Sunday, August 30, 2009

[Auction] Al-Qadim Land of Fate Campaign Setting

Al-Qadim: Land of Fate Campaign Setting Boxed Set
Advanced Dungeons & Dragons 2nd Edition

Designer: Jeff Grubb with Andria Hayday
Published by TSR, 1992
No Bids, No Sale

Bids against the current bidder go against his maximum bid, raising the current bid until the previous maximum bid is beaten by a higher bid. Thus, though the current bidder may have bid a maximum bid greater than $10, the current bid remains at just above the next-highest bid.

Send your bids to: jamesagp1@gmail.com

Up for auction is Al-Qadim: Land of Fate Campaign Setting Boxed Set, for Advanced Dungeons & Dragons 2nd Edition, published by TSR in 1992.

"Ride a magic carpet to the land of a thousand and one adventures! Visit spired cities, lush oases, and mysterious isles set in glittering seas. Meet sultans and sheikhs. See genies and giants. Discover a trove of new magical treasures! Whether your character starts from the compatible Forgotten Realms game setting or bedins the journey elsewhere, this box contains everything a bold adventurer needs to explore the exotic Al-Qadim campaign world.

Contents:
* 2 guidebooks totallying 192 pages
*12 full-color reference cards
* 8 Monstrous Compendium sheets
* 3 full-color poster maps
* 1 clear map overlay for measuring distance"

It's all there, and in excellent condition, with minimal shelf-wear and scuffing.

Winning bidder pays all shipping and insurance costs; shipping by USPS only.

Payment required by Paypal, due within 24 hours of being informed of shipping cost and total final cost.

Auction ends Noon CST, Friday September 4th, 2009.

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[Auction] The Complete Sha'ir's Handbook

The Complete Sha'ir's Handbook
Al-Qadim Campaign Reference
Advanced Dungeons & Dragons 2nd Edition
Designer: Sam Witt
Published by TSR, 1994
No Bids, No Sale

Bids against the current bidder go against his maximum bid, raising the current bid until the previous maximum bid is beaten by a higher bid. Thus, though the current bidder may have bid a maximum bid greater than $10, the current bid remains at just above the next-highest bid.

Send your bids to: jamesagp1@gmail.com

Up for auction is The Complete Sha'ir's Handbook, an Al-Qadim Campaign Reference, for Advanced Dungeons & Dragons 2nd Edition, published by TSR in 1994.

"Discover the secrets of the sha'irs, who counsel and cavort with genies. Unravel the mysteries of elemental mages, who bend flame and sand to their will! This magical tome holds a wealth of new information about Zakhara's exotic wizards and their dazzling enchantments. Within you'll find new kits, from clock-work mages to spellslayers. Here too are new spells and proficiencies, plus clandestine and nefarious socieites — exposed at last! A must-have for all Dungeon MAsters and wizard players in the Al-Qadim campaign."

128 pages, in excellent condition.

Also included is "A Unique Al-Qadim Card Collectible from Waldenbooks." I don't remember where I got it, but it is in pretty good shape; four un-cut cards on a single sheet from the collector's card series — 747, Jamaliyah, Genie of the Lamp; 748, Lamp of the Genies; 749, Hasar Al-Yasan, Noble Genie; and 750, Abu bin Sujah, 9th-level Desert Raider. The card is in mint condition, though the envelope suffered some sort of stain.

Winning bidder pays all shipping and insurance costs; shipping by USPS only.

Payment required by Paypal, due within 24 hours of being informed of shipping cost and total final cost.

Auction ends Noon CST, Friday September 4th, 2009.

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[Auction] Battlestar Galactica FASA Board Game

Battlestar Galactica
A Game of Starfighter Combat

Designer: Jordan Weisman
Published by FASA, 1979
No Bids, No Sale

Bids against the current bidder go against his maximum bid, raising the current bid until the previous maximum bid is beaten by a higher bid. Thus, though the current bidder may have bid a maximum bid greater than $20, the current bid remains at just above the next-highest bid.

