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Osa : Basic Dungeon

Osa : Basic DungeonPublisher: Old School Dungeons


Old School Accessories

Basic Dungeon


by Eric Chaussin

Accessories Old School is a range of tiles to materialize all your adventures. Compatible with role play fantasy, you will see where each character is. Walkways and corridors give full game masters speed of execution.

BASIC DUNGEON is the first of a series of soil. It has rooms of different sizes, arched corridors to link them together.

Price: $7.99

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Dude, Run!

Dude, Run!Publisher: Creepy Doll Studios

Prove nothing, be awesome, and inflate your ego all in the name of pseudo-science!

Dude, Run! is a competitive storytelling game of reality TV paranormal investigation.  

Each game session is called an episode; which is composed of a claim of the paranormal, a location that’s divided up into its most active Hotspots, and a specific amount of evidence the investigators must uncover to prove the validity of the claim.

As the investigations are conducted in various Hotspots, the Skeptic will trigger rather mundane events that the investigators encounter, such as:

  • wind howling past the window
  • a family of raccoons in the attic
  • a tree branch falling in the woods

The investigators must then use a mixture of belief, investigation techniques, and a bit of ego to completely misinterpret the event as evidence of the paranormal.

If the investigators are successful at giving a paranormal explanation to an everyday event; they get closer to having enough evidence to close the case and validate the claim at the end of the episode.

There is competition involved here, but not between the investigators and the Skeptic. It’s all about the investigator gathering “better” evidence than the rest of the group.  The player who provides the “best” evidence over the course of the episode will wind up the Lead Investigator.

Just make sure to use a bit of caution while investigating.  If you try too hard you will wind up buying into your own misinterpretations and a creaky floorboard could have you running for the hills.

Dude, Run! is a complete role playing game system for 3-7 players with a bunch of six-sided dice and around 2 hours time.

Price: $5.00

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20 Road Encounters Bundle 1 [bUNDLE]

Publisher: DCS

THIS IS A BUNDLE PRODUCT. WHEN BUYING THIS ITEM YOU WILL RECEIVE SEPARATE DOWNLOAD LINKS FOR EACH PRODUCT LISTED BELOW...

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 20 Road Encounters (Couriers and Messengers)

 Regular price: $1.00

 Bundle price: $0.83

20 Road encounters featuring Couriers and Messengers is an encounter with a Courier/Messenger spun 20 ways.

Example:

Option 21. The party comes upon a courier; he is worn out and bloodied. He tells the characters that he set out from town the other day and was set upon by demons. The creatures have dogged his steps and not let him sleep, constantly attacking him. He asks, no, begs the characters for help in the name of the king as loyal subjects. If the characters are not subjects then he will try to appeal to their kind natures to help him.

The courier is being plagues by a Night Hag that wishes to kill him, the creature can only appear at night and has been toying with him, and tonight it intends to finish him off.

...

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 20 Road Encounters (Prisoners)

 Regular price: $1.00

 Bundle price: $0.83

20 Road encounters featuring (Prisoners)

A way to spin a random encounter into more than just a random encounter. A singe encouter spun 20 different ways, from common to supernatural.

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 20 Road Encounters (Tinkers, Tramps and Thieves)

 Regular price: $1.00

 Bundle price: $0.83

20 Road encounters featuring Tinkers,Tramps and Thieves is an encounter with traveling tinkers spun 20 ways. It isn't  a series of statistics of monsters to use in an encounter. You won't find anything like "You see 15 koblods attack the party when they have stopped for the night." These encounters are more intricate and most can lead to further plots for the characters.

Example:

Option 9.  (Night Hag) The man is sweating profusely, hiding inside of the wagon is a Night Hag that is holding his wife and daughter captive. The creature is wounded by a holy arrow and cannot change shape to fool the characters. The creature is desperate and had sent out a command to have her sisters come and save her, they will arrive soon at which time they will kill and ...

Total value:$3.00
Special bundle price:$2.49
Savings of:$0.51 (17%)
Price: $3.00

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The Gold Road (Pathfinder Edition) [bUNDLE]

Publisher: DCS

THIS IS A BUNDLE PRODUCT. WHEN BUYING THIS ITEM YOU WILL RECEIVE SEPARATE DOWNLOAD LINKS FOR EACH PRODUCT LISTED BELOW...

