"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

Wednesday, January 31, 2024

A2: Secret of the Slavers Stockade (1981)

From the front cover:

The battle against the slavers continues! You and your fellow adventurers have defeated the slavers of Highport, but you have learned of the existence of another slaver stronghold, and you have decided to continue the attack. But beware! Only the most fearless of adventurers could challenge the slavers on their own ground and live to tell of it!

This module was originally used for the official ADVANCED DUNGEONS & DRAGONS™ Tournament at Gen Con® XIII Convention and is the second of four in a series of related tournament modules from TSR Hobbies, Inc.


Tuesday, January 30, 2024

Talons of Night (1987)

From the back cover:

As the cream of your crop, your party has been selected to act as diplomats on the Isle of Dawn at a historic meeting between Thyatis and Alphatia, timeless rivals. This could herald the dawning of an age of peace, unknown in this area for years past.

However, things are not progressing as smoothly as planned. The powers of Entropy, headed by Alphaks, are out to ensure that this peace treaty is not finalized. Two of the diplomats are kidnapped - and you are framed!

It's up to you to prove your innocence. This involves traveling to other dimensions, meeting vampiric spirits, and playing deadly games with the Night Spider. Ultimately, you must find and restore the Peaceful Periapt of Pax to its rightful place.


Monday, January 29, 2024

War of the Sky Cities (1979)

From the web:

After centuries of fighting, man finally accomplished what he had attempted for centuries: the destruction of the world he lived on. After the last and greatest war, some people survived underground. But radiation had penetrated even there and they were forced from their new homes. They rebuilt their great cities as floating platforms to carry them above the radiation belts that now encircled their planet. Some launched themselves to safety before it was too late, but others were slow or miscalculated. Their sky born heirs were mutated, some horribly beyond belief, others invisibly. The centuries passed and the radioactivity began to fade away. The sky cities began to look for ways downward to the planet. But they found each other first, humans and non-humans, as allies or competitors. Then started what man had left off: WAR.

You are the ruler of a sky-city. Your objective is to capture or destroy your enemies, and find an opening in the radiation belts. The action occurs in the upper atmosphere, about 55 to 75 miles off the surface of the Earth.

WAR OF THE SKY CITIES is an exciting two-player science fiction table top game, where players become rulers of complete cities in the sky. Each side has small scout/research centers, medium battle cities, and/or large battle cities. There are two objectives: capture or destroy your enemies and find an opening in the deadly radiation belts surrounding a future Earth. In addition, optional rules introduce the use of small fighter craft and airborne landing parties. WAR OF THE SKY CITIES is a game of tactical "air" combat, but instead of aircraft you command large floating cities with their own engines, armour and weapons.

The components include two pages of cardstock counters and a cardstock reference sheet (printed on one side).

Game Scale: Each inch represents 200 miles.


Sunday, January 28, 2024

FR15: Gold & Glory (1992)

From the back cover:

The jingle of gold and the chance to earn glory in the battlefield motivate many people to answer the call to arms. These men and women are mercenaries, willing to fight someone else's battle for the chance to earn a few coins or lasting fame. Gold & Glory describes the mercenary companies of the FORGOTTEN REALMS® Campaign Setting. The famous and the infamous are detailed within: the Flaming Fist, possibly the most powerful private army on Toril; The Mindulgulph Mercenary Company, certainly the most bizarre; the honorable Bushido, the sly Masquerade, the snobbish Order of the Blue Boar, the hard-fighting She-Wolves, and many more. Many of the companies are brought to life in the 16 full-page full color portraits in this sourcebook. Gaming information, including statistics for BATTLESYSTEM™ Game scenarios, is offered as well. Player characters can adventure with these mercenary corps, earning gold and glory for themselves.


