"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

Tuesday, May 30, 2023

X7: The War Rafts of Kron (1984)

From the back cover:

The Ierendi princess, Corinna, has disappeared.

She set sail aboard a ship of the Minrothad Guilds - the guild's ships which have been pirated and plundered for many weeks. Trade is horribly disrupted as many ships leave, never to be seen again.
The guild masters now call for adventurers of great skill and renown. They offer small fortunes to any who can help them discover who is pirating their ships. But most importantly, to any who can rescue the princess.

Can you and your party of adventurers defeat the dangers which lurk in the dark depths of a terrifying sea? Or, will you find a watery grave within the cold confines of a murky sea floor?

This game adventure contains special rules for underwater adventuring.

 

Monday, May 29, 2023

CM5: Mystery of the Snow Pearls (1985)

From the back cover:

One of four magical, snow white pearls protecting Tarylon has been stolen! And you, a Companion level elf, are responsible for its safekeeping. Now the very existence of your beautiful village is threatened unless you can find the powerful pearl. Milgor, the evil wizard with an evil sense of fun, challenges you to find the pearl, and return it to Tarylon.

But it's not that easy.

Time is running out while you try to discover and solve the riddles of Milgor in this exciting, puzzling adventure. Time is running out for Tarylon!

This adventure uses the Magic Viewer™ system to reveal hidden encounters, puzzles, and traps.


 

Sunday, May 28, 2023

GURPS Space (Second Edition) (1990) #2

From the back of the book:

At last... the star-spanning sourcebook for the Generic Universal RolePlaying System. In the 128 pages of GURPS Space, you'll find:

  • Detailed, scientifically correct rules for creating star systems and planets... either randomly, or to fit a specific campaign.
  • 21 character types, with new advantages, disadvantages and skills for a future campaign.
  • Three variant human races - heavy-worlders, light-worlders and Spacers - and guidelines for creating other forms.
  • Four alien races. Meet the savage, near-human Gormelites; the graceful, aggressive Sparrials; the weird, sex-changing Pachekki; and the powerful, half-plant Treefolk.
  • Science-fiction gadgets, weapons, and medical technology.
  • Starship construction rules from TL8 (just around the corner) to TL15+ (science fantasy).
  • Quick but detailed abstract ship combat rules - no ship counters, just roleplaying - for a quick determination of fleet damage, individual ship damage, and injury to characters.

GURPS Space doesn't tie your game to a single background. Rather, it is designed for the creative GM who wants to develop his own universe! This book presents a wide variety of choices and background information to let you recreate your favorite science-fiction background - or build your own.

Years in the making, GURPS Space is a survey of the whole space-adventure genre as it related to roleplaying. If you're ready to create your own future... it's yours.

 

Saturday, May 27, 2023

GURPS Psionics (1991)

From the web:

Mind Over Matter

Spies and police who can read your thoughts. New Age mysticism merged with ultra-technology. Psychic vampires. Mass minds of terrible power. Telepathic computers. Gifted children killed or kidnapped by a power-mad government. This is the world of GURPS Psionics.

Psionics is the ultimate sourcebook for psi powers. It includes a complete world background - and the GM can use it as a resource for campaigns in any background.

In Psionics you'll find:
  • Unified Rules - the psi systems from GURPS Basic Set Third Edition and GURPS Supers combined into a complete, official whole.
  • New Abilities - including Mindswitch, Combat Teleport, psychic vampirism and cyberpsi.
  • New Rules - featuring gestalts, group minds, latent psis, ghosts, psionic combat and poltergeists.
  • Psionic Technology - two chapters of psionic equipment, including psychotronic weaponry, dreamscanners and psionic computers - even psionic starship drives!
  • Campaign Advice - on smoothly integrating psi into other GURPS worldbooks, or designing your own psi campaign.

Complete Campaign Background - in which powerful psis struggle with secret with secret government agencies and globe-spanning conspiracies in a world eerily like our own...