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 Mper Adventure Book 1 The Gold Road (Pathfinder Edition)

 Regular price: $0.00

 Bundle price: $0.00

Visit one of the longest continiously running RPG campaigns. FUDGE: Mper Book 1 begins the adventure and sets the stage for playing using the Pathfinder system on the world of Mper.

Included in the module:

1. Background of the struggle between Northern and Southern Deserata

2. Mission details as well as background of the Saint Daniel Myrhone of the Chaldite church.

 

(Note this is the Pathfinder version of this product.)

...

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 Mper Adventure Book 2 The Gold Road (Pathfinder Edition)

 Regular price: $1.00

 Bundle price: $0.75

Visit one of the longest continiously running RPG campaigns.

The adventure detailed in part 1 continues. The caravan is being gathered so the characters sneak off for a night at the inn......nothing bad can happen there.....

Included in this issue is a map of the large Trade Inn as well as local songs to add color to the adventure. Also Tattoo Magic is detailed.

The caravan is leaving soon, don't get left behind.

 (Note this is the Pathfinder version of this product.)

...

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 Mper Adventure Book 3 The Gold Road (Pathfinder Edition)

 Regular price: $1.00

 Bundle price: $0.80

Visit one of the longest continiously running RPG campaigns.

The adventure detailed in part 1 continues. The characters must help the guards fight off bandits and then help the caravan get to the Gold Road in order to be safe.

Included in this issue is a map of Sadakadish (the continent) as well as encounter charts for road hazards and minor encounters.

9 pages of information (not counting cover and ads). 

 (Note this is the Pathfinder version of this product.)

...

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 Mper Adventure Book 4 The Gold Road (Pathfinder Edition)

 Regular price: $1.00

 Bundle price: $0.70

Visit one of the longest continiously running RPG campaigns.

The adventure detailed in TheMper Adventure Book 1 The Gold Road ( Pathfinder Edition) continues as the characters move ahead of the caravan looking for trouble...they find it.

Two mini advantures are included "Spit" where the characters encounter a dragon that may not be everything he seems to be. Also "The God Stone" a simple gathering mission...if your don't count the wandering fire creatures.

7 pages of adventure (not counting cover and ads). 

 (Note this is the Pathfinder version of this product.)

...

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 Mper Adventure Book 5 The Gold Road (Pathfinder Edition)

 Regular price: $1.00

 Bundle price: $0.70

Visit one of the longest continiously running RPG campaigns.

In this episode; Lord of the Root, Ransom and South Point. In Lord of the Root the characters are forced to meet with "friendly" undead. Ransom deals with what happens when a member of the caravan is kidnapped by a thieves guild...or were they? And South Point the characters enter "civilized lands" which may be the least of their problems.

16 pages not counting ads

...

Total value:$4.00
Special bundle price:$2.95
Savings of:$1.05 (26%)
Price: $4.00

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Ultimate Pirates, Privateers and Plunder Guide (Savage Worlds)

Ultimate Pirates, Privateers and Plunder Guide (Savage Worlds)Publisher: Mystical Throne Entertainment

Throughout history the term privateer and pirate were as closely related as freedom fighter and rebel. That is, depending on which view one looks from, the distinction is not always apparent. This was never truer as during The Age of Sail. This period was a time of plunder and prize, heroes and villains. The rise and fall of nations could be determined by the intrepid sailors who brought back treasures from the New World or stole those same treasures as they journeyed home. Naval dominance didn’t always go to the biggest or best armed. Speed, skill, determination and grit were just as powerful a force as an extra barrage of cannon.

Welcome to the Age of Sail.

Ultimate Pirates, Privateers and Plunder Guide is the latest Ultimate Guides installment from Mystical Throne Entertainment, providing loads of new content related to the Age of Sail. This isn’t just another pirate sourcebook; military historian Christopher J.N. Banks takes you on a trek through the historical Age of Sail for characters that assume the role of naval crew, pirates, and privateers.

Ultimate Pirates, Privateers and Plunder Guide includes:

  • Tools necessary to spend a career on the high seas.
  • A ship construction guide.
  • Options for Mass Battle on the high seas in ship-to-ship combat.
  • Important people and events.
  • A lexicon of high seas terminology.
  • Two Savage Tales.
  • … and more!
Price: $4.95

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Federation Commander: Academy

Federation Commander: AcademyPublisher: Amarillo Design Bureau

FLY A STARSHIP!

