Author: Ken St. Andre
Publisher:
ISBN: 9781894693677
Category : Fantasy games
Languages : en
Pages : 120
Book Description
Contains the 7th edition of the T&T rules, written by Ken St. Andre.
Tunnels & Trolls
Author: Ken St. Andre
Publisher:
ISBN: 9781894693677
Category : Fantasy games
Languages : en
Pages : 120
Book Description
Contains the 7th edition of the T&T rules, written by Ken St. Andre.
Publisher:
ISBN: 9781894693677
Category : Fantasy games
Languages : en
Pages : 120
Book Description
Contains the 7th edition of the T&T rules, written by Ken St. Andre.
Tunnels and Trolls Campaign Settings #1
Author: James Shipman
Publisher:
ISBN: 9781477410301
Category : Games
Languages : en
Pages : 220
Book Description
Within Tunnels & Trolls Campaign Settings #1 you will find; Campaign Setting #1: Gamma-Trollworld--Have you ever wanted to play Tunnels & Trolls in a true post-apocalyptic setting? Now for the first time ever you have the chance to do so, with two ready-to-run GM adventures (Truck Stop Blues & Death Dwarves Attack) and one mini-solo. Campaign Setting #2: Superheroes Power Trip--BAM! Power Trip is an all new hard hitting, mind bending, super power flinging, action oriented thrill ride of a T&T Supplement that is fully Tunnels & Trolls 7.5v Edition compatible. It also comes with two ready-to-run GM adventures. Campaign Setting #3: New Khazan--Now have the chance to play (and GM) in a true sci-fi setting using the Tunnels & Trolls rules. It has been written in a way to be easily compatible with all editions of T&T. The New Khazan Supplement doesn't just leave the GM with nothing to start with. Included in this rules supplement you will find a Solo and a GM Adventure to help you jump start your very own T&T sci-fi campaign (on any number of planets).
Publisher:
ISBN: 9781477410301
Category : Games
Languages : en
Pages : 220
Book Description
Within Tunnels & Trolls Campaign Settings #1 you will find; Campaign Setting #1: Gamma-Trollworld--Have you ever wanted to play Tunnels & Trolls in a true post-apocalyptic setting? Now for the first time ever you have the chance to do so, with two ready-to-run GM adventures (Truck Stop Blues & Death Dwarves Attack) and one mini-solo. Campaign Setting #2: Superheroes Power Trip--BAM! Power Trip is an all new hard hitting, mind bending, super power flinging, action oriented thrill ride of a T&T Supplement that is fully Tunnels & Trolls 7.5v Edition compatible. It also comes with two ready-to-run GM adventures. Campaign Setting #3: New Khazan--Now have the chance to play (and GM) in a true sci-fi setting using the Tunnels & Trolls rules. It has been written in a way to be easily compatible with all editions of T&T. The New Khazan Supplement doesn't just leave the GM with nothing to start with. Included in this rules supplement you will find a Solo and a GM Adventure to help you jump start your very own T&T sci-fi campaign (on any number of planets).
Arena of Khazan
Author: Ken St. Andre
Publisher:
ISBN: 9780940244122
Category : Fantasy games
Languages : en
Pages : 34
Book Description
Publisher:
ISBN: 9780940244122
Category : Fantasy games
Languages : en
Pages : 34
Book Description
Romance of the Perilous Land
Author: Scott Malthouse
Publisher: Bloomsbury Publishing
ISBN: 147283478X
Category : Games & Activities
Languages : en
Pages : 258
Book Description
Romance of the Perilous Land is a roleplaying game of magic and adventure set in the world of British folklore, from the stories of King Arthur to the wonderful regional tales told throughout this green and pleasant land. It is a world of romantic chivalry, but also of great danger, with ambitious kings, evil knights, and thieving brigands terrorising the land, while greedy giants, malevolent sorcerers, and water-dwelling knuckers lurk in the shadows. As valiant knights, mighty barbarians, subtle cunning folk, and more, the players are heroes, roaming the land to fight evil, right wrongs, and create their own legends.
