"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

Friday, July 26, 2024

Monster and Treasure Assortment Sets One - Three (1980)

From the web:

This resource, is subtitled Sets One-Three: Levels One-Nine.

All crunch and no fluff, it packs 900 monsters and 900 treasures into 33 pages of lists. 100 monster encounters and 100 treasures per level. Each monster or treasure is listed in abbreviated stats form and fills one to two lines of text.

Are you running out of ideas for ways to stock your dungeon full of treasure? Do you need a quick and easy way to fill your castle of 1,000 rooms with monsters? The Monster & Treasure Assortment has 900 monsters, 900 treasures, and a host of treasure containers/protection devices/concealments, and complete instructions for using the assortment to fill in partially stocked or newly encountered dungeon levels.

Designing and stocking any number of dungeon levels becomes a snap when Monster and Treasure Assortment is used in conjunction with Dungeon Geomorphs. TSR's geomorphs allow an almost endless variety of rooms to be laid out in virtually no time at all. 


 

Thursday, July 25, 2024

Dungeon Geomorphs Set One to Three (1980)

From the front cover:

This new booklet is a combination of the original three sets of Dungeon Geomorphs released by TSR The Game Wards: Basic Dungeon, Caves & Caverns, and Lower Dungeons. It contains 30 square geomorphic pieces and 15 rectangular semi-geomorphic pieces that are ready to cut out and use. With only 4 of the 45 units contained in this product, Dungeon Masters can form hundreds of thousands of maps in mere seconds! No longer will a Dungeon Master be forced to spend hours upon hours drawing a dungeon level that plays through in one session - with these geomorphs DUNGEONS & DRAGONS Fantasy Adventure Game players can look forward to infinite variety even though they may play more often.

 

Wednesday, July 24, 2024

The Rogues Gallery (AD&D 1e) (1980)

From the front cover:

No longer will you the Dungeon Master need to spend precious time laboring over the task of generating nonplayer characters. This valuable booklet contains hundreds of pre-rolled non-player characters of all classes and types, complete with alignments, sex, personalities and much more. THE ROGUES GALLERY is specially designed to be compatible with ADVANCED DUNGEONS & DRAGONS™. If will save you rime in creating your non-player characters, thus allowing you the time to pursue the other interesting aspects of your campaign.

 

Tuesday, July 23, 2024

The World of Bloodshadows (1994)

From the web:

A setting book for use with the MasterBook system.

The World of Bloodshadows is a roleplaying game setting that combines pulp adventure with dark fantasy. Tough detectives in weathered trench coats swap biting comments with vampires in evening gowns. Humans walk down dark streets side by side with demonic breeds and long-dead ghouls. And death - or Undeath - waits around every corner… 

From the back of the book:

WELCOME TO THE WORLD OF FANTASY NOIR

It's a mean old world out there. The sorcerer upstairs conjures too loud; the guy down the hall drinks blood from a six-pack; that stiff you left in the alley is up and walking around. If you're lucky, the Guild will pay you for tonight's work; If you're not, you're going home in a box.

A small box.

The World of Bloodshadows is a setting for use with the MasterBook rules system.

From the back of the World of Bloodshadows boxset:

The World of Bloodshadows is a roleplaying game setting that comines pulp adventure with dark fantasy. Tough detectives in weathered trenchcoats wap biting comments with vampires in evening gowns. Humans walk down dark streets side by side with demonic breeds and long-dead ghouls. And death - or Undeath - waits around every corner.

Go outside the cities and discover the terrors of the Wilderness. Even the most powerful shapeshifter or sorcerer fears what waits in the ruins...

Your weapons in the world of Marl are magic and technology - but neither replaces a good head on your shoulders.

And you'll have to work to keep it there.

The World of Bloodshadows is a WorldBook intended for use with the MasterBook system. You must have MasterBook to play this game.

 

Monday, July 22, 2024

Galitia Citybook (1994)

From the back of the book:

'Galitia's like an Undead. It comes to life after dark. It hides its secrets well. And it can off you before you can manage a scream.'

It's one of the largest cities on Marl, and one of the meanest. It's a tough, dirty sprawl of flesh mills, alchemical plants, and gin joints, squeezed between the river Skorn and the Pendar Mountains. And if you're looking for adventure, brother you don't have to look any farther.

The Galitia Citybook give you everything you need to run an adventure or campaign in the dark streets and alleys of this burg. Its history and the way it is today; the powerbrokers and the pickpockets; the mages and the madmen, and everything in between. You'll also find new breeds of the Unnatural, details on the Wilderness surrounding Galitia, rumors and adventure hooks, and more maps then you can shake a conjure stick at.

So, if you've got the guts, Galitia's waiting.

Galitia Citybook is intended for use with the Bloodshadows roleplaying game. You will need the World of Bloodshadows book and the Masterbook to play.

 From the web:

The Galitia Sourcebook gives you everything you need to run an adventure or campaign in the dark streets and alleys of this burg. Its history and the way it is today; the powerbrokers and the pickpockets; the mages and the madmen, and everything in between. You'll also find new breeds of Unnatural, details on the Wilderness surrounding Galitia, rumors and adventure hooks, and more maps than you can shake a conjure stick at.

