"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

Sunday, March 31, 2024

War of the Ring (1977) - Movie Cover Edition

From the web:

'War of the Ring'. On a large map of Middle Earth, armies are mustering and heroes are readying to fight the shadow spreading out of Mordor. The game is played on two levels. Both sides (or three if someone wants to play Saruman) have great armies that battle in a typical war game style while another game is going on at the same time with individual characters around the fate of the One Ring. In the Campaign game Sauron's forces are the more powerful but the free peoples get the edge in the Character game.

Highly sought after as a collectors item. It could be purchased with either a paper map or a full mounted map, and was also sold in a three-game set with the folio games Gondor: The Siege of Minas Tirith and Sauron. That trilogy set is called The Games of Middle Earth.

War of the Ring was the first licensed product to attempt to cover the entire series of conflicts depicted in Lord of the Rings from the Fellowship's departure from Rivendell to the final battle at the Black Gates of Mordor. It is a two-player game, with one player taking the side of the Free Peoples of Middle-earth, and the other player taking the dark forces of Sauron. There are also rules for a three-player version, with one player taking the role of Saruman.

Character game

The Character game uses more basic rules, and follows the quest by the Fellowship of the Ring to destroy the One Ring. On one side is the Fellowship. The other player controls the nine Nazgûl, Saruman, the Mouth of Sauron, and possibly Gollum, if he manages to acquire the Ring. If the Fellowship succeeds in transporting the Ring to Mount Doom, the Fellowship wins. If the Dark Forces locate the Ring, wrest it from the Fellowship and transport it to Barad-dûr, then the Dark Forces win. The Dark Power also has the option of winning a military victory, played out by moving Nazgûl to various important Fellowship-controlled fortresses and rolling dice see if they are captured.

Campaign game

The more complex mode of play is the Campaign Game, which adds in army units for both sides as well as other characters from the story who were involved in the military campaigns. An odds-ratio combat system is used to play out combat between armies. Players can win with their Ring-based objective from the Character game or by capturing a specified list of objectives with their armies.

Characters in the game are rated for their abilities in individual combat, magic, army leadership, endurance, and resistance to the lure of the Ring. The latter rating determines the difficulty they have of voluntarily removing the Ring once they put it on; they gain various benefits by wearing it, but if they do so for too many turns, they become a "semi-Ringwraith" under Dark Power control.

To simulate Sauron's conflicting needs of searching for the Ring versus directing his armies, the Dark Power player is given a variable number of "Shadow Points" each turn, which they can spend to perform various activities. Among these is searching for the Fellowship; although the hex locations of various Fellowship members are known, their identity is not (their counters are kept upside-down), and Sauron must perform search actions with Nazgûl or orcs to identify the characters, and to spot them so they can be fought or captured. Which areas of the map can be searched, and with what forces, is controlled by a small deck of cards.


Saturday, March 30, 2024

Dark Sun Boxed Set (1991)

From the web:

 A once civilized paradise, Athas, was based on awesome mental powers and the power of its wizard kings. Then the world became a desert filled with strangely twisted dwarves, elves and super-intelligent dragons. Now humans control all the cities and human magic is stripping the environment of its life force.

The Dark Sun campaign set introduces players to a savage world of magical suppression and decadent sorcerer-kings.

Amid the barren wastelands of Athas lies the scattered city states, each in the grip of its own, tyrannical sorcerer-king. Protecting their own positions with dark magic, they demand absolute obedience. The restless mobs are placated with bread and circuses - the arenas overflow with spectators seeking release from their harsh lives.

The land outside the cities belongs to no one. Savage elves race across the deserts while insectoid thri-kreen satisfy their taste for blood. Dwarves labor at projects beyond the scope of men, and feral halflings lie in ambush.

Athas is a land of deadly magic and powerful psionics that offers no promise of glory or even of survival. Those who do not have the cunning to face life on Athas will surely perish - leaving nothing but bones bleached white under the blistering rays of the Dark Sun.

Three new PC races!
Muls - half-dwarf, half-human; specially bred for combat!
Thri-kreen - the savage mantis-warriors of the barrens!
Half-giants - bred for tremendous size and strength!

