"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, December 31, 2022

DMGR7: The Complete Book of Necromancers (1995)

From the back of the book:

"Come on, let us explore the art of necromancy together." - the arch-necromancer Kazerabet

Necromancers like Kazerabet and their priestly counterparts have mastered many dark, forbidden secrets. This tome reveals these mysteries to the Dungeon Master, who will find new NPC kits and volumes of necromancer's minions, familiars, secret societies, poisons, magical items, enchanted tomes, and dozens of new wizard and priest spells, plus the deadly Isle of the Necromancers, a portable setting which can be placed into an existing campaign.

 

Friday, December 30, 2022

Dragon Kings (1992)

From the back of the book:

EXPLORE THE 10TH LEVEL OF MAGIC.

Only the most powerful characters are destined to rule Athas. Warriors with vast armies of followers campaign for glory; rogues become masters of illusory magic to further their deadly schemes; spellcasters who can also master psionics open whole new tomes of magic available to them - the most powerful spells ever! And not only do they gain greater magic, the spellcasters take on entirely new forms when they advance beyond 20th level - clerics can attain elemental form; preservers mutate into magnificent avangions; defilers can actually transform into dragons themselves! Learn of these advanced beings, the new magical spells available to them, plus new psionic devotions and organizations, military vehicles and army lists, and more, all within the pages of Dragon Kings!

 

Thursday, December 29, 2022

LNA2: Nehwon (1990)

From the back of the book:

It is the year of the Zodac-no-Kara, the year of the wizards' champions. Once every 140 years, the search for grand and glorious magical items is called, and adventures from far and wide convene to participate in the hunt. This year, though... this year is even more exciting than the last.

Nehwon's already-sparse magic is being leached from the land itself. Powerful magical items are being misused, and Aarth has called for the bravest and most daring adventurers to collect these items and return them to him for safe-keeping. Those who accept this quest will travel from one end of Nehwon to the other, and even beyond, into the realm of Shadowland. They will be tested by cold, heat, water, and ice. Their rewards will be great--should they survive to collect.

Is your party worth of the Zodac-no-Kara? Take the test of the riddles, and find out.

 

Wednesday, December 28, 2022

LNA1: Thieves of Lankhmar (1990)

From the back cover:

Thieves of Lankhmar is a companion to the AD&D accessory, Lankhmar, City of Adventure and further enhances the exciting, dark, and dangerous setting of the Nehwonian city. Thieves of Lankhmar is the definitive sourcebook for any and all you are interested in the Thieves' Guild, perhaps the most powerful single guild or organization in Lankhmar. Existing knowledge on every aspect of the Thieves' Guild as well as pertinent information on the guild's principal nemeses in Lankhmar are contained in these pages. Additional data on Lankhmar government and justice and settings for further adventures in the City of the Black Toga are here also.

 

Tuesday, December 27, 2022

LNR1: Wonders of Lankhmar (1990)

From the back cover:

Wonders of Lankhmar is the latest entry in the AD&D game setting of Lankhmar, the city of Nehwon ,made famous as the haunt of Fafhrd and the Grey Mouser in the tales woven by Fritz Lieber. Within these pages are dozens of short adventures perfect for an afternoon's or evening's enjoyment. Your characters may be hired to protect the Overlord from assassination. They may choose to take positions as caravan guards on a dangerous passage through a crocodile-infested swamp. Or, perhaps they'd prefer a quiet night on the town. (They might well prefer it; the question is, can they find it?)

The City of Thieves is filled with possibilities: adventure, treachery, deceit, death. Are your characters up to the challenge? Are they prepared for the wonders of Lankhmar?

 

Monday, December 26, 2022

LNA3: Prince of Lankhmar (1991)

From the publisher:

TSR's fourth adventure since the classic best seller Ruins of Lankhmar, featuring Fritz Leiber's fantasy city of Lankhmar.

This anthology of adventures is set in the city of Lankhmar and involves the nobility and well-to-do citizens in a web of intrigue, deceit and theft.

 

Sunday, December 25, 2022

Rogues in Lankhmar (1994)

From the back of the book:

Looking to match steel and strength with the Black Knight, a forbidding armored figure new to Lankhmar? He's in here. Need to find out about the Vermin Catchers or the crafty Beggar's Guild? Look inside for all the information you'll need to catch them. Are you looking for new thrills for your City of Lankhmar campaign? If so, this is the book for you.