Saturday, January 27, 2024

Marco Volo: Arrival (1994)

From the back cover:

Marco Volo - Arrival is the third and last volume of the Marco Volo trilogy, designed for four to eight player characters of 6th-8th level. When the characters first set off on an intrigue-laden journey to Shadowdale, they did not suspect how much trouble they would get into. Joined by Marcus Wands (also known as "Marco Volo"), they found him just a bothersome but likeable little rogue. No one suspected he was on the run from the crazy wizard Sabbar. The troublesome Marcus had previously stolen from him a rare artifact called the Dragonking's Eye, and hid it in the Spiderhaunt Woods.

Now the party approaches the Spiderhaunts, and Marcus insists on diverting the group to retrieve the Eye. But strange things have been happening there. There are rumors: of an oddly constructed keep of bone (or is it crystal?); of a warlord out for conquest (or is it a lich?); of goblin tribes strangely clad, and extra-planar beings banding with the giant spiders of the aptly named Spiderhaunt Woods. Something evil has denned at the heart of the forest. It has a mind of its own....and it has plans for Faerûn.

The last volume of the Marco Volo trilogy gives a DM the tools to run this free-wheeling, fast-paced adventure, and the secrets of the powers at work behind the scenes. The player characters must face - and deal with - the mad wizard Sabbar, the annoyed Volothamp Geddarm (who wants to have "a little chat" with Marcus!), and ultimately the Dragonking's Eye itself. Even the gods themselves step in to have their say. In a dramatic denouement, this epic adventure draws to a close, but the memory of what transpired will live on!


Friday, January 26, 2024

Marco Volo: Journey (1994)

From the back cover:

Marco Volo - Journey is the second volume of the Marco Volo trilogy, designed for four to eight player characters of 6th-8th level. This free-wheeling adventure began in Waterdeep as the characters set out on an intrigue-laden journey to Shadowdale. Accompanying them is Marcus Wands (known as "Marco Volo"), a bothersome but likeable rogue.

This volume of the Marco Volo trilogy offers DMs the oppurtunity to run unusual encounters, and it calls for considerable role playing from all. Player characters cannot easily rely on their swords and spells to get them out of the brawls and misunderstandings that arise. What results is a dramatic but picaresque enterprise as the adventure continues!


Thursday, January 25, 2024

GAZ7: The Northern Reaches (1988)

From the web:

"Welcome to the Land of Vikings. Discover the berserk Jarls of Soderfjord, the Vikings of Vestland and the fearsome Drakkars of Ostland. The Northern Reaches is a unique complement to your Gazetteer collection, providing detailed background on these three nations, their people, and many adventures including:

- Seperate player's and DM's booklets - 96 pages in all!
- Large, double-sided full-color map
- a complete 3-D Viking village
- 32 pages of exciting adventures in The Northern Reaches
- New Runic Magic for the D&D Game
- Gates to the FORGOTTEN REALMS Campaign Set"


Wednesday, January 24, 2024

Marco Volo: Departure (1994)

From the web:

"Marco Volo: Departure is the first volume of the Marco Volo trilogy, designed for four to eight player characters of levels 6 to 8. This free-wheeling adventure begins with an intrigue-laden journey from Waterdeep to Shadowdale. The party is thrown into the company of one Marcus Wands (also known as "Marco Volo"), a bothersome but likeable little rogue. In his guise as Marco, he gains unintentional help from the party members, leading only to their own arrests. To remedy that predicament, the characters are strong-armed into carrying an important letter to Shadowdale, and taking along Marcus as their "guide."

Of course, things are nowhere near as simple as they seem.

There's this little matter of the Dragonking's Eye, a powerful artifact from another plane. Naively, Marcus thought he could steal the thing and pin the theft on Volothamp Geddarm, the roguish author of many popular books about cities in the Realms. The notorious mage-assassin Felibarr Blacklance has been hired to hunt for the thief, and he is a man grimly determined to earn his fee.

Then, there's this business about this letter that's on its way to Shadowdale. It is accompanied by a rare enchanted item that wizards and fortune hunters want to obtain at all costs.