Sunday, July 21, 2024

Padarr Citybook (1995)

From the back cover:

Enter a city where being rich means getting your way - all the way. A little 'squeeze' will get you far. Just make sure that you've got the cash, mister, 'cause if you don't, you're dirt under someone's heel. And that ain't a good thing to be in Padarr.

The Padarr Citybook contains everything needed to start an adventure or campaign in this coastal city. Included inside is a detailed history that relates Padarr's evolution from a pirate stronghold to a city run by bought officials. You'll also find descriptions of Padarr's different neighborhoods, adventure hooks and rumors, and some new breeds of Unnaturals and Wilderness creatures.

Graft. Corruption. Vice. These are the passwords of Padarr.

Padarr Citybook is intended for use with the Bloodshadows roleplaying game. You will need the World of Bloodshadows book and the MasterBook to play.

 

From the web:

They used to call it "Paydirt," the pirates who built this city and the miners who put it on the map. Now it's a nest of Big Rich, back-alley Unnaturals, and the universal language is bribery. Welcome to Padarr ... have a pleasant stay. Don't expect to be leaving soon. 

 

Saturday, July 20, 2024

The Unnaturals (1994)

From the back cover:

They're everywhere, and nowhere. They're the shadows that come with the sunset, and that funny feeling you get when you know someone's watching, but see nothing when you turn around. They're the things that hide from you - and the things you bolt your door against. They're everything your mother warned you about.

They're the Unnaturals.

Meet the 'Monsters' of Marl, and learn a lesson in fear. Hear them tell you in their own words what it means to be other, and hear from experts on the deadly and the demonic. From the heart of the cities to the depths of the Wilderness, meet the 'Shifters, the Breeds, the Demons, the Undead and the things so alien no one knows just what to call them.

Each entry includes statistics and descriptions for these creatures, who can be the enemies of your characters - or the unlives of the adventuring party.

The Unnaturals is a supplement intended for use with the Bloodshadows game.

 

Friday, July 19, 2024

Fires of Marl (1995)

From the back cover:

They say that those who forget the past are doomed to repeat it. But on Marl, they're just doomed...

Every place has its legends, and the world of Bloodshadows has more than its share. Take a walk through some of the cities of Marl and learn of the long-forgotten nightmares waiting to menace your characters. Whether its the Selastos Doom Clock, the secrets of the Sentry or living gates that hunger for prey, they're all inside this volume... just waiting for you.

This book contains source material on legends, past and present, of Marl as well as adventure hooks, mini-adventures, and an index to The World of Bloodshadows and The Unnaturals.

Fires of Marl is an adventure collection intended for use with The World of Bloodshadows game.

 From the web:

Deadly legends come to life. Dangerous locations and dark streets. These are the elements of the Bloodshadows universe, presented here by an assortment of authors in a sourcebook packed with adventure ideas, settings, and tips on building your own legend

Thursday, July 18, 2024

Middle-earth Role Playing (1st Edition, Revised) (1986)

From the web:

This 1st Edition Revised edition of Middle-Earth Role Playing was printed two years after the original version and contains 128 pages as compared to the 104 pages of the earlier version. This appears to be a significant difference. The 1st Edition Revised edition also features different artwork. However, both books contain the same product code.

Based on THE HOBBIT and THE LORD OF THE RINGS. Perfect for seasoned players as well as those who have never experienced the thrill of fantasy role playing. Role playing is a type of game which allows you to assume the role of a character in a "living" novel. MIDDLE-EARTH ROLE PLAYING, M.E.R.P. for short, provides the structure and framework for role playing in the greatest fantasy setting of all time... J.R.R. TOLKIEN'S MIDDLE-EARTH.

MERP contains all the components required to play a fantasy role playing game:

CHARACTER DEVELOPMENT SYSTEM - covering Hobbits, Elves, Dwarves, Orcs, Trolls, etc.

MAGIC SYSTEM - simple yet comprehensive rules for spells.

COMBAT SYSTEM - realistic and flavorful, fast and playable.

GAMEMASTER GUIDELINES - material covering travel, encounters, weather, random events, healing, poisons, and magic items.

CREATURES AND RACES - a detailed appendix covering the major beasts, monsters, and peoples.

SAMPLE ADVENTURE - a starting adventure set in the Trollshaws, complete with layouts.
 

Wednesday, July 17, 2024

Grimtooth's Traps Too (1982)

From the back cover:

"This book is a connoisseur's catalog of condemnable calamities, ghastly glamours, distinctive disasters, and an astonishing array of annoying misdirections and miserable misfortunes...

The 102 traps within this book have been presented without game mechanics of any kind; the nature, cause and effect of each trap has been thoroughly described so that any game master may introduce these devices of delver destruction into his campaign easily."

From the web:

101 more engines of evil and bemusement for the befuddled! Room traps, Corridor traps, door traps, artifacts, etc. This book contains all the material from the original Grimmtooth's Traps Too, plus 7 pages of a new Grimtooth Comic and 10 pages of using this material in the Fudge system.