Your mission: Go boldly to the stars, defend honor, preserve liberty, discover new worlds, and bring your crew home. Take command of a Federation heavy cruiser and fight a Klingon D7 battlecruiser, or fly a Romulan War Eagle facing a Gorn Allosaurus battlecruiser.

Federation Commander Academy is an entry point for Federation Commander. The PDF edition includes

74-page rulebook

8.5x11 map panel (you’ll need to print this six times)

72 full-color half-inch markers

8.5x11 Player Reference Card

Ship cards in Fleet and Squadron scales for the Federation Heavy Cruiser, Klingon D7 battlecruiser, Romulan War Eagle, and Gorn Allosaurus battlecruiser.

Price: $12.00

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Keddis: City Sourcebook

Keddis: City SourcebookPublisher: Mutant Ink Press

Founded in blood and turmoil, the birth of the renegade city ushered in a new era: an era of Ethericism and Impyrial Rule. Galleons and airships come from all over the known world just to get a chance to trade with Durma's largest and most dreadful metropolis. From here the Adjusted Knights protect the Dual Throne of the mechanically ascended rulers. The segmented city is home to the agents of the Inquisition, the raconteurs of the Institute and the quarrelling street gangs.

This supplement provides an introduction to the world's most important city, its people, neighbourhoods and secrets. Keddis: City Sourcebook includes:

    - District and Neighbourhood descriptions, including plot hooks, encounters and secrets.

    - Key city personalities from the Emperor and Empress to the Watch Captain.

    - A guide to life in the city.

    - New Advantages and Drawbacks, equipment, rituals, Mechanical Adjustments and War Machines.

    - Stories and secrets of the city, from its dark sewers to the street gangs.

    This is a supplement for the Steampunk Fantasy RPG, Enjin Obscura:

    Enjin Obscura RPG

      Price: $2.99

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      Tomb of Rils

      Tomb of RilsPublisher: Michael LaBossiere

      The history of Rils is a matter of considerable debate among the great scholars of necromancy. Some of the learned even assert that Rils never existed. Some claim that stories about different necromancers were combined over the centuries and this fictional composite was named Rils.

      While the myths and historical accounts vary, a common point of agreement is that unlike many other necromancers of his caliber, Rils was not interested in spreading undeath across the world. Instead, Rils has been portrayed as devoted to the study of necromancy and the undead as a matter of intellectual curiosity.

      The scholars who accept that Rils existed believe that because of his devotion to knowledge, he created numerous repositories holding his scrolls and books.  They also claim that Rils did not wish his knowledge to fall into unworthy hands or to be acquired too easily. As such, these repositories are supposed to be well guarded and thoroughly trapped.

      Rils’ actual fate (assuming he existed at all) is not recorded in history. Some scholars believe that he was destroyed by adventurers who mistook him for an evil lich. Others contend he was destroyed by adventurers because he was an evil lich. Some say that he still exists and dwells within a vast underground library, penning necromantic tomes. Whatever the truth, from time to time the location of one of Rils’ alleged repositories is discovered and adventurers brave the dangers within.

      Tomb of Rils is a Pathfinder Role Playing Game compatible adventure. It is intended for a party of 1st-3rd    level characters.

      Here are some of the features of the adventure:

      • New traps.
      • Detailed color map for the adventure.
      • Full statistics are included for all encounters—no need to look up monsters.
      • New spells (Bone Dance and Glue).
      • New Monster (Bone Dancer)
      • Free Hero Lab portfolio.
      • Zombie fish. 
      Price: $0.99

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      Studies of Decay: Zombies (PFRPG)

      Studies of Decay: Zombies (PFRPG)Publisher: Rocks Fall Games L.L.C.

      Rocks Fall Games presents...

      Studies of Decay: Zombies

      A collection of 21 zombies for you to use in the Pathfinder Roleplaying Game, including the brand new Bile Zombie!

      I am a Necromancer.