Three New PC classes!
Gladiators - Heroes of the arenas, the ultimate warriors!
Templars - Wicked priests who serve the sorcerer-kings!
Defilers - Wizards whose powers drain the life around them!

More Powerful PCs!
All DARK SUN game characters begin at 3rd level!
Ability scores that can go as high as 24!
All PCs have one or more psionic powers!
The new Character Tree allows players to advance many characters at once!

Friday, March 29, 2024

Gamma World: Gamma Knights (1992)

From the Publisher:

Face the dangers of Gamma Terra in the most potent weapon system of the Ancients--powered battle armor!

Battle mutant monster, rampaging robots, and the ultimate challenge of other Gamma Knights.

Choose a standard suit and start play instantly or custom design a suit for maximum power.

Designed to be both a fast-playing boardgame and a suppliment to the popular GAMMA WORLD science-fantasy role-playing game.

Features colorful stand-up playing pieces, counters, and full-size color maps.

No previous experience with the GAMMA WORLD game is necessary to play.


Thursday, March 28, 2024

Buck Rogers Boxed Set XXVc (1990)

From the web:

The XXVc Role-Playing Game describes the world of the 25th Century in vivid detail. Join the forces of the New Earth Organization and help Buck Rogers and his allies to fight the tyranny of the Martians; team up with the other members of your group to buy a spaceship and go into business yourselves, running blockades or carrying vital supplies and information; make a fortune (or lose one) by visiting the solar system's biggest casino in the Asteroid Belt.

All of these opportunities, and countless others, are open to players of the XXVc game. In the world of the 25th Century, the sky is NOT the limit - it's just the first small step on a long and exciting journey!

The game box includes everything a group of players needs to start and adventuring campaign :

Characters & Combat, a 96-pages book of rules.
The World Book, 64 pages of information about the places and people of the solar system.
The Technology Book, 32 pages of description about the equipment and weaponry of the 25th Century.
Four large full-color maps :
   • The bustling spaceport at Tycho, on the moon
   • Interior diagrams of two ship types, scaled for use with 25mm miniature figures
   • A graphic display of the inner solar system
   • An outer-space hex grid, for conducting ship-vs.-ship combat
A special see-through measuring device for moving ships between planets.
Twenty-four full color cards :
   • Thirteen different kinds of spaceships
   • Seven major non-player characters of the XXVc game universe, including Buck Rogers
   • Maps of Mars, Venus, Earth and Luna
A sheet of die-cut ship counters and markers.
A foldout referee's screen with all the charts and tables needed during play, plus a set of dice.

Wednesday, March 27, 2024

Hercules & Xena (1998)

From the back of thebox:

The Hercules & Xena boxed Set includes everything you need to play:

The Hero's Guide (96 pages), which guides you through the process of creating your very own hero.

Secrets of the Ancient World (112 pages), which explains skill resolution, combat, adversaries, monsters, treasures, the Pantheon, and adventure design.

A four-fold Game Master Screen featuring every essential game rule for quick reference.

Three 16-page full-length adventures for hours of action-packed entertainment.

Six custom engraved Hercule & Xena dice.


Tuesday, March 26, 2024

Sentinels (1993)

"A Demons Product"

From the back cover:

"Now come the Sentinels: creatures of godly origin with the harrowing task of combatting demonic evil. Can you solicit these divine guardians to aid you in the great struggle, or will they oppose you as they reveal some grander scheme against the Infernus?"


The Sentinels Sourcebook (80 pages)
The Adventure Book (32 pages)
Two player handout booklets (16, 8 pages)
Dozens of Monster Folio sheets

"Join the glorious crusade!"


Monday, March 25, 2024

The World of Bloodshadows (1994)

A setting book for use with the MasterBook system.

From the back of the book:


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 box set:

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.

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.


Sunday, March 24, 2024

First Quest (1994)

From the back cover:

"The First Quest CD Audio Game is the fastest, easiest way you can play the AD&D game. Everything you need to get off to a great start is here!

