After escaping the bog-men in the wilds of the Witchwood, Sebastian, Quinn, Elanor and Tom journey south on their impossible quest. Sebastian and Elanor seek help from Crowthorne Castle, but both allies and enemies will reveal themselves. Tom and Quinn venture into the mysterious moors...where a hideous beast lies waiting.
After escaping the bog-men in the wilds of the Witchwood, Sebastian, Quinn, Elanor and Tom journey south on their impossible quest. Sebastian and Elanor seek help from Crowthorne Castle, but both allies and enemies will reveal themselves. Tom and Quinn venture into the mysterious moors ... where a hideous beast lies in waiting.
Wolfhaven Castle has been attacked, and only four escape capture ... Tom, trained to scrub pots, not fight; Elanor, the Lord's daughter; Sebastian, a knight in training and Quinn, the witch's apprentice. Somehow, if they are to save their people, these unlikely heroes must find four magical beasts from legend. But first, they have to make it out of the castle alive...
Wolfhaven Castle has been attacked, and only four escape capture: Tom, trained to scrub pots, not fight; Elanor, the LordÕs daughter; Sebastian, a knight in training; and Quinn, the witchÕs apprentice. If they are to save their people, they must find four magical beasts from legend... (Contains: Escape from Wolfhaven Castle, Wolves of the Witchwood, The Beast of Blackmoor Bog, The Drowned Kingdom, Battle of the Heroes)
Quinn, Sebastian, Elanor and Tom have found a dragon and conquered the dreaded Beast of Blackmoor Bog. Only one item remains on their impossible quest--the scale of a sea-serpent. Now they must journey to the drowned kingdom, where they will face their deadliest challenge yet. And there they will uncover the truth behind all that has happened... the truth that will change everything.
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.
Reproduction of the original. The publishing house Megali specialises in reproducing historical works in large print to make reading easier for people with impaired vision.
Come join the adventure in Symbaroum, the acclaimed Swedish roleplaying game! Explore the vast Forest of Davokar in the hunt for treasure, lost wisdom and eternal fame. Visit the barbarian clans to trade or to plunder their treasuries. Establish a base of power among princes, guilds or rebellious refugees in the capital city of Yndaros. Or survive encounters with Arch Trolls, dark-minded Blight Beasts and undead warlords. But whatever you do, never ignore the warnings spoken by the wardens of the forest: tread carefully and do not disturb the ruins of old, for the dark deep of Davokar is about to awaken. Made in Sweden