 

Friday, May 26, 2023

GURPS Supers (1989)

From the back of the book:

"The Supers are here! From costumed crusaders fighting against the forces of evil to monstrous villains terrorizing the world, your creations are only limited by your imagination! GURPS Supers lets you create real heroes and villains, each fully defined in both power and personality – not just combat monsters."

Include some background for the original GURPS Supers IST campaign

 

Thursday, May 25, 2023

GURPS Atomic Horror (1993)

From the web:

Watch the Skies!

Alien invaders! Giant lizards from another age! Flesh-eating zombies! Colossal insects! Mad scientists! Blobs! Only you can defend humanity, civilization, and the American Way from these terrible horrors.

GURPS Atomic Horror contains everything you need to roleplay the science-fiction and horror movies of the 1950s. The campaign can be as scary as The Thing, as dramatic as The Day the Earth Stood Still, as strange as Little Shop of Horrors, or as goofy as Plan 9 From Outer Space – the choice is yours. Characters can be square-jawed scientists and military men, heroic explorers, misunderstood teenagers, cold-war spies, G-men, gangsters . . . or just ordinary folks caught up in unearthly weirdness.

GURPS Atomic Horror contains:

  • A comprehensive guide to '50s politics, society, and attitudes suitable for any campaign – not just science fiction/horror.
  • Five new alien races, completely described and ready to invade the Earth. In fact, some of them are already here!
  • Guidelines for creating more than a dozen different kinds of movie monsters, from gill-men to carnivorous plants to living human brains in jars.
  • Alternate world campaign ideas, like a '50s where the Nazis won World War II, or a futuristic '50s where our own flying saucers conquer space.
  • A detailed filmography listing dozens of '50s science horror films, from the classics to the turkeys.


 

Wednesday, May 24, 2023

Rolemaster Character Records (1990)

From the cover:

Tired of thumbing through book after book and scribbling notes on notebook pages while designing your Rolemaster character? Ever wish you had all the information about your character-skills, skill costs, stats, spell lists, next-level developments, etc., all on a few well-organized pages? Wait no longer!
The Rolemaster Character Records are here.
Each profession's individual character sheets provide:

  • Specific development point costs and level bonuses for every Rolemaster skill, integrated into individualized character sheets for every Rolemaster character profession, up to and including Rolemaster Companion IV.
  • Expanded space for skill areas that are frequently broken down into more specific areas for professions which use them most.
  • Plenty of room to detail all of the facets of your favorite character, such as Armor Type, stats, Resistance Roll bonuses, physical and personality traits, equipment, spell lists, background, and modifiers of every type.
  • Extra room left for you to add your own original skills, spell lists, stats, and much more.

Rolemaster garners now have an entire fantasy world at their fingertips. Shadow WorldTM products form a rich fantasy environment for the Rolemaster and Fantasy Hero game systems. The self-contained adventures may also be used as isolated or hidden areas in any Gamemaster's campaign world.

The completely reformatted 2nd edition Rolemaster system includes the following:
  • Arms Law® & Claw Law® - The Rolemaster Arms and Animals combat systems combined in a new, reorganized volume. These fast-moving rules include individual charts for 30 weapons and critical strike tables, as well as detailed creature attacks for real and mythical beasts. Martial arts rules also are included.
  • Character Law & Campaign Law® - The new version of the complete character development and campaign guide. Character Law features a unique trait development system that allows characters to increase their ability in any skill. There are no absolute restrictions. Campaign Law includes handy reference material available to any Gamemaster: weather, encounter, and price charts, and guidelines for running a campaign in a complex living world.
  • Spell Law® - The magic system that improves any FRP game! The new edition of Spell Law has over 2,000 spell descriptions based on three realms of power and 15 professions. It provides alchemy rules, spell attack and failure tables, and a unique -spell-learning structure.


 

Tuesday, May 23, 2023

Places of Mystery III - Sylvan Settings (1983)

From the back cover:

Adventure here

The Viking Burial Longship
...Eerie, bobbing lights give dim illumination through the fog. All is suddenly still as a crow's warning cry, loud enough to awake the dead, echoes in the darkness. As though in response, aphosphorescent globe moves from behind a tree and casts upon a wall of fog a terrifying shadow - the head of a dragon, raised high, jaws agape, its gaze fixed on the path...