           If you hold this book, then you should be as gifted as I to understand the weight of the term. Once, in the Ages Lost, our kind were revered as the penultimate conduits of knowledge and peace. How many soldiers must perish? How many of our heroes should fall? No matter; send the Necromancer! Heroes of ancient past, armies of deceased neighbors - all in splendid regalia - may return to the battlefield to crush our enemies when the pitiable healers and abjurers could not save them or us. Even those laughable diviners thinking the mind and eye were the foundation of perception failed to see what the ghost knew or the corpse saw. Indeed, the mighty Necromancer was once the champion of Empires. Then, morality stagnated. The pious followers of Galayne or Bethune came to ensure that life was life and death was death. Even the more pathetic followers of Whistus could not see that their Pale Maiden was a gateway which could be crossed in either direction.

           Nay, we are Necromancers and we KNOW what the others refuse to see. Perhaps the best spy is the skeleton all nobles hide in their closets; perhaps the best soldier is the one who already gave his life. Yet, despite our displays of power we are reviled by the king, the holy-man and the scholar alike. We are painted into the corner of depraved lunatic with suspicion of grave-robbing, murder, desecration, blasphemy and heresy. We need not murder or grave-rob to acquire our minions when the foolish and tyrannical will send us materials by the wagonload. We need not temples or dieties to offend when we ourselves approach godhead. This is our greatness and this is our heresy: through Necromancy, we gain deification.

           So, dear reader, I may be long dead from some paladin's blade. I may be re-awakened by a compatriot only be to eradicated by some priest's chanting. But, I am not gone. I still stir, as bone or spirit, as we all should. For what power should I hail when life and death are meaningless? Of course MY OWN, when I am the one who has made it so. And YOUR power as well, if you be brave enough to use this simple book to demolish the chains preventing your ascension. Through the passage of time, we shall see that one simple fact is the only truth of this world: NECROMANCY MAKES MEN GODS! I only hope you are capable enough to understand the truth.

      Also includes printer-friendly PDF with no parchment background!

      Price: $2.49

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      20 Road Encounters (Strange Contraptions and Items)

      20 Road Encounters (Strange Contraptions and Items)Publisher: DCS

      20 Road encounters featuring Strange Contraptions and Items. 3 pages packed with strange things for your characters to encounter that are beyond the ordinary and will make them wary of random encounters forever.

      Example: A trebuchet on a mission of peace, a unique way to lose your head.  21 strange and interesting things to amuse you. Set on the world of Mper but easily transplanted to other worlds and game systems.

       

      Price: $1.00

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      GMA4 - Classic Treasures: More Chests

      GMA4 - Classic Treasures: More ChestsPublisher: UnderCity Games

      Classic Treasures: More Chests contains a table with one hundred chest contents designed to be inserted anywhere into your campaign to provide quick generation of the contents of random pouches that characters may find in the course of an adventure. These do not replace the normal treasure tables for any given encounter, instead they serve to flush out those tables or to provide random contents when a particularly inquisitive character goes searching. The tables are designed to be fully adaptable to suit your needs. Drop them into your existing campaign as a way to add depth to the adventuring life of the characters.

      Price: $1.50

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      Ghastly Gathering [bUNDLE]

      Ghastly Gathering [bUNDLE]Publisher: Mayhem in Paper

      THIS IS A BUNDLE PRODUCT. WHEN BUYING THIS ITEM YOU WILL RECEIVE SEPARATE DOWNLOAD LINKS FOR EACH PRODUCT LISTED BELOW...

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       Ghostly Spirits

       Regular price: $2.95

       Bundle price: $2.49

      Set of 9 Ghostly figures! Includes 1 Reaper, 1 Ghost, 1 Spirit, 3 banshees and 3 Haunts. This is a great variety set of figures which gives you plenty of foes for your players.

      This set also comes with automated cutting files formatted for the Silhouette/Craftrobo line of cutters.

      ...

      58463-thumb80.jpg Gothic Statues

       Regular price: $2.95

       Bundle price: $2.49

      Don't blink!

      Set of 12 Gothic Statues to add some creepy ambiance to your games. Add these to any graveyard or city layout and instantly your players will fear them.

      This set also comes with automated cutting files formatted for the Silhouette/Craftrobo line of cutters.

      ...

      58571-thumb80.jpg Scarecrows and Jack-O-Lanterns

       Regular price: $2.95

       Bundle price: $2.49

      Set of 8 figures; 4 Scarecrows and 4 Jack-O-Lanterns. These are a great addition to any range of Halloween theme figure sets and are perfect for any fantasy horror games.