The First Quest audio CD game contains:
  • The audio role-playing CD featuring over 60 minutes of digitally recorded sound-tracks, in its case
  • 6 plastic player character miniatures with a hero card for each
  • Dungeon Master Screen and adventure book
  • Rulebook and 2 spell books
  • Full-color book of monsters and treasure
  • Full-color double-sided dungeon map
  • Player aid/character sheet card and town map card
  • Dramatic wall poster
  • Plus 7 adventure dice"


Saturday, March 23, 2024

O-1: Otosan Uchi (2000)

From the web:

Boxed city setting and campaign supplement for Legend of the Five Rings, second edition. Provides material to play out the events of the Scorpion Clan Coup in game. Also includes material to play out certain battles using the Clan War miniatures supplement. As with a number of AEG boxed sets of this period, in some printings the box size does not fit the books within, meaning the books and maps come pre-bent.

  • Book One: The Imperial Capital: A Location Guide (96 pages)
  • Book Two: The Forbidden City: A Walking Tour (96 pages)
  • Book Three: The Scorpion's Sting: A game Master's Guide to the Scorpion Clan Coup (80 pages)
  • Two folded maps, one with numbered locations for every building in the city

Back Cover:

"Beneath the gaze of a watchful Emperor, Otosan Uchi is a vision of all that is wondrous about the Empire. But if the Emperor is old, or neglects his duty, her golden veneer begins to peel and crumble, and a much darker face laughs from beneath painted masks..."
-Seppun Dairoi, Daimyo of the Seppun

In the center of the Emerald Empire, there is a city as old as the kami themselves, filled with the culture of the Celestial Heavens. It is a city of wonder, of beauty and of bright gold and glittering jewels, where the webs of deception and intrigue span a thousand years. Otosan Uchi is the home of the Hantei line, the mighty Emperors of the Emerald Empire, shining and touched by the blessings of the Sun Mother, Ameratsu, herself.

But within its brightly lit gates and shining lanterns, a dark heart beats beneath the bustling roads of the Emperor's city. The Seven Clans fight for control of powerful districts, poisoned knives strike from shadowed doorways, and four enchanted walls rise above a labyrinth of hidden corridors.

Otosan Uchi has stood, impenetrable, for a thousand years.

That is about to change forever...

  • Geography of the City: Complete with two huge maps, the city of Otosan Uchi is intricately detailed, building by building, in the most comprehensive city book ever released.
  • The Scorpion's Sting: Learn the future of this great city, and of the most powerful forces which war to control the Emerald Throne, in the most anticipated supplement ever. Welcome to the Scorpion Clan Coup.
  • Epic Adventure: Whether a campaign in itself, or as a supplement to a larger campaign, the city of Otosan Uchi is filled with adventure ideas, NPCs, and hundreds of detailed locations and encounters.
  • History of the City: Suitable to place the city within any timeline. Or to help you choose the epic events which affect the glorious city of Otosan Uchi in your personal campaign.


Friday, March 22, 2024

Civilization (1980)

From the web:

Civilization is a game of skill for 2 to 7 players. It covers the development of ancient civilizations from the invention of agriculture c. 8000 B.C. to the emergence of Rome around the middle of the third century B.C. Each player leads a nation of peoples over a map board of the Eastern Mediterranean and Near East as they attempt to carve a niche for themselves and their culture.

Although battles and territorial strategy are important, this is not a war game because it is not won by battle or conquest. Instead, the object of play is to gain a level of overall advancement involving cultural, economic, and political factors so that such conflicts that do arise are a result of rivalry and land shortage rather than a desire to eliminate other players. Nomad and farmer, warrior and merchant, artisan and citizen all have an essential part to play in the development of civilization. It is the player who most effectively changes emphasis between these various outlooks who will achieve the best balance and win.

(from the Introduction to the Avalon Hill edition rulebook)

This game has a huge following and is widely regarded as one of the best games about ancient civilizations. Each player takes on the role of leader of an ancient civilization, such as the Illyrians or Babylonians. Your task is to guide your people through the ages by expanding your empire and using its proceeds to finance new technological advances, such as Literacy, Metalworking, or Law. The advancements help your civilization better cope with its problems as well as help bring new advancements.

Civilization is widely thought to be the first game ever to incorporate a "technology tree," allowing players to gain certain items and abilities only after particular other items were obtained. This influential mechanism has been adopted by countless other board games, card games, and computer games.