The Sacrificial Oaks
...The seven stumps, each as large as the thirteen trees that ring them, have been stripped of bark to reveal the twisted grain and intricate root structure. The tops are a uniform, dark color. They are very smooth, as though red brown oil. ...or some other substance... had anointed them to protect against the assault of the elements...

The Carrion Crow
...The trees, covered with deep green fungus, drip wet moss in a 15-foot-long strands. The ground flattens as it gives way to water: a yellow-brown blanket covers the marsh, No sound shatters the solemn... oppressive... silence...

...What does your party do?
What does our party do?


 

Monday, May 22, 2023

CM6: Where Chaos Reigns (1985)

From the back cover:

"You have been chosen.

Throughout the land, the omens of some cataclysmic change are clear for all to see. The flowers are blooming out of season, fish fall like rain, and a blue moon hangs in the night sky.

Yet the danger is not of this land, nor even this world. Far away in the infinite planes lies Aelos, a world of peril. A world where time itself has been corrupted and where chaos reigns.

Even the mighty Immortals who watch over the planes are powerless to help Aelos. Hope rests in you alone.

Come then, journey through the swirling Nexus, to a world beyond the stars. You have been chosen, and Eternity beckons!"

 

Sunday, May 21, 2023

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 villians. 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.

 

Saturday, May 20, 2023

How the Mighty Are Fallen (1996)

From the back cover:

How the Mighty Are Fallen is an adventure designed for use with the Netheril: Empire of Magic boxed campaign setting (which is required to play this adventure). Within these pages, the final heroes of Netheril can:

  • Gather the components that Karsus requires for casting his "most wondrous" spell, the only 12th-level spell ever known. He just needs a few body parts from two creatures - a gold dragon and the Tarrasque.
  • Reunite lost lovers after they have been seperated by death. Nopheus's wife was killed in a magical explosion, and now he's finally saved enough money for her to be resurrected. Certainly a dead body couldn't pose a threat to a band of stalwart heroes?!
  • Follow the winds of Fate to wherever Tyche delivers them. Numerous side adventure allow players to take their characters to a variety of different locations. Some heroes might want to follow the trail of the missing nether scrolls, while others might want to join the resistance and fight Karsus and the other archwizards. But only the bravest hearts can take the first step....


 

Friday, May 19, 2023

GURPS Space (Second Edition) (1990)

From the back of the book:

The Future Is Yours!

At last... the star-spanning sourcebook for the Generic Universal RolePlaying System. In the 128 pages of GURPS Space, you'll find:

  • Detailed, scientifically correct rules for creating star systems and planets... either randomly, or to fit a specific campaign.
  • 21 character types, with new advantages, disadvantages and skills for a future campaign.
  • Three variant human races - heavy-worlders, light-worlders and Spacers - and guidelines for creating other forms.
  • Four alien races. Meet the savage, near-human Gormelites; the graceful, aggressive Sparrials; the weird, sex-changing Pachekki; and the powerful, half-plant Treefolk.
  • Science-fiction gadgets, weapons, and medical technology.
  • Starship construction rules from TL8 (just around the corner) to TL15+ (science fantasy).
  • Quick but detailed abstract ship combat rules - no ship counters, just roleplaying - for a quick determination of fleet damage, individual ship damage, and injury to characters.

GURPS Space doesn't tie your game to a single background. Rather, it is designed for the creative GM who wants to develop his own universe! This book presents a wide variety of choices and background information to let you recreate your favorite science-fiction background - or build your own.

Years in the making, GURPS Space is a survey of the whole space-adventure genre as it related to roleplaying. If you're ready to create your own future... it's yours.

 

Thursday, May 18, 2023

Character Codex (1979)

From the web:

This book of AD&D tear-out sheets is used to keep statistics on the player's characters. Including spaces for character's title, age, history, class, level, hit points, experience points, divinity, background, characteristics and their effects. Also provided are a blank shield for designing the character's coat of arms and a detailed AD&D equipment list with costs. Each character sheet has a small illustration of the character class by Paul Jaquays. The sheets are perforated for easy removal from the booklet.
 

