"Go to the sign of Harvel's Axe, a dubious inn on the edge of the Thieves Quarter, in the City of Greyhawk, and look to your own wrist. If you perceive a bracelet and dangling dice, watch for the next throw in the war between Law and Chaos and be prepared to follow the compelling geas." -Signal

Tuesday, August 20, 2019

Star Frontiers - SFAC 3 Zebulon's Guide to Frontier Space

From the web:

Supplement of new rules, including a "universal" resolution system for handling everything, a streamlined combat system, four new alien races, dozens of new skills, rules for psionics, information on mega-corporations, political factions and religious cults. 

The Zebulon's guide is the only existing accessory for Star Frontiers, it includes new character races, equipement and rules.

Monday, August 19, 2019

Syar Frontiers SF4 Mission to Alcazzar

From the adventure back cover:

You press against the steel hatchway as the explorer bounds up the river bank, out of the water. Over the roar of the engines comes the unmistakable whine of a high-performance ground car. Quickly you scan the horizon. At first the plain appears empty. Then you see them.

Sunday, August 18, 2019

Star Frontiers - SF3: Sundown On Starmist

From the adventure back cover:

Starmist! A new planet, discovered by a Vrusk Merchant ship. A planet whose surface is a frozen waste crossed by giant canyons, kilometer deep.

Wednesday, August 14, 2019

Star Frontiers SF2: Starspawn of Volturnus

From the web:

Two weeks to save a world...

Since you crash-landed here, Volturnus has been a planet of constant surprise and peril. You defeated the Star Devil's pirates and made contact with for intelligent races native to the planet. Your adventures with them made clear that these aliens would be valuable members of the UPF -- if they manage to survive.

The vicious Sathar are on their way to Volturnus with a fleet powerful enough to destroy all life on the planet. the Survival of the is in your hands. You must organize the defenses of Volturnus. You must unite the races of Vulturnus and lead them in a battle against the Sathar. The outcome: victory, or death for an entire world!

Starspawn Of Volturnus is the conclusion of the Volturnus series of modules for the Star Frontiers game. It can be also played as a separate adventure. Starspawn Of Volturnus contains maps and referee's notes, including information on new creatures and intelligent races.The module also contains "The Great Game of the Ul-Mor," an encounter that came be used as a re-playable game.

Tuesday, August 6, 2019

Star Frontiers SF1 - Volturnus, Planet of Mystery

From the publishers:

Volturnus: a barren, hostile world. When a pirate attack stranded your party of adventurers here, your luck and skill, and the help of the Ul-Mor, enabled you to survive.

The Kurabanda, a mysterious tree dwelling race, are your only hope of finding the lost explorers you seek. On this planet of mystery and danger, survival itself is doubtful. Are you equal to the challenge that lies ahead?

This is a sequel to SF-0: Crash on Volturnus

Monday, August 5, 2019

SF AC-1 Star Frontiers: Official Character Record Sheets

From the web:


You're trapped on the outer reaches of a frozen, desolate moonscape. Your parabatteries are dead, and your Stamina is at a new low. Suddenly, a flock of winged rippers swoops down out of the cold, starry sky. You reach for your Laser Rifle. But wait! You're out of ammo! Way to go, Flash.
You forgot to use your character record sheets.

The new Star Frontiers® Character Record Sheets will help you keep track of your character throughout all your space adventures. The sheets include room for ability scores, weapons, defenses, skills, equipment, and mission notes. A set of 32 records is provided in this package, along with tips on how to use them. Room for recording spaceship skills, which are used in the Star Frontiers® Knight Hawks Game, is also included.

Don't let your latest frontier be the final one. Carry on with the Star Frontiers® Character Record Sheets, and boldy play where no man has played before.

Official Record Character Sheets for the Star Frontiers® Alpha Dawn and Knight Hawks Science Fiction Role-Playing Games

Sunday, August 4, 2019

Star Frontiers: 2010 Odyssey Two Adventues

From the Back Cover:

Seven-hundred million kilometers from Earth, an alien monolith glides above Jupiter. Thousand-Meter-long plumes of flame and sulfur shoot up from volcanoes on a nearby moon, but never touch or scar the slab. Close by, the dark and lifeless spaceship Discovery tumbles end-over-end, abandoned since 2001. Now in 2010, your ship arrives to complete the Discovery's mission: solve the mysteries behind the monolith. You must also determine what happened to the Discovery's commander, who disappeared into the monolith nine years ago. Then, if its possible, you must repair the crippled Discovery and restart HAL, the super-computer that murdered most of the Discovery's crew. Unnoticed, the monolith stirs. It, too, has a mission prepared millions of years ago - about to begin. This module includes a large map sheet, pictures from the movie 2010, and new character skills!