      This set also comes with automated cutting files formatted for the Silhouette/Craftrobo line of cutters.

      ...

      54879-thumb80.jpg Skeleton Warband

       Regular price: $2.95

       Bundle price: $2.49

      Set of ten Skeleton figures in various poses and armed with a variety of weapons.

      This set also comes with automated cutting files formatted for the Silhouette/Craftrobo line of cutters.

      ...

      Total value:$0.00Special bundle price:$9.96Savings of:$-9.96 (0%)
      Price: $11.80

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      Exotic Encounters: Unicorns

      Exotic Encounters: UnicornsPublisher: Necromancers of the Northwest

                  The Pathfinder Bestiary, and the long line of monstrous encyclopedia that came before it, do a great job of attacking the problem of providing game statistics and mechanical information for a very wide variety of creatures. There are a lot of strange creatures from fantasy novels and movies, from ancient mythology, and, as time went on, from the twisted minds of game designers and even GMs, for that matter. Anyone today who tried to go about creating an extensive bestiary of all the different cool and interesting fantasy monsters could fill three or four volumes with three hundred monsters each, and still have a long way left to go, with fans crying out for various “forgotten” monsters to get some attention. That kind of breadth doesn’t leave a whole lot of room for depth, and that’s where Exotic Encounters comes in.

       

                  There are all kinds of reasons why you might not want to use a monster stat-block straight from the core rules. For one thing, if your players have a habit of browsing through such books, or are long-time veterans who know the basic ins and outs of most fantasy staples, you may need an unusual stat-block just to throw them a curve ball and teach them that they can’t count on their out of character knowledge to take all the mystery out of the game. Alternatively, many GMs can recall a time when they wanted to make use of a certain monster in their game, only to find that it was a few CRs too high or low for what they had in mind.

       

                  Exotic Encounters takes a single, iconic monster, and creates three new variants on that theme. These variants aren’t simple tweaks, and are more than simply advancing or removing Hit Dice, though that occurs as well. Each of these three variations on the monster’s theme has a specific, flavorful goal in mind, and a role to play, and their statistics entries are gently massaged in order to make them fit those roles. Further, each of these variants comes with brand new specially-crafted special abilities, which are unique to Exotic Encounters and not found anywhere else.

       

                  This particular installment of Exotic Encounters focuses on the noble unicorn. These proud and noble creatures have a long history in fantasy media, but rarely serve as creatures that the average group of adventurers have a reason to fight. The first unicorn in this book, the sylvan guardian unicorn (CR 5), is not a paragon of good, but rather of nature, and will do anything to defend its sylvan home, especially impaling hunters and woodsmen who might threaten it. The storm unicorn (CR 8) is a mix of a unicorn and a pegasus, and possesses the ability to fly, as well as an affinity for storms and lightning, which it can fire from its jagged metallic horn. These elusive creatures are rare and exotic game, and are not noble paragons of virtue like their more common cousins. Finally, there is the purifier unicorn (CR 10), which is so pure and divine that non-good creatures that look upon it are struck blind. While it makes a suitable challenge for a group of evil adventurers who are far too powerful to find a challenge in the standard unicorn, its magic tears provide a reason for characters of any alignment to attempt to subdue one, if the need is dire.

      Price: $0.99

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      Bestiarum Vocabulum: Nagas & Magics

      Bestiarum Vocabulum: Nagas & MagicsPublisher: Fat Goblin Games

      Bestiarum Vocabulum: Nagas & Magics

      Sinuous, powerful, and mysterious, these

      magic-wielding reptilians are a diverse lot.

      Nagas might be highly intelligent or nearly

      bestial, good or evil, monstrously huge or

      merely man-sized. They may have been

      divinely molded for a specific purpose, or

      are simply members of the larger monster

      community.

      No single history speaks to every one of the

      various species. Some mythologies describe

      nagas as guardians the gods created from

      whole cloth to perform tasks, or to bring

      suffering or succor to mortals. Other peoples

      believe themselves descended from the

      reptiles and worship them as holy ancestors.

      Whether divinity or evolutionary defines

      your setting’s nagas, the creatures can make

      powerful allies or dreadful enemies for your

      player characters.