Wednesday, May 17, 2023

Cthulhu Now (1987)

From the back cover:

Cthulhu Now
Modern Background and Adventures For Call of Cthulhu Roleplaying

Cthulhu and the Old Ones remain powerful in the half-century since Lovecraft's death. The globe is well-explored, but the darkness within men's souls is unfathomed. Now human fortunes encompass Cthulhu and the H-Bomb too! Does technology aid the struggle for good, or is it helpless against forces from beyond space, beyond time?

Cthulhu Now includes four roleplaying adventures, "The City in the Sea," "The Killer Out of Space," "The Evil Stars," and "Dreams Dark and Deadly." Background essays provide new skills and occupations, up-to-date cash-flow information, an elaborate firearms article (and a foldout illustrating contemporary firearms), active and passive night-vision equipment, a survey of forensic pathology from Sherlock Holmes' day to the present (required reading for every serious player), and even a hit location option (useful when lots of bullets must be dealt with). Player aids for the adventures are repeated on perforated pages at the back of the book.

 

Tuesday, May 16, 2023

The Great Old Ones (1989)

From the web:

A collection of six 1920s scenarios for Call of Cthulhu, which can be loosely connected into a campaign.

Contains the following scenarios:

- The Spawn
- Still Waters
- Tell Me, Have You Seen the Yellow Sign?
- One in Darkness
- The Pale God
- Bad Moon Rising

From the back cover:
"Cthulhu and his minions plot against the peace and surety of the natural world, but so do a host of Powers distinct from him. Along with Great Cthulhu, these entities comprise the Great Old Ones, awesome beings who came to this planet hundreds of millions of years ago, and who dwell here yet in the dark places, just beyond the reach of man.

The Great Old Ones consists of a set of six scenarios for Call of Cthulhu: 'The Spawn' is in the Wild West, with Indians, Wobblies, and bad guys; 'Still Waters' is an adventure for people who hate to lend books; 'Tell Me, Have You Seen the Yellow Sign?' makes a symbolic stop-over in New Orleans; 'One in Darkness' features South Boston hoodlums; 'The Pale God' introduces investigators to an unusual contract; 'Bad Moon Rising' is an experience to remember. The adventures can be presented in sequence, as a loose campaign; limited cross-references allow the scenarios to stand independently."


 

Monday, May 15, 2023

L1: Demons and Devils (2000)

From the web:

Demons and Devils is the first module in Necromancer Games "Lair" series, a set of modules containing short adventures usable in one or two game sessions for the overworked Dungeon Master who does not need a full-scale dungeon. Published under the d20 system, Demons and Devils contains three short, difficult dungeons: The Sorcerer's Citadel, "Ras Evil Grin" and the Pit of Despair. Each of theses is a perfect hiding place for items a party may be questing for. And, in the fine Necromancer Games tradition, each of theses short dungeons centers around a demon or devil which guards that item. We've made the dungeon, you decide what you want to hide there. Now sit back and watch your players try to get it!
 

Sunday, May 14, 2023

GAZ4: The Kingdom of Ierendi (1987)

From the web:

"To some, it is a vacationer's paradise. Tropical islands, set in sapphire seas, fringed with shell-covered beaches: the perfect spot to "get away from it all." To others, it is a place to be feared. Pirates' hideaways, disease-ridden jungles, psychotic natives: the perfect spot to avoid.

The Kingdom of Ierendi comprises of ten islands, each with a specific attraction for the adventure-seeking visitor. The native population includes the Makai, the original tribe to inhabit the islands, and various settlers who have chosen these exotic locales as their home (well for some, perhaps "chosen" isn't quite the proper word...).

Your characters want to take a break from continental life? Here is the material for precisely that kind of relief. This Gazetteer includes information on each island in the Kingdom, complete maps of the area, adventures keyed to specific locations (as well as some more general ones), and for the DM a new method of playing out sea battles, complete with ship counters.