Thursday, March 21, 2024

City by the Silt Sea (1994)

From the back of the box:

Something awakens beneath the ruins of ancient Giustenal, the City by the Silt Sea. Many have tried to discover the secrets of this forsaken place, to plunder its legendary treasures. Few have returned from its shadowy embrace. Did they fun afoul of savage raiders in the desert waste? Did they lose their way in a sidden sandstorm only to sink hopelessly into the blowing, shifting silt? Perhaps they heard the psionic voice of Caller in Darkness and succumbed to its mesmerizing summons? Or did they meet the true master of the ruins, a being as old as the Dragon--and just as terrifying?...

The burning world has reached a critical stage. For Athas, it could mean the start of a time of renewal, or it could herald the end of the world! It all begins in the ruins of Giustenal, in a place from another age, in the corpse of a shattered, long-dead city. Something stirs in the City by the Silt Sea. Something evil...

City by the Silt Sea features:

- A 96-page campaign expansion-book full of details on the area around Giustenal, the ruins, the strange beings who inhabit its darkest recesses, and the history of Dregoth, the undead sorcerer-king--revealed for the first time.

- A 64-page adventure book designed to introduce player characters to this fascinating, dangerous locale.

- a 32-page MONSTROUS COMPENDIUM appendix featuring all-new monsters and villains unique to the ruins of Giustenal;

- Six reference cards detailing important information about the City by the Silt Sea;

- A full-color double-sided poster map of the area, the ruins, and the many underground locations waiting to be explored.

Can you find a way into the vast ruins of Giustenal? Better yet, can you find a safe way out?


Wednesday, March 20, 2024

Player's Handbook (2nd Cover, Orange Spine) (1989)

From the web:

"No more searching through stacks of books and magazines to find out what you need to know. The Player's Handbook puts it all at your fingertips, including:

  • All recommended character classes - Fighters, Paladins, Rangers, Magic-Users, etc.
  • Character Races - Dwarves, Elves, Gnomes, Half-Orcs, Humans, etc.
  • Character level statistics
  • Equipment lists with costs
  • Spell listings by level and descriptions of effects (including many new spells)

As a Dungeon Adventurer or a Dungeon Master, you will find the contents of this book to be what you have been waiting for. All useful material is now compiled under one cover, especially for players!"

From the back cover:

It's the perfect player's game-playing aid and the best companion to the referee's Dungeon Masters Guide. As a player, this handbook will help you to determine your character's abilities such as strength, wisdom and charisma. Character races including elves, halflings, dwarves, gnomes and others are explained in detail to make the adventure fast, fun and exciting. You'll learn the rules for progressing in character levels and the most advantageous mapping and combat procedures. And they're all in this easy to use book. 

Tuesday, March 19, 2024

Guide to the Camarilla & Sabbat (Limited Edition) (1999)

From the web:

This limited edition product consists of copies of Guide to the Camarilla and Guide to the Sabbat, bound in black faux-leather, and marked in silver. On the cover of each book is the symbol for the relevant organization (an ankh for the Camarilla and an inverted ankh for the Sabbat). The books are collected in a hardback slipcase, open along one edge, upon which the original (standard edition) book covers are illustrated.

Monday, March 18, 2024

GURPS Magic (1989)

From the back of the book:

The World of Magic...

Sorcery, Thaumaturgy, The Black Art, Necromancy, Alchemy or the Great Art - by any name, arcane knowledge brings great power to its possessor... for good or for evil. This book is the complete guide to magic for the Generic Universal Role Playing System.

GURPS Magic presents a colorful, detailed magic system. But it's much more. It is designed for easy modification... for the GM who wants to create his own background, or set adventures in the world of his favorite fantasy author. And it's flexible. Players can create any sort of wizard character they choose, from eager apprentice to mad hermit, from saintly healer to sinister necromancer.

This book is completely compatible with the magic rules in the GURPS Basic Set. It amplifies the material there, as well as adding more than 300 new spells! Also included are a complete system for improvisational magic, optional rules for "inherent" magic abilities, special advantages and disadvantages for mages, and a system to let the GM create his own unique types of clerical magic.

If you're ready for a world of magic, it's in your hands...


Subtitle: "A Tome of Mystic Secrets for Fantasy Roleplaying."