A series of adventures ensues that takes the adventurers from Waterdeep to the Way Inn, by which time they will doubtless suspect there is more to Marco Volo than meets the eye. Amid the brawls and mistaken identities, the wild rides and the glowering villains, the characters never have a chance to slow down or catch their collective breath. What results is a light-hearted, picaresque adventure in the manner of Dumas and Sabatini, and a good time is had by all!

(Except by the bad guys, of course. They're never happy with how things are turning out...)"


Tuesday, January 23, 2024

Volo's Guide to All Things Magical (1996)

From the back of the book:

For aeons, folk have struggled to master the world of Toril through the use of magic. The human race has stolen what magical knowledge it can from the elves and other races, gained more through worship, and created the rest by building on the work of those who have gone before. For centuries human wizards have experimented with new spells and variations on exsisting magic, striving to grow ever more powerful. They have succeeded to an astonishing degree, but through the death of secretive mages and the destruction of realms and entire peoples, much of the lore they built has been lost, hidden, or distorted. To pierce this heavy cloak of missing knowledge, cryptic sorcerous codes, and misinformation requires a writer of rare daring, persistance, and magical skill. Such a man is Volothamp Geddarm, famous traveler of the Realms - and this is the most important, long-suppressed work, the book that archwizards could not keep from your hands!

Read this 128-page tome, and learn:
> How mages gain special powers for themselves - including the awesome ability known as spellfire.
> How items may be enchanted to fire forth magic once, twice, or whenever called upon.
> The best materials from which to construct magic items.
> Powerful spells spells that have hitherto been the secrets of the most puissant archmages.
> Details of the many fell, awesome artifacts of the Realms known to exist.
> Lore about teleportation, magical wards, guardian spells, and site of power.
> Much, much more that most wizards would have liked to remain hidden from the eyes of their rivals - and common folk not skilled in magic - forever!

Suitable for all levels of play.

Special note: This edition of Volo's Guide to All Things Magical, intended for travelers from beyond the borders of Faerun, have been heavily rewritten and contains game notes and commentary by the famous sage and archmage Elminster of Shadowdale.


Monday, January 22, 2024

Dawn Patrol (1982)

From the box:

Role-Playing Game of WW I Air combat

This is it! Reasearched and play-tested for over 10 years! DAWN PATROL aerial combat game was inspired by historical encounters that occurred during the great World War I dogfighting era. Fly one step beyond the popular FIGHT IN THE SKIES game and soar to new heights of role playing. Become part of a legendary team of flying aces, wingmen and combat heroes. YOU are a vital element of the DAWN PATROL game.

Any number can play. There are an infinite number of game situations, or if you choose, there's an assortment of ready-made scenarios for up to 12 players!

Game includes: Rulebook, playing-aid charts, full-color gameboard, specifications for individual aircraft capabilities, dice, and over 100 colorful die-cut aircraft counters."


Sunday, January 21, 2024

Doctor Who Role Playing Game (1985)

From the web:

FASA released its Doctor Who RPG in 1985. Its systems were similar to FASA's Star Trek RPG, although it used D6s instead of Star Trek's percentile dice.

The box contained three books: The Game Operations Manual, The Players Manual, and A Sourcebook for Field Agents. All three elaborated on the show's canon, although inconsistencies from the televised episodes (for example, the Brigadier retiring in 1977 in "Mawdryn Undead," but Sarah Jane claiming that she joined the Doctor in 1980 in "The Time Warrior") required some changes to the show's official timeline.

The RPG text also provides illumination into the Doctor's mysterious homeworld of Gallifrey, although again, the authors had to take some liberties (mixing the legends of Omega and Rassilon, for instance) in order to present a coherent setting.


Saturday, January 20, 2024

Full Moon Draw (1991)

From the back of the book:

Somewhere in the darkness, the Beast is turning cards. Their faces reveal the fates of millions of innocents - and only you can alter destiny and stop the evils that now run rampant.

As the Possibility Wars grow more violent, Storm Knights in every realm are called upon to challenge schemes that imperil all reality. Betrayal lurks around every corner, and Death is not far behind. The deck is stacked against you, but with cunning and courage, you can defeat the monstrous plans of the High Lords.