Come back to Ierendi. Make it yours, again and again."


 

Saturday, May 13, 2023

Town of Baldemar (1987)

From the back cover:

"Welcome to BALDEMAR!

In this booming town on the banks of the river Wythyn, danger and adventure lurk at every turn. Stroll the quaint streets of Old Town, where the Guild Council conducts the government's business. Visit the shops of New Town and purchase exotic items from the far corners of the earth. Crosriver caters to adventurers, offering food, entertainment, and services. But only the boldest dare enter the dark alleys of the Warrens, where the cruel Warren Lords dispense their own brands of justice...

Baldemar is a complete town setting in the medieval style, compatible with any fantasy role-playing game. it describes over 450 buildings and 125 noteworthy residents, which you can customize for your own campaign with less than an hour's work. Full personality sketches of Baldemar's most important citizens are included for maximum role-playing enjoyment, but you determine their actual powers and abilities.

Baldemar also offers a game system for handling public opinion -- both political and social -- that is so simple, yet so versatile, that you will want to use it for your entire campaign! This valuable tool can add an extra dimension to your game."

 

Friday, May 12, 2023

The North: Guide to The Savage Frontier (1996) - No Box

From the web:

The Savage Frontier, the Barbaric North, the Cold Wastes, the Uneducated Backyard. These, among many others, are nicknames for the North. This is a land of rabid monsters and ruthless barbarians, where nature is the strongest force foe leagues in any direction. The North campaign expansion for the Forgotten Realms setting is the authority on the lands from Daggerford in the south to Ten-Towns in the north, from Anauroch in the east to the Ice Peak in the west.

This new campaign expansion contains everything a player or Dungeon Master needs to adventure in this savage and perilous territory, including:
* The Wilderness - A 96-page timeline and geographical overview of the north, featuring a description of the land's natives and monsters and including out-of-print information found in TSR's accessory FR5: The Savage Frontier.
* Cities and Civilization - 64 pages of facts on all the cities, towns, and hamlets in the North.
* Daggerford - a 32-page book describing a complete city designed to be a hometown for your campaign's bravest heroes, with detailed building descriptions based on information from the old TSR adventure N5: Under Illefarn.
* Two Poster Maps - Full-color sheets showing the entire environs of the North. On the reverse side is a map of the town of Daggerford, plus an extensive set of random encounter tables.


 

Thursday, May 11, 2023

DDA4: The Dymrak Dread (1991)

From the Back Cover:

ADVENTURE LIES AHEAD, DEEP IN THE HEART OF THE DYMRAK FOREST

Are you ready to meet the Lord Forester's challenge: to put an end to needless death and destruction by doing away with the goblin war chieftain, Kosivikh, and his evil band of raiders? Eager to prove yourselves as new adventurers and to collect a sizable bounty, you travel to the goblins' dungeon in the Dymrak Forest - a place that has captivated your interest for years, a place where few have dared to venture. Only you and your fellow adventurers can put an end to the rampant bloodshed and return peace to the territory.

This module is recommended especially for beginner Dungeon masters and players who are interested in dungeon exploration.

  • Recommended for four to seven characters, levels 1-3
  • Handouts and cardboard stand-up characters provided
  • For use with both the DUNGEONS & DRAGONS Game box and the D&D Game Cyclopedia
  • Can be used as a follow-up to the DDA3, Eye of Traldar module or it can stand alone
  • Features easy-to-follow rules on dungeon adventuring in the heart of the Dymrak Forest

 

Wednesday, May 10, 2023

HHQ4: Cleric's Challenge (1993)

From the web:

"Pommeville is a sleepy little town that seems like a good place to stay for the night. That is, until the town's dead rise from their graves and begin terrorizing the village! Ancient evil threatens to overwhelm the good folk of Pommeville unless someone can find a way to comfort the restless dead. A lone, player character cleric will have to be clever, courageous, and more than a little lucky to solve the mystery and save Pommeville from the mindless zombies that threaten it!