Sunday, March 17, 2024

Gamma World (5th Edition) (2000)

A standalone Gamma World game using the Alternity system.

From the back of the book:

"Eight hundred years ago, everything went to hell. Cities vanished, forests burned, and an entire civilization died in nuclear fire, gene engineered plagues, and mutagenic poisons.

"Gamma Terra is what's left, a world blighted by radioactive deserts, deadly ruins, and thousands of new and dangerous species armed and armored with bizarre mutations and the wreckage of technology. Humanity is no longer the master of the world.

"Strap on your sword and ready your blaster - it's time to brave the wild frontiers!"


Saturday, March 16, 2024

Dark and Hidden Ways (1990)

From the web:

For immediate play with the Dungeoneer's Survival Guide. Down below the surface of worlds are where the real challenges lie. Released as a promotional set originally shrink wrapped together with the Dungeoneer's Survival Guide and a slipcover.

An adventure bundled with the first edition Dungeoneer's Survival Guide in order to try and sell off remaining DSG stock during the second edition era.

Contains several monster-centered encounters including dracolich and drow, mindflayers, goblins, pyrohydra and xorn, and more.

Friday, March 15, 2024

Ghostbusters (1986)

From the web:

The RPG based upon the very popular Ghostbusters movie. The box contains a very light Training Manual for players, an Operations Manual for the GM. various maps and plans, Ghostbusters permits, damage waivers, id cards and badges, a bunch of d6 and a special Ghostbusters d6 and a couple of introduction sheets How To Play and Typical Ten Minutes Of Play.

All the material is written in a light joking style, with the Ghostbusters Venkman, Egon, Stantz and others chipping in with gags and tips. Players need to accumulate Brownie points as part of their missions. The GM's book has loads of hints on style and ideas for missions.

The game uses WEG's d6 system, which basically involved rolling a lot of d6, comfortable for normal people, a shock for RPGers at the time. What, no d20?

The arrival of this RPG was eagerly awaited and the news that West End Games (WEG) had beaten TSR to the license was significant in its day. WEG had developed their own d6 system, and their focus on using very simple rules helped them secure this coveted license and emerge as the only strong competitor to the mighty TSR. At the time, the Ghostbusters RPG was seen as proof that RPGs could be for anybody, contrary to the heavy anti-D&D propoganda of the 80s.


Thursday, March 14, 2024

Mertwig's Maze (1988)

From the back of the folio:

Wise and beloved King Mertwig lays dying. His only children, a twin boy and girl, were stolen by gypsies long ago when they were still babies. Mertwig, desperate that his kingdom not fall into evil hands, announces a contest: Anyone who can present to him a Royal Treasure and a Royal Birthmark will be named heir!

But treasures (not to mention birthmarks) are not exactly easy to find. And after a would-be Royal Heir tracks them both down, he (or she) must present them to King Mertwig - and that requires braving the dangers of Mertwig's Maze!

The Mertwig's Maze game is a lighthearted fantasy boardgame from Tom Wham, designer of numerous games published in Dragon magazine, including the classic Snit Smashing and Snit's Revenge. In the Mertwig's Maze game, you are the would-be heir to Mertwig's throne! Can you complete your quest, get past the Mystic Musk Ox in Mertwig's Maze, and reach the finish before the other players? More importantly, can you claim the throne before Mertwig passes on and the kingdom falls into the clutches of evil?

The Mertwig's Maze game contains a large game map, eight smaller maps, full-color counters, and hundreds of cards depicting hirelings, magical items, arms and armor, and random events to aid your quest - or hinder your opponents'! Mertwig's Maze game can be played by two or more players, and is recommended for ages 10 and up.


Wednesday, March 13, 2024

FR9: The Bloodstone Lands (1989)

From the back of the book:

Setting for the Icewind Dales trilogy of novels (The Crystal Shard, Streams of Silver, and the upcoming Halfling's Gem), and the H-series of adventure modules which culminated in a battle with Orcus himself, the Bloodstone Lands are one of the wildest areas of the Forgotten Realms.