From a village besieged by werewolves to a labyrinth where horror dwells, from the savagery of the Living Land to the cold, ruthless bloodshed of Nippon Tech, never before have heroes confronted such powerful foes. Challenge Cyberpapal Inquisitors and Nile villains in grim and desperate battles that promise power to the winner and swift death to the loser.

Full Moon Draw features six mini-adventures set in the realms of Torg, complete with evil plots, new characters and their statistics, and maps of key locations. The moon is full, and the Beast is on the prowl - do you have the courage to save your world?


Friday, January 19, 2024

The Living Land (Torg) (1990)

From the web:

The Living Land Sourcebook is part of TORG, an epic game of adventure, magic and altered reality. This volume includes information on the primitive realm of Baruk Kaah. It features source material on the Living Land and its effects on the United States and Canada.

Included is gamemaster material for new rules for primitive magic, creatures, races, and Storm Knights operating in the Living Land.

Thursday, January 18, 2024

The Destiny Map (1990)

From the web:

It starts in the living land, that portion of the United States now claimed by the primitive reality of Baruk Kaah. Here, a group of Storm Knights makes an important discovery. They find a piece of an ancient map that hints of relics from another age. Relics of great power. From the Living Land to exotic Core Earth locales, the Storm Knights go in search of the missing parts of the map. When the pieces are all together, the map should reveal the location of the relics of power. Power that could alter the outcome of the invasion. But there are others on the trail as well, agentgs of evil who seek the relics of power for themselves. Nile Imperials, Nippon Tech Yakuza, Edeinos warriors, and others stand in the Storm Knights path, vying for the secrets of the destiny map!

Also included in this module is a 4-panel Gamemasters screen.


Wednesday, January 17, 2024

SF3: Sundown on Starmist (1983)

From the adventure back cover:

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


Tuesday, January 16, 2024

SF1: Volturnus, Planet of Mystery (1982)

From the publishers:

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

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

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


Monday, January 15, 2024

Star Frontiers (1980)

From the web:

Star Frontiers is TSRs early foray into the realm of Science Fiction RPGs. It was a system different than D&D in many important ways - first there was no leveling of characters... you are given a set number of hit (health) points and there was no increase as the adventures progressed. Experience was used to buy skills - a nice simple skill system where each skill you bought/earned could be advanced from level 1 (beginner) to level 6 (expert). As such, you could be a techie - taking Computer Skill (lv 1-6), Technician Skill (lv 1-6), etc. Or you could be doctor - taking Medical (lv 1-6). There were, of course, skills to increase your proficiency with weapons, driving vehicles, etc.

The boxed set had two rule sets - a basic rule set which was, admittedly, fairly simple but enough to get you into the game. The Expanded Rules is where things really pick up. There are four playable races in the game: Dralasite, Humans, Vrusk, and Yazirian - they have come together to form a United Planetary Federation (shades of Star Trek).

The game runs on percentile dice - two d10s are rolled to produce a number between 1 and 100. This is used for almost all checks in the game - including combat. Damage is also done using one or more d10 dice. The box sets came with plastic d10 dice which you filled in with a white crayon (also included).

Star Frontiers saw two major publications of box sets - though they were essentially identical except for the cover artwork. There were a number of high-quality adventure modules as well.


Sunday, January 14, 2024

The Palladium Role-Playing Game (Revised Edition) (1983)

From the web:

A fantasy RPG written at the time of Advanced Dungeons & Dragons that tried to overcome some of the limitations of that system. To that end, some of the unique features of the Palladium RPG at the time were:

  • Several more player races including Troglodyte, Troll, Ogre, Orc, Kobold, Wolfen, Changeling, Hobgoblin, & Goblin
  • Expanded character class system that included 8 martial (fighting) types, 6 magic-user types, and 4 clergy types
  • A primary and secondary skill system
  • An expansive magic system that includes traditional wizardry (spell) magic as well as witchcraft, elemental magic, circles/symbols, demonology and illusions
  • A unique protection system in which armour degrades as it is used (Structural Damage Capacity (SDC))
  • A religion system that borrowed heavily from H.P. Lovecraft as well as Egyptian mythology


