

"Many are the stories of this creature's ferocity and unbridled power. Now, take a look inside the alien world of one of the most feared monsters in the AD&D game in this visually stunning 96-page accessory. I, Tyrant contains information on all beholders and beholder-kin including: detailed explanations of their deadly eye powers; an insight into beholder psychology; an explanation of the creatures' social organization; new magical items created specifically for beholders; and other useful game information on these deadly denizens of the planes. I, Tyrant also comes with a poster that details in full color many known beholder types.

This lavishly illustrated book is the first in a new series of accessories that focuses on some of the most popular monsters in the game. DMs and players alike will find this Monstrous Arcana (TM) accessory highly useful when playing Eye of Pain, Eye of Doom, and Eye to Eye a trilogy of adventures centered around beholders."

Monday, March 5, 2018

M4: Five Coins For A Kingdom

From the back cover:

"In an instant, the city of Lighthall vanishes from you very midst! In its place come five coins of amazing powers - power to transport you to a realm of fantastic worlds and incredible magic. In this realm, islands float in air and vast armies battle at the brink of oblivion. The return of Lighthall depends on the defeat of one man: the evil enchanter, Durhan the Conqueror.

Surrounding himself with the armies of Volde, Durhan musters his strength for the final assault on Trann. Defeating Durhan insures the preservation of Eloysia. Saving Lighthall, however, is another story. Lost in the raging core of the sun, the city balances on the edge of destruction. The rescue of Trann, its Ruling Wizards, and Lighthall itself all depend upon the powers of the coins - and the brave adventurers who take the quest upon themselves."

Sunday, March 4, 2018

M3: Twilight Calling

From the back cover:

"Through seven gates lie seven realms.
In seven realms stand seven guardians.
With seven guardians lie seven symbols.
From seven symbols comes one key.

Alphaks the Dark desires that key, by which he plans to release death and chaos into the realms of man. Your party may be all that stands between life and death. Will you heed the lunatic ravings of a dying madman? Travel to the top of Guardian Mesa, and enter the Septahenge. Gather the mystic symbols, create the key, and defeat the Carnifex, before it's too late..."

Saturday, March 3, 2018

M2: Vengeance of Alphaks

From the back cover:

"Centuries ago, the despotic Alphaks, ruler of Alphatia, was banished to another world. From his own sphere of entropy he learned to manipulate men, and now he seeks revenge against the human race.

The volatile region of Norworld, a perennial battleground between Thyatis and Alphatia, draws Alphak's attention. The already existing frictions, small-time political players, and petty vengeances are the sparks Alphaks will use to ignite a huge war that will destroy mankind.

This is an adventure of politics and diplomacy, of treachery and treason. Only courageous and bold action can save Norworld from the horrors of war and liberate its people from oppression."

Friday, March 2, 2018

M2: Maze of the Riddling Minotaur

From the back cover:

"For a long time you have heard legends about the Island of Vacros; when you were only a child, the stories about evil minotaurs were used to scare you into behaving. Now you are grown, and you no longer believe children's stories.

But King Trueon of Cathos is worried: his daughter Princess Lydora has been kidnapped, and he has found clues that she has been taken to the ancient and evil island of Vacros. You have heard rumors tht a large and dangerous mazework lies beneath the surface of this island—a mazework that is guarded by false minotaurs. Of course many rumors are false, but then again ...

The Maze of the Riddling Minotaur is the second in a series of invisible ink modules: using the invisible ink pen included in this module, you may play the adventure by yourself. After you have played the solo version, you have not used up the module: instructions are provided as to how you may change the solo version into an exciting group adventure!"

Thursday, March 1, 2018

M1: Prisoners of the Maze (D20)

Publishers blurb:

"To Kill A King

Death to King Ovar the tyrant! Life to law and order! Four characters are charged with a mission so insane, so daring, that terming it an assassination does not do it justice. Are the four volunteers who would lay low King Ovar killers or heroes? If murderers, how are they better than the madman theyre assigned to kill? And even if they are mere assassins, are they determined enough to overcome the Maze of Zayene?

Snared in the Wizards Web

Prisoners of the Maze is the first part of the Maze of Zayene adventure series by Robert J. Kuntz, an award-winning author and co-creator of the worlds most popular roleplaying game! A fantasy adventure for 4 to 6 characters of 8th to 12th level."

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