In this sourcebook, the author of the Icewind Dales trilogy explores this frozen region. Presented for players and DMs alike are people, places, and events that shaped the Bloodstone Lands - the political movers and shakers who carved their own brand of civilization from rocks and ice. In addition to this insider information, there are 10 new adventure scenario suggestions for all levels of play, from beginner to advanced, allowing campaigning in the Bloodstone Lands to continue long after exploring the mines and conquering Orcus.

Prepare then to enter the barbaric kingdoms of Vaasa and Damara - the Bloodstone Lands.


Tuesday, March 12, 2024

HHQ8: Cleric's Challenge II (1995)

From the web:

Something evil is stalking the parish of Barlox.

Ten years ago, the village's temple burned to the ground and the parish priest disappeared. The temple has since been rebuilt, but life has not returned to normal. A current of fear and discontent now ripples beneath the surface of this once sleepy wine-making community. Old rivalries have turned bitter, and unwittingly unleashed a force of ancient corruption.

Cleric's Challenge II is a special ONE-ON-ONE ADVANCED DUNGEONS & DRAGONS adventure designed for a Dungeon Master and one player character cleric of 4th to 6th level. It is the eighth in a series of independant adventures focusing on an individual character of a specific class.


Monday, March 11, 2024

Star Frontiers (1980)

From the web:

This boxed set is the base set for the Star Frontiers system by TSR Inc. The original box set was blue and a couple years later they released the Star Frontiers - Alpha Dawn set which was the very same as the original boxed set - just renamed after a number of expansions and modules started to arrive on the scene from TSR. The primary difference is the covers - which were magenta instead of blue. Even the copyright notices on the insides of the booklets (original blue and new magenta) were the same.

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, March 10, 2024

HHQ7: Thief's Challenge II: Beacon Point (1995)

From the web:

Looking for oppurtunity and fresh pickings, a rogue hops a ship for new lands, only to leap from the frying pan into the fire. The ship is attacked on the high seas by a band of blood-thirsty pirates, and the rogue washes up on the Isle of Beacon Point...right at the center of the pirate's sphere of influence. Can this single character stay alive with no more than wits and hard-earned thieving skills, escape the island, and possibly even bring down the pirates?

Thief's Challenge II: Beacon Point is a special ONE-ON-ONE ADVANCED DUNGEONS & DRAGONS adventure designed for a Dungeon Master and one player character thief of levels 4 to 6. It is the seventh in a series of independent adventures focusing on an individual character of a specific class.


Saturday, March 9, 2024

The Sword of the Dales (1995)

From the back of the book:

The Sword of the Dales, an icon of the Dalelands symbolizing the unity and strength of the people, has reappeared! Created by Shraevyn the weapons-mage hundreds of years ago, the lost sword had become nothing more than a fantastic children's tale - until now.

A group of warriors led by Randal Morn, rightful ruler of Daggerdale, rushed to the swords resting place to recover it, but dark forces awaited them, and Randal and his men fell to an ambush. Only one man escaped, yet he brought with him the hope that Randal Morn yet lives. Resolved to rescue his leader, that lone survivor turned to the great Elminster of Shadowdale for aid. But Elminster is gone, off plane-hopping while the fate of Daggerdale hangs in the balance.

Hence, it is up to Lhaeo, scribe to the old mage, to find a group of heroes who have mettle enough to face down the menace which claimed Randal Morn and his hearty followers...


Friday, March 8, 2024

A Portal to Adventure: People, Places & Things (1992)

From the web:

Wouldn't you know it

You spent hours preparing for a session only to have your players decide they want to explore an area you didn't flesh out. There you sit with a really great dungeon while the characters wander into some stable in the neighboring town or a cave you forgot you put on the map.

All those hours of preparation, and here you are winging it.

Help is on the way!

A Portal to adventure is a sourcebook that supplies the Game Master with people, places and things to fill in the gaps of his campaign. Don't settle for "generic" filler - every encounter is special with enough character and detail to satisfy the most demanding gamers.

This book is split into four chapters: People, City Locations, Wilderness Sites and Magic Items. Within these chapters, people, places or things are described that are meant to be inserted into any campaign. About three to four pages are used to describe each person or place, while magic items are described in a few paragraphs.

Though the book is meant for use with Advanced Dungeons & Dragons, it uses a slightly different terminology than AD&D.