Saturday, January 13, 2024

Warhammer Fantasy Roleplay (1986)

From the back cover:

"The Old World. On the surface, it is a civilized and cultured place, where only the occasional conspiracy, assassination, revolution or invasion by orcs, goblins, beastmen, or mutants disrupts the feudal order. Yet a shadow hangs over the world, cast by the corrupting hand of Chaos. From the Imperial court in Altdorf to the pirate-ridden coast of south Tilea, a few heroes strive to hold back the forces of howling Chaos, while it's hidden servants scheme from within to bring the world to it's knees before the Dark Gods."

Friday, January 12, 2024

Torg (1990)

Boxed set of the basic rules and support items for TORG: Roleplaying the Possibility Wars.

Thursday, January 11, 2024

GWQ1: Mutant Master (1992)

From the back of the book:

- Characters encounter altered ones and living metal while searching the hostile wilderness for hidden secrets of the ancients!
- They try to penetrate the blue man's renegade Iron Society enclave to uncover the mystery of the Yorkum Turkel.
- This adventure for the new 4th Edition GAMMA WORLD game is designed for three to six characters of 1st to 3rd level.
- Mutant Master is an excellent tool for beginning a new GAMMA WORLD campaign, either based in Ascension in Gamma Terra, or adapted into a GM's personally designed world.
- It is recommended that the character group have at least one Altered Human.

Note: Front cover incorrectly says "Game Rules" under the GAMMA WORLD logo, should say "Adventure."


Wednesday, January 10, 2024

AM2: For Faerie, Queen, & Country (1993)

From the back cover:

For Faerie, Queen, and Country is the first fantasy Universe Book created for the Amazing Engine game system. The setting: Victorian England, 187-. The Tuatha de Danann are represented in Parliament. America is a British penal colony. And your character? She could be a governess to a family in Bloomsbury, skilled in herbal lore and fairy lore because she was raised in Ireland. He could be a consulting detective, half-faerie himself, with training in phrenology. Or, your character might be a full-blooded Tuatha de Danann, bent on wreaking mischief throughout London!

Step into the universe of For Faerie, Queen, and Country. And don't forget the bit of cold iron for your pocket!


Tuesday, January 9, 2024

AM3: Bughunters

From the back of the book:

Travel to exotic new worlds, see strange new life forms, and kill them . . . before they kill you!

The Bughunters role-playing game--part of the Amazing Engine line-up--casts player characters as protectors of the human race in a hostile galaxy. From orbital stations to fledgling colony worlds and Mother Earth herself, Bughunters PCs seek out and battle inimical alien creatures while trying to piece together the secret of a horrifying galactic threat!


Monday, January 8, 2024

AM1: Amazing Engine System Guide (1993) - copy #2

From the back cover:

System Guide by David "Zeb" Cook

In this booklet are the rules you need to create a character core. With that character core, you can create any number of player characters for any number of game universes within the AMAZING ENGINE’ game system. You can create wizards, mercenaries, alien technologists, xenoform thieves-any kind of character, from nearly any kind of fantasy or science fiction setting, is possible with these rules and the appropriate Universe Book.

This System Guide also explains the rudiments of combat (how does my character hit things?) and skills (what does my character know?). Plentiful examples take you step by step through the character generation process, and illustrate the concepts behind this system’s skill uses.

These rules are designed to be used in conjunction with the Universe Books. You must have this booklet and a Universe Book in order to play within the AMAZING ENGINE game system.

Books in this system:

For Faerie, Queen, and Country
Galactos Barrier


Sunday, January 7, 2024

AM1: Amazing Engine System Guide (1993)

From the back cover:

System Guide by David "Zeb" Cook

In this booklet are the rules you need to create a character core. With that character core, you can create any number of player characters for any number of game universes within the AMAZING ENGINE’ game system. You can create wizards, mercenaries, alien technologists, xenoform thieves-any kind of character, from nearly any kind of fantasy or science fiction setting, is possible with these rules and the appropriate Universe Book.