Send your bids to: jamesagp1@gmail.com

Up for auction is Battlestar Galactica: A Game of Starfighter Combat, published by FASA in 1979 (yes, this game is 30 years old!) and designed by Jordan Weisman.

"Battle Alert! Scramble Vipers!

Deep-space scanners show a Cylon Baseship lurking near an asteroid field. Its raiders have been launched, and the fight is on. Can you, as a Colonial pilot, fly your Viper in a successful mission against the dreaded and deadly Cylons? Can you fly your fighter skillfully enough to pull the enemy in your sights without colliding with an asteroid? Will you ever be able to fire your lasers and torpedoes accurately enough to destroy the Cylon Baseship befer the Cylon fighters can hunt you down and destroy you?

Players can fly either Colonial Vipers or Cylon Raiders, using a simple system for simultaneous action. They plan their moves, and plot themselves on an easy-to-use plotting sheet, hoping to outmaneuver their opponents. Then they execute their moves, get the enemy in their sights and FIRE!

Thisgame includes 78 colorful playing pieces, three 17" x 22" mapsheets, a rulebook, a pad of plotting sheets, and 2 dice.

A game for 2 or more players. Ages 12 and up."

This copy is in pretty decent shape for a 30-year old game. One corner is slightly crushed, and the corder cracked revealing the cardboard underneath. The playing pieces are UNPUNCHED. As far as I can tell, the dice may or may not be the original; they are not depicted in the material, but there are two six-sided dice that were included when I bought this boxed set open many years ago. This game is very hard to find, especially in such sweet condition... so get it while you can!

Also included is a copy of Future #6 (Nov 1978), an 80-page magazine dedicated to science-fiction television, movies, fiction, futurism, and fandom. It includes articles on Battlestar Galactica, Robert Anton Wilson, Superman, Brave New World, Space Art, Metamorphoses, Space Junk, The Mass-Driver, Robot Probes on Venus, and Solar Architecture, among others.

Winning bidder pays all shipping and insurance costs; shipping by USPS only.

Payment required by Paypal, due within 24 hours of being informed of shipping cost and total final cost.

Auction ends Noon CST, Friday September 4th, 2009.

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[Auction] Wilderlands of High Fantasy Boxed Set

Wilderlands of High Fantasy
Campaign Setting Boxed Set
Authors: Bob Bledsaw, Clark Peterson, Bill Webb, Casey Christofferson, James Mishler, Robert Conely, Greg Geilman, Patrick Lawinger, Scott Greene, Bryan Hinnen, and Chris Bernhardt
Published by Necromancer Games, 2005
Final Bid: $151
Winning Bidder: Bidder #1
Previous Bids: $50 starting bid, $100 Bidder #2, $150 Bidder #3

Bids against the current bidder go against his maximum bid, raising the current bid until the previous maximum bid is beaten by a higher bid. Thus, though the current bidder may have bid a maximum bid greater than $50, the current bid remains at just above the next-highest bid.

Send your bids to: jamesagp1@gmail.com

Up for auction is the Wilderlands of High Fantasy Campaign Setting Boxed Set , published by Necromancer Games in 2005.

"The First and Best!
The Wilderlands of High Fantasy was the first campaign setting ever fully fleshed out in print for fantasy roleplaying and now Necromancer Games brings this classic Judges Guild setting to d20! Home to the City State of the Invincible Overlord and other classic Judges Guild products, the Wilderlands of High Fantasy is the ultimate epic high fantasy setting.

The Most Detailed Fantasy Setting of All Time!
The Wilderlands of High Fantasy Boxed Campaign Set contains 18 highly detailed maps overlaid with 5-mile hexes. Every city, village, ruin, lair, island, citadel, castle and geographic feature is described in detail in the two included map books. Also includes detailed DM information as well as encounter tables and random ruin generation tables. No setting ever produced includes this much detail!