Saturday, August 3, 2019

Star Frontiers : 2001 Space Odyssey

From the web:

This special adventure uses the Star Frontiers rules set to play the movie 2001 a Space Odyssey. Scenario based on Stanley Kubrick's classic movie, featuring the spaceship Discovery and the computer HAL-9000.

Friday, August 2, 2019

The Seventh Seal - The Sentinels Bible

From the web:

The Sentinel's Bible is a tool to aid the Chosen Elect in their battle. The pages that lie ahead shed light on the nature of the war against the Legion, and hint at the enemy's movements during the Time of Uncertainty. They introduce invaluable wisdom on what it means to be a soldier of God, and the pitfalls that the holy warrior will face along the way. The life of a Sentinel is a tragic one, and embracing this truth enhances its potential to create memorable and lasting Prophecies.

Thursday, August 1, 2019

Seven Civilizations

From the web:

Politics, economy, history, personalities, location ... every GM knows how challenging it is to balance all the elements that go into a good game world. In this book, we’ve collected seven separate, detailed, ready-made cultures that do the work for you. Each one is designed to fit easily into your game, and provides just enough hooks to entice your players to move right in.

Each entry talks about how the culture came to be, what forces shaped its development, and the current political situation. We provide a few examples of notable characters and places, as well as new rules to give the culture some extra surprises. We’ve also included detailed discussions about how to play a character from each culture, discussing outlook, opinions, naming conventions, and a host of other hints that will bring the society to life.

Wednesday, July 31, 2019

Seven Cities

From the web:

New in town?

No more generic innkeepers! Out with the bland blacksmith! Now Seven Cities brings you a wealth of vibrantly populated places to use in your D20 System fantasy campaign. Whether you're looking for a convenient refueling station after a hard day of plundering the local dungeon, a circumspect place to pawn hard-fought-for riches, or a quiet little town to call home, Seven Cities provides communities chock full of politics and intrigue, love and hate, life and death.

Seven Cities features:

- An introduction offering rules and insights for generating fantasy cities of your own, delving into the politics, commerce, geography, history, power centers, and population that make a city come to life.

- Seven discrete chapters each detail a specific size of city; a thorp, hamlet, village, small town, small city, and even a large city are all described not only with dozens of maps, but also with unique personalities that guarantee PC interaction.

- Later chapters refer to earlier ones, so that some of the inhabitants of the thorp show up in each of the larger communities, playing similar roles in every instance. This makes it easy to pick the size of city you want and make use of as much of Seven Cities as possible.

- Seven Cities is also designed to help tailor any city to work better in your campaign; add new life to it, and let it throb with the pulse of the people who make it their home.

Like all Penumbra products, Seven Cities is written to provide you with material adaptable to any fantasy campaign, whether it be a published setting or a world of your own creation!

Tuesday, July 30, 2019

Serenity RPG

From the web:

The Serenity Role Playing Game lets you re-create the action of the 'Verse, the unique and exciting science-fiction setting created by writer/director Joss Whedon in the television series Firefly

Everything you need to get started is in this book. Add dice, friends and your imagination. Fly a ship out into the Black, take jobs as they come, and make sure you get paid!

Features 3 difficulty levels for adventures (depending on the experience of the characters and their players): Greenhorn, Veteran, Big Damn Heroes.
From back of book:
  • A self contained role playing game. All the rules are provided for both players and Game Masters!
  • Full character creation rules, plus fifteen sample characters, including the crew of Serenity.
  • Complete details on spaceships, guns, and technology.
  • Emphasis on story, action, and character development with easy-to-learn rules.
  • Game details, descriptions of the characters, and settings from the film!

Monday, July 29, 2019

Serenity RPG - Game Master's Screen

From the web:

A valuable resource for anyone running the Serenity RPG. While displaying the space-battle scene from the film on the side, the inside displays four panels worth of charts and tables commonly used while running the game. Also included is a miniatures-scale poster map of Serenity -- with the ship Aces & Eights depicted on the alternate side.

Sunday, July 28, 2019

Secret Liason

From the web:

Scenario where the characters guard a caravan traveling through a dark forest, while the complications mount and their employer's motivations become more inscrutable.

Saturday, July 27, 2019

The Second World Sourcebook

From the web:

Occasionally a person steps around the corner of an alley, finds a hole in the back of their closet, takes a shortcut down a wooded road at night, or simply turns their head at just the right moment to watch a falling leaf and then finds himself elsewhere. These people are called Exiles; they step or turn out of our world, the world of crowded freeways and glittering convenience stores and into the Second World, a place of magic, mystery, danger, and more than a little bit of terror. There are two worlds you see, separated by a roiling gulf of chaos called the Forge.