Cleric's Challenge is a special ONE-ON-ONE ADVANCED DUNGEONS & DRAGONS adventure designed for a DUNGEON MASTER and one player - perfect for very small playing groups, or for the player who wants his or her character to earn some extra experience."

 

Tuesday, May 9, 2023

H. P. Lovecraft's Dreamlands (4th & 5th edition) (1997)

From the back of the book:

We all dream. For some, dreams can become reality. This book provides everything needed for Call of Cthulhu investigators to travel down the seven hundred steps through the Gate of Deeper Slumber and into the land of dreams. It includes a travelogue of the Dreamlands, a huge gazetteer, statistics for over thirty prominent NPCs, a bestiary of over sixty monsters, information on the gods of the Dreamlands and their cults, a fold-out map, and more. Also present are two adventures, Lemon Sails and Pickman's Student, to help get keepers started adventuring in the Dreamlands.


This fourth edition of the Dreamlands is much larger than previous editions, with almost a hundred pages devoted to new background material and a character generation system. You can now choose to visit the Dreamlands, or stage a campaign there.

 

Monday, May 8, 2023

Player's Guide to Greyhawk (1998)

From the back cover:

"THE FIRST WORLD EVER MADE FOR THE AD&D GAME!

Return to the roots of fantasy roleplaying with the Player's Guide for the GREYHAWK campaign setting - the original ADVANCED DUNGEONS & DRAGONS game world! For newcomers as well as old-time fans, this book is the doorway to high adventure.

Enter the Flanaess - a crowded cluster of kingdoms and states, great and petty, struggling for survival and supremacy against one another and countless foes both internal and external. Learn about the nations and cities of the world of Greyhawk; the leaders and rebels that affect this war-torn land; the races that inhabit it and the creatures that threaten it. Use this book in conjunction with TSR's other GREYHAWK game accessories, or to begin your own campaign in the land that helped shape the AD&D game, the world that even now defines excitement and intrigue."

 

Sunday, May 7, 2023

Guide to Hell (1999) #3 (the last for now I promise)

From the back cover:

"Diabolical threats lurk everywhere in the world of the AD&D game. Heroes who fight evil on the Prime Material Plane may contend with forces whose power rises from the depths of Hell. Adventurers who travel to Hell meet devildom on its own terms and risk not only their lives but their everlasting souls.

"Guide to Hell is a comprehensive look at the nature of devils, ways for heroes to battle them, and the twisted geography and politics of the Nine Layers in the AD&D game. The decision to "go to Hell" should never be made lightly – but once it is made, this book will give the DM everything he or she needs to make the experience memorable for all the heroes ... at least, those who survive."

 

Saturday, May 6, 2023

Guide to Hell (1999) #2

From the back cover:

"Diabolical threats lurk everywhere in the world of the AD&D game. Heroes who fight evil on the Prime Material Plane may contend with forces whose power rises from the depths of Hell. Adventurers who travel to Hell meet devildom on its own terms and risk not only their lives but their everlasting souls.

"Guide to Hell is a comprehensive look at the nature of devils, ways for heroes to battle them, and the twisted geography and politics of the Nine Layers in the AD&D game. The decision to "go to Hell" should never be made lightly – but once it is made, this book will give the DM everything he or she needs to make the experience memorable for all the heroes ... at least, those who survive."

 

Friday, May 5, 2023

Guide to Hell (1999)

From the back cover:

"Diabolical threats lurk everywhere in the world of the AD&D game. Heroes who fight evil on the Prime Material Plane may contend with forces whose power rises from the depths of Hell. Adventurers who travel to Hell meet devildom on its own terms and risk not only their lives but their everlasting souls.

"Guide to Hell is a comprehensive look at the nature of devils, ways for heroes to battle them, and the twisted geography and politics of the Nine Layers in the AD&D game. The decision to "go to Hell" should never be made lightly – but once it is made, this book will give the DM everything he or she needs to make the experience memorable for all the heroes ... at least, those who survive."