  • A Judges Guild classic brought up to date for revised 3rd Edition play.
  • The first and most detailed campaign ever produced.
  • A world of epic high fantasy.
  • The setting for the popular City State of the Invincible Overlord and other classic Judges Guild products.
  • The original Judges Guild campaign setting, this new version has return-to-the-classics appeal for all gamers.
  • The core setting product in the Judges Guild line from Necromancer Games."
This copy is mint in shrink! Never opened, this was a back-up copy I bought but never used... and now need the cash rather than the back-up (which, I am sure, I will regret someday... c'est la vie)

Winner also gets a free copy of the Rhadamanthia Continental Map (AGP00104), a $5 value. If the final bid exceeds $150, the winner also gets his or her choice of: XXXI: Imperial Town of Tell Qa (AGP00102, $10 value), 2008 Wilderlands Jam (AGP00106, $12 value), or Adventure Games Journal #1 (AGP00501, $12 value).

Winning bidder pays all shipping and insurance costs; shipping by USPS only.

Payment required by Paypal, due within 24 hours of being informed of shipping cost and total final cost.

Auction ends Noon CST, Friday September 4th, 2009.

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AGP to Release Print Products in Classic Booklet Format

Due to demand by fans for Adventure Games Publishing's Wilderlands and Castles & Crusades products in print, AGP will release print products in classic booklet format.

Each 5.5" x 8.5" booklet will range from 16 to 64+ pages using 8 or 10 point font for the base text. Paper will be of standard 20# quality, usually with a higher-weight cover. Cover stock colors will vary based on whichever cover stock paper we can get on sale during that print period. All booklets will be printed in simple black and white. Page counts include the 4-page cover (front cover usually including a TOC, inside covers feature the OGL, credits, and fine print, and the back page featuring a Booty List).

The first product to be offered in this "classic" new format will be Monstrous Menaces Compendium 1-5, a 44-page booklet which includes all 15 monsters from the five Monstrous Menaces PDF releases. MMC1-5 retails at $TBD plus S/H and will be available shortly.

All existing PDF products not already available in print will soon be made available in booklet format (and some that are available in compilations will be made available separately in booklet format, such as the Sorcerers and Warrior-Mages products). Going forward, all AGP products other than Adventure Games Journal will be published in this format; AGJ will continue to be published in full, 8.5" x 11" full-color cover format, likely perfect-bound due to the increased size of each issue (96+ pages).

Booklets will be printed, hand-folded, and hand-stapled at our home offices as they are sold, so depending on order quantities, scheduling, and printer issues, shipping might take a week or two... please be patient!

Preliminary order of conversions to booklet form:
Monstrous Menaces Compendium 1-5
Player's Guide #1: Tharbrian Horse-Lords
Barbarians of the Wilderlands 1
100 Treasure Troves — Treasure Type 1
100 Exciting Encounters — 1st Level Encounters
100 Calamitous Curses
100 More Calamitous Curses
Martial Artist Class
World of the Wilderlands of High Adventure (included in AGP00501)
Aendryth’s Eldritch Compendium
Sorcerers of the Wilderlands (included in AGP00106)
Warrior-Mages of the Wilderlands (included in AGP00106)
Faiths of the City State: Forn Sidthr
Skills, Feats, and Languages of the Wilderlands (d20)

We hope to have all existing products converted and ready to go within two weeks.

The first new product to be offered in this form will be Fantastic Personalities: Barbarians of the Wilderlands. Going forward, new products will be offered in print format for approximately one month before the PDF releases.

We hope this will satisfy customer desire to have these products available in print format. Unfortunately, under current market conditions, offering these kinds of products -- even in compilation format, in full-sized, full-color cover fully-illustrated format -- is simply not viable, so we seek to return to the classic booklet format as a way to enable our customers to get our products in print.

Customers who are still owed subscriber credit can purchase these booklets using said credit at a discounted rate of 50% page count. Thus, a 36-page booklet counts as only 18 pages when using subscriber credit, with free shipping! However, we must request that subscribers wait until all products are available in booklet format before ordering using subscriber credit, as shipping each booklet individually as they are made available would incur crippling shipping costs.

If you have any questions, or wish to place an order, please e-mail me at jamesagp1@gmail.com.