The Second World Sourcebook bridges the gap between modern day adventuring and traditional fantasy roleplaying. It provides a "campaign template" for running a dual-world game. By combining the sourcebook with your own favorite setting you can take your fantasy characters and run them through a modern day scenario, or take your modern characters and run them through one of the many fantasy modules currently available. Most modern settings already describe the impact of fantasy elements on them and include rules for handling magic. But what would happen if people from the modern world regularly trafficked with those in a more traditional fantasy world? What impact would it have if powerful wizards originally studied computer science at UCLA? What would the social institutions look like if the progress of ideas and politics we've seen in our world carried over to a place where electricity and gunpowder simply didn't work, but magic and divine power did?

The Sourcebook supports both the d20 Modern Rules and the standard d20 rules and provides a complete set of genre and technology rules for customizing the way reality works in the two worlds, in alternate planes, or even in your own game world. Over 200 powers spread across 8 prestige classes (with an alternate, feat-based system)are detailed. Each class gets to pick one ability per level from a list of at least 25 special powers; this provides maximum customizability in character development. It also includes a complete set of influence rules with over 30 organizations and 100 favors to request; this system provides a nifty method for adding crunch to the political aspect of a game. The Second World Sourcebook also provides a basic campaign setting designed to show off the full potential of genre jumping.

The electronic version has been updated to the 3.5 rules and includes, as an appendix, The Pact System.

Friday, July 26, 2019

Sahuagin: Sea of Blood

From the web:

The deep sea holds many perils - some known, some secret, some merely hungry...and some evil. Those who live on dry land speak in whispers of the dreadful City of Abiding Hunger, where sea devils cavort in the court of their king, awful rites pay homage to a brutal shark god, and desperate refugees from above the waves dream of the sun they will never see again.... In Sea of Blood, adventurers attempt to overcome the mortal threats contained in the City of Abiding Hunger and the Throne of Teeth before finally coming face to face with their true enemy - the Deep Mother. Sea of Blood can be played as a stand-alone adventure, or it can serve as the finale of the sahuagin adventure trilogy that started with Evil Tide and continued in Night of the Shark.

Thursday, July 25, 2019

The Sea Devils

From the back cover:

Evil Denizens of the Depths: The Sahuagin.

The sahuagin are known by many names. Some call them the Devil Men of the Deep; to others, they are simply the Sea Devils. This deadly race of aquatic beings has remained a mystery to surface dwellers—until now. This fully illustrated 96-page accessory details the highly organized structure of sahuagin society, offers insight into the workings of the predatory sahuagin mind, and examines the worship of Sekolah, the dark sahuagin deity. The Sea Devils also includes a full description of a typical sahuagin village easily usable in any campaign setting, new spells that are granted to sahuagin priestesses, and a color poster detailing the sahuagin in all their variety.

This book is the second in a series of accessories that focuses on some of the most popular monsters in the AD&D® game. DMs and players alike should also look for Evil Tide, Night of the Shark, and Sea of Blood, a trilogy of Monstrous Arcana™ adventures centered around the Sahuagin.

Wednesday, July 24, 2019

Star Drive - Star Compendium

From the web:

The Star*Drive® Campaign Setting sweeps Alternity® game adventurers into one possible future: a bright galaxy shining with humanity's accomplishments but cursed with all its flaws. The galaxy's attention centers around the Verge, a region a mere one hundred light-years across that is home to thousands of stars awaiting exploration by heroes. The Star Compendium brings to life more than a dozen of those star systems.

This accessory includes:

* An updated map of the Verge, accompanied by an overview of the state of the region and its future, as well as a primer on how the Verge colonies relate to one another, and a discussion of how visitors and natives get from place to place.

* An in-depth look at six systems, fleshed out to the level of detail of the major systems in the Star*Drive book, offering a mixture of settled worlds (Karnath and Dewi), lost colonies (Vieron and Tychus), fledgling outposts (Talbott), and virgin territory (Eldala).

* Adventure hooks and opportunities to entertain, challenge, and reward the brave and the clever.

Tuesday, July 23, 2019

Silent Death: Sigurd Archdiocese

From the web:

Sigurd Archdiocese details the Church of Odin’s rise to power in the Next Millennium. In this supplement, 6 new ships & technologies of the Sigurd Archdiocese are used in over a dozen conflicts deciding the future of mankind. NOTE: For use with ST# 7200 Silent Death: The Next Millennium Deluxe Box Set.

Monday, July 22, 2019

Scared Lands Gazetteer: Termana

From the web:

Distant from Ghelspad, Termana is the second major continent of the Scarred Lands to be described in Gazetteer format.