Rogues in Lankhmar is the first of a series of supplements that expand the information on the city of Lankhmar. This initial product covers the Plaza and Tenderloin Districts, a favorite place for FAFHRD and the GRAY MOUSER in the city and an area notorious for tavern brawls, back street thievery, and all sorts of excitement and danger. Rogues in Lankhmar provides Dungeon Masters with new places detailed and ready for adventure, new guilds and groups vying for power in Lankhmar's shadowed streets, and many new nonplayer characters for allies and enemies galore.

Whether it's sunset at the Plaza of Dark Delights or sunrise at the End Gate, the adventure never stops in Lankhmar!


 

Saturday, December 24, 2022

LNQ2 - Avengers in Lankhmar (1995)

From the publisher:

In this sequel to the Slayers of Lankhmar adventure, Elad Edals, the most lethal criminal in Lankhmar history is back! And he's going to assassinate the guildmaster of the Merchant's Consortium, even if he has to steamroll over you to do it. Unstoppable the first time he appeared in the Slayers of Lankhmar adventure, Edals plans to do it again. This adventure is designed for two to six characters who will be revered posthumously at the adventure's end.

An adventure for levels 1-3


 

Friday, December 23, 2022

PHBR6: The Complete Book of Dwarves (1991)

From the web:

Battle axes and beards. Good companions when traveling underground. Handy with tools. If that was your view of dwarves, you need The Complete Book of Dwarves. Discover 24 new character kits, new weapons, and new possibilities, including six dwarf subraces, new proficiencies, strongholds, origin myths, and a look at dwarven personalities. After reading The Complete Book of Dwarves, you may still look down on these short folk... but only to see them!
 

Thursday, December 22, 2022

CGR2: The Complete Gladiator's Handbook (1993)

From the back of the book:

From the dusty arenas of Athas come the Complete Gladiator`s handbook, ready to arm the fiercest Dark Sun campaign antagonist. Numerous new kits, details of the Tyr region`s arenas, quick summaries of combat rules, a martial arts system, and suggestions on how to run arena games are within these pages. So gird your weapons - your opponent awaits.

 

Wednesday, December 21, 2022

B2: The Keep on the Borderlands (1980)

From the web:

An Introductory Module for Character Levels 1-3

Excerpt from the adventure:

Background

The Realms of mankind is narrow and constricted. Always the forces of Chaos press upon its borders, seeking to enslave its populace, rape its riches, and steal its treasures. If it were not for a stout few, many in the Realm would indeed fall prey to the evil which surrounds them. Yet, there are always certain exceptional and brave members of humanity, as well as similar individuals among its allies - dwarves, elves, and halflings - who rise above the common level and join battle to stave off the darkness which would otherwise overwhelm the land. Bold adventurers from the Realm set off to the Borderlands to seek their fortune. (...)

You are indeed members of that exceptional class, adventurers who have journeyed to the Keep on the Borderlands in search of fame and fortune.


 

Tuesday, December 20, 2022

X1: The Isle of Dread (1980)

From the web:

A Wilderness Adventure for Character Level 3-7

This adventures starts with the characters finding a treasure map:

"When the gale finally ended, we found ourselves approximately seven days normal sailing distance due south out of Specularum, in the Thanegioth Archipelago. We replenished our supplies, patched up the ship, and traded our remaining goods at native villages along the shores of several islands. Some villages were friendly, but others were hostile and the natives attacked on sight. I suspect the hostile villages were filled with cannibals.

We skirted the coastlines of several islands, sailing south by west until we reached a small peninsula cut off from the main island by a massive stone wall. We were well received by the natives of Tanoroa, the small village that guards this wall. The villagers have no name for the large island other than the 'Isle of Dread'. Their own small peninsula is known simply as 'Home'.

The villagers told us a tale about an ancient city in the central highland of the isle that was build by the same people who built the wall. The villagers call the builders 'the gods', but I noticed that the names of the gods and the personal names of the clan ancestors were often the same. I believe that the natives once possessed a much more advanced culture and that the descendants of the builders have returned to a more primitive state.

The inland city is rumored to be filled with treasure beyond imagining. In particular, I heard persistent tales concerning a great black pearl of 'the gods' that still remains in the inland city. The island waters abound with excellent pearl beds, so the rumor of the black pearl may well be true.

The village contains a number of huge life-like statues of iron, bronze and stone. Since no villager currently has the skill or the craft to make such statues, the tale of a lost city built by the 'gods' seems reasonable. I would have liked to explore inland to verify the rumors, but too many crewmen died in the storm or by cannibal spears. Only five of us are left. I am the only professional adventurer, the others are only sailors. We can sail the small ship well enough but on land, in hostile territory, we would be helpless. Once back in Specularum I should be able to recruit a new crew and a party of professional adventurers, then I will return to claim the great black pearl.