Saturday, August 29, 2009

[Ferbieday] Ferbiedays of Summer are over...


Well, Ferbieday posts are to note the beginning of the lazy, purportedly postless weekend, so being a little late isn't that troublesome...

Ferbieweeks are over, more or less, thanks to the beginning again of Gary's Greyhawk Campaign. As I delve again into the Flanaess and Advanced Dungeons & Dragons (1st Edition), I'm sure I'll be inspired to post now and again. And as I get further along and complete some of these big articles for Adventure Games Journal #2, I'll post some previews here as well.

But for a while, at least until AGJ #2 is out the door, that's likely to be all I'll post about here... my campaign and my current print product in-development, and maybe a PDF or two. No essays, and certainly no rants...

Friday, August 28, 2009

[AGP] Monstrous Menaces 5

Adventure Games Publishing presents the fifth in a series of new monsters for the Castles & Crusades Castle Keeper to populate his dungeons and wilderness. Each installment of the Monstrous Menaces series presents three new monsters for a mere dollar, eminently affordable in today’s economy.

The fifth installment, Monstrous Menaces #5: Chupacabra, Felpha, and Olgoi-Khorkhoi, presents the Castle Keeper with a 3 HD Monstrous Humanoid, a 5 HD Aberration, and a 1 to 6 HD Magical Beast. Each entry includes complete listings for the monster’s description, organization, ecology, treasure, range, and special abilities.

Chupacabra
A chupacabra is a small humanoid creature, about the size of a halfling or goblin, with lizard and canine-like features that much resemble that of a kobold (though there is no relation between chupacabras and kobolds). Chupacabras have large, dull black eyes, gray to green skin, and large clawed hands and feet, though these last are relatively weak and are not used in combat. A long row of sharp spines runs down its back; again, these serve to make the creature look more fearsome, but do not serve any useful purpose.

Felpha
This creature takes the form of a three-foot diameter, pinkish-tan, warty fleshy sphere, looking not unlike the hairless skin of a human sans muscle and bone, blown up with hot air — a balloon made of human flesh, essentially. It has five human-like, ugly, pinched, and androgynous faces, each facing a different direction along the equator of its body, each complete with two eyes, nose, fang-filled mouth, chin, and two ears. A thick cluster of dozens of five-foot long tentacles depend from the bottom, each ending in a trio of finger-like pincers.

Olgoi-Khorkhoi
Otherwise known as the Death Worm, this giant worm-like creature is actually distantly related to the caecilians, and thus an amphibian of sorts, though through magical mutation it possesses abilities more like that of a reptile. Death Worms range in length from six inches to 30 feet, being six inches long per hit point, and one-tenth their length in diameter.

They are limbless, and they appear to be segmented, like a worm, as their serpentine body is divided by ring-shaped folds; thus the confusion as to its true nature, as it physically resembles a giant worm. Its head is covered with thick, bony plates that it uses to push through soil and even stone with greater ease; these open wide in a four-pointed star fashion, almost like razor-sharp mandibles, to reveal its fanged maw. Coloration is a brick to scarlet red, with the bony head and fangs pure white.

Monstrous Menaces #5: Chupacabra, Felpha, and Olgoi-Khorkhoi
By James Mishler
AGP06005, 9-page PDF, $1.00 MSRP

Click here to buy
Monstrous Menaces 5
at DriveThruRPG

Wednesday, August 26, 2009

Return to Greyhawk

... and so, with the near extirpation of the good people of the town of New Hope, in Old Nebraska, and the defeat of the Worm Wraiths by the Dun Duster Company, the Rifts campaign comes to an end.

And now we return to Gary's Greyhawk Campaign.

When we left our fine company of adventurers back in April, they had fled from the village of Hommlet south, to Wildervale, an independent realm of Men upon the borders of the Elven Realm of Celene. There they arrived at the Keep on the Borderlands.