Here, the wicked charduni dwarves challenge the forces of good, and exotic kingdoms rise and fall in the wake of the Divine War.

This book includes a history of the continent, and the role it played in the struggle against the titans, information on its diverse kingdoms and cultures, and an overview of its many unique geographical features.

Scarred Lands Gazetteer: Termana provides sufficient information to start a campaign, or as an exotic homeland for characters and NPCs. Termana is also an excellent change of pace for adventurers from a Ghelspad-based campaign.

Sunday, July 21, 2019

Scared Stiff: The B-Movie Horror Game

From the web:

Experience Horrible Horror and Terrible Terror! Get Scared Stiff!

Scared Stiff provides the horror rules for the RPG-13 B-Movie Game System. It is the first release of several standalone games that will cover dozens of genres in depth. Won't pay $30 for a set of rules for a less popular genre you might not play too often? Pay a smaller amount and get 4, 8 or even 12 genres covered in-depth. At only a couple bucks apiece it makes it a great deal to start gaming a wide variety of genres. You don't even have to risk the single dollar per genre because you will be able to play all of these before they are out. You can start with Scared Stiff right now!

Many games copy schlock horror movies but miss the point. Scared Stiff is unique because it models the INADVERTENCE of the art form's failure. Bad horror is not comedy with vampires and werewolves but poorly executed horror that is accidentally funny. The Scared Stiff RPG allows players to play real horror with a straight face and the game design handles the inevitability of inadvertent escapades for them. The innovative design makes the campy glory of b-movie cinema unavoidable but play is enhanced rather than forced by the style of the design.

The game is written in a light style that causes many people to laugh aloud at the humour every few pages. Even although play is "serious" games should be fun to read. Although played deadpan, too many gamers spend more time reading games on the way to their grandmother's cottage than playing them at their weekly picnics. A carefully modelled genre model boasts fun mechanics, a light style of writing makes for a fun read, a full colour cover, dozens of black & white interior illustrations, 146 pages and no risk or guesswork before you buy it makes the Scared Stiff RPG a must have.

Saturday, July 20, 2019

Silver Age Sentinels: Roll Call 2

From the web:

I know you want to find a sidekick. After all, everyone's doing it. All the cool superheroes have them. Hey. . . I'll even give you your first one for free.

Come on kid, take one. You want people to like you, don't you?

Roll Call 2: The Sidekick's Club presents a dozen bold adventurers and their stalwart companions that you can drop into any Silver Age Sentinels campaign.

Includes character bios, dual-stat write-ups for the Tri-Stat and d20 Systems, and game seeds to kick-start your creativity.

Friday, July 19, 2019

Silver Age Sentinels: Emergency Response

From the web:

Hell hath no fury like a woman scorned.

Especially a woman with superpowers.

Emergency Response is a thrilling two part adventure set in Empire City that you can drop into any Silver Age Sentinels campaign.

Inside you'll find a twisted mystery full of intrigue and action, new characters stats, and a "how-to" section on designing your own death-traps.

Thursday, July 18, 2019

Silver Age Sentinals: Criminal Intent

From the web:

'Criminal Intent' is the book on villains for Silver Age Sentinels. It features dual stats for both d20 and Tri-Stat Systems. As the definitive handbook for villains, it explores the facets of playing an anti-hero, from the qualities of the dastardly to the formation of dark cabals. It covers a villain's methods, including dealing with other villains, disposing of heroes, and undermining with the law. Everything is tied together in a discussion of archetypes, with new character examples from the world of Empire City.

Wednesday, July 17, 2019

Saga of the Witch Queen

From the web:

Drawn into a series of adventures spanning the north, the heroes take up arms against the sinister machinations of Kyleth, the Witch Queen. Beginning in the miserable bog known as the Great Swamp, the heroes are called to thwart Kylethís plot to create sinister artifacts of unholy blight. But the Witch Queen is a tenacious foe, protected by wicked dweomers and ancient rites. Running their prey to ground, the heroes must navigate the perilous halls and torturous caverns of the Lost Passage of the Drow. Their epic quest comes to a head in a battle that stretches across the icy reaches of the Northlands and to the stygian demesne of Baba Yazoth herself!