      Bestiarum Vocabulum: Nagas & Magics provides you with detailed accounts of a variety of naga, as well as new spells and magic items related to these strange creatures.

      Price: $3.99

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      Being: More or Less Fantastical Olde Worlde Technologies

      Being: More or Less Fantastical Olde Worlde TechnologiesPublisher: Polycosm Publishing

      "I've got weapons, armour, a baggage train, a household, but... There's more. More than my artificers can make. There's that..."

      Being: More or Less Fantastical Olde Worlde Technologies is a tool designed to support development of certain beings.

      On just one page it provides 216 table entries arranged across six columns, for use individually or in various combinations.

      The entries cover aspects of form, function and behaviour, along with specific parts and their nature, including glitches...

      It is compatible with various genres and systems and suitable for use in roleplaying and beyond. It can be used to inspire and detail beings, even at the table in the course of games - and not least to find out what it is the party just stumbled across...

      The three pages are arranged for ease of use on screen or printed, the key features in two variant layouts. The tool includes:

      • 216 table entries arranged in six columns and six rows, all on one page
      • six categories - appearance, feature, structure, detail, element and glitch
      • a smaller multi-purpose table for status, levels and relative positions
      • a compact diceless number generator for a specific range used

        It can be used in conjunction with Elaboration: Structure & Surface, which has 540 descriptive terms for detailing locations.

        Both tools are also part of the all current items bundle.

        Price: $0.79

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        The Miller's Tale SKG005

        The Miller's Tale SKG005Publisher: Serpent King Games

        Something is rotten in the village of Jib’s Hollow and it’s not just the local weaver’s aversion to bathing. When a despairing ghost calls for justice can the heroes find his murderer before more people die?

        A murder mystery scenario to challenge a group of Dragon Warriors characters of 2nd to 5th rank.

        Dragon Warriors: Enter a world of magic, folklore and danger. Here, superstition covers peoples' lives like autumn mists cover the moors, and terrifying monsters with bizarre powers lurk in the shadows. The king is a weakling, barons scheme against each other, and lordless knights, back from the Crusades without the honour or riches they were promised, roam the countryside in search of adventure - or prey.

        Ruined castles and barrows are the lairs of the supernatural, or newer, more sinister masters. Labyrinthine underworlds lie forgotten below ancient temples and city cellars. The dark places of the world hold riches for those who would search for them, and the keys to great power, and death.

        These are the Lands of Legend, and they need heroes. Brave knights, courageous barbarians, cunning sorcerers, mystics trained in the powers of mind and body, sword-wielding warlocks, elementalists who command the fabric of reality itself, and assassins trained to bring death to the deserving. All these will be your comrades on the path to glory - and perhaps your enemies too.

        Will you accept the challenge of Dragon Warriors?

         

        Dragon Warriors is a classic fantasy roleplaying game, originally released in 1985-6 by Corgi Books, relaunched in 2008 by Magnum Opus Press, and now published by Serpent King. The core rulebook contains full details for creating characters and all that players need to adventure in the Lands of Legend. It also holds information on over 110 different monstrous species, 192 spells from four different schools of magic, and more than 80 unique magic items, artifacts and relics, as well as sections on jousts, crime and punishment, disease and madness. There's advice for novice Games Masters and players, suggestions for building your own game-world tailored to your tastes, an introductory scenario to begin your adventures in Dragon Warriors, and much more.

        Price: $1.99

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        The Miller's Tale SKG005

        The Miller's Tale SKG005Publisher: Serpent King Games

        Something is rotten in the village of Jib’s Hollow and it’s not just the local weaver’s aversion to bathing. When a despairing ghost calls for justice can the heroes find his murderer before more people die?

        A murder mystery scenario to challenge a group of Dragon Warriors characters of 2nd to 5th rank.

        Dragon Warriors: Enter a world of magic, folklore and danger. Here, superstition covers peoples' lives like autumn mists cover the moors, and terrifying monsters with bizarre powers lurk in the shadows. The king is a weakling, barons scheme against each other, and lordless knights, back from the Crusades without the honour or riches they were promised, roam the countryside in search of adventure - or prey.

        Ruined castles and barrows are the lairs of the supernatural, or newer, more sinister masters. Labyrinthine underworlds lie forgotten below ancient temples and city cellars. The dark places of the world hold riches for those who would search for them, and the keys to great power, and death.