In their brief time at the Keep, they have had but one minor (mis-)adventure; Elyas the Easterner thought he had found himself a sweet and willing wench for an afternoon of enjoyable athletics, while in fact, she was not so sweet at all. One poisoned kiss later, and Elyas was short his sword and gold and whatever all else the young lady could make off with. Twidorik and Adamond thought it odd that the lady was leaving so quickly, and followed her as she made her escape out the front gate. When they went back and checked, they found indeed that their ally had been robbed, of his dignity as well as his goods (though fortunately not of his manhood nor his life). The party reported the theft to the authorities; upon being questioned, the gate guards told them that the woman claimed her name was "Borna Noblity," and so said young lady is wanted for theft and poisoning.

When we return to the campaign in two weeks, 19 weeks will have passed in real time. As we have had such an extensive break, and as the characters were at a good "break point" rather than in a dungeon, I am considering using the old rule that in-game campaign time passes at the same rate as real-world time in between sessions. This would work out well, as the party had discussed laying low for a while in order to get some local work, make local contacts, and scout out opportunities. I'll have to give some thought to it...

We had also discussed taking up the Traveller campaign that we had set up earlier, but after some thought while driving home, I decided against that, as we are already in the midst of a Serenity campaign, and what is Serenity if not a modern re-casting of Traveller? I also rejected the thought of going with Gamma World, even a straight-up 4E run, as that also was too close to the previous Rifts game in many ways. I've been hankering to get back to Greyhawk, and so Greyhawk it shall be... starting again in two weeks, God willing and the creek don't rise...

Friday, August 21, 2009

[Ferbieday] In which the posting drought continues...


Yup, still Ferbieweek, this week and in the coming week. It's starting to look like West Texas around here... but then, eventually droughts end. Eventually...

Friday, August 14, 2009

Friday, August 7, 2009

[Ferbieday] Ferbieweek Continues... again...

And so this next week Ferbieweek continues... only more so.

As I am missing out on Gen Con this year, rather than mope around and play games wishing I was at Gen Con, I'm avoiding the whole issue, and games altogether. I'll be well and truly on vacation this week; at first I'd thought of finishing and putting up a final PDF product before starting, but you know... everyone will be at Gen Con anyway... so it can wait. And as everyone with money will be at the Gen Con Auction, no auctions this week...

Rather than doing game stuff, I'll be catching up on reading, fighting the never-ending battle against crap building up in my study, and probably cleaning out the garage and visiting Goodwill or the dump, as need be. Maybe I'll even go down to the coffee shop and do a whole lotta nothing.

Monday, August 3, 2009

Gamma Terra, Judge Dredd Style

Well, the second auction I'd planned to post today has been cancelled. I was going to sell my classic Games Workshop edition of Judge Dredd: The Role-Playing Game, but decided against it, after finding out that the typical sales price of the boxed set of late has generally been lower than the cost to ship it (even within the US). At that price, I'd rather keep it!

One good thing came of this, though... I re-discovered a pair of maps I'd drawn some years back (ca. 1995 to 1997) for use in a kit-bash Judge Dredd/Gamma World 4E/2E AD&D/Rolemaster mash-up. GW4 was used for the core rules, with elements added in for Judges as a character class and AD&D classes and races. I also modified the spell system significantly, using Rolemaster spell lists instead of standard AD&D spell lists.

Oh, I should note -- though the mix of technology and magic and aliens and dinosaurs was very Rifts-like, I'd only had minimal experience with Rifts at the time... I'd played in one campaign that was basically an arena-melee series set in Atlantis. So resemblance to the world of Rifts is more coincidental, and a matter of working from the same toolkit of elements than purposeful emulation... minds thinking alike and all that.

Here is the continental map:
As Judge Dredd fans can see, this is a post-Apocalypse War world, with half of Mega-City One destroyed by massive nuke strikes. Mega-City Two is on the west coast, and Texas City there on the Gulf Coast. The rest of the Cursed Earth is a mix and match of my own innovations, various novels and comics and movies, and a dash of the setting from GW4.