Tuesday, July 16, 2019

Sacred Ground

From the web:

The Blessings of the Gods Come Not Without a Price

Continuing in the tradition of Seven Strongholds, and Seven Cities, Sacred Ground presents four plug-and-play holy sites useful as PC home bases, or as adventure settings, or as lairs for the character's next adversary. it features:
  • GABRIEL"S AERIE: A small, verdant island of earth floats one mile above the surface of the world, supporting a temple dedicated one of the myriad spirits of the wind and air. Its marble domes shine resplendently in the sunlight, and winged creatures drift lazily around the temple on warm air currents, while temple priests don membranous frames - artificial wings - in order to join them.
  • RETREAT OF THE WARRIOR SAINT: The oldest surviving temple to the Warrior Saint - a minor deity who once led the common people against their oppressor - is a training school for those who would return to fight against tyranny by using common tools and their own bodies.
  • SUMMER'S BARROW: Each autumn, the Summer God comes to a secret location and dies, his body lying in a massive burial mound guarded by his faithful until his spirit returns to reanimate it in spring.
  • THE NECROPOLIS: A vase, barren necropolis island is maintained by the Order of the White Rose - servants of the god of Death. These priests must carefully weigh every decision to raise or resurrect a mortal who dies within their purview.

Monday, July 15, 2019

Sacred Ground 2

From the back cover:

Unearth the Divine Secrets of the Gods...

...in these four sacred sanctuaries. Sacred Ground 2 presents four more holy sites to use as PC home bases, as settings for your next adventure, or as lairs for your character's most powerful enemies. Each entry provides location maps and fortifications, NPC stats and backgrounds, and plot ideas to bring the site to life.

This plug-and-play sourcebook includes:
  • HAI SHEN GONG: A vibrantly colorful Middle Kingdom temple sits atop a wind-blasted cliff overlooking the crashing waves of the dark sea below. The head priestess personally attends to the fiery beacon that warns ships away from the dangerous shoals - and from sacred creatures hidden within the cliff itself.
  • CRECHE HOSPICE: A small country estate houses an unfinished temple complex and the headquarters of the Creche Knights. The hospice is a pilgrimage sit, hospital, garrison, and inn all at once, but is also a prison for an entity called the Blasphemer, which prophesies that other creatures like itself will soon rise to plunge the religions of the world into chaos.
  • THE ORACLE: This ancient mountain tower is kept by mystics dedicated to the Lady of Fate, and is home to the goddess's oracle. At the request of supplicants, this young girl can plumb the depths of history and unravel the threads of destiny itself.
  • EARTHBLOOD GROVE: On the edges of civilization is an old-growth stand of hardwood trees with the reputation of being haunted and filled with strange fey creatures. Those concerned with such things know the secret of the forest: it is a druidic grove with a powerful natural relic hidden in its heart.

Sunday, July 14, 2019

S2 - White Plume Mountain

From the web:

A classic adventure for characters from fifth through tenth level. The players are set with a riddle that references Wave, Whelm and Blackrazor. To win these treasures they must set out in expedition to White Plume Mountain and there descend into the treacherous dungeon below. There they battle the traps and guardians set in place by the wizard Keraptis.

Saturday, July 13, 2019

S1-4 - Realms of Horror

From the web:

Realms of Horror is a large scale adventure module for Advanced Dungeons & Dragons RPG. It revises four previously published modules: Tomb Of Horrors, White Plume Mountain, Expedition To The Barrier Peaks, and The Lost Caverns Of Tsojcanth. The adventure is designed for Intermediate level characters, and the revisions are to make it easier for "a gung-ho, let's-do-it-all-at-once campaign".

The pack contains an 80pg booklet, a 48pg illustration booklet (handled by a variety of artists and styles), and a 16 page booklet of maps and inscriptions, all in B&W, wrapped in a colour cover slip. The modules present detailed and complex dungeons to explore, using all the classic elemnts of AD&D. The third module was originally written for an unpublished Sci-Fi RPG and presents the PCs with robots and computers.

Friday, July 12, 2019

S1 - Tomb of Horrors (GW Printing)

From the front cover:

In the far reaches of the world, under a lost and lonely hill, lies the sinister TOMB OF HORRORS. This labyrinthine crypt is filled with terrible traps, strange and ferocious monsters, rich and magical treasures, and somewhere within rests the evil Demi-Lich. This module was originally used for the Official ADVANCED DUNGEONS & DRAGONS® tournament at Origins 1. The author wishes to thank Mr. Alan Lucien who was kind enough to submit some of the ideas for this dungeon. Included herein are background information, the Legend of the Tomb, and possible locations for the tomb on the WORLD OF GREYHAWK™ map. Also included are DM notes, characters specially designed for the module, and numerous illustrations to be shown to the players.

Thursday, July 11, 2019

S&S - Shelzar: City of Sins

From the web:

City of Pleasure and Peril

In Shelzar the Wicked, every desire can be fulfilled for those able to pay the price. Said to be half as old as Scarn itself, Shelzar has survived conquest, catastrophe and chaos to emerge as the continent's capital of decadence and sin. This volume contains a complete history of Shelzar, details for its inhabitants, locations, and culture, as well as adventures to challenge the most jaded of player characters.

