1440759773999.Pdf

Total Page:16

File Type:pdf, Size:1020Kb

1440759773999.Pdf 22 fully-developed seaside businesses for use with any role-playing system including over 70 completely developed non-player personalities to interact with player characters in over 60 suggested scenarios for City adventures edited by Liz Danforth and Michael Stackpole front cover by Carl Lundgren illustrated by Liz Danforth, Steven S. Crompton, and Dave Helber Produced by a division of Flying Buffalo Inc. CityBook 2 is one in the Catalyst series of booklets, a line of game master aids for use with any role-playing game. Each book in the series provides a "catalyst to your imagination" - something to give your imagination a boost towards better gaming. Catalyst is Flying Buffalo's trademark name for its entire series of game booklets designed for use with any role-playing game. CityBook is Flying Buffalo's trademark name for those Catalyst game booklets which describe businesses, personalities, and scenarios for city-based play. D&D is a registered trademark of TSR Inc. and use of the trademark does not imply the sanction of the trademark holder. Copyright © 1984 Flying Buffalo Inc. No part of this book may be reproduced or transmitted in any form or by any means, electronic or mechanical, including photocopying, recording, or computerization, or by any information storage and retrival system, without permission In writing from the publisher, Flying Buffalo Inc., P.O. Box 1467, Scottsdale, Arizona 85252 Any resemblance or similarity between characters or situations described in this book, and persons living or dead, or any situations in real life, is purely coincidental and completely unintentional. Second Printing June 1990 Printed in USA ISBN 0-940244-71-3 Table of contents Introduction ......................... page 1 The Temple of Aroshnavaraparta ............ 68 GM Guidelines ........................... 3 by Michael A. Stackpole Explanation of Maps ...................... 5 Van Iversen's Lite ........................ 74 Key to All Maps........................... 6 by Tom Rushford The Mariners Fellowship House ............. 79 by Liz Danforth Lodging and Entertainment The Brass Orchid Tavern ............... page 9 Ships and Boats by Allen Wold The Longtooth Lounge .................... 15 The Golden Princess ................. page 85 by Dave Arneson by Stephan Peregrine Macauley's Gambling House ............... 22 The Sweet Lady ..........................92 by Debora L Wykle by Janrae Frank The Narwhal ............................ 97 by Dave Helber Personal services The Gateway ....................... page 27 Chance Encounters by Stefan Jones The Blue Light Gang ................. page101 Doc and Sardin's Warehouse ...............31 by Glenn Rahman by Jim "Bear" Peters Garsen's Tower ......................... 106 Sails of the Everpresent Journeywind ......... 35 by Rudy Kraft by Greg Gordon Artemus the Lucky Sea Captain ............ 111 Ew's Wood and Bone Shop .................40 by Rick Loomis by Charles de Lint Cap'n Bill's Bait Shop ...................... 44 Scenario Connections ...............113 by Stuart Bute Jensen's Exchange ........................ 46 The Emerald Dome ............... 114 by Bob Greenwade by Paul O' Connor The Pearl Trader .........................49 Notes ..................... ... 119 by Stuart Bute Credits ........................122 Food services Robab's Fish Market .................. page 53 by Lee Duigon The Scotch Woodcock Fishery .............. 57 by Stuart Bute Community Services The Customs House ...................... 63 by Hank Stine Introduction elcome back to the City! Finally, here is the new humble Narwhal suited to little jaunts up and down the coast. W Catalyst tome, CityBook 2: Port o' Call, a collection of A water-claimed ruin in the harbor awaits investigation and a seaside establishments. How, you might ask, could a game temple designed by committee is present for any adventurers company nestled in the heart of the great southwestern who want to find religion, and are willing to pay for it. American desert do a collection of nautical businesses? It was In preparing this CityBook we discovered a number of easy. You have to remember that Phoenix was once on colorful things about life in a port city, namely the unique oceanside itself. Of course that was a long while language and culture that spring up there. Using the culture in back. .before role playing, or games, or even people; and gaming will help reinforce the difference between a port city we were the underside of the ocean; but we decided not to or the wharf section of a city and the rest of the world. Having let these problems daunt our effort. Besides, we recruited NPCs like Cap'n Bill use nautical jargon may force player authors from all over the United States and Canada to submit characters to develop their social skills as well as they have establishments for this CityBook, in order to get a good developed their muscles. Not all