Publisher: Bloomsbury Publishing
ISBN: 147283478X
Category : Games & Activities
Languages : en
Pages : 258
Book Description
Romance of the Perilous Land is a roleplaying game of magic and adventure set in the world of British folklore, from the stories of King Arthur to the wonderful regional tales told throughout this green and pleasant land. It is a world of romantic chivalry, but also of great danger, with ambitious kings, evil knights, and thieving brigands terrorising the land, while greedy giants, malevolent sorcerers, and water-dwelling knuckers lurk in the shadows. As valiant knights, mighty barbarians, subtle cunning folk, and more, the players are heroes, roaming the land to fight evil, right wrongs, and create their own legends.
Trolls
Author: Brian Froud
Publisher: Abrams
ISBN: 1613124015
Category : Fiction
Languages : en
Pages : 154
Book Description
The internationally acclaimed artists & authors are your personal guides to the enchanted world of Trolls in this book of troll tales and culture. Not since Brian Froud’s conceptual design work with Jim Henson on the classic films The Dark Crystal and Labyrinth has he created a faerie world with such imagination, dimension, depth, and detail. Trolls opens a new realm in the celebrated faerie worlds of famed artists Brian and Wendy Froud, renowned for their vast and personal knowledge of faeries, goblins, and other folk. Through their art, sculptures, and stories, the Frouds take you on a wonderous adventure into the world of trolls. Trolls live through the telling of tales and the passing on of stories, weaving them together, then letting them flow separately again, as streams, rivers, tree roots, and branches do. Stories, as they are collected, are tied to a troll’s tail: “A tale for the asking, the giving, the keeping.” Trolls includes stories of stone and bone, wood and feather, along with tale fragments, snippets of stories to be told in full down the road or ones that have been lost and are to be remembered again. Interspersed among the stories are troll customs, philosophies, and practices: How many kinds of trolls are there? Where do they live, and what do they like to eat? Why do some trolls father together while others seek solitude? Troll lore is interwoven with a vast treasure of artifacts and symbols of their world, from the wind knot to the Petrified Parsnip Poetry Pen, from the witch’s cursing bundle to the elusive Earthling Gift. Your journey through Trolls will reveal many mysteries, wonder, and enchantments, and there are no better guides for your adventure than Brian and Wendy Froud.
Publisher: Abrams
ISBN: 1613124015
Category : Fiction
Languages : en
Pages : 154
Book Description
The internationally acclaimed artists & authors are your personal guides to the enchanted world of Trolls in this book of troll tales and culture. Not since Brian Froud’s conceptual design work with Jim Henson on the classic films The Dark Crystal and Labyrinth has he created a faerie world with such imagination, dimension, depth, and detail. Trolls opens a new realm in the celebrated faerie worlds of famed artists Brian and Wendy Froud, renowned for their vast and personal knowledge of faeries, goblins, and other folk. Through their art, sculptures, and stories, the Frouds take you on a wonderous adventure into the world of trolls. Trolls live through the telling of tales and the passing on of stories, weaving them together, then letting them flow separately again, as streams, rivers, tree roots, and branches do. Stories, as they are collected, are tied to a troll’s tail: “A tale for the asking, the giving, the keeping.” Trolls includes stories of stone and bone, wood and feather, along with tale fragments, snippets of stories to be told in full down the road or ones that have been lost and are to be remembered again. Interspersed among the stories are troll customs, philosophies, and practices: How many kinds of trolls are there? Where do they live, and what do they like to eat? Why do some trolls father together while others seek solitude? Troll lore is interwoven with a vast treasure of artifacts and symbols of their world, from the wind knot to the Petrified Parsnip Poetry Pen, from the witch’s cursing bundle to the elusive Earthling Gift. Your journey through Trolls will reveal many mysteries, wonder, and enchantments, and there are no better guides for your adventure than Brian and Wendy Froud.