One thing I managed to do before leaving: we sailed around the island and made the best map we could. We were afraid to land, since village fishermen had warned us that it was extremely dangerous to land anywhere on the main island and the coasts were rocky with no beaches. As a result, the map only shows the coastal areas we could chart from the ship, but it is better than nothing.

-Rory Barbarosay"


 

Monday, December 19, 2022

RR5: Van Richten's Guide to Ghosts (1992)

From the back of the book:

"Beware the darkness, for it is alive with the dead! Now, the nights of Ravenloft are more horrifying than ever. You'll find out why in the pages within.

Follow Dr. Rudolph Van Richten, Ravenloft's leading authority on the supernatural, as he reveals how to hunt the ghosts that lurk in the blackest shadows of midnight. For countless years, Van Richten has traveled the misty roads of Ravenloft on a mission to destroy the undead wherever they might be. Now, your characters can join him on his courageous quest.

Dr. Van Richten tells all that he has discovered about the incorporeal undead. He explains their origins, the passions that draw them back from beyond the grave, and the horrible powers bestowed upon them in unlife. In addition, he offers his wise counsel on the ways in which these fiends can be stalked, confronted, and destroyed.

Be careful, for these ghosts are not simple, moaning spirits of darkest night. These are the ghosts of Ravenloft."

 

Sunday, December 18, 2022

Scarred Lands Gazetteer: Ghelspad (2001)

From the publisher:

Since the release of Creature Collection, fantasy fans have demanded more information on the Scarred Lands campaign world, the setting for the Creature Collection. Wait no longer! King Virduk's Calastia, the depths of the Hornsaw Forest and the coast of the Blood Sea are in your hands! The Scarred Lands Gazetteer presents an overview of the kingdoms, famous and infamous personalities, and the desecrated geography of the Ghelspad continent. Complete with a full-color, fold-out map, this gazetteer provides the setting material players need to kick-off a Scarred Lands campaign.


 

Saturday, December 17, 2022

Cormyr (1994)

From the back cover:

One of the oldest and most interesting kingdoms on the continent of Faerun, Cormyr is a land of classic fantasy wherein a strong king rules his subjects fairly and evenly, nobles struggle against each other for the little power the king doesn't keep for himself, and adventuring companies clear forests of ferocious monsters for a small share of the crown's treasury. And—there's magic. Lots of magic.

This booklet will allow DM and player alike to wander the King's Forest and the alleys of Suzail in the mind’s eye. It presents indispensable information for any campaign played in the FORGOTTEN REALMS setting, including military and magical forces, rules for obtaining adventuring charters (required by the Crown), and facts about the War Wizards and Council of Mages.

A full-color map of the area details many sites not mentioned in the Campaign Setting, providing the creative DM ideas with which to entertain players for many nights of adventuring.

The FORGOTTEN REALMS Campaign Setting is required for full use of this product.


 

Friday, December 16, 2022

The Palladium RPG Book IV: Adventures in the Northern Wilderness (1989)

From the web:

Adventures in the Northern Wilderness is a 95-page sourcebook with six adventures: The Pirates of Dragon Claw, Journey to Darkwood, To Serve the Pixie Crown, Avaxa's Gate, The Forest of Broken Wings, and A Most Royal Conspiracy. The book contains rules for traveling during winter and many illustrations and maps.
 

Thursday, December 15, 2022

Palladium RPG Book III: Adventures on the High Seas (1987)

From the cover:

The gladiator, pirate, acrobat, bard, and other New character classes; new skills, more magic items, faerie food, curses, ships of the world, and adventure after island adventure.

 

Wednesday, December 14, 2022

The Palladium RPG Book II: Old Ones (1984)

The second book in the Palladium (Fantasy) RPG adds:

  • Two new character classes: Monks, Illusionists
  • Extensive detailed information and maps for the Timiro Kingdom and its cities, towns, and forts
  • Eight adventures / scenarios
  • Information on the Old Ones: evil entities that are the source of all magic


 

Tuesday, December 13, 2022

Monsters & Animals (1985)

From the Introduction:

The following pages contain an array of monsters and fantastic creatures spawned from existing myths and imagination. Although they are specifically designed for the Palladium Role-Playing Game system, they can be easily adopted to any game system.