 

Tuesday, July 16, 2024

Grimtooth's Traps (1981)

From the web:

Subtitled: a game-master's aid for all role-playing systems.

A compendium of catastrophic traps, sinister snares, engines of evil, and deadly devices with passing comments made on a folio of fearful fates. In all, one hundred and one ways to influence adventurers, delvers, tunnelers, and all player characters...

The first book of 101 deadly devices and sinister snares, from the grimly cheerful claws of the great Troll, Grimtooth himself - delvers beware!


 

Monday, July 15, 2024

Castle Thrax (1985)

From the back of the book:

Tired of doing all the work for the group you adventure with? Now you can play too. Castle Thrax does the work for you. A revolutionary concept in Fantasy Role-Playing modules is designed to be played without a dungeon master! No referee of any kind! One person is assigned to simply read the descriptions and instructions from this unique adventure packet. No dungeon mastering experience is necessary.

Sure, being the dungeon master is fun, but not all the time. Castle Thrax gives you the opportunity to adventure with your friends, meet the same challenges, slay the same vile threats to humanity. And gain experience points right along with them.

Castle Thrax has other playing opportunities. Perhaps your friends live a great distance from you or they don't get together to play as often as you like. Get out your favorite character and some NPC's and play Castle Thrax solo. There's no reason to be left behind as your friends' characters gain increasingly higher levels because they play more often than you.

 

Sunday, July 14, 2024

The First Fantasy Campaign (1977) - Second Copy

Second Copy - Different Printing

From the web:

By Dave Arneson, co-author of Dungeons & Dragons. Two 17"x22" maps (one for players, one for the Judge) showing wilderness around the famous Blackmoor Castle, and a giant 64-page booklet detailing the assorted baronies, citadels, leaders histories and development of the original fantasy role-playing campaign, and the entire Blackmoor Dungeon as judged by Arneson. 

The maps are printed on high-quality brown pebble-grain stock, designed to last a long time. Herein are many new guidelines on lair generation, character interests and vocations (hunting, farming, fishing, trapping, etc.), the resources and manpower of the various feudal holdings and nomadic hordes of this landmark in wargaming, and much more. 

Carefully mapped are the twelve levels of Blackmoor Dungeon beneath the five levels of Blackmoor Castle, the village of Blackmoor, the home of Mello the Halfling, and the tower of Svenson's Freehold. 

This book describes various features of D&D co-creator Dave Arneson's Blackmoor campaign, including locales, player characters, and a (somewhat sketchy) overview of Castle Blackmoor itself.

Although fascinating for anyone with an interest in the history of the RPG hobby (Arneson's Blackmoor game provided the impetus for Gygax's development of the Dungeons and Dragons system), the First Fantasy Campaign supplement is very loosely organized and may disappoint readers who are hoping for a fully fleshed out campaign setting.

Because the FFC was published during a time of legal strife between Gygax and Arneson, the supplement uses generic game terms and is not considered an official Dungeons and Dragons product.


 

Saturday, July 13, 2024

The First Fantasy Campaign (1977)

From the web:

By Dave Arneson, co-author of Dungeons & Dragons. Two 17"x22" maps (one for players, one for the Judge) showing wilderness around the famous Blackmoor Castle, and a giant 64-page booklet detailing the assorted baronies, citadels, leaders histories and development of the original fantasy role-playing campaign, and the entire Blackmoor Dungeon as judged by Arneson. 

The maps are printed on high-quality brown pebble-grain stock, designed to last a long time. Herein are many new guidelines on lair generation, character interests and vocations (hunting, farming, fishing, trapping, etc.), the resources and manpower of the various feudal holdings and nomadic hordes of this landmark in wargaming, and much more. 

Carefully mapped are the twelve levels of Blackmoor Dungeon beneath the five levels of Blackmoor Castle, the village of Blackmoor, the home of Mello the Halfling, and the tower of Svenson's Freehold. 

This book describes various features of D&D co-creator Dave Arneson's Blackmoor campaign, including locales, player characters, and a (somewhat sketchy) overview of Castle Blackmoor itself.

Although fascinating for anyone with an interest in the history of the RPG hobby (Arneson's Blackmoor game provided the impetus for Gygax's development of the Dungeons and Dragons system), the First Fantasy Campaign supplement is very loosely organized and may disappoint readers who are hoping for a fully fleshed out campaign setting.

Because the FFC was published during a time of legal strife between Gygax and Arneson, the supplement uses generic game terms and is not considered an official Dungeons and Dragons product.


 

Friday, July 12, 2024

Nightlife (1st Edition) (1990) - Second Copy

From the web:

Nightlife, the roleplaying game of urban horror

Have you every fantasized about being a Vampire? Wondered what it was like to be immortal? NightLife will allow you the opportunity to create a creature of the night. Set in the hardcore punk scene of New York City’s underground, players can create a Vampire, Werewolf, Ghost, Daemon, Wyght (animated corpse), Inuit (trickster spirit), or Animate characters.