 

Thursday, May 4, 2023

Die Vecna Die! (2000)

From the back cover:

"The End of the World Is at Hand

A hideous death cult has seized control of an ancient artifact-monument known as Tovag Baragu. The power behind the cult is the Old One himself, Iuz the Evil, demonic master of an empire. He's on an all-or-nothing quest for supremacy over the world - and the heavens beyond.

To stop him, heroes must face horrors never dreamed of, journeying to a shadowed city where Death rules and the living cower. Here, Iuz will achieve his mad dream by destroying imprisoned master of that alien citadel - Vecna, the mightiest lich, an immortal demigod.

Two items exist with the power to stop Iuz - the Eye and the Hand of Vecna - but using them carries fantastic risks. Not even the gods know what will be unleashed when these items are fully activated.

Die Vecna Die! takes the heroes from the GREYHAWK campaign to the demiplane of RAVENLOFT and then to the PLANESCAPE city of Sigil. However, none of the material from those settings is required for play."

 

Wednesday, May 3, 2023

Dark Conspiracy (1991)

From the back of the book:

Shapes that rip and tear. Shadows that live in corners. Windows in space and time that lead to realms of madness and decay. A dark, lurking horror that feeds off the echoing aguish of a billion tortured souls. This is the center of a twisted, sinister conspiracy which threatens the very existence of all humankind. Set in the near future, the world of Dark Conspiracy is dramatically altered from today and is fraught with peril and challenges. The Metroplexes, where most of the world’s population lives, are a blend lawless gang turf and corporate fortresses ruled by men and women powerful enough to be above the law. The countryside is sparsely inhabited, its natives suspicious and violent. And increasing areas of countryside are turning into Demonground, from which few humans return.

When an ancient, brooding evil is released from its dimensional prison, humankind’s worse nightmares come to life. What is the link between this sinister horror and the mysterious holes in the ozone layer, the rise of empathically aware humans, and the alien visitors from another star system?

For the few men and women perceptive enough to recognize the danger and resourceful enough to fight it, the battle to recapture humankind’s birthright will be long and costly.

Can you push back the dark?

From the web:

The game is set in the early 21st century after the "Greater Depression" has destroyed the global economy. Focusing on the United States, the game describes a country undergoing slow collapse. Most of the largest cities have continued to expand and formed massive metroplexes, in some cases covering entire states' worth of land. Outside of the metroplexes the majority of the country has become known as "Outlaw" where there is virtually no federal or state protection and the road network is barely maintained between the glittering lights of the Metroplexes. Scattered throughout the Outlaw and even in the darker and more forbidding areas of the Metroplexes, zones known as "Demonground" have begun to appear. Out of these areas spread monsters, everything from legendary creatures such as Vampires and Werewolves, to the science fiction nightmares of aliens and cyborgs. The PCs typically assume the roles of people who have stumbled across this "Dark Invasion" and taken up arms against it.

The first edition uses a d10 to resolve skill checks.

 

 

Tuesday, May 2, 2023

Field Guide to Encounters Vol. 1 & 2 (1982) - Judges Guild


From the front cover:

"Two huge volumes containing rules and guidelines for the new role playing system, 600 familiar and not-so-familiar monsters, provisions for godhood, and intelligent character monsters. Good for hours of intriguing fun!"

Monday, May 1, 2023

GURPS Voodoo: The Shadow War (1995)

From the back cover:

"Before the dawn of history, mankind pierced the veil between the material world and ... something else. Perhaps one person in hundred could perceive a little more than the rest. One in thousands gained true power. Some of these Initiates used their supernatural talents to aid their people. Others became predators, or rulers, or the secret power behind rulers.

"When the Europeans crossed the Atlantic to conquer the Americas, their Initiates – the ancient Lodges – came with them, crushing the natives' mystic defenders. But a new force arose. From Initiates among African slaves, from surviving native shamans, from knowledge stolen from the Lodges themselves, Voodoo was born – a powerful magical religion, whose gods, the loas, actually possess, or "ride," their followers.

"For centuries, the Voodoo Initiates and the Brethren of the Lodges have waged their invisible war. Now both sides realize that they face an even greater enemy: the Corruptors, cannibal spirits that feed on the misery of mankind."

 

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