Venture to the most decadent city of Ghelspad, learn it's secrets and partake of its pleasures, but never let your guard down, for death comes quickly as delight in Shelzar's smoke-filled chambers and shadowed alleys, and the hand that delivers a soft caress one moment can hold a poisoned dagger the next. Desire and danger are one in the City of Sins.

Wednesday, July 10, 2019

S&S - Hallowfaust: City of Necromancers

From the web:

Lords of the Dead

In the shadow of a dormant volcano crouched the dead city of Sumara. Wandering necromancers rediscovered it in the wake of the Divine War, and from the bones of that slain nation, the wizards fashioned a new realm: Hollowfaust, City of the Necromancers. Today, this city-state grows and prospers, defended by legions of undead warriors and ruled by a secret society of powerful spellcasters. On the surface, there exists a curious culture that embraces both the joy of life and the inevitability of death, but 'deep below, in tunnels beneath the city, the necromancers delve into the secrets of mortality and the undead. Welcome, then, to Hollowfaust - one of the strangest cities in all of Ghelspad. Enjoy your visit. And don't die.

Tuesday, July 9, 2019

SLA Industries

From the back of the book:

On Mort, the rain never stops. This is the black jewel in the rotten crown of the World of Progress, where serial murder, empty style, corporate treachery and prime-time violence are top career options.

The heart of SLA Industries, Mr. Slayer's office building dominates SLA corporate HT, set in the gleaming splendor of the district known as Central. Only SLA's corporate employees and Operatives can be found here. Elsewhere, criminal gangs, maniacs and nervous civilians scuttle through the filthy, labyrinthine streets of Downtown and the revolting spaces beneath. Outside the city walls lurk the hellish Cannibal Sectors, terrifying areas of devastation packed with deadly inhabitants.

For you, the Operative, it's just like the adverts. You're a hero, a media darling, saving the world and living the golden life of hedonism and fame. But that means following Mr. Slayer's Big Picture and oh, what a picture it is. Life is so "pleasant" for most people that SLA has employed you as part of its special troubleshooting forces. There are millions of you in Mort City alone, elite agents trusted to make sure that everything runs smoothly, and the Company isn't... embarrassed.

The capital of SLA Industries is resplendent in its decaying glory, a planet where a struggle to survive is the only wan of living. Life is cheap here, but knowledge will cost you more than you can imagine.

Guns kill, but so does the truth.

Monday, July 8, 2019

Ruins of Adventure

From the back cover:

A great evil force descended on the town of Phlan years ago. The townspeople were all either killed or driven away, and Phlan became (literally) a ghost town. Fifty years later, the survivors are ready to reclaim their town. But they need a band of strong and brave adventurers to lead the fight—they need you.

Ruins of Adventure is a set of connected short adventures written by James Ward, David "Zeb" Cook, Steve Winter, and Mike Breault—four names familiar to all AD&D® game fans. It uses the same setting, location, and characters as the computer game Pool of Radiance by Strategic Simulations, Inc. In fact, many of the scenarios here in Ruins of Adventure will provide important clues to the successful completion of Pools of Radiance.

Sunday, July 7, 2019

Raven Star - Get Fitted for the Frontier

From the web:

"With the increasing influence of the Underworld syndicate in Raven Star, the black market now allows anyone with the right price to acquire any contraband desired, including restricted military equipment. This results in situations where the chance for survival definitely favors the one who is best equipped with the latest high-tech weaponry and cutting-edge cybernetics.

Get fitted for the Frontier is a catalogue of gear and cybernetics which can be acquired by player characters to enhance their ability to survive in the wild Raven Star frontier. The sourcebook also features new weapons and the best in cutting-edge cybernetics.

The equipment, vehicles, and cybernetics featured in this sourcebook are designed for Raven Star but they can easily be used for other role-playing systems."

Saturday, July 6, 2019

RS1 - Red Sonja Unconquered

From the back cover:

If you but have the will Sonja, you may use your strength to make the world your home. You may become a wanderer, the equal of any man or woman you meet. (The Ring of Ikribu) Red Sonja #1

Steel met steel as Sonja slashed wildly before her. Sparks flew into the air; the mercenary's sword flew to the ground. Her arms vibrated with the contact and her hands grew numb as she tightened her grip on the mighty sword. Still they came - only four in all, but with deadly intent shining deep within their hungry eyes.

What do these men seek? Why would they rather die than run?