Join your fellow night stalkers the “Kin” and hunt in the shadows. Live in secrecy as your kind have done for centuries

Nightlife is a splatterpunk role-playing game first published by Stellar Games in 1990. Many of its innovations would be seen in later games such as White Wolf's World of Darkness.

The first edition was published in 1990, a second one in 1991, and the third one in 1992. In NIGHTLIFE, "the roleplaying game of urban horror", you can play a supernatural creature. Seven Major Races are described in detail : Vampyre, Werewolf, Ghost, Daemon, Wyght, Animate and Inuit but, since the 2nd edition, you may also choose a race among more than 40 races.


 

Thursday, July 11, 2024

Nightlife (1st Edition) (1990)

From the web:

"Nightlife is set in New York City in the then near-future of the 1990s. Players take on the roles of monsters, divided into several races and collectively referred to as "Kin," living secretly among human society, whom they refer to as "The Herd."

All of the Kin have certain attributes in common. They are immortal unless killed by special methods, immune to most diseases, and cannot be photographed. Most importantly, Kin have the ability to steal the life force of humans in order to survive, through a process called Drain. The Kin are divided into a number of groups, called Factions, who vary in their attitude toward humans and their willingness to be discreet about their activities. Players are generally encouraged to play Kin who prefer to defend Herd as well as Kin society, and to not kill mercilessly or wantonly.

The nightlife of Kin in New York City is one of the primary foci of the game. Kin spend much of their time preoccupied with subculture music and fashion, and the game's lists of equipment and clothing available to players assumes that they will adopt underground, cutting-edge, and designer styles. The city contains several important nightclubs which are run by and for Kin. In addition, a large part of the game is the constant street fighting between members of various Kin factions."


 

Wednesday, July 10, 2024

Nightlife: Magic (1990)

From the back cover:

"More Street Gangs! New Factions! The Sorcerer - a New PC! Secrets of Target Alpha! Terrifying New Monsters! New Info on Elder Kin!"
 

From the web:

Magic don’t come easy, sometimes it hurts, sometimes it’s just easier to use a gun, but when spells start popping and heads are dropping there’s nothing like it. Night Life Magic is a comprehensive supplement of Sorcerers, Witches, Cults and Organizations. Add a little Street Magic to your game. Nearly a hundred pages with:

More Street Gangs
New Factions
New PC ‘The Sorcerer’
Dozens of Spells
Familiars
Terrifying New Monsters
Secrets of Target Alpha
Elder Kin 

Tuesday, July 9, 2024

Champions (First Edition) (1981)

From the publisher:

CHAMPIONS is the Superhero Role Playing Game that makes YOU the SUPERHERO!! The world of the comics comes to life in this complete, exciting game! CHAMPIONS combat includes all of the color of a great Superhero battle. Characters can throw energy blasts and bounce bullets off their chests! Knock back from attacks, separate knockout damage, and an innovative speed system make CHAMPIONS a mirror of comic book combat!

In CHAMPIONS you build the Superhero you want to play. A unique character generation system allows you to choose from over 75 different powers and skills. Power modifiers allow each hero to be different from any other! Individual, detailed, character silhouettes allow each character to have his own unique costume right on the character sheet.

CHAMPIONS includes everything needed to play right away.

 

Monday, July 8, 2024

Foes (1980)

From the web:

A collection of pregenerated statistics for Intelligent Glorthan races. It includes over 1200 individuals with individualized weapons, spells and equipment including familiars and mounts.

From the back of the book:

The world portrayed in the role-playing game RuneQuest is filled with dangerous and exotic life forms. Some are legendary, such as the manticore, griffin, or minotaur. Some are unique to Glorantha such as the Dragonewt, morokanth, or broos. Some are traditional, such as the troll, elf, or dwarf. Some are from myths, such as the awesome dragon, the wyrm, or the terrifying wyvern. Many are human, including various types of barbarians, peasants, mercenaries, and adventurers.

This book, FOES, contains the statistical profiles of over 1200 such characters prepared for instant use by referees in hundreds of situations. Normal calculation of this many non-player-character statistics would take the average person more than 200 hours of work - yet FOES presents them at once, with variety, thought, and wit for less than 1 cent each.


 

Sunday, July 7, 2024

Star Trek: The Next Generation: First Year Sourcebook (1989)

From the back of the book:

"Update your game with new stats!

The First Year Sourcebook gives information and game statistics based on the first year of the new STAR TREK: The Next Generation television show.

With this book, you can integrate the characters, new civilizations, and equipment used in the first year of the show into your STAR TREK: The Role Playing Game campaign.

This supplement is a must for all fans of STAR TREK: The Next Generation, and STAR TREK: The Role Playing Game."

 From the web:

This book contains source material about the first season of the Star Trek: The Next Generation TV series, with game statistics for new alien races, crew of the Enterprise, vehicles, weapons, etc.