This System Guide also explains the rudiments of combat (how does my character hit things?) and skills (what does my character know?). Plentiful examples take you step by step through the character generation process, and illustrate the concepts behind this system’s skill uses.

These rules are designed to be used in conjunction with the Universe Books. You must have this booklet and a Universe Book in order to play within the AMAZING ENGINE game system.

Books in this system:

For Faerie, Queen, and Country
Galactos Barrier


Saturday, January 6, 2024

XXVCR6: No Humans Allowed (1992)

From the back of the book:

"No Humans Allowed introduces the XXVc role-player to the exciting and the frightening, the common and the rare. Gennies, no matter what purpose they serve, await the XXVc player.

No Humans Allowed includes:

- Over 50 genetically altered human and nonhuman genotypes to populate your XXVc game universe.

- Rules for creating your own gennie races.

- Locations of the largest and most notorious gennie manufacturing plants in the solar system.

- Rules for using your human gennies as Player Characters.

- All the gennies and rules within this book are compatible with the AD&D 2nd Edition Game!"


Friday, January 5, 2024

25CR7: Hardware (1992)

From the back of the book:

"NEW hand-held and ship-mounted weapons that give your character - or his enemy - a decisive edge in any combat situation.

GADGETS galore, including a wide variety of communications gear, sneaky electronics that only a rogue could love, and exotic inventions to spice up the old weapons locker.

LOTS of new vehicles, including rockets, light planes, land rovers, and submersibles!

(Referees: This book gives you many new opportunities to get rid of PC's loose cash!)"


Thursday, January 4, 2024

XXVCA3: Deimos Mandate (1991)

From the publisher:

Deimos, one of the moons of Mars, holds many RAM secrets. This module explores many of those hidden areas and gives the players a chance to strike back against the forces of RAM.


Wednesday, January 3, 2024

XXVCA2: NEO in the 25th Century (1990)

From the back of the book:

"NEO in the 25th Century is an adventure for the XXVc role-playing game, designed for 3 to 8 player characters of levels 1 through 3. The booklet contains everything you need to play:

- A large, full-color map detailing a class B asteroid spaceport, an asteroid city, the twelve decks of a 150-ton medium cruiser, and two different space-stations.

- A six-deck map of the Intrepid Pedagogue, a 40-ton scout cruiser the player characters will use

- A solar system display enabling travel to Jupiter's orbit

- Eight pregenerated player characters

- 64 pages of thrilling adventure!"


Tuesday, January 2, 2024

XXVCA1: Buck Rogers in the 25th Century (1990)

From the back of the book:

"Buck Rogers in the 25th Century is an adventure module for XXVc role-playing game. In it your adventurers will travel to Los Angelorg to help thwart a vile RAM plot. From the nightclubs and casinos of Pasareno to the carral-stren atolls of the Pacific Ocean's floor - from the orbital marketplace of the New Frontier Bazaar to the tangled sprawl of the Los Angelorg wasteland, Buck Rogers in the 25th Century is your ticket to desperate adventure on the Solar System's most devastated, and wild world - Earth!"


Monday, January 1, 2024

Marvel Super Heroes Adventure Game

From the web:

Based on the Comic books by Marvel, this license was given to TSR.

Marvel Superheroes (MSHRPG) aka "the FASERIP system" is a role playing game set in the Marvel Universe, first published by TSR under license from Marvel Comics in 1984. In 1986, TSR published an expanded edition, entitled the Marvel Superheroes Advanced Game. Both editions were written by Jeff Grubb, and both use essentially the same game system.

The basic game was designed to let players assume the roles of superheroes from Marvel Comics, such as Spider-Man, Daredevil, the Hulk, Captain America, the Fantastic Four, the X-Men, and many others. The simplest version, found in the 16-page "Battle Book" of the Basic Set, contains a bare-bones combat system sufficient to resolve comic book style superheroic fights.


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