Mindjammer
Author: Sarah Newton
Publisher: Createspace Independent Publishing Platform
ISBN: 9781478348023
Category :
Languages : en
Pages : 0
Book Description
IT IS THE SECOND AGE OF SPACE... In the seventeenth millennium, the New Commonality of Humankind is expanding, using newly-discovered faster-than-light travel to rediscover lost worlds colonised in the distant past. It's a time of turmoil, of clashing cultures, as civilisations shudder and collapse before the might of a benevolent empire ten millennia old. In the Solenine Cluster, things are going from bad to worse, as hyper-advanced technologies destabilise a world in chaos. Thaddeus Clay and his SCI Force special ops team are on the trail of the Transmigration Heresy. What they find is something beyond even their imagining - something which could tear the whole Commonality apart... "Thrilling adventure and mystery wrapped up with an inventive, mind-bending look at mankind's future." - Howard Andrew Jones, author of The Desert of Souls "Science fiction like this never dies." - Chris Helton, Dorkland "Complex, gripping... the most original sci-fi you're likely to get..." - G*M*S Magazine "a very exciting and intelligently-written novel that should be on the reading list of every SF fan!" - Stargazer's World "William Gibson-like in the intensity of the ideas it introduces... a heady mixture of action, crunchy science fiction elements and that perennial cyberpunk or transhuman question: what does human mean?" - Shores of Night
Publisher: Createspace Independent Publishing Platform
ISBN: 9781478348023
Category :
Languages : en
Pages : 0
Book Description
IT IS THE SECOND AGE OF SPACE... In the seventeenth millennium, the New Commonality of Humankind is expanding, using newly-discovered faster-than-light travel to rediscover lost worlds colonised in the distant past. It's a time of turmoil, of clashing cultures, as civilisations shudder and collapse before the might of a benevolent empire ten millennia old. In the Solenine Cluster, things are going from bad to worse, as hyper-advanced technologies destabilise a world in chaos. Thaddeus Clay and his SCI Force special ops team are on the trail of the Transmigration Heresy. What they find is something beyond even their imagining - something which could tear the whole Commonality apart... "Thrilling adventure and mystery wrapped up with an inventive, mind-bending look at mankind's future." - Howard Andrew Jones, author of The Desert of Souls "Science fiction like this never dies." - Chris Helton, Dorkland "Complex, gripping... the most original sci-fi you're likely to get..." - G*M*S Magazine "a very exciting and intelligently-written novel that should be on the reading list of every SF fan!" - Stargazer's World "William Gibson-like in the intensity of the ideas it introduces... a heady mixture of action, crunchy science fiction elements and that perennial cyberpunk or transhuman question: what does human mean?" - Shores of Night
The Lost Dungeons of Tonisborg
Author: Greg Svenson
Publisher: Fellowship of the Thing Limited
ISBN: 9781736572108
Category :
Languages : en
Pages : 0
Book Description
Created in 1973 by Greg Svenson, a core member of Dave Arneson's "Blackmoor Bunch," and preserved for 35 years by David Megarry, the famous author of The Dungeon! board game, the Tonisborg Mega-Dungeon is now finally revealed in all of its original glory.As the only surviving Twin Cities dungeon from this era that was not created by Dave Arneson himself, it offers a unique historical perspective on early dungeon adventure games.Seasoned Referees will find much to benefit their games within the pages of this book, as will the novice Referee, who may be unfamiliar with some of the traditional methods of Old School ROle-Playing Games (RPG's). No matter your experience level, you will find everything you need to bring Tonisborg back to life within this volume.Includes: -Full-color reproductions of all 10 levels of Tonisborg Dungeon, complete with the original dungeon keys, or stocking lists. -Greg Svenson reveals how the dungeon came about and why it is a bridge between what came before and what comes after.-Extensive play guidelines teach you how to make Tonisborg rise again as a real-life experience for you and your players.-Updated maps and keys have been reconstructed from the originals for ease of play.-A set of historically accurate game rules have been included that are ideal for developing an original style adventure campaign.