 

Monday, December 12, 2022

WGM1: Border Watch (1993)

From the back cover:

Greatwall is in peril — not from the military forces of Iuz, but from lack of goods and supplies. Caravans from Willip have ceased thanks to increased dangers on the Willip Critwall Grabford Trail. As the key fort positioned to contain the Iuzian flood, Greatwall is a strategic necessity. Its failure would mean a major incursion along the border.

Your characters are hired to escort a caravan from Greatwall to Willip; if its merchants are afraid to come to the fort, the fort will go to them. This should be simple, cut and dried guard job. Right?

Of course not. There are many surprises in store for your little caravan, and your characters will need to keep their wits about them day and night in order to make it to the other end. Secret plans are afoot, conspiracies are brewing, and nothing is as it seems while on the Border Watch.


 

Sunday, December 11, 2022

DMGR1: Campaign Sourcebook and Catacomb Guide (1990)

From the web:

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.
 

Saturday, December 10, 2022

DMGR3: Arms and Equipment Guide (1991)

 

From the publisher:

This book is a huge listing of weapons, armor and equipment from the Middle Ages. It is a perfect source of new ideas for the referee and player alike. Each listing has a cost, a picture of the item, and gaming information on how the items are used.

Friday, December 9, 2022

DMGR2: The Castle Guide (1990)

 

From the back of the book:

Imagine a world of knights in shining armor, mighty castles, and high chivalry. In this book, you'll find a wealth of information designed 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.
 

Thursday, December 8, 2022

DMGR5: Creative Campaigning (1993)

From the publisher:

"This book is loaded with ideas and suggestions that will make even the most jaded players sit up and pay attention. Everything from alternate settings to variant rules to really strange adventures is included. Put your gaming back on track for outstanding heroic adventure!"
 

Wednesday, December 7, 2022

Dragons & Gods (Second Edition) (1996)

From the publisher:

An in-depth look at the Dragons of the Palladium world, their habits, allies, and lives. The gods of the known world, their powers, minions, churches, priests and alliances to good and evil.

Highlights Include:

* 14 Dragons including the Hydra, Fire Dragon, Thunder Lizard, Cockatrice, Lo-Dox, Ultucan and others.
* Information about dragon hatchlings, adults and ancients, their society, powers and weaknesses.
* Weapons and magic items made from dragons!
* Over 40 gods complete with minions, magical weapons and artifacts, history, legends and worshipers.
* Over 20 demonic lords.
* Elementals and Spirits of Light.
* Priests, churches, cults and beliefs of the Palladium World.
* Rune weapons, Dragon Slayer swords and Holy weapons.
* For use with the Palladium Fantasy RPG, 2nd Edition.
* Compatible with Rifts®, including M.D.C. stats and note.
* 232 pages.

 

Tuesday, December 6, 2022

Cutthroats of Lankhmar (1995)

From the Back of the Book:

Not all the rogues in the city of Lankhmar are found in the Thieves Quarter. Some of the nastiest scoundrels are bankers, merchants and craftsmen. Discover the true cutthroats of free enterprise and the backstabbing business practices in the City of Adventure.

Cutthroats of Lankhmar is the second in a series of three gazetteers focusing on different sections of that most famous City of Thieves: LANKHMAR. Set in Fritz Leiber's NEHWON, the ofttimes home of FAFHRD and the GREY MOUSER and the site of their many heralded exploits, Cutthroats describes in vibrant detail the Mercantile, Festival, Park, Cash and southern River Districts of the City of the Black Toga.

This gazetteer not only provides information about the denizens of Nehwon's most important city, it also features dozens of springboards for adventures that span every level of Lankhmar society from the nobility to the dregs.

Learn all about the gangs, guilds, fences, ships, merchants, and bars in the southwestern portion of Lankhmar. You may never look at the city of Lankhmar the same way again.

 

Monday, December 5, 2022

C3: The Lost Island of Castanamir (1984)

From the publisher:

"It is terribly cold. you swam for your life to this mysterious island, losing most of your provisions in the process, only to find it barren of all but grass. A biting wind from the north drives through your wet clothes, chilling you to the bone. Night is falling and promises even colder temperatures; you wish this place had even a bush to burn as firewood. Your stomach has just begun to complain about the lack of dinner, when one of your companions calls, and you rush to his side, hoping he's found a way to turn grass into a sandwich. Instead, he points to the ground in front of him. "Look there."

Set in a shallow depression in the ground is a stone door. Your friend reaches down and gives a tug, and the door swings slowly open on creaking hinges, revealing a descending stair. The first thought that crosses your mind is whether it would be better to freeze to death up here in the wind or fall into the hands of Castanamir the Mad, the unpredictable."