I picked up the history of Mega-City One from the end of the Apocalypse War and ran with it myself to about 10 years later. The city and its judges were beginning to split along geographical lines, each with a classic American identity -- North were American Revolution Patriots, East was Bladerunner Gilded Age Cyberpunk, West was Wild West, South was Dixieland, and Central remained Drokk-standard Mega-City culture. North-West Hab-Zone was a standard colonial outpost amidst the radioactive ruins, plagued by all sorts of mutants and magic. In a Judges campaign, the PCs would be Judges in the NWHZ ("NWHZ Blues" style) trying to hold things together as the rest of Mega-City One dissolved in Civil War.

Northern Wilds were just that, wild lands of savage barbarism. Quebec Conurb was the realm of the crazy Quebecers, with a city built up to look like Paris in the 40s (in the center; outlying blocks were all built to look like Eifel Towers!)

The Middle Lands and Southern Wilds -- more on these areas later.

The Tribes -- Last redoubt of the Native Nations. Some are traditional, others mutant, some magical, a few mix and match.

The Wastes -- A vast desert, with valleys of green here and there, some home to friendly folk, most not. All "primitive" cities (TL II+ or III), save for Cyborg City, which was basically supposed to be Skynet + The Created, Gamma World style. There was an old Terminator comic book published by Innovation ages ago, where the characters ran into a complete city of cyborgs, complete with cyborg children, schools, malt shops, etc... this was to be kinda linke that, crossed with the San Francisco as seen in Terminator 4. The Friends of Entropy (i.e., Red Death) and Radioactivists are found in this region in great numbers.

Chimaeran Empire -- "Kamandi-land meets Planet of the Apes, Ranks of the Fit and Zoopremist style." Chimaera X was a potent biological agent used in the Atomic Wars of 2070 (it was derived from a variant of the virus that mutated the intelligent Apes native to Mega-City One). It was designed to kill by merging DNA/RNA of nearby creatures, most such events being lethal to living things. It was used mostly in South and Central America, whose states bought the virus and its delivery systems in great numbers (cheaper than atomic weapons). Unfortunately, it didn't quite work as planned; though many died, more were simply mutated, including many animals, who gained sentience and often humanoid characteristics. Mexico is merely the northernmost section of this Animal Empire, which actually rules all of South and Central America. Humans are slaves; the Tech Level is III+/IV.

Mutant Heartlands -- Outside the three conurbs, this area is a continuation of the desert wastes to the south and east, and home to many tribes of mutant humans (and animals, expats from the Chimaeran Empire to the south). The Temple is a conurb of the Seekers, who seek to bring harmony between pure strain and mutant humans of Gamma Terra. Reno is a vacation spot for the rich and famous of Mega-City Two. Las Vegas is an independent high-tech city that has some ties to the other Mega-Cities, and uses the Judge system, but is utterly corrupt (as in the Judge Dredd comic book). The Red Death and Radioactivists are also commonly encountered in these lands, and there is said to be a secret city of mutants somewhere in the wasts, home base for the Iron Society.

The Elflands -- This is the only land where the Faerie Folk hold sway, though they are encountered in smaller numbers and small realms elsewhere. Elves, dwarves, gnomes, halflings; all the AD&D races are here, and in numbers, as are the various monsters from the Monstrous Manual. High tech items (anything above TL III) have a chance of malfunction here; the higher the tech level, the higher the chance of failure (this is true in areas wherever the Folk of Faerie live in numbers). Each small realm is a kingdom unto itself, but all answer to the High King, whose court is upon a floating island that travels throughout the Elflands and beyond. Humans here are definitely second-class citizens, if not generally serfs or slaves (ties in nicely with my more recent ideas of a post-Wizarding apocalyse).

Here's the map of the eastern portion of the continent:
The City of Man is the stronghold of the Knights of Genetic Purity. It is a TL VI+/V society, about the level of tech just before the Atomic Wars. It has ties with the Mega-Cities, but as it rejects the Judge system, these ties are loose, and technological exchanges are forbidden. The public face of its racism is subdued, as the ruling class tries to gain further ties (and technology) from the Mega-Cities.