these terms go back to overview of the situation. medieval times, but many do - sailors are a conservative So in your hands is the second CityBook, complete with breed. Using these phrases and terms in games will give new establishments and personalities to add color, depth and players a pretty good sense of the difference between extra adventures to all your role playing games. CityBook 1 seamen and landlubbers! was welcomed by players and Game Masters alike, and at In a port city speed is spoken of in nautical miles per hour Origins '83 it took home the H. G. Wells Award for Best Role or knots. A nautical mile is 6080 feet in length, a league is Playing Supplement. three miles long and a fathom is six feet in depth. A person or Thank you all very much. We certainly couldn't have done ship moving swiftly is said to be "carrying sail" for some fairly it without you. obvious reasons. With encouragement like that, a new CityBook couldn't be Directions and common items have different names in a far behind. In these pages you'll find new businesses, seaman's world. The front of a ship, the bow, is said to be in complete establishments, and even a few ships. All have the direction forward. The stern of the ship is aft or to the rear been fully described, have very detailed maps and are home of the ship. When facing forward, left becomes port and right to colorful NPC personalities your characters will enjoy becomes starboard. Port and starboard do not change with interacting with. All the necessary information about how the the facing of a person — the left of the bow is always port. An business works and what services it performs is also listed. easy way to remember the difference between port and After each establishment are a number of scenarios centered starboard is to remember "port" and "left" have the same around the business, from short adventures for a night's number of letters in English. The area of a ship between the gaming to extensive missions that could form the centerpiece bow and the stern is amidships. On a ship the floors are for an extended campaign. decks, some walls are called bulkheads, round windows As with all Catalyst books, everything is described in become portholes and doors become known as hatches. "generic" terms, that is without game system specific Ropes become lines and boats are carried on ships, not the statistics. CityBooks are written to provide a variety of people, other way around. places and things for your games. It is up to you as the Game, A lubber is a person who should stay on land. A crimp is Master to provide the numbers that will make those people, someone who drugs and kidnaps lubbers to sell them to a places and things fit into your particular world. The coding captain who will attempt to turn them into sailors. A sailor system is explained in the section entitled "GM Guidelines," who does his job well can look forward to a reward of grog, a yet you should feel free to modify or edit establishments as 50-50 mixture of rum and water. A poor sailor may get you see fit. watered grog, or marooned (left on an island outside normal shipping lanes), or keelhauled. Keelhauling is when a sailor is While the first CityBook tackled more everyday dragged under a ship from one side to the other. Spending establishments an adventurer might visit, CityBook 2 focuses that much time underwater has obvious dangers for an on places an adventurer is likely to find in the worlds' airbreather, and crusty critters like barnacles make the crossroads: port cities. There's a shop specializing in maps experience something to avoid at all costs. and navigational charts, a gambling house where adventurers can try their luck at Octoshan, and the official Departments of Privateers are pirates who work for a government, preying Customs and Duties that might look poorly on the contents of upon the ships owned by that government's enemies. Pirates an adventurer's luggage. There are ships aplenty: The Golden are true seawolves who stalk and take any prize on the high Princess, a lovely merchanter to haul cargo or passengers; seas. A captured ship is stripped of valuable cargo, including The Sweet Lady built to hunt the infamous streakers; and the ransomable passengers or crew, and then scuttled. Often the INTRODUCTION 2 crew accompanies the ship to the bottom of the ocean. Finally, we'd like to remind everyone about something "Tell it to the marines" was an expression meaning "That's mentioned in CityBook 1 - something that evidently needs a nonsense." It grew from the expression "That's fine for the second note. While the text accompanying a map might marines, but the sailors will never believe it." Marines were describe a "bed" as anything from a blanket thrown on rocky the soldiers stationed on ships (or perhaps adventurers hired ground to a massive wood and brass affair, the symbol on the on??) and the sailors usually viewed them all as clumsy and map will look pretty much like a simple modern bed.