 

Sunday, December 4, 2022

PHBR12: The Complete Paladin's Handbook (1994)

From the back cover:

In the fight against evil, the paladin stands as Good's supreme, undaunted champion. This 128-pages accessory helps you play the noblest warriors of the AD&D game. Create or enhance your paladin with new proficiencies and equipment, new rules for bonded mounts, and paladin kits like the divinate, envoy, ghost hunter, skirider, and the indomitable wyrmslayer. The Complete Paladin's Handbook attends the world's finest heroes as they achieve their lofty ideals.

 

Saturday, December 3, 2022

WGR4: The Marklands (1993)

From the back cover:

"In the wake of the Greyhawk Wars, kingdoms are struggling to survive. Beset by the hostile forces of Iuz, and the twisted soldiers of the Great Kingdom, the world's two greatest forces for good must strive to save themselves from overwhelming evil.

The Kingdom of Furyondy, rent with internal disputes, struggles to construct its northern defenses before Iuz can attack again. Southern lords protest against paying to protect northern lands, while others call for an end to the Pact of Greyhawk and all out war to recover Furyondy's lost territories.

In Highfolk and the Vesve Forest, hardy woodsmen ally with elves and gnomes to resist invaders in their homelands. The grey elves of the Lands of the Timeless Tree watch and bide their time, while the bold independence of the forest people works against them in resisting evil.

In the Kingdom of Nyrond, dissenting nobles rebel against the ancient authority of their sovereign. King Archbold must impose ruinous taxes on his people to save the realm from enemies which ring it on every side. While the forces of evil bide their time, secret forces gather to put another in Archbold's place.

The free states of the Flanaess are desperate for aid from any quarter. This is the time for heroes to take up the cause of good and come to the aid of the great and the wise."

 

Friday, December 2, 2022

FOR3: Pirates of the Fallen Stars (1992)

From the back of the book:

"Aye, fightin' ship to ship is a great thing. Makes ya feel like a real pirate, aimin' ballistas and catapults and such at the enemy, blastin' great holes in her hull, watchin' 'em flee like rats..." Jomo Shanbaeren's eyes glaze over with memories, and for a moment he looks like a young man again as he relives his glory days. "And boardin'! That's the thrill - leapin' from yer own gunwales onto the enemy's deck, cutlass flashin', givin' 'em the ol' hook-and-eye - " the retired pirate slashes at an invisible opponent with the iron hook that takes the place of his right hand - "drivin' 'em back to the rails! Let me tell yer about the time we took on Teldar and the Kissing Maiden..."

Pirates of the Fallen Stars reveals for the first time the details about the Pirate Isles, in the center of the Inner Sea. Here are facts about their societies, their interactions with the Inner Sea nations, their pirate kings, their ships, their style of combat; in fact, here is everything any DM or player needs to know to enjoy a campaign in the Sea of Fallen Stars and its environs.


 

Thursday, December 1, 2022

CGR1: The Complete Spacefarer's Handbook (1992)

From the back cover:

Out of the depths of wildspace come astonishing new ideas for SPELLJAMMER campaigns. Now you can create player characters from the nonhuman races of the giff, dracons, scro, grommams, and more. Equip your characters with kits like the Corsair, War Mage, and Aperusa. Then add some new space-oriented proficiencies and equipment, enlist your character in a spacefaring organization, and head off into the Void.
 

Wednesday, November 30, 2022

Return to the Keep on the Borderlands (1999)

From the back cover:

First published in 1981, B2, The Keep on the Borderlands by Gary Gygax has been played by more people than any other roleplaying adventure, providing an introduction to the hobby for hundreds of thousands of gamers.

Now, almost twenty years later, the Keep has declined into a sleepy outpost settlement. The trained warriors once stationed here and the experienced adventurers who once flocked to the spot are long gone. But evil once again stirs in the fabled Caves of Chaos. Humanoids, undead, and evil minions of a dark goddess plot to destroy their enemies. Only novice adventurers who have come to try their hand at dungeon delving in this traditional training spot stand in their way.

Light your torches, assemble your marching order, draw your weapons, and sharpen your wits. It's time for a new generation of heroes to take on the challenge.

This 64-page book includes:
  • A special "Advice to the DM" section for beginning Dungeon Masters, offering tips and tricks of the trade.
  • Detailed descriptions of the Keep and its inhabitants.
  • Wilderness encounters with a wide range of classic monsters.
  • Room-by-room descriptions of every chamber within the Caves of Chaos.


