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Start HERE! Someone did. So here it is. This is the complete, original rule set, and is Play Alice or a character of your own design, as you chase the rabbit into a weird world that resembles Wonderland, but is strangely different in many ways.

Is the sphinx friend or foe, and who is waiting on the other side of the You can play adventures from the Victorian age all the way to the modern era. I wrote this before the Choose Your Own Adventure books existed. It is intended for a first level fighter no magic. These adventures were first printed in the pages of Sorcerer's Apprentice magazine and haven't been seen for over 30 years!

This 88 page collection will take you on swashbuckling. After a mug of cider and a half a roast fowl, you settle down for a relaxing evening. Suddenly there is a pain-racked scream from just outside. You rush out of the Inn, only to find an older adventurer gasping for breath by the side of the road. Citybook I: Butcher, Baker, Candlestick Maker 25 City-based establishments with over 75 fully-described non-player characters, and scenario suggestions for use with any role-playing system.

This book won Flying Buffalo its very first Origins Award in Maps, portraits, descriptions; everything you need. What its about: On your first visit to Khosht, you meet up with Cherry, the legendary swashbuckling she-devil. Her friend Fang has just been taken prisoner by ghouls outside The 16 page mini rules include details on rolling up a character, equipping them, 11 basic spells, pre-rolled characters and a Treasure Generator.

The Solitaire Oh My, Khosht! This brand new mini-solo pits the new bat-trolls against the patrons of the Ruptured Troll Inn, a dive bar in Khosht near the docks.

Will you be able to help the monsters? And if so - which ones will you help? You can play one of the well-known patrons from the bar, or create your own monster to adventure The Great Road, that ancient highway stretching between Khazan and Khosht, has long been the overland artery of the Empire of Khazan. Armed men guard every caravan, Grimtooth's Traps devilish, devious, death-dealing engines of destruction calculated to terrify dungeon-delvers of all types.

This is the original book from , digitally redone by the artist, Steve Crompton. Includes a humorous description of each trap, and a fiendish illustration by Steve. Includes new art. You will step into a series of strange adventures, where a one-eyed statue demands the return of its other eye Are you ready to face The Gamesmen of Kasar?

Are you fast enough to dodge razor-sharp blades? Quick enough to evade the fangs of giant serpents? Brave enough to venture through a gauntlet of doom that will challenge every fiber of your being and strain every portion of you beyond any point it has gone before?

Only the strong, the quick, and the courageous See what the game was like in the early days of the rpg era!

Wanna adventure for your 21st level Were-Dragon? Here ya go! Khazan, capital city of the Empire of Khazan is also sometimes known as the City of Death. Khazan was founded and built by a mighty wizard of the same name.

It flourished under his benevolent It introduces a radically new style of combat, teaches the player how to use it, and also illustrates the idea of stunting iin combat. Citybook II: Port O' Call With 22 businesses and services for seaport cities, mariners of every sort can find excitement and adventure. Establishments are complete with detailed maps, fully developed NPC personalities, and over 60 suggested scenarios. There is also a color version avaible on Drive-thru.

Please check Out of print for many years and now available on Drive-thrurpg! When the Cat's Away - In your first adventure you are an apprentice to Servald the Wizard, who has left you alone in his sanctuary, while he is on business. For the first time, you have a chance to really explore the place.

What mischief can you get into before he All the descriptions and mechanics are in generic terms so it will fit in with whatever campaign system you are using. Please ignore the section where it says "email us for the free copy of Buffalo Castle". Lead by veterans of the Khazan-Ranger wars, the Khazani troops overwhelmed the token resistance in the south until they came to the keep of the wizard Marionarsis, a butcher and necromancer.

They call his deadly castle Overkill. Your character is one of the Khazani Death Host, and is asked to perform a secret mission of It is our biggest solo yet - paragraphs. Something is stealing the magic of Trollworld, and Lerotra'hh, Empress of Khazan has chosen you to track down the cause and save the realms. But are you up to the challenge? Agent of Death can be played as one long 64 page novel-length adventure, or it can be played as three separate short-story Some will enjoy the excitement and variety a party of delvers brings, some will be openly hostile and fight with all the power they can muster.

Goblin Crag was created by a long dead mage, who constructed its many rooms and corridors to house traps and monsters and huge To these caverns It's designed to be fast to play and full of action. It's also the first adventure scenario set in the dark times after the destruction of the Empire of the Goddess in A.

It's swords and sorcery and guns. With a final grunt, you wade through icy water and cross the slimy rocks that block your way into the caves. An ignominious death or fabulous wealth, enslavement or power beyond your imagination, what will you find when you adventure into Goblin Lake? Your thoughts were all of the glory to be won in the Duc's service, and you hardly noticed the dismal road to Lac Lamarran. Neither the eerie countryside nor the unfriendly villages could break your sense of of security - you weren't prepared for the ambush.

Taken by surprise, robbed of any chance to fight, you Citybook IV: On The Road 13 fully-described businesses and cultural establishments for use with any role-playing system, including over 72 completely developed non-player personalities to interact with your players' characters in City adventures. Maps, portraits, descriptions. No game mechanics Can you uncover the secret that is lurking in the shadows, as you fight for survival in in the streets and buildings of Gull?

Toughest Dungeon in the World - solo adventure The Toughest Dungeon in the World is a solitaire adventure that can be played with Monsters! Written by Ken St. Andre it was first published in by Judges Guild. Now, 40 years later, Ken has updated and enhanced this classic solo adventure, bringing it back to life in new and exciting ways. Artists Phil Longmeier and Steve Crompton have enhanced this solo with Journey to the fabled land of Zind, to the enchanted isle of the mighty warrior-wizard Darksmoke, an ancient and subtle master of arcane arts and fell toxins.

The inhabitants of the Nameless Village shudder to hear Darksmoke's name, even Citybook VI: Up Town 16 fully-described businesses, organizations, and cultural establishments for use with any role-playing system, including over 70 completely developed non-player personalities to interact with your players' characters in City adventures. Andre himself. His twitter handle is Trollgodfather and he runs Trollhala Press. Indeed both games did feature a lot of troll iconography.

But I think two it may have come with one other obsession of mine. I also knew that Ken St. I guess in my young mind I conflated all of that. I miss each and every one. I will be focusing my review on this version, with recollections of previous editions when and where I can. Exploding Triples allow for some extraordinary characters. Roll three "6s"? Reroll and add 18! Kindreds, not Race. This also leaves character creation open to all sorts of Kindreds.

Personal Adds. Physical stats are Strength, Constitution, Dexterity, and Speed. These adds are combined and then used in combat. Saving Rolls. All skills and nearly everything else use a saving throw like mechanic for resolution. The most common is a Luck roll, but others can be used.

Each kindred then gets an ability multiplier. So if you are a dwarf and you rolled an 11 for Strength your multiplier is 2 for a 22 strength! But your Luck multiplier is. Other attributes effected are height and weight. Fairies have multiples here of 0. The equipment list is what you would expect with some odd improvised weapons rocks and even guns gunnes but these are still rather primitive in nature. You determine the level of the Saving Throw difficulty times that by 5 to get your target number.

Players roll a 2d6 and yes doubles are re-rolled and added. Chapter 7 cover enemies and monsters and is a whopping 3 pages! Chapter 8 covers combat. The rules support this idea. Chapter 9 is of course my favorite, Magic. In the end though I have kept them separate. Spell levels go to 18 though you need some superhuman Intelligence and Dexterity scores to cast them 60 and 44 respectively.

Spells have a Wiz Wizardry cost so it works on a spell-point like system. If they don't like the names, then I think they will not be good for the game.

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