Recommended publications
  • Plot and Poison: a Guidebook to Drow Matthew Sernett 2002
    Plot and Poison: A Guidebook to Drow Matthew Sernett 2002 2002 0972359923, 9780972359924 Plot and Poison: A Guidebook to Drow Green Ronin Publishing, 2002 160 pages Matthew Sernett Descend into the depths and learn the secrets of the wickedest race in the Underdark, the drow. Third in Green Ronin's Races of Renown series, Plot and Poison is a rules toolkit for players and gamemasters alike. Dragon Magazine editor Matthew Sernett delves deep into the heart of the drow, providing a book packed with new options. In addition to Races of Renown essentials like new spells, domains, prestige classes, magic items, and feats, Plot and Poison adds four new subraces, a complete drow pantheon, and power components, a new way to enhance spells. From the gorgeous cover from 3E concept artist Todd Lockwood to the detailed NPC stats of the appendix, Plot and Poison is your indispensable guide to elves you love to hate. file download fabyhoh.pdf 2009 Jason Bulmahn 560 pages ISBN:1601251505 Core Rulebook Games Pathfinder Roleplaying Game Become a brave adventurer exploring treacherous ruins, battling fearsome monsters, and making a name for yourself in a world beset by magic and evil! This Core Rulebook ISBN:0972675604 112 pages Bastards and Bloodlines Games Owen K. C. Stephens A Guidebook to Half-breeds Dec 1, 2002 Fantasirollespil Guidebook Extinction Fiction ISBN:9780786935963 The New York Times best-seller is now in paperback! Now available in paperback, Extinction is the fourth title in the epic Forgotten Realms series about one of the most popular Lisa Smedman Feb 1, 2005 371 pages Plot and Poison: A Guidebook to Drow pdf 80 pages Unholy Warrior's Handbook A Master Class Sourcebook for the D20 System Apr 1, 2003 Robert J.
    [Show full text]
  • Letter-Sized Diskwar Rul Copy 1
    What do I need to play L5R Diskwars? To play L5R Diskwars, you will need an Army of Disks and one or more other players to battle against. We recommend that each player purchase a L5R Diskwars Army Set. If this is not possible, you can split the number of Disks contained in one Army Set into two smaller Armies and play a series of very small battles. It is also a good idea to acquire a ruler for measuring purposes. If one is not available, you can cut out the ruler that is printed on the bottom of this rulesheet. Winning the Game L5R Diskwars is played by using different scenarios, each with its own victory conditions. We have included several such scenarios at the end of these rules, and encourage you to make up your own scenarios as well. Anatomy of the Disks There are four types of Disks in L5R Diskwars. 1) Stronghold Disks Stronghold Disks are the largest disks in L5R Diskwars, and represent the home of your Clan. A Player may may Activate the ability on his Stronghold only if at least 75% of the points that he spent on Units and Items are disks from that Stronghold and Clan. Spell Disk Name of Spell 2) Spell Disks Army Cost There are 42 different types of Spells in of Spell L5R Diskwars. These small Disks are used Spell Rules of Play by Unit Disks with the Shugenja skill. Rank Revised (For details on Spells in the game, see the “Action: Cast a Spell” section of these rules.) Illus.
    [Show full text]
  • SPAEE Iiamer
    $1 the NO.8 SPAEE IiAmER EVIL, MEAN, AND ROTTEN. A fantasy game for the bad guys? Yea, verily. Monsters! Monsters! is the new fantasy role-playing game from Metagaming Concepts. No more good-guy heroes. In Monsters! Monsters!, you become a monster character - come up from the dungeons - stalk into town - and wreak havoc. The eviller you are, the more experience points you'll earn... Monsters! Monsters! was designed by Ken SI. Andre, I lavishly illustrated by Liz Danforth, and edited by Steve Jackson of the Meta­ gaming staff. As with Our previous game, Stellar Conquest, every effort was made to provide a clear, complete rule system. Major omis­ sions and contradictions that plague other game systems 3re avoided by a carefully organized format. This is an excellent game for novice Game Masters and new fantasy bu rrs - and should be a relief for ex­ perienced garners exhausted by confusing rule systems. Monsters! Monsters! is a 52-page, 8 Y, by II rule book with Danforth's full­ color cover. Also included 3re four maps for the Game Master to use in setting up an initial adventure. Rulnsn"I(ofl5lf1dud~: IfI,roduC:liofl GomtMasln'lfI' ilfld :klUp CIw~ItrCrHIion £xpH~nc:rPoints :kqu~n(,'t ofPIQ)' Combill (indudin, Gtntrvl Discussion. Combilt Tum StqUtfl", WQndt"nl £lItmltS. Rtoe:lion TQbf" SilvlfII Rolls, UnusuQf Combfll, UIIQrmtt! Combfll, Qnd WtflpomJ MQltic: So put a new twist in your gaming - try Monsters! Monsters! Approved as an outlet for antisocial ten­ dencies by the American Psychologists and Crazies Association. I METAGAMING CONCEPTS Box 15346 Austin, Texas 18161 Subscribers to our maga­ zine The Space Gamer get a discount price - $5.00.