 

Tuesday, November 29, 2022

CM1: Test of the Warlords (1984)

From the back cover:

The king requests your presence in the honorable kingdom of Norwold. If you're worthy, you may be appointed lord of a dominion filled with friendly villages, sturdy fortresses, and raging bands of monsters.

Raging bands of monsters?

Well, yes, and you may have to lead your forces into a war or two. But you'll be ready for the challenge. You'll be ready for treacherous spies who conspire to steal your land. You'll be ready for a foul band of frost giants that raids your dominions. And you'll be ready for the inevitable clash of empires, the outcome of which may alter the fate of millions, You'll be ready! Won't you?

Test of the Warlords includes a complete campaign setting, several new NPCs, dungeon and wilderness encounters, and guidelines for running a war between empires.

 

Monday, November 28, 2022

GA 2 - Personal and Vehicular Basic Loads and The Morrow Project Role Playing Expansion (1981)

From the back of the book:

LOAD UP!

With this new basic loads package for the Morrow Project!

This package contains both Personal and Vehicular basic loads comprising all of the following:

Vehicles:
  • MARS
  • Science
  • SKS
  • V-150 APC
  • V-150 TOW
  • V-150 81mm
  • V-151 20mm
  • Commando Scout
  • XR 311
  • Commando Ranger
  • Air Scout
  • HAAM Suit

All 22 Personal Loads: Rifles, Machine Guns, and Sub Machine Guns, Laser, Dragon Missile, Flame Thrower, Medical and more.

Computer compiled Structure Point/Blood Point Tables to aid in character generation.

Separate, new format character sheets

And

The all new Role Playing Expansion Booklet
Making possible new skills, college degrees, prior military service, and more!

Your Morrow Project Games Can Only Get Better!


 

Sunday, November 27, 2022

DA4: The Duchy of Ten (1987)

From the back cover:

The Well of Souls...

That's what Zugzul bade the Afridhi call the evil artifact that he had taught them to make. They must call it the Well of Souls, and they must carry it before them into every battle—and they would be mighty. Thus said the god of the Afridhi, Zugzul the One.

So the Afridhi did as they were bade. Seeking the volcano called the Hill of the Hammer in the far Barrens of Karsh, they built in its heart a great forge. There, as Zugzul had promised, efreet came to help them make the mighty artifact. There, amid vile, unholy rites, they bound the souls of men into its very substance, and, as it took shape, they sharpened their swords for the red-handed work that must surely follow hard upon its completion.

Many were the men who guarded the Hill of the Hammer during the days of making—for their foes in hated Blackmoor would try to unmake that which they had wrought. Yet, it was not men that would keep the Well of Souls from destruction, but a prophecy—that the artifact would be unmade only by the hand of one as yet unborn!


 

Saturday, November 26, 2022

DA3: City of the Gods (1987)

From the back cover:

"New Magic... That's what the flying egg has. New magic unlike any ever encountered in Blackmoor. New magic of a type that could give the fledgling kingdom an important edge in the wars that are brewing on its borders.

There are only a few minor problems. Like the fact that the magician who piloted the metal egg to one of Blackmoor's southern outposts was killed before he could utter a word. And the fact that Blackmoor's sworn enemies, the monks of the evil and eccentric Order of the Frog, are also interested in the magic represented by the egg. And, most important, the fact that the egg came from the distant and dangerous City of the Gods.

Set amidst the blistered salt flats of the Valley of the Ancients, the City of the Gods is a strange and deadly metal metropolis whose powerful guardians do not welcome intruders. Yet it is to this place of deadly menace that Blackmoor's leaders now send a daring expedition - to bargain for aid in the coming wars - or to steal the magic of the gods."

 

Friday, November 25, 2022

DA2: Temple of the Frog (1986)

From the back cover:

"Green Death... That's what old hands call the Great Dismal Swamp. For centuries, this tangled maze of sluggish watercourses, stagnant ponds, and festering marshes has defended Blackmoor's southwestern frontier. Large armies and smaller parties have disappeared altogether inside its vast, dripping, claustrophobic corridors.

Among those who have dropped from sight in this arboreal hell is young Rissa Aleford, one of Blackmoor's most important leaders. Carried off to the sinister City of the Frog, she is now being held by the eccentric Monks of the Swamp. By making the baroness captive, the deranged monks have seriously weakened Blackmoor at a time when enemies already threaten it from all sides.

Yet, even as the Froggies gloat, the king of Blackmoor dispatches a small band of bold adventurers to the rescue. Deep into the Great Dismal Swamp they must go - far from sunlight and sanity - there to seek and save the captive baroness from the foul Monks of the Swamp. There to find - the Temple of the Frog."

