Newly docked in the ebay:
Rare, complete boxed set of Bunnies & Burrows designer B. Dennis Sustare’s Heroes of Olympus, the combination ancient Greek wargame and mythic heroes roleplaying game. All original components are in the box: the maps, the rulebook, and the counters (most of them unpunched). The maps have seldom been unfolded. The rulebook has grayed a bit, and it does have a few pencil marks and the pen mark showed in the pic. The bottom right of the front cover has some slight but noticeable tattering. It almost looks like maybe a rodent nibbled at it (I once owned hamsters). The box lid has been neatly taped on two corners, and there is a white file label affixed to the top to cover an obscenity scrawled on the box by a jerk I used to game with. The box bottom has cracked some on an edge. I’ve also thrown in a tourist map of Athens circa 1973.
Path of Legend for Fantasy Flight’s Dawnforge campaign setting. I wrote this adventure shortly after contributing a chapter to the campaign setting itself. Path of Legend introduces players and their new heroes to the Dawnforge world with an epic quest that combines location and event-based encounters that include roleplaying, puzzle-solving, and, of course, combat. The book is most gently used. It is one of the complimentary copies I received for writing the adventure. It’s never been used for play, and it’s almost like new.
GURPS Imperial Rome, published 1992, by Steve Jackson Games. Signed by Steve Jackson, Jeff Koke (editor), and Ruth Thompson (illustrator). Some what used. Noticeable scratch on cover. Some wear on corners. Some yellowing of pages. No interior marks.
That said, here’s more on the theme of (belated) October spookiness.
From an article on the always interesting Public Domain Review about Jacques Collin de Plancy’s Dictionnaire infernal.
A few pages later there is Amon, a horrific hell beast with globular pitch-black eyes, a “great and powerful marquis of the infernal empire” who appears as a “wolf, with a serpent’s tail . . . [whose] head resembles that of an owl, and its beak shows very sharp canine teeth.” As if le Breton’s rendition of the beast wasn’t terrifying enough, Collin de Plancy reminds us that this nightmare creature “knows the past and the future”.
The illustration to the right comes from the 1863 edition.
Amon is demonic nobility. His domain is a blighted expanse of treacherous hills and canyons across which howl burning winds that often roar together, forming tornadoes of fire and ash. Amon sees things as they actually are. Amon sees through normal and magical darkness, notices things or creatures hidden by magic, sees through illusions, and sees the true form of polymorphed, changed, or transmuted things. He knows the past and the future, but the full extent of his knowledge is not known. Amon cannot be easily lied to, tricked, or surprised. He uses the following spells at will, one at a time, once per round, as if he were a 12th-level Magic-User: Charm Monster, Levitate, Pyrotechnics, Read Languages, and Suggestion. Once per day at will, one at a time, once per round, Amon may cast Fireball, Fly, Polymorph Self, and Teleport.
Amon: HD 20; AC -3 [22]; Atk 2 claws (1d6) and 1 bite (2d6); MV 9; SV 3; AL C; CL/XP 30/7,400; Special +1 or better weapons to hit, immunity to fire and poison, magic resistance (80%), spells, telepathy 100 ft., truesight
Tags: horror, monsters, Swords & Wizardry