    [Show full text]
  • Dragon Magazine #127
    CONTENTS Magazine Issue #127 Vol. XII, No. 6 SPECIAL ATTRACTIONS November 1987 15 Cal1 to Arms: The fighters world, from berserkers to battlefields. 16 Lords & Legends Kyle Gray Four famous warriors from European myth and legend. 22 No Quarter! Arn Ashleigh Parker Publisher Mike Cook Creative combat for fighters with style. 26 Bazaar of the Bizarre The readers Editor A magical treasury of bows and bolts for arcane archers. Roger E. Moore 32 Two Hands Are Better Than One Donald D. Miller Assistant editor Fiction editor When a two-handed sword becomes a three-handed sword, and other handy facts. Robin Jenkins Patrick L. Price 36 In Defense of the Shield Tim Merrett Editorial assistants A good shield might be the best friend youll ever have. Eileen Lucas Barbara G. Young 38 Fighting for Keeps Roy G. Schelper Debbie Poutsch Georgia Moore Your new castle is full of orcs? Its BATTLESYSTEM supplement time! Art director 46 In the Heat of the Fight Sean Holland Roger Raupp Berserkers, ambushes, fanatics, tribal champions all in a days work. Production Staff 48 A Menagerie of Martial Arts Len Carpenter Marilyn Favaro Gloria Habriga Twenty all-new martial-arts styles for Oriental Adventures. Colleen OMalley OTHER FEATURES Subscriptions Advertising 8 Role-playing Reviews Ken Rolston Pat Schulz Mary Parkinson Game designers rush in where deities fear to tread. Creative editors 56 The Ecology of the Yeti Thomas Kiefer Ed Greenwood Jeff Grubb A particularly chilling encounter on the high glaciers. 62 Arcane Lore Arthur Collins Selections from a lost tome on lifes little illusions.
    [Show full text]
  • Field Manual: Mercenaries, Revisedprovides an in Depth Look at Modern Mercenary Operations, Including Where to Go for the Best Contracts and Most Active Battlegrounds
    10977 WARRIORSWARRIORS WANTED!WANTED! ® ™ REVISED WARRIORSWARRIORS WANTED!WANTED! ad enough of fighting for king and country? Sick of HH being told what to do and who to kill, and hanging your butt out on the line every day just so some career-climbing general can reap the benefits of your hard work? Do you think you can measure up in the big leagues, and carve your name into the history books for all time? Well, bud, now it’s time to put up or shut up, because not everyone is cut out for the rough and tumble life of today’s mercenary! War’s a dangerous business, and for the professional soldier, survival ain’t as simple as coming out of the firefight alive! Classic BattleTech Field Manual: Mercenaries, Revisedprovides an in depth look at modern mercenary operations, including where to go for the best contracts and most active battlegrounds. Over sixty of the Inner Sphere’s best-known mercenary commands are profiled here including histories, officers, and favorite tactics. Special rules enable you to bring each of these famous outfits to life in your own Classic BattleTech campaigns, while updated rules provide players with detailed instructions for creating and running their own mercenary commands both on and off the field. Compatible with both the Classic BattleTech board game and the Classic BattleTech RPG system, Classic BattleTech Field Manual: Mercenaries, Revised lets you finally prove once and for all if you have what it takes to find fame and fortune as a real mercenary! FANPRO FIELD MANUAL: MERCENARIES TABLE OF CONTENTS PARTING
    [Show full text]
  • Copie De RMM1 2012