 

Thursday, November 24, 2022

FR7: Hall of Heroes (1989)

From the back cover: 

The FORGOTTEN REALMS fantasy world has been the site of many great adventures and home to countless valiant heroes and infamous villains. Many a talk of derring-do has been recounted in novels like the Moonshae trilogy by Douglas Niles, The Crystal Shard by R.A. Salvatore, Azure Bonds by Kate Novak and Jeff Grubb, and Spellfire by Ed Greenwood (creator of the FORGOTTEN REALMS fantasy world).

Until now, the characters from these FORGOTTEN REALMS novels have been unavailable to AD&D game players. But no longer.

Hall of Heroes provides complete histories and AD&D game statistics for such beloved characters as Elminster, the greatest sage and magic user of the Realms, Tristan Kendrick and Robyn of the Moonshae isles, Wulfgar the Barbarian, Drizzt the dark elf, and Bruenor the dwarf, all from the northern reaches, plus Alias and Dragonbait, Shandril and Narm Tamaraith and many more.

But the Hall of Heroes is more than a listing of game statistics: It's also a sourcebook describing (among other things) artificial and magical lifeforms of the Realms, as well as the lives of the world's elves, dwarves, lizardmen, and exotic creatures

Whatever your interest in the FORGOTTEN REALMS campaign setting, you'll find much to entertain and intrigue you in this volume.

 

Wednesday, November 23, 2022

A Naturalist's Guide to Talislanta (1987)

From the back of the book:

"The TALISLANTA series continues with the NATURALIST'S GUIDE, a compendium of selected flora and fauna native to the magical realm of Talislanta.
Compiled from the notes of Tamerlin-traveler, self-styled wizard and author of THE CHRONICLES OF TALISLANTA -the NATURALIST'S GUIDE features illustrations and descriptions for over a hundred different creatures and beings, including:

Ahazu: fierce, four-armed warriors from the jungles of the Dark Coast...

Exomorphs: predatory beasts feared for their uncanny, chameleon-like powers...

Gnomekin: diminutive, furry-maned humanoids who make their home in underground "nooks" and tunnels...

Monoliths: gigantic beings of earth and stone, believed to be the oldest living entities in the world...

Sardonicus: evil geniuses known as "bottle-imps," favored as familiars and sorcerous advisors...

Snipes: an intelligent (and insatiably curious) species of mud-dwelling mollusk known to inhabit the Sinking Land...

Vorls: Insidious creatures whose bodily forms are comprised of animate mists and vapors...

plus Mandragores, Shadow Wizards, Nightstalkers, Werebeasts, and many, many more...

With a separate section for fantasy role-players featuring game statistics and additional information."

 

Tuesday, November 22, 2022

The Bestiary (1986)

From the cover:

A compendium of creatures and beings from the lost world of Atlantis.

 

Monday, November 21, 2022

The Lexicon: Atlas of the Lost World of Atlantis (1985)

From the Introduction:

"Unlike most of the FRP campaign supplements available on the market, The Lexicon presents an entire world for the players and Game Judges to explore. In addition to the many different countries and territories delineated in the text, The Lexicon contains five of the largest cities..."

"Another interesting aspect of The Lexicon is that all of the places and cultures described in the book either existed or were at one time believed to have existed."

 From the web:

"The world map presented in The Lexicon is that of the Earth at a much earlier time. The sea level is higher, so the coastlines of the continents are much different (e.g., Africa has an inland ocean, the Sahara Sea), and continents have drifted (e.g., the land forming the modern day Middle East is disconnected from what is now India and the rest of Asia). In addition to Atlantis, many other legendary lands are present: Mu, Lemuria, Gondwana, Jotunland, Hyperborea, etc. Culture inhabiting the area receives approximately a one page overview, but they are left intentionally vague for players and game masters to flesh out.

The Lexicon is not designed for any particular RPG. As such, there are no player of non-player character stats or mechanics."

Sunday, November 20, 2022

Providence: Main Rule Book (1997)

From the web:

A well regarded RPG that mixes Superpowers and Fantasy elements in a player friendly game design with a rich campaign world. 

The publisher says "This book provides the complete rules system for the Providence role-playing game, providing players with everything they will need to start a game of Providence. Learn how to be a hero again. ".


 

Saturday, November 19, 2022

High-Level Campaigns (1995)

From the back of the book:

What's a DM to do when the player characters in his campaign become so powerful that nothing in the world is a challenge for them anymore? Just what are the essential ingredients in an adventure geared toward high-level play?