Saturday, July 6, 2024

Metamorphosis Alpha (1976)

From the back of the book:

Have you ever encountered a moose with quills? Or a teleporting woodpecker with a double brain and a poison beak? How about a nearly invincible jaguar, complete with the ability to change its body density and emit a sonic shriek, but which fears birds? These are but a small sampling of the mutations which could inhabit the many worlds of METAMORPHOSIS ALPHA.

A vast starship, a virtual world in itself, carrying colonists, livestock, and the flora and fauna of Terra is struck by a cloud of an unknown form of radiation while enroute to a distant star. Chaos reigns when the radiation kills most of the crew, and in the ensuing madness the knowledge of what the ship is and where its destination lies is lost to the survivors - and there are many survivors. Intelligent mutated animals and plants now populate the vessel, and these compete or perhaps cooperate with the humans aboard.

In METAMORPHOSIS ALPHA, you are aboard the stricken starship and struggling to survive, trying to gain knowledge of the strange devices and mechanical apparatus of the vessel, attempting to learn the secrets of the strange "world" you inhabit. As a player, you may be a human or a mutant - human or otherwise. Your course is up to your skill and imagination.

METAMORPHOSIS ALPHA is a role-playing game in the grand tradition of DUNGEONS & DRAGONS. If you enjoy the worlds of medieval swords and sorcery, you will love what you find in the fantastic and fascinating worlds of science fiction!

 

Friday, July 5, 2024

Gamma World (1978)

First edition Gamma World rulebook

From the web:

Can you survive in a world gone mad? A world where civilization as we know it has been destroyed in a cataclysmic holocaust? What is left in this world? Find out and encounter such bizarre things as mutated plants and animals more terrible than you can imagine, radiation wastelands that stretch as far as the eye can see, and fearless machines gone uncontrollably berserk...

This is the setting for a GAMMA WORLD campaign, with players taking on the persona of an individual character somewhere in this forbidding locale. On a quest for survival and in search of a better future, the players adventure across the land, enduring hardships and encountering dangerous obstacles and mysterious foes - never knowing quite what to expect. The result is a game which can go in many directions, but which will be challenging and fascinating no matter what the outcome.


 

Thursday, July 4, 2024

Campaign and Adventure Guidebook for Middle Earth (1982)

From the web:

Campaign and Adventure Guidebook for Middle Earth includes:

A full-color 24" x 36" poster map of Middle-earth, including the wild lands - north, south, and east - and a superimposed reference grid. Descriptions of the principal inhabitants of Middle-earth, including: a language tree and linguistic data; cultural notes; and an in depth time line. Maps and notes on Middle-earth's topography, climate, trade routes, and population centers. Guidelines for incorporating Middle-earth into any major role playing system.
 

Wednesday, July 3, 2024

Star Trek Spaceflight Chronology (1980)

From the web:

Star Trek Spaceflight Chronology is a 1980 book written and edited by Stan Goldstein and Fred Goldstein, and illustrated by Rick Sternbach. At the time of its publication it was the official history of the Star Trek universe. The first season of Star Trek: The Next Generation used references and dates that indicated that the Star Trek Spaceflight Chronology was no longer being followed, and it was eventually replaced by Star Trek Chronology as the official history of the Star Trek universe. "Spaceflight" was later declared apocrypha in 2002. In 2006, Pocket Books published Voyages of Imagination, which expanded Star Trek Chronology to include the events of all of the Star Trek novels.
 

Monday, July 1, 2024

The Art of Dragon Magazine (1988)

From the web:

In this book we offer for your enjoyment the art treasures from DRAGON Magazine's first ten years. Features all the cover art from the first ten years of the magazine.


 

Sunday, June 30, 2024

MA1: Children of the Atom (1986)

From the back cover:

Homo Sapiens Superior.

Stinking muties.

Blessed and cursed with super-human abilities, the ranks of mutantkind are constantly growing, constantly expanding. An apprehensive world holds them at arms' length, wary and suspicious of the unknown. An uncomfortable air of mistrust clouds their dealings with normal men, and an even more sinister air of hatred hangs over the dark places in men's hearts.

Only through understanding can humanity pierce this murky veil that separates men from mutants. Knowledge drives away the fear of the unknown. And so, TSR proudly presents Children of the Atom, the complete, up-to-date guidebook to homo sapiens superior.

From Acanti to Wolverine, from the Alliance of Evil to the X-Men, every significant mutant and mutant group known is described in detail. A bonus short adventure, Dreamdchild, is also included.

The most far-reaching revolution in history is taking place in our genes. To survive, we must understand the children of the atom.

Children of the Atom consists of a 96-page roster book and a 10 1/2" x 15" pull-out map. This game accessory is designed for use with the MARVEL SUPER HEROES Advanced Set.

 

Saturday, June 29, 2024

Crypt of the Smoke Dragon (1999)

From the introduction:

This self-contained game gives you and your friends the experience of playing the Dungeons & Dragons game in an easy-to-learn format. In this Fast-Play Games, you and your friends take on imaginary roles in a fantastic tale of mighty heroes, mythical dragons, and powerful magic.