    The Roleplaying Game of Heroic Adventure in the Mythic Age LEGENDARY GAMES STUDIO 2012 Silver Jubilee Edition 1 MAZES & minotaurs THE ROLEPLAYING GAME OF HEROIC ADVENTURE IN THE MYTHIC AGE BOOK ONE: PLAYERS MANUAL Original M&M Dedication: This game is dedicated to Ray Harryhausen. The authors also wish to thank Gary Gygax & Dave Arneson, Ken St-André, Greg Stafford & Steve Perrin, Ian Livingstone & Steve Jackson, Dave Morris & Oliver Johnson… and all the other explorers of legends, without whom this game would never have existed. What a weird and wonderful odyssey it has been! Revised Edition Dedication: This new book is dedicated to all the gamers on this planet who have contributed to the whole Mazes & Minotaurs experience by their talent, inspiration, dedication, support or critical advice. The original M&M rules were written by a French gamer from an original concept created by a British gamer. Since then, the game has been enriched by creative contributions from American, Italian, Swedish and Spanish gamers and has sparked the interest of people all over the world, from Portugal to Germany, Poland, Israel, Canada, Greece… making the Mazes & Minotaurs odyssey a truly unique and international experience. Gamers from all countries unite!!! This Silver Jubilee Edition of the Revised M&M Players Manual was released in March 2012. It includes various rule adjustments and clarifications, MAZES & MINOTAURS many of which were originally published in the Revised Second Edition official Minotaur webzine between 2007 and 2011. Book I: Players Manual Credits Includes full rules on character creation (with 12 classes!), combat and magic. Original Concept: Paul Elliott Book II: Maze Masters Guide Original Game Design: Olivier Legrand Includes chapters on mythic lore, creatures and Extra Material: Luigi Castellani, Reid San Filippo.
    [Show full text]
  • The Wurst of Grimtooth's Traps.Pdf
    Created by: Additional Rick Loomis, Steve Crompton, Liz Content for Wurst Of...: Danforth and the staff of Flying Buffalo. Scott Greene, Clark Peterson and Steve Crompton Original Contributors: New d20 Content: Grimtooth the Troll with Paul O’Connor, Betty Kopf, Pat Scott Greene and Clark Peterson Mueller, Rick Loomis, S.S.Crompton, Scot Rhoads, Todd Diesen, Mike Stackpole, Michael Austin, Cliff Baird, Developer: Michael von Glahn, Greg Day, Michael Arner, Caroline Bill Webb and Clark Peterson J. Maher, Larry DiTillo, Charles Mollenhauer, Pat Mueller, Andy Beauchamp, Ted Rassieur, Matt Nadelhaft, Bran- Producer: don Corey, Chris Andrews, Roy Cram, Todd Miller, Clark Peterson Chris Alexander, Paul Ronkas, Brian Lawton, Chris Herborth, Andrew Bander, Joseph Yeager, Chris Hubbard, Layout and Design: Dan Lambert, Bob Brown, David Stevens, Phil Dean, Mike Chaney Barry Sullivan, Charles Scott Kimball, Maughn Matsuoka, David McConnell, Jason Lujan, Sefan Jones, J. Walker, Interior Art: John R. Greer, John T. T. Logenbaugh, Lara Abrash, Steve Crompton, Michael Von Glahn and Scott Jackson Mark O’Green, Edward Schoonover, Pat Mueller, J.E. Todd, Brian Hammond, Mark Bassett, Dan Manning, Special Thanks: Matt Nadelhaft, Fred Meyer, David Steven Moskowitz, To Rick Loomis, Steve Crompton and the folks at Flying P.D.J. Wright, Rick Bourgeois, Dr. Paul Ronkas, Chris Buffalo who were good enough to let us come over and play in Crotty, Brent Jones, Joe Formichella, Laurel Goulding, the Dungeon of Doom! It was a pleasure to be able to bring Andrew Bander, Brian Lawton, Dan Logans, George Grimmy to the new edition of the rules. Andricopulos, David Stevens, Brian Moroz, John R.