        These are the Lands of Legend, and they need heroes. Brave knights, courageous barbarians, cunning sorcerers, mystics trained in the powers of mind and body, sword-wielding warlocks, elementalists who command the fabric of reality itself, and assassins trained to bring death to the deserving. All these will be your comrades on the path to glory - and perhaps your enemies too.

        Will you accept the challenge of Dragon Warriors?

         

        Dragon Warriors is a classic fantasy roleplaying game, originally released in 1985-6 by Corgi Books, relaunched in 2008 by Magnum Opus Press, and now published by Serpent King. The core rulebook contains full details for creating characters and all that players need to adventure in the Lands of Legend. It also holds information on over 110 different monstrous species, 192 spells from four different schools of magic, and more than 80 unique magic items, artifacts and relics, as well as sections on jousts, crime and punishment, disease and madness. There's advice for novice Games Masters and players, suggestions for building your own game-world tailored to your tastes, an introductory scenario to begin your adventures in Dragon Warriors, and much more.

        Price: $1.99

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        Tabletop Terrain Tiles - Hills & Slopes

        Tabletop Terrain Tiles - Hills & SlopesPublisher: Dreamworlds

        This is the third pack of Tabletop Terrain Tiles from Dreamworlds, it contains twenty square 'six by six' printable tiles of hills and slopes; ridges, escarpments, hillocks and the like. These tiles are designed for role playing and wargames, using miniatures, figures or counters. The bright graphic tiles are overlaid with a grid of inch by inch squares for ease of use in tabletop games. These terrain tiles are generic and can be used with any rules system and pretty much any period; fantasy, medieval, ancient, historic & etc. Drawn and designed by Cornelius Clifford.

        Price: $2.99

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        In The Company of Fey: A 1st-20th level Player Character Racial Class (PFRPG)

        In The Company of Fey:  A 1st-20th level Player Character Racial Class (PFRPG)Publisher: Rite Publishing

        Come and delight in the mess you make of mortal lives! 

        The First Folk, servants of Auberyon the Solstice King, they are race of mercurial essence and yet they are timeless, a race that cares very little for the consequences of their actions yet they keep the bargains that they make. They are the uncaring eldritch powers of nature, yet they are quick to take offense, all the while living with abandonment. They value entertainment, humor, and take on the aspects of various forms throughout their immortal existence.  

        Create the fey you want to play in the Pathfinder Roleplaying Game. This product includes the new race The First Folk, alternate racial traits, favored class bonuses, two new archetypes as well as the Fey Racial Paragon class. In the Company of Fey gives you everything you need to fully integrate this new racial culture into established campaigns and bring their society to life as told to you in first person by Red Shuck of the First Folk

        Don’t wait! Bring this legendary race into your game and show the world what they Fey can do!

        Price: $4.99

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        #1 With a Bullet Point: 5 Magic Diseases

        #1 With a Bullet Point: 5 Magic DiseasesPublisher: Super Genius Games

        Sometimes rules supplements read like the world-setting bible of frustrated novelists. While solid world- building is a useful skill, you don’t always need four paragraphs of flavor text to tell you swords are cool, magic is power, shadows are scary, and orcs are savage. Sometimes a GM doesn’t have time to slog through a page of history for every magic weapon. Sometimes all that’s needed are a few cool ideas, with just enough information to use them in a game. Sometimes, all you need are bullet points.

        #1 With A Bullet Point is a line of very short, cheap PDFs each of which gives the bare bones of a set of related options. It may be five spells, six feats, eight magic weapon special abilities, or any other short set of related rules we can cram into about a page. Short and simple, these PDFs are for GMs and players who know how to integrate new ideas into their campaigns without any hand-holding, and just need fresh ideas and the rules to support them. No in-character fiction setting the game world. No charts and tables. No sidebars of explanations and optional rules. Just one sentence of explanation for the High Concept of the PDF, then bullet points.

        High Concept: Five new magic diseases, designed to drive plots, spice up encounters, and remind players that they live in a world where the black death is not the worst fate you can suffer (and provide some magic diseases with DCs high enough to threaten characters in the upper levels of the game).