This demo version of the game is designed to give you the feel of playing the Dungeons & Dragons game. The full game contains all sorts of options to help you create your own on-going sword and sorcery campaign. We'll tell you more about that at the end of this booklet.

 

Friday, June 28, 2024

MC6: Monstrous Compendium Kara-Tur Appendix (1990)

From the back of the book:

Not just more monsters--mysterious, sinister creatures of the Orient! Inside you'll find 64 pages of the most fascinating monsters in the Kara-Tur campaign setting. From the jungle bajang to the arctic yuki-on-na, from savage spirit to beauteous new beasts--this volume captures them all. Each page is 5-hole punched to fit the Monstrous Compendium binder. Includes 4 dividers with dazzling, full-color art. A must for Oriental Adventures fans and players with a taste for the exotic.
 

Thursday, June 27, 2024

Village Book 1 (1978)

From the web:

A book to help a DM/campaign judge to quickly generate and populate a fantasy village. It contains tables that can be used to randomly generate village attributes such as:
- Walls: number of sections, thickness, type, characteristics, defenses, etc.
- Streets: number, width, length, type
- Shops: number, type
- Government type, buildings
- Population
- Religions
- Village names
and so on.

The majority of the book is comprised of village layouts that are mapped using Judges Guild's Campaign Hexagon System

It was originally published as an official Dungeons & Dragons supplement in 1978 but was later reprinted as part of Judges Guild's generic "Universal Fantasy Supplement" line.

This booklet contains 48 village maps and nine pages of tables for generating village names, building sizes and types, government works, village shops and inns, population levels and technologies. Ideal for various "out-of-dungeon" activities by parties of adventurers, the villages are mapped on numbered hex grids in light gray so that Judges may easily make additions and changes. The various settlements herein may be used to detail or expand upon the Judges Guild wilderness or any other campaign system as desired. A Judges Guild Campaign Hexagon Sub-System especially designed to help beginning players and Judges.
 

Wednesday, June 26, 2024

Wizard's Screen (1994)

From the back of the cover:

At last, a gaming screen for players, too!

The Wizard's Screen speeds up game play by taking the most frequently used character-specific information from the AD&D game Player's Handbook and Complete Wizard's Handbook and making it instantly accessible. Now the details the players need on the spot to play any of the wizard classes--including mages, specialist wizards, wild mages, or elementalists--can be right at their fingertips. The screen folds out in a neat triangle that sits on the table top in front of players for at-a-glance reference.

Also enclosed are four additional pages of valuable reference material that can be slipped into character folders. These pages feature an extensive Player's Handbook and Tome of Magic spell and spell-statistics list, and other handy table and charts.

Suitable for all levels of play.

 

Tuesday, June 25, 2024

U2: Danger at Dunwater (1982)

From the front cover:

The little fishing town of Saltmarsh is threatened! Why are lizard men gathering force nearby and why have they been buying large quantities of weapons? A party of bold adventures must answer these questions or the people of Saltmarsh will never live in peace!

Danger at Dunwater is the second part in a series of three modules designed and developed in the United Kingdom for beginning adventurers with the AD&D rules. Its plot follows direct from that of the first part (Module U1 - The Sinister Secret of Saltmarsh). This adventure can be played by 6-10 characters of level 1-4. This module contains large-scale maps, full background information and detailed encounter descriptions for the players and DM.


 

Monday, June 24, 2024

U3: The Final Enemy (1983)

From the front cover:

At last - an opportunity to avert the threat to the little town of Saltmarsh! The real enemies have been identified - evil, cruel creatures, massed in force and viciously organized. Can the brave adventurers thwart this evil and ensure the safety of Saltmarsh?

The Final Enemy is the final part in a series of three modules designed and developed in the United Kingdom for beginning adventurers with the AD&D rules. This plot follows directly from those of the first two parts (Module U1 - The Sinister Secret of Saltmarsh, and Module U2 - Danger at Dunwater). This adventure can be played by 8-12 characters of experience levels 3-5. This module contains large-scale maps, full background information and detailed encounter descriptions for the players and DM.

 48-page booklet and cover with fold-out map.


 

Sunday, June 23, 2024

L1: The Secret of Bone Hill (1981)

From the web:

An Adventure for Character Levels 2-4

Danger lurks in the Lendore Isles. Bands of evil creatures prowl the hills overlooking the town of Restenford, seeking unwary victims. Now you have come to this sleepy little village looking for adventure and excitement. You seek to fathom the unexplored reaches of Bone Hill and unlock the mysteries of Restenford. Adventurers are needed. 28-page booklet with cover.


 

Saturday, June 22, 2024

L2: The Assassin's Knot (1983)

From the front cover:

Murder most foul! A small ruby, a leather button, and a lute string are your only leads. Can you follow them to the heart of the Assassin's Knot?

From the Back cover:

"If you want someone murdered, go to Garrotten." It is a common saying in Restenford. The small, peaceful town of Garrotten is rumored to be the headquarters of the deadly band of assassins. Perhaps there is nothing to this talk. Perhaps it is true. There has never been any reason to find out. Until now...

The baron of Restenford is dead.

