"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, July 31, 2024

WGA2: Falconmaster (1990)

From the back cover:

"The discovery of an evil cult in the City of Greyhawk has caused city officials to seek assistance in wiping out this new menace. Their greatest worry? The cult's leader has disappeared, and officials fear that she is simply gathering strength for her ultimate assault on the city.

Can your adventuring party find the cult's leader and put a stop to her plans before she puts a stop to you?

Falconmaster is the second of a three-part series of adventures for the ADVANCED DUNGEONS & DRAGONS 2nd Edition role-playing game that began with Falcon's Revenge. It can also be played as a stand-alone module. Set in the famed City of Greyhawk, it gives adventurers a taste of life in the big city - with someone or something brewing trouble.

Falconmaster is designed for five to seven characters of levels 5 to 7."

 

Tuesday, July 30, 2024

WGA4: Vecna Lives! (1990)

From the back cover:

""...and so, after the Rain of Colorless Fire, the One-Named-In-Whispers ascended to the Spider Throne. In the third year of his ascendancy, Burgred, King of the Mara, refused the tribute of heads the Whispered One demanded. The One-Named-In-Whispers took only himself and Kas, his evil counselor, and devastated the land of the Mara with his magic. Burgred paid with his own head.

Upon their return, Kas struck against his master, so that he might become the master of the Spidered Throne. In the end, both were slain and good people rejoiced.

It is said that not all of the evil lich was destroyed. So great was his power that his Hand and Eye have lived on, working evil over the centuries...."

For centuries, Vecna - archmage, despotic tyrant, the most fearsome of all liches - has been nothing but a fearful legend to the honest folk of Greyhawk. Once the supreme master of all undead sorcerers, even today his Hand and Eye are objects of immense power.

Now something evil is stirring in the lands around Greyhawk. The Hand and Eye of Vecna have been found - and Vecna wants them back."

 

Monday, July 29, 2024

FR1: Waterdeep and the North (1987)

From the beginning of the book:

Waterdeep is a city of intrigue and wonders; in its streets and buildings can be found almost every variety of beings and activities, goods, and interests.

This book describes the major features of life in Waterdeep, some important inhabitants, and the layout of the City wards, but leaves room for DMs to develop their own characters and local details. For those employing the FORGOTTEN REALMS campaign setting, a section on the City'’s surroundings is included, and for all AD&D game players, a number of possible adventures set in the City, or beginning within its walls, are described.

The North remains a land of riches, mineral wealth equaled nowhere else in the known Realms, and seemingly endless strands of timber of a size not often found elsewhere. Game is plentiful, and the landscape is beautiful. But danger is always lurking; for the most part, the law of the North is the law of the sword. Traveler, you have been warned.

 From the web:

The North...rugged mountains and dense forests, which hide many beings hostile to man (who has settled here but lightly). Many dungeons and ruins also lie hidden in the Northern wastes, relics of the former splendor of the dwarven kingdoms, now lost and abandoned, and of earlier, fallen kingdoms of men. Waterdeep...crossroads of the world, City of Splendors. Here and wealth and goods from every corner of the Realms, intrigue and feuds and important personages of rank and influence. From the many-spired towers of Piergeiron's Palace to the living, ever-changing city of Waterdeep, and suggests many adventures therein. Partake of the sights, the bustle, and the intrigue - rub shoulders with the powerful and famous - feast your eyes on fabled treasures. Hear tales in the taverns such as can be heard nowhere else in all the world - but keep your weapons ready and your wits sharp. Oh, and above all...enjoy your stay.

Sunday, July 28, 2024

The Book of Treasure Maps (1979)

From the web:

A 48-page package of five small, versatile dungeon scenarios, or "mini-dungeons". Each one is a complete adventure, ideal for the Judge to pull out and use when there is not enough time to prepare one for the players. All are set in the Judges Guild City State campaign wilderness system, though they may be played separately. They include separate maps for players and Judge, full backgrounds and accompanying rumors, all thoroughly illustrated in the Jaquays tradition. The Lost Temple, The Tomb of Aethering the Damned, The Lone Tower, Willchidar's Well, and the Crypts of Arcadia awaits the stalwart players.
 

Saturday, July 27, 2024

The Tower of Indomitable Circumstance (1981)

From the front cover:

"Dare the Black Tower! Brave the Initiation Test of the Old Order! contains Maps of the Land and the Black Tower. This first-time, or solo, adventure can be used with almost any fantasy role playing system!'

 From the web:

The God Math needs you! Only the daring enter the ancient Tower to prove worthy to serve him. Maps of each level and what lies in each are furnished in this 32-page Guidebook, as well as a nasty surprise for unwary players.

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.


 

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