    [Show full text]
  • 335795-Sample.Pdf
    Sample file Solo #30 A solitaire adventure for: Also compatible with older editions of T&T Written by Michael Stackpole Cover by: Liz Danforth Interior Art by: Liz Danforth Digital Coloring by Bill Pitcher & Steve Crompton Sample file Published by Flying Buffalo Inc. www.flyingbuffalo.com 3 This book is dedicated to Rick Loomis, the President of Flying Buffalo and our dear friend. Without Rick, the world would never have discovered Tunnels & Trolls and many other games. 1947-2019 R.I.P Art Credits by Page: Paintings and digitally painted art by Liz Danforth: Pages: 1, 5, 9, 22, 24, 38, 62, & 63 Digitally painted Liz art by Bill Pitcher: 6, 11, 12, 17, 120, 23,28, 29, 30, 31, 35, 40, 41, 43, 45, 47, 49, 51, 54, 56, 57, 58, 59, 60, & 61 Digitally painted Liz art by Steve Crompton: Pages: 3, 26 ,34, 42, & 55 Special thanks to Proofers & Playtesters: Mark Wrynn, David Lawrance, Stefan Jones, Laurel Schneider, Winfried Mayr, Jerry Nuckolls & Paul Wastney Elven Lords Deluxe Color Ed. - Product # FBI-8130c - Printed August 2020 Story Copyright © 1987, 2020 Flying Buffalo Inc. Artwork Copyright © 2020 Liz Danforth All other art & materials © 1987-2020 Flying Buffalo No part of this book may be reproduced or transmitted in any form or by any means, electronic or mechanical, including photocopying, recording or computerization, or by any Sampleinformation storage and retrieval system, without permission in writing fromfile the publisher. Published by Flying Buffalo Inc. P.O. Box 8467, Scottsdale, AZ 85252 www.flyingbuffalo.com e-mail: [email protected] 4 Para 1-4 Welcome to Gull..
    [Show full text]
  • The Platinum Appendix
    SHANNON APPELCLINE SHANNON A HISTORY OF THE ROLEPLAYING GAME INDUSTRY THE PLATINUM APPENDIX SHANNON APPELCLINE This supplement to the Designers & Dragons book series was made possible by the incredible support given to us by the backers of the Designers & Dragons Kickstarter campaign. To all our backers, a big thank you from Evil Hat! _Journeyman_ Antoine Pempie Carlos Curt Meyer Donny Van Zandt Gareth Ryder-Han- James Terry John Fiala Keith Zientek malifer Michael Rees Patrick Holloway Robert Andersson Selesias TiresiasBC ^JJ^ Anton Skovorodin Carlos de la Cruz Curtis D Carbonell Dorian rahan James Trimble John Forinash Kelly Brown Manfred Gabriel Michael Robins Patrick Martin Frosz Robert Biddle Selganor Yoster Todd 2002simon01 Antonio Miguel Morales CURTIS RICKER Doug Atkinson Garrett Rooney James Turnbull John GT Kelroy Was Here Manticore2050 Michael Ruff Nielsen Robert Biskin seraphim_72 Todd Agthe 2Die10 Games Martorell Ferriol Carlos Gustavo D. Cardillo Doug Keester Garry Jenkins James Winfield John H. Ken Manu Marron Michael Ryder Patrick McCann Robert Challenger Serge Beaumont Todd Blake 64 Oz. Games Aoren Flores Ríos D. Christopher Doug Kern Gary Buckland James Wood John Hartwell ken Bronson Manuel Pinta Michael Sauer Patrick Menard Robert Conley Sérgio Alves Todd Bogenrief 6mmWar Apocryphal Lore Carlos Ovalle Dawson Dougal Scott Gary Gin Jamie John Heerens Ken Bullock Guerrero Michael Scholl Patrick Mueller-Best Robert Daines Sergio Silvio Todd Cash 7th Dimension Games Aram Glick Carlos Rincon D. Daniel Wagner Douglas Andrew Gary Kacmarcik Jamie MacLaren John Hergenroeder Ken Ditto Manuel Siebert Michael Sean Manley Patrick Murphy Robert Dickerson Herrera Gea Todd Dyck 9thLevel Aram Zucker-Scharff caroline D.J.
    [Show full text]
  • GT-Preview1-Intervie
    Goodman Interview: Grimtooth & Friends by Jim Wampler Candid conversations with the chaotic crew that devised hundreds of deadly and diabolical traps guaranteed to scare the plate mail off even the most seasoned of dungeon delvers. hey, I can admit when I'm wrong Rick Loomis - I came home and asked Ken if I Founder Flying Buffalo could publish it. Goodman Games: So, let's start with a brief history recap: you Shortly afterwards, another founded Flying Buffalo in 1970, friend of Ken's, Steve McAllister, initially to facilitate a new play- in a conversation right after a by-mail game that you had writ- local science fiction convention, ten called Nuclear Destruction. suggested that someone should You incorporated the company make an RPG adventure like a later in 1972, and later still, even "programmed text." I probably purchased a micro-computer should explain that: back in the (before such a thing as personal 70's there was a fad in education computers even existed) in order called programmed texts. The to run your game so that you textbook would present a prob- D&D rules. Tell us how that led could play yourself. So Flying lem: "What is 7 minus 3? If your to Tunnels & Trolls (T&T), the Buffalo started out as the world's answer is 10, turn to page world's second published fantasy first play-by-mail game company? twelve. If your answer is 4, turn role playing game. to page fifteen." If you turned to Rick Loomis: I bought the com- page twelve, it would say: "No, puter so that I could handle as RL: Ken had borrowed a copy of sorry, you added instead of sub- many customers as would sign D&D from an employee of mine, tracted.