Thursday, March 7, 2024

Atlas of the Dragonlance World (1987)

From back cover:

Krynn... Enter the spell-binding world of the Dragonlance Saga with this volume of beautifully rendered maps.

Accompany the Heroes of the Lance on their epic travels across Krynn in this magnificently illustrated volume. Behold the beauty of the King Priest's Hall of Audience in the Temple of Istar. Smell Raistlin's herbs as you wander the hallways of the Tower of High Sorcery at Palanthas. Become hopelessly lost in the thirty-five levels of Mount Nevermind.


Wednesday, March 6, 2024

Kidnapped - RPGA (1998)

From the back of the book:

Ruthless kidnappers have abducted the eight-year-old son of Reverend Judge Hykros Allumen, Ravens Bluff's reigning high priest of Tyr. You have been entrusted with the task of delivering the ransom--500,000 gp worth of platinum, magic, and jewels. Can you see it safely past all the greedy bandits trying to intercept you and take the treasure for themselves? And if you do, can you trust the kidnappers to return the stolen child? A tale of trust, betrayal, and revenge.

This classic tournament has been revised for use with the new City of Ravens Bluff sourcebook. It is adaptable for use in any low-level, mid-level, or high-level campaign.


Tuesday, March 5, 2024

LC5: A Player's Guide to the Living City Campaign (1996)

From the web:

This is an RPGA release designed as an introduction to the Living City campaign. Although it isn't labelled as part of the LC series, it appeared as LC5 in some TSR stock lists.

Sunday, March 3, 2024

Acute Paranoia (1986)

From back of book:

New Rules to Ignore!
New Secret Societies!
Bots as Player Characters!
Psychological Tests!

 From the web:

Acute Paranoia is an anthology of articles mainly for gamemasters designed to give them extra material to add to their Paranoia campaign. Material includes

  • A series of psychological tests that will damage the sanity of the Troubleshooters
  • Using the Troubleshooters as laboratory mice
  • New secret societies
  • "Playing Robots", an article for the players on how to create and run robot characters
  • Ten adventure ideas
  • "Me and My Shadow, Mark IV", a full-length adventure
  • Four shorter adventures: "Botbusters", "Warriors of the Night Cycle", and "The Harder They Clone"



Saturday, March 2, 2024

The Return of Randal Morn (1995)

From the back of the book:

In part one of the Randal Morn trilogy, The Sword of the Dales, the legendary leader of Daggerdale, Randal Morn, was captured by unknown assailants as he sought to regain the great weapon for which the adventure was named. A stalwart band of young and enthusiastic heroes was recruited to ride to his aid, yet all they recovered was the Sword itself and a message: "Seek me in the Spiderhaunt Wood." In the second part of the trilogy, The Secret of Spiderhaunt, those same adventurers found Randal and freed him briefly, yet he was almost as quickly torn from their grasp by an agent of the evil Zhentarim, seeking to end the threat of Randal Morn's return to power.

In this final episode, the heroes must follow the kidnapper's trail and rescue Randal Morn before the Zhentarim finish interrogating him and the axe falls upon his neck. Armed with the Sword of the Dales and aided by a powerful magical spirit that lives within the weapon, the heroes must march into the heart of Zhent-occupied Dagger Falls, free Randal Morn, and save the city from utter destruction. The job is dangerous--perhaps more than the heroes can handle--yet those who would live in songs and legend cannot concern themselves with living to a ripe old age!

This is the final part of a trilogy of modules that began with The Sword of The Dales and The Secret of Spiderhaunt.


Friday, March 1, 2024

ALQ1: Golden Voyages (1992)

From the back cover:

Who among you dares to challenge the high seas?

Inspired by the tales of Sinbad, Golden Voyages provides the source material and adventures needed to run a mini-campaign on the Crowded Sea. Detailed backgrounds, perilous locations, and wondrous NPCs populate the enchanted seas. Player characters will discover wildly different adventures as they sail from place to place.

Golden Voyages includes: six booklets filled with mini-adventures, an overall framing adventure, expanded rules on ships and sailing, details and background concerning topography, tribes, and new locations, and plenty of maps and player handouts; a custom DM screen for use in all AL-QADIM games; and a poster map of the Crowded Sea.

Recommended for use with the Arabian Adventures rulebook.


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