Here is a trove of advice and new rules for every AD&D game Dungeon Master who wishes to create adventures for truly legendary heroes. Find everything you need to create encounters that confound the craftiest wizard and chill the most valiant warrior's heart. Discover the power of True Dweomers, the mightiest spells ever. Build new realities for your heroes to explore. Learn how to conduct magical duels and oversee the creation of magical items. Expand the horizons of your gaming experience with High-Level Campaigns.

 

Friday, November 18, 2022

Rolemaster Companion IV (1990)


Back cover summary: Rolemaster Companion IV continues the tradition of earlier RMCs by expanding the classic Rolemaster system with a variety of optional rules and guidelines. Containing something for every RM Gamemaster and player, Rolemaster Companion IV provides material for all RM campaigns, from low-level to Lord-level. So, summon your sages, get out your spell books, and sharpen your quill pens -- your campaign is about to face Rolemaster Companion IV!

Rolemaster Companion IV provides:
  • A complete index of all spells and spell lists from Spell Law, the Rolemaster Companions, and Elemental Companion.
  • A complete Gamemaster Checklist and Index of all optional rules, professions, races, and spell lists in Rolemaster, Creatures and Treasures (I & II), and the Companions.
  • New professions, skills, spell lists, and individual spells.
  • New optional rules and guidelines for: maneuvers, maneuver fumbles, revised combat sequences, subdual attacks, shield bashes, spell catalysts, power point undercasting, spell memorization, power from the gods, meditation, spell mastery, omens, unnatural phenomena, selectable background options, quick NPC generation, and much more.

 

Thursday, November 17, 2022

Rolemaster Companion II (1987)

From the web:

Rolemaster Companion II was a book put out by Iron Crown Enterprise to supplement the core roles of their fantasy role-playing system Rolemaster.

This book includes new character classes, many pages of new character skills, new spell lists, and obscure maneuver charts for things such as controlling fear of the undead, polevaulting, juggling, tightrope walking, and controlling lycantropy.

The new character clases include the dancer, the scholar, the trader, the beastmaster, the dervish, the warriormage, the necromancer, the warlock, the witch, the conjuror, the sage, the runemaster, the shaman, and additional information for the paladin.


 

Wednesday, November 16, 2022

Deep Horizon (2001)

From the back cover:

The Underdark Holds Many Secrets

A series of earthquakes and eruptions have rocked a normally placid land. Strange creatures sighted in the dark of night raise fears across the already disturbed countryside. As tales of a lost race that once warred with the drow begin to surface, only the boldest adventurers dare to descend into the shadowy darkness.

Deep Horizon is a stand-alone adventure for the DUNGEONS & DRAGONS(R) game. Designed to challenge 13th-level D&D(R) characters, it presents a long-forgotten civilization for heroes to discover and save, if they can.

 

Tuesday, November 15, 2022

Monster Manual (AD&D 1e)

From the web:

The first book of the Advanced Dungeons & Dragons line.

Like the Players Handbook, this has an odd printing history.

The first three printings are actually really easy to tell apart.

1st: Lizardman logo, red centered "Advanced Dungeons & Dragons*" with a small note under that "* TM Reg. Applied For"
2nd: Lizardman logo, red centered "Advanced Dungeons & Dragons(R)"
3rd: Wizard logo, red centered "Advanced Dungeons & Dragons(R)"

After that, it gets a little weird.

For some reason TSR ran out of covers for the third printing long before anything else, so pseudo 4th printing covers were used with 3rd printing interiors. However, the covers actually differed slightly from the 4th printing covers in that there was no ISBN number on the back. More of these were printed than any of the Player's Handbook or Dungeon Master's Guide hybrids, and they are certainly easier to spot.


 

Monday, November 14, 2022

Best of The Dragon Vol. I

Best of the Dragon Vol. I
From the Strategic Review and The Dragon Vol. I & II
 

Sunday, November 13, 2022

Dragon #73 - May 1983


Vol. VII No. 11 of Dragon Magazine.

Cover Art by Susan Collins.

This issue featured Forest of Doom, first place winner of the Module Design Contest, category A-2 (AD&D, levels 4-7).

 

Saturday, November 12, 2022

Dragon #72 - Apr 1983

From the web:

Vol. VII No. 10 of Dragon Magazine.

Cover Art by Clyde Caldwell.

This issue contained File 13 - the game of games - by Tom Wham, and a special section:

April comes and April goes...
...but fools live on forever


 

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