Gary's Appendix Issue 5 + PDF
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Gary's Appendix Issue 5 + PDF
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Gary’s Appendix is a collective effort by a creative menagerie to create a memorable zine for fantasy gamers.
About the Book:
This is a series of zines that explore the curious and fascinating parts of our beloved hobby in a way that is thought-provoking and useful. The inspiration for this zine is the AD&D Dungeon Masters Guide. We draw inspiration from the past works of the gaming giants with no attempt to reproduce it. Gary's Appendix about our love for the past and our excitement for the future.
Gary's Appendix Issue 5 includes:
Bestiary
We explore ways to turn mundane creatures into memorable encounters by considering the lore, mythology and ecology.
This issue includes:
- Centipede, Gian
- Dryad
- Crocodile
- Driver Ant
- Gelatinous Cube
- Gnoll
- Harpy
- Hydra
Articles:
Investigation Themed Adventures – The old school play method that encourages players to engage with the diegetic elements of the game world makes games like OSE perfectly suited to investigations even though it isn’t obvious looking at the rules. This is my method of creating investigative adventures.
A Case for Using Wandering Monsters – In the good old days, the DM rolled the die six every three turns, and when a one came up, he smiled as it indicated wandering monsters. The Dungeon Master's Guide had a collection of monsters that were potential candidates for running into. The selection of these monsters and the number appearing were all determined by random. Over time the game improved. It is more fun-oriented as well as complex. In light of this, let us turn our thoughts to wandering monsters. What is the purpose of wandering monsters?
Legends of the Supernatural Pt. 2 – We return to the supernatural history of Britain and Ireland, with another look at myths and legends that have fascinated me and have often been the source of role-playing hooks and scenario ideas. As with the first installment, these legends are all based on an established history, myth, or legend—or combination of all three—and I have taken a big pinch of artistic license to add to the role- playing game feel.
Hiring a Spy – Spying is a murky world of shadows, or so we are led to believe. In a fantasy role-playing game, it opens the door to intrigue and adventure. How are we to handle spies?
Governments – Since the dawn of time, humans have created social structures in order to survive. While these small societies likely started as family groups, they continually evolved and expanded as humanity’s needs changed, eventually developing laws and moral codes under which members were expected to live. To enforce these standards, humans created governments.
What is in a Cube? – As go-to dungeon and sewer sweepers, gelatinous cubes spend their days, nights, and weekends picking the bones of an area clean. Since dungeons and sewers are also the favorite haunts of the worst ne'er do wells and the adventurers who stalk them, there’s bound to be a bevy of bodies and gear in near constant supply. Fortunately for adventurers, ne’er do wells and other adventuring parties just so happen to often carry the best sorts of loot.
The Team:
Written by David Semark, Jeff Jones, John Kaniecki, Travis Miller, Zac Goins
Art by Amanda Lee Franck, Bertdrawstuff, Daniel F. Walthall, Danny Teran, Dean Spencer, Perplexing Ruins, Ramone Lucha