The firsts day following his death. Restenford was a hornet's nest of activity. No one was allowed to enter or leave. The castle itself was sealed to outsiders as soon as the murder was discovered. Wild rumors hinted that the body was left in a condition that made magical restoration impossible. That evening came an urgent summons from the reclusive sorcerer, Pelltar, whose council continued late into the night.

By mid morning of the next day, you were well on your way to Garrotten. Three slender clues are all that remain - three possible chances to unravel the tangled web of intrigue that doomed the Barron of Restenford. The sun is warm, and the land around you is full of life. By nightfall, you will arrive.

 

Friday, June 21, 2024

GAZ2: The Emirates of Ylaruam (1987)

From the web:

"This is the second in a series - a completely new concept in gaming aids for the DUNGEON & DRAGONS Game System. Within these covers is a complete historical, economical, geographical, and sociological overview of the Emirates of Ylaruam. The village of Kirkuk is presented in great detail (with both descriptions and a map of the area) as a typical village in the Emirates. An extended section on campaigning in the Emirates will also aid the DM in preparing his own adventures as well as enrich the playing of published adventures.

In addition, there is a full-size, color map of the Emirates, the cities of Surra-Man-Raa and Tameronikas, a typical Emirates Village, and a caravan village. This map is fully compatible with all Gazetteers in this series, so that DMs and players can put them side by side for comparison and/or play.

This series of Gazetteers provides a rich tapestry of background material for player and DM alike and is sure to benefit the gamer immeasurably."


 

Thursday, June 20, 2024

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."

Wednesday, June 19, 2024

GAZ11: The Republic of Darokin (1989)

From the web:

"In Darokin, wealth is power. There is no place in this land for the unthinking brute who solves every problem with force. Darokin has survived by cleverness, by negotiation, and by guile, despite being surrounded by mighty barbarous nations.

In fact, the Darokinians have thrived over the years, establishing themselves as the undisputed masters of overland commerce. And, since dead neighbors make poor trading partners, they've become equally adept at diplomacy.

The Republic of Darokin, the latest Gazetteer for the DUNGEONS & DRAGONS game system, gives you an in-depth look at this prosperous land, including:

- A new Merchant character class
- A complete, detailed history of Darokin
- The geography, government, peoples, society, and cities of this huge land, plus a guide to Darokinian culture and characters
- A large, full-color map of the Republic of Darokin
- Two full-color sheets of cardboard fold-ups - build your own merchant caravans in 3D"


 

Tuesday, June 18, 2024

S1: Tomb of Horrors (1978)

From the front cover:

AN ADVENTURE FOR CHARACTER LEVELS 10–14

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.

 

Monday, June 17, 2024

S2: White Plume Mountain (1979)

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.
 

Sunday, June 16, 2024

S3: Expedition to the Barrier Peaks (1980)

From the web:

An Adventure for Character Levels 8-12

This module was the official Advanced Dungeons & Dragons Tournament scenario at Origins II.

This adventure makes a link with the game "Metamorphosis Alpha" (a sci-fi RPG). Expedition to the Barrier Peaks takes place in a ruined space ship which has crashed landed in the mountains. Lots of technological weapons are introduced, as well as many other examples of advanced technology, which you'd expect to find on a ruined spaceship. Includes a picture booklet for players and DM with about 60 illustrations. It's an introduction to integrate science into your fantasy RPG.

It was originally created in 1976


 

Saturday, June 15, 2024

S4: The Lost Caverns of Tsojcanth (1982)

From the front cover:

In the Yatil Mountains south of Perrenland there is rumored to be a magical hoard of unsurpassed value, a treasure of such fame that scores of adventurers have perished in search of it. Find the perilous Lost Caverns of Tsojcanth and you may gain the hidden wealth of the long-dead arch-mage — if you live!

This module contains background information, referee's notes, maps of the wilderness and two cavern levels, and many new monsters, magic items, and spells. The Lost Caverns of Tsojcanth was originally designed for the Official ADVANCED DUNGEONS & DRAGONS® Game Tournament at Wintercon V and contains the original tournament characters.

 

Friday, June 14, 2024

FR4: The Magister (1988)

A Forgotten Realms sourcebook of magic spells and items.

From the back of the book:

"From Waterdeep and the Sword Coast to the jungles of Chult and the faraway lands of Thay, strange and powerful magics fill the Forgotten Realms. Ancient tomes, powerful spells, fearsome weapons -- all these and more await adventurers who can overcome terrible dangers to wield great power."
 

Thursday, June 13, 2024

The Unknown Gods (1980)

From the web:

Illustrated 48-page booklet contains complete statistics and comprehensive descriptions of 83 gods. Dorak, the God of Peace; Grismal, Guardian of the Underworld; Suthak, the Goddess of Fertility; Kuvartma, God of the Moon, and many many more.
 

Wednesday, June 12, 2024

Shaman (1995)

From the back of the book:

The secrets of the spirit world unveiled for the first time!

There is a world unseen by mortals, a world filled with invisible beings that whisper words unheard by all - all but the shaman. The shaman alone knows how to listen for the spirits, and the shaman alone knows their secrets.