Friday, July 5, 2019

RR3 - Van Richten's Guide to Vampires

From the web:

Horror and vampires are synonymous. Players can now meet new and more powerful vampires. Complete descriptions of many different kinds of vampires and other undead. Everything you ever wanted to know about vampires but were afraid to ask. This accessory includes many new vampire personalities for your gaming experience.

From the back of the book:

At last some means of combatting the ultimate undead, vampires, have found their way into print. Within these pages, Dr. Rudolph Van Richten shares his vast background as one of Ravenloft's most formidable lore masters and vampire hunters. Decades of research and experience have been compiled into discussions which define the very nature of those "kings of the undead," and help put them at a disadvantage to mortals, whom they consider to be "mere cattle."

Dr. Van Richten has detailed vampiric powers, weaknesses, feeding and sleeping habits, even their varied relationships with others of their own kind. Old myths are dispelled, new facts are uncovered, and the experiences of both vampires and those you hunt them are recorded for your safety and enlightenment.

Quickly! Soon the sun sets and the dead will rise! The vampires of Ravenloft know no mercy, and you must be prepared before the darkness engulfs you.

96 pages - Recommended for All Character Levels

Thursday, July 4, 2019

Wyrms Footprints

From the web:

This is a collection of articles from the out-of-print Wyrms Footnotes magazine produced from 1976 to 1982. Being a magazine that started as support for the White Bear and Red Moon boardgame and only later became a RuneQuest magazine, the material presented does not contain any stats or game rules save for some character write-ups that are intended for Arduin and not RuneQuest. The largest section of the book is a discussion of the gods and goddesses of the various Gloranthan mythologies.

Wednesday, July 3, 2019

Wyrms Footnotes #13

From the web:

Table of Contents:
Editorial - Charlie Krank
What's New at Chaosium
Advice from Rurik edited by Steve Perrin
Wyrms Friend-Notes
Pantheons of Glorantha by Greg Stafford
Geography: Questworld by Lynn Willis and Greg Stafford
The Riddle Man
Personality of Glorantha: Rurik Runespear
Dragon's Past
History of the Lunar Empire - the Third Wane by Greg Stafford
Rune-Glitch by Tom Holsinger
Outworld Characters in Theves' World by Eric Goldberg
What it Takes to "Convince the Examiners" by Greg Stafford

Tuesday, July 2, 2019

Wryms Footnotes #11

From the web:

Editorial Ramblings by Charlie Krank
What's New at Chaosium- news of ongoing projects
RuneQuest Variant Training System by Lee Gold
Advice from Rurik edited by Steve Perrin
Plunder by Rudy Kraft
Lunar Name Generator by Paul Jaquays
Dragons Past- stories of our house RuneQuest campaign by Greg Stafford
Personality of Glorantha- Londra of Londros by Ken Kaufer
History of the Lunar Empire- part two - the First Wane by Greg Stafford
Geography of Glorantha the sea of Neliom by Charlie Krank
The Riddle Man by Morgan Conrad
Gods and Goddesses of Glorantha- gods of light - Yelm by Greg Stafford
Gateway Bestiary- monsters for RuneQuest Campaigns

Monday, July 1, 2019

Wyrms Footnotes #8

From the web:

Table of Contents:
Editorials, Greg Stafford and Charlie Krank
In the Works, Greg Stafford
New Rules for Dragon Pass, Bob Corbett
King Arthur's Knights Expansions, Stephan Abbot
Rambling RuneQuestions, Steve Perrin
Spirits of the Sea, Greg Stafford

Sunday, June 30, 2019

Wyrms Footnotes #7

From the web: 

Table of Contents:
Editorial, Greg Stafford
Pavis Notes, New Monsters, Steve Perrin
Sartar High Council, Greg Stafford
Back to Boardgames, Glenn L. Williams
Map of the Lunar Empire,Greg Stafford
Gods and Goddesses of Glorantha: Deities of Darkness, Greg Stafford
Sartarite Magic Regiments, Ray Turney and Greg Stafford
Troll Ball,Greg Stafford

Saturday, June 29, 2019

Wyrms Footnotes #6

From the web:

Table of Contents:
Editorial, Greg Stafford
History of Dark Trolls, Greg Stafford
Rambling Rune, Steve Perrin
The Greater Deities, Greg Stafford
Sporewood, Greg Stafford
Character & Monster Sheets, John Sapienza
The Fadabius Letters, Jim McCormick
The Dark Trolls are Here, William Church
LotMS Errata, Lynn Willis
Review: Knights of the Round Table, Steve Lortz
Languages of Dragon Pass, Greg Stafford

Friday, June 28, 2019

Wyrms Footnotes #5

From the web:

Table of Contents:
Editorial, Greg Stafford
More on Nomad Gods, Contributors
Exotic Abilities for Nomad Gods, Bob Corbett
A Medley of new Units, Burt Medley
The Fadabius Letters, Jim McCormick
Reflections on the Structure of Role-Playing Games, Steve Lortz
LOTMS, Notes on Physical Rationale, Lynn Willis
Geedunk Dungeon (Runequest Scenario Pack #0), Warren James
A Village Near Alone, Greg Stafford
Elric! Notes & Additions, Greg Stafford & Contrib
Gods & Goddesses of Glorantha, Part 2,
Beginning Characters for Runequest, Warren James
Dark Trolls, William Church
Errata for Perilous Encounters, Steve Lortz

Monday, June 3, 2019

Runequest - Trolls and Trollkin

From the back cover:

"Stroll in boldly and back out fighting! Who could have imagined such a hornet's nest? TROLLS & TROLLKIN is a collection of 42 Dark Trolls and 126 Trollkin, all different and all pre-rolled by computer program (right down to the hit charts). Enough of these brutal beasts to populate a village! This book will save referees hours of preparation over the length of a campaign. The 154 canny creatures summarized will provide material for dozens of individual adventures! This book is based entirely upon the role-playing game RUNEQUEST! You must have that rulesbook to use these characters."

Sunday, June 2, 2019

Runequest - The Gateway Bestiary

From the back of the book:

Expand the horizons of your RuneQuest campaign with the exotic creatures in this book. All new, they can be used to create numerous interesting encounters. This book contains 99 new monsters from a variety of sources, presented in the clear and concise format of RuneQuest, complete with illustrations. This is the first of our Gateway products, which are designed to aid the referee who desires to run a RuneQuest campaign without the restrictions of the limited flora and fauna of Glorantha.

GIANT ANTHROPODS - This section includes your favorite insects in human size forms such as giant ants, spiders, or wasps capable of carrying a rider.
LEGENDARY BEINGS - Provides monsters from terrestrial mythos, such as the hydra, gorgon, lamia, or sphinx.
CELTIC HORRORS - Contains terrifying creations of the Gaelic mind. These include kelpies, voughs, and more.
H. P. LOVECRAFT CREATIONS - These are the otherworld nightmares of Lovecraftian mythos such as the rmi-go, nightgaunt, or shoggoth.
NATURAL ANIMALS - This section fills the more obvious omissions of íhe original RuneQuest rules by including stats on frightening carnivores like lions or bears, and the smaller animals useful as familiars, such as owls or monkeys.
DINOSAURS - Here are the giant prehistoric creatures... from the bulky sauropods that are likely to crush an adventuring party by accident to the terrifying carnosaurs which should make any batch of Rune level characters turn and run.
MISCELLANEOUS TYPES - These include the whimsical creations of Lewis Carroll to the fatal anthropophage from a well-known science fiction movie. Complete statistics are provided, just roll them up and see the players try to figure out what they're up against!

Saturday, June 1, 2019

Runequest - Snakepipe Hollow

From the back cover:

Snake Pipe Hollow is a large flexible RuneQuest scenario book, designed to supply dozens of adventures for a band of adventurers. Eight starting points supply different motives and rationales for expiditions to the caverns, as well as necessary non-player-character statistics. A Wilderness Encounter section provides background data, a sketch map of the Hollow, NPC stats for a variety of individuals and parties roaming in or passing through the area, and extensive notes concerning the intent and motivation of those encountered

Friday, May 31, 2019

Runequest - Core Rulebook

From the web:

RuneQuest is an easy-to-play game of Fantasy Role-Playing. Participants create imaginary characters to go adventuring through a world of fantasy where magic is real, heroism the accepted norm, and virtue is rewarded! Characters begin as commoners or young noblemen and work or fight their way through trouble and adversity to reach greatness, collecting gold, magic, and fame along the way. They can develop as formidable fighters, clever magicians, solemn priests, alchemists, thieves, scholars, or all of them at once! There is no limit to what a character can do.

Thursday, May 30, 2019

Runequest - First Printing

From the web:

Fantasy Role Playing in the world of Glorantha.

Wednesday, May 29, 2019

Runequest - RuneMasters

From the back cover:

Here are 45 Rune Lords, Rune Priests, and Rune Lord-Priests of the 15 cults surveyed in Cults of Prax. Each Character is completely individualized, experienced, equipped with spells, treasures, bound spirits, and so on.

But William R. Keyes' book is much more than a collection of statistics. He also discusses how Rune Masters should be created and about the logic of their growth, how each type of RuneMaster should be played, what their retinue (if any) should be, how a referee can organize his NPCs with coherent melee tactics and team strategy, etc.

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