    [Show full text]
  • L5R: Time of the Void Checklist
    L5R: Time of The Void Checklist Card Name Type Rarity Artist Ed. A Good Day to Die Action Uncommon Liz Danforth TOV A Moment of Clarity Action Uncommon Randy Gallegos TOV A Moment of Truth Action Rare2 William O'Connor TOV A Test of Courage Action Common Tom Biondolillo TOV An Exhibition Action Common Liz Danforth TOV Bend Like a Reed Action Common Steve Daniele TOV Burning your essence Action Rare KC Lancaster TOV Chi Strike Action Rare2 Val Mayerik TOV Concealed Weapon Action Rare Bob Hobbs TOV Contested Ground Action Common Christina Wald TOV Coordinated Fire Action Common Christina Wald TOV Counting the Lost Action Uncommon KC Lancaster TOV Dark Lord's Favor Action Common Bryon Wackwitz TOV Destiny Has No Secrets Action Common KC Lancaster TOV Disenlightenment Action Rare2 Jason Behnke TOV Distractions of the Flesh Action Common Susan Van Camp TOV Familiar Surroundings Action Common Mike Raabe TOV Fatal Mistake Action Rare Paul (Prof) Herbert TOV Final Stand Action Rare2 Eric Anderson TOV Fog Action Common Greg Simonson TOV For the Empire! Action Uncommon William O'Connor TOV I believed in you... Action Common Thomas Manning TOV Jujitsu Duel Action Uncommon Thomas Manning TOV Know the School Action Common Mike Kimble TOV Kolat Spy Action Common Heather Hudson TOV Kyujutsu Action Common Brian Despain TOV Lessons from the Past Action Common Bryon Wackwitz TOV Offer of Fealty Action Common Mark Poole TOV Plans within Plans Action Uncommon Heather Hudson TOV Salute of the Samurai Action Rare Eric Anderson TOV Shinobi Action Uncommon Heather
    [Show full text]
  • Trolls Talk For… You, This Effort Would Have Been for Naught
    Issue 4 TABLE OF CONTENTS TrollsZine is a Trollbridge Production Passing the Torch – by Dan Prentice Page 3 Trolls Talk For – by Scott Grant Page 4 Trolls Never Quit – by Dan Hembree Page 5 Delverton 4: You pays yer gps, you takes yer choice – by Lee Reynoldson Page 6 Survival Kit & Quick Reference Guide for T&T 7.x – by Al McDougall Page 10 Heroes of Lingusia: Thalindar Vokaryane – by Tori Bergquist Page 12 Horses & Riding in T&T – by Justin T. Williams Page 14 Down Time: A T&T 7.5 Solo Adventure – by Michael Eidson Page 20 Mass Combat in T&T – by Patrice Geille Page 33 How to Write a Solo Adventure: Part 3 – by Simon Rafe Page 37 Turmierre Returns to the Sky – by Christina Lea Page 42 The Wild Woods: A Modular GM Adventure – by Russ Westbrook & Scott Grant Page 49 Unlucky Unicorn’s Monster Menu – by Zachary and Joshua Ullery Page 57 TrollSample Links 4 file Page 59 TrollsZine Page 1 Issue 4 Credits Tunnels and Trolls™ is a trademark of Flying Buffalo Inc, and is used with permission. For more information on Tunnels and Trolls™ products visit www.flyingbuffalo.com. First edition of this magazine published by Dan Prentice and Kevin Bracey in July 2010. All rights reserved. 2010 © Trollbridge. All visual and textual content has been contributed by the individual authors and artists credited in this publication. The copyrights for the contents of the magazine are the property of the individual contributors, who have given permission for their work to be published within TrollsZine on a not-for-profit basis.
    [Show full text]