This 96-page AD&D game accessory introduces three new priest classes with unique powers and exciting potential. More subtle and versatile than clerics and wizards, the shamans tap the energies of the mysterious spirit world, using their extraordinary abilities to further their personal goals, as well as the agendas of their unseen spirit patrons.

Shaman offers complete information on the new classes, tips for incorporating them into established campaigns, new skills, new spells, and a detailed look at the unseen world of spirits.

 

Tuesday, June 11, 2024

DMGR4: Monster Mythology (1992)

From the web:

Monster Mythology is a companion volume to AD&D 2nd Edition Legends & Lore. Non-human pantheons were not included in Legends and Lore, and this book makes good this deficit. Monster Mythology is of greatest use to readers who possess Legends and Lore, but it is also usable by those who do not. A summary of important general rules and notes from Legends and Lore is given and expanded upon here.

Monster Mythology has a similar style of presentation to AD&D 2nd Edition Legends and Lore. The revised Legends and Lore was a complete rewrite of the original, with an emphasis placed upon role-playing and using the gods (and their avatars and servants) in a fantasy campaign. Likewise each section of Monster Mythology describes the cultures, societies and myths of the races who worship the pantheons in question.

Maglubiyet... Blibdoolpoolp... Diinkarazan... Panzuriel... Such names are whispered in the dark on the far side of midnight, or muttered fearfully around jugs of wine when old, scarred adventurers tell their tales. They are the unseen, unknown things worshiped by monsters and monstrosities. Learn all about the avatars and shamans of giants, goblins, the underdark, even illithids and beholders, in this expansion of the popular Legends & Lore.


 

Monday, June 10, 2024

N2: The Forest Oracle (1984)

From the cover:

The land lies under a curse. Fruit drops to the ground, its pulp black and rotten. Leaves curl and wither on the branches. Animals flee the parched vale, or starve.

Long ago, the Downs prospered under the care of Druids. But the priests of nature have retreated deep into the woods and rarely show themselves. One old man claims that the Druids have the power to save the valley, if only someone could find their Oracle to seek help. Will you reach the Forest Oracle of the Druids in time? And if you do, can they really lift the curse?

Or does the answer lie elsewhere?

Only the most daring and cunning adventurers will save the Downs. For character levels 2-4.

 

Sunday, June 9, 2024

AC9: Creature Catalogue (1986)

From the back cover:

Are you ready to face the horror of the Hivebrood, the gruesome Geonid or the dread Dusanu? These and many other baleful beasts lurk within the pages of this manual, waiting to challenge even the mightiest adventurers!

The Creature Catalogue is the first major expansion to the range of D&D® game monsters. Within its covers have been collected all the curious creatures first presented in the official D&D® adventure modules, plus many more new nasties, designed to challenge and perplex the heartiest heroes. Also included is a comprehensive index of all D&D® monsters found in the Basic, Expert, Companion and Master rule sets.

Whether your players' characters are 1st, 21st, or 31st level, this tome contains many fantastic creatures with which to test their mettle. Armed with the Creature Catalogue, you will be able to find the right fearsome foe to confront even the most foolhardy fellow.

 

Saturday, June 8, 2024

Central Casting: Heroes of Legend (First Edition) (1988)

From the back cover:

Central Casting: Heroes of Legend

A Character Creation System -A Roleplaying aid for all Fantasy Roleplaying Systems

Until now, beginning heroes have been flat, lusterless characters with no sense of history or depth of personality. A warrior was a fighting machine, a wizard provided heavy artillery, a thief acted as a mobile lock pick, and an elf just had point ears.

With Central Casting: Heroes of Legend, characters take on lives of their own. They gain families, friends, enemies, personalities, detailed past histories, and most importantly- gain motivations for life and adventuring.

 From the web:

A generic game aid for use with any fantasy role-play game. Creates detailed character histories using dice tables. Includes role-play hints, game play benefits and guidelines for fitting skills into any roleplay rules system.


 

Friday, June 7, 2024

Dungeon Masters Adventure Log (1980)

From the front cover:

Here's the ADVANCED DUNGEONS & DRAGONS DUNGEON MASTERS ADVENTURE LOG, the second playing aid designed specifically for the DM of ADVANCED DUNGEONS & DRAGONS™! No longer need the DM rely on memory and sketchy notes to keep track of one's players in the midst of play. Now all the information needed about the adventurers and their exploits can be kept handy in front of the DM at all times.

The DUNGEON MASTERS ADVENTURE LOG contains two different sheets (shown on the back cover). The first type is for recording information about the adventurers, their hit points, armor class, magic items and die roll adjustments. The second provides information on the marching order of the party, the monsters they encounter, treasures they recover, and any unusual events that occur. In addition, this book contains many important tables in an easy reference form, including tables for experience point awards, encounter reactions, movement, surprise, listening, and a new table of collected combat modifiers.

If you find this product useful, you should look into our line of other helpful aids, and look for the TSR logo on upcoming publications from the Game Wizards.

 

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