Xan Loo is an open city (yup, I've been using the name for Gamma World for a long, long time). It is ruled by Carrins, exiles from the Chimaeran Empire. It is a rough-and-tumble town; pure strain humans are in the minority, and mutant humans and animals generally rule, but there are no open laws against PSH rising through the ranks of society. Xan Loo is a stillborn Mega-City; many of the outlying blocks lie in ruins, as do many of the blocks within the great metal wall that surrounds the city core.

Most of the rest of the Middle Lands are sandy, muddy wastes where all life is exctinct due to the fallout of the Atomic Wars (plenty of inspiration in the original Judge Dredd series where they crossed the Cursed Earth, not to mention the scenes that take place in the Cursed Earth in the Judge Dredd movie). Here and there in the remianing fertile lands are petty principalities and various tribes of all kinds. Memphiz is a TL III kingdom and home to the Archivists, who worship the old robots of the Atomic Wars and build great temples and pyramids for them (using Ancient Egyptian style architecture). Kairoh is an outpost of Memphiz.

The Southern Wilds are dominated by the Jurassic Jungles, where dinosaurs again rule the day (re-created using Jurassic Park style genetic sciences, per classic Judge Dredd comics). Primitive TL 0 and I tribes survive amidst the thunder lizards. Nawlinz is a high-tech conurb where it is always Mardi Gras; it is a permanent party zone, like Reno and Las Vegas, but much more laid back. It is open to all sorts of customers, so most aliens who visit North America visit Nawlinz; some whisper the city is controlled by aliens for unspeakable purposes, and that visitors who disappear when they wander out of the Bourbon Sector aren't merely rolled and dumped in the Kaijun Swamps... oh, and all sorts of magic are also recognized and practiced here (unlike in the Mega-Cities, where it is illegal), from elven magic to the voodoo of the pirates of the Dragon Sea.

This will once again be the map I will be using for my ongoing Gamma World campaign... once I get it started up again... so it will be a bit Gamma World, a bit Dogpatch, and a bit Planet of the Elves.

[Auction] Ringworld Boxed Set from Chaosium

Larry Niven's Ringworld
Roleplaying Adventure Beneath the Great Arch
by John Hewett and Sherman Kahn
Published by Chaosium, 1984
Final Bid
: $26 (What a deal!)
Winner: Bidder #1
Previous Bids: $25 Bidder #2

Bids against the current bidder go against his maximum bid, raising the current bid until the previous maximum bid is beaten by a higher bid. Thus, though the current bidder may have bid a maximum bid greater than $26, the current bid remains at just above the next-highest bid.

Send your bids to: jamesagp1@gmail.com

Up for auction is Larry Niven's Ringworld: Roleplaying Adventure Beneath the Great Arch, published by Chaosium in 1984. "The most comprehensive guide to Ringworld and Known Space ever published!"

Box is shelf worn on front, back, and sides, and dinged on all four front coners. The back was, once upon a time, taped shut on the top and bottom with what appears to be clear packing tape (long since sliced open). Everything is present, including the four books, all inserts (the cardstock explorers are uncut), and even the original four dice! However, the center two of four character sheets were pulled out of the insert booklet and cut apart, and one is partially filled in with pencil (leaving three clean and untouched character sheets). The books are slightly dinged along the top due to the dice being in the box with them through more than a dozen moves and 25 years...

Winning bidder pays all shipping and insurance costs; shipping by USPS only.

Payment required by Paypal, due within 24 hours of being informed of shipping cost and total final cost.

Auction ends Noon CST, Friday August 7th 2009.

Click on the picture to get a larger version.




[Ferbieday] Dude, what?

Oops!

Friday was such a... day... that I completely forgot to post a Ferbieday post. Shame on me!

Okay Ferbie, you can now loosen your jaw from around my ankle... Ferbie? Aw, c'mon Ferbs, I posted already! Ow ow ow...

Oh, and Ferbieweek continues... mostly. I still want to get around to posting about WL Persians... sometime... and there will be more auctions up this afternoon.