Publisher: Fellowship of the Thing Limited
ISBN: 9781736572108
Category :
Languages : en
Pages : 0
Book Description
Created in 1973 by Greg Svenson, a core member of Dave Arneson's "Blackmoor Bunch," and preserved for 35 years by David Megarry, the famous author of The Dungeon! board game, the Tonisborg Mega-Dungeon is now finally revealed in all of its original glory.As the only surviving Twin Cities dungeon from this era that was not created by Dave Arneson himself, it offers a unique historical perspective on early dungeon adventure games.Seasoned Referees will find much to benefit their games within the pages of this book, as will the novice Referee, who may be unfamiliar with some of the traditional methods of Old School ROle-Playing Games (RPG's). No matter your experience level, you will find everything you need to bring Tonisborg back to life within this volume.Includes: -Full-color reproductions of all 10 levels of Tonisborg Dungeon, complete with the original dungeon keys, or stocking lists. -Greg Svenson reveals how the dungeon came about and why it is a bridge between what came before and what comes after.-Extensive play guidelines teach you how to make Tonisborg rise again as a real-life experience for you and your players.-Updated maps and keys have been reconstructed from the originals for ease of play.-A set of historically accurate game rules have been included that are ideal for developing an original style adventure campaign.
Elven Lords
Author: Michael A. Stackpole
Publisher:
ISBN: 9780940244597
Category :
Languages : en
Pages :
Book Description
Publisher:
ISBN: 9780940244597
Category :
Languages : en
Pages :
Book Description
Isle of Darksmoke
Author: Larry DiTillio
Publisher:
ISBN: 9780940244566
Category :
Languages : en
Pages :
Book Description
Publisher:
ISBN: 9780940244566
Category :
Languages : en
Pages :
Book Description
Playing at the World, 2E, Volume 1
Author: Jon Peterson
Publisher: MIT Press
ISBN: 0262379384
Category : Games & Activities
Languages : en
Pages : 393
Book Description
The first volume of two in a new, updated edition of the 2012 book Playing at the World, which charts the vast and complex history of role-playing games. This new edition of Playing at the World is the first of two volumes that update the 720-page original tome of the same name from 2012. This first volume is The Invention of Dungeons & Dragons, which explores the publication of that iconic game. (The second volume is The Three Pillars of Role-Playing Games, a deeper dive into the history of the setting, system, and character of D & D.) In this first volume, Jon Peterson distills the story of how the wargaming clubs and fanzines circulating around the upper Midwest in the 1970s culminated in Gary Gygax and Dave Arneson’s seminal role-playing game, D & D. It augments the research of the original editions with new insights into the crucial period in 1972–3 when D & D began to take shape. Drawing from primary sources ranging from eighteenth-century strategists to modern hobbyists, Playing at the World explores the origins of wargames and roleplaying through the history of conflict simulations and the eccentric characters who drove the creation of a signature cultural innovation in the late twentieth century. Filled with unparalleled archival research (from obscure fanzines to letters, drafts, and other ephemera), this new edition of Playing at the World is the ultimate geek’s guide to the original RPG. As such, it is an indispensable resource for academics and game fans exploring the origins of the hobby.
Publisher: MIT Press
ISBN: 0262379384
Category : Games & Activities
Languages : en
Pages : 393
Book Description
The first volume of two in a new, updated edition of the 2012 book Playing at the World, which charts the vast and complex history of role-playing games. This new edition of Playing at the World is the first of two volumes that update the 720-page original tome of the same name from 2012. This first volume is The Invention of Dungeons & Dragons, which explores the publication of that iconic game. (The second volume is The Three Pillars of Role-Playing Games, a deeper dive into the history of the setting, system, and character of D & D.) In this first volume, Jon Peterson distills the story of how the wargaming clubs and fanzines circulating around the upper Midwest in the 1970s culminated in Gary Gygax and Dave Arneson’s seminal role-playing game, D & D. It augments the research of the original editions with new insights into the crucial period in 1972–3 when D & D began to take shape. Drawing from primary sources ranging from eighteenth-century strategists to modern hobbyists, Playing at the World explores the origins of wargames and roleplaying through the history of conflict simulations and the eccentric characters who drove the creation of a signature cultural innovation in the late twentieth century. Filled with unparalleled archival research (from obscure fanzines to letters, drafts, and other ephemera), this new edition of Playing at the World is the ultimate geek’s guide to the original RPG. As such, it is an indispensable resource for academics and game fans exploring the origins of the hobby.