        • Ashenblood:This arcane disease slowly destroys the body of the victim as it turns them into a fire elemental.
        • Barrow Plague: Those suffering from this disease are especially susceptible to the effects of necromancy, while those who die from it return as corporeal undead.
        • Fury Fever: Victims of this disease are filled with rage, attacking anyone who is not a carrier.
        • Green Guts:Subjects of this disease vomit up strange green slime.
        • Spellblains:Anyone suffering from this disease find it harder to prepare their own spells or resist the spells of others.
        Price: $1.00

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        Crone Beta Manual

        Crone Beta ManualPublisher: Crone RPG

        Crone is a tabletop game mixing the depth of traditional RPG's like "Dungeons and Dragons" with the fast pace and play-ability of CCG's like "Magic: The Gathering". Players take on the role of powerful witches during the Dark Ages, shortly after the collapse of a mighty empire. One playtester succinctly described it as "the time when the forest was the Bad Place."

        These "crones" come together to hold off threats both supernatural and mundane, trying to hold society together and rebuild what has been lost.

        Price: $0.00

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        SANTIAGO: A Myth of the Far Future (Novel)

        SANTIAGO: A Myth of the Far Future (Novel)Publisher: EN Publishing

        The award-wining novel by Mike Resnick!

        (In .epub and .mobi formats - for Nook and Kindle)

        Santiago - the greatest pirate of the age.  Wanted throughout the galaxy, he has evaded capture for thirty years.  Now two men, Songbird and Angel, tape up the challenge - and gamble their lives in the attempt.

        SEBASTIAN NIGHTINGALE CAIN: Bounty hunter. You can call him the Songbird -- but only once. He's after Santiago.

        VIRTUE MACKENZIE: Freelance reporter. She never gives up. She wants an interview...with Santiago.

        THE SWAGMAN: He collects art--at gun point. He wants a few pieces currently in the hands of Santiago.

        SANTIAGO: Bandit, murderer, known to all, seen by none...has he killed a thousand men? Has he saved a dozen worlds? His legend is as large as the Rim itself, his trail as elusive as a wisp of starlight in the empty realms of space. The reward for him is the largest in history.

        SANTIAGO: Do you dare to chase him?

        A fantastic novel in its own right, this book becomes an indespensible resource for GMs running EN Publishing's SANTIAGIO: A Myth of the Far Future adventure path for D&D 4E and PATHFINDER.

        WARNING: Spoilers for the adventure path!

        "Mike Resnick spins a great yarn" - Jerry Pournelle

        "Delivers pure entertainment and a rollicking good time" - Alan Dean Foster

        "Resnick occupies a peak all his own in the mountains of science fiction" - ANALOG

        "Resnick is thought-provoking, imaginative, mordantly funny, and  - above all - galactically grand" - Los Angeles Times

        Price: $6.00

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        F7 - Challenge of the Minotaur

        F7 - Challenge of the MinotaurPublisher: Adventures in Filbar

        Near the Southern end of the Border Hills between Gortelburg and Havendale is an area rumored to be the home of a Minotaur. Recent reports have begun to surface in Havendale of the surrounding farms and villages that a huge Minotaur has begun to disrupt life in the area. The governing board of Havendale has offered a bounty on the beast to anyone who can track it, kill it, and return proof of its demise. Quite a few parties of adventurers have taken up the task but none have returned for the reward.

        This adventure is suitable for adventure groups of level 4-6.

        This adventure setting was designed for 1st/2nd Edition AD&D for the Filbar Campaign, however it is easily adaptable to most any game and system. Save yourself some time and utilize it for a one shot adventure or a continuing campaign!

        Price: $2.00

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        QADD: Double Shot Solos Volume 2

        QADD: Double Shot Solos Volume 2Publisher: Rarr! I'm A Monster Publishing

        Double Shot Solos are beginner solo adventures for the QADD:Quick and Dirty Dungeons RPG system. You will need the QADD rules to play. You can get those here: http://rpg.drivethrustuff.com/product/98164/QADD%3A-Quick-and-Dirty-Dungeons .

        The Duchy of the Drakes and A Princess To Be Saved... were written origanlly for Tunnels & Trolls. They have been slightly modified to be adapted to QADD.  Both are extremely short and meant for 10-15 minutes of play.

        Price: $0.75

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        Knotty Works Backgrounds Set 9

        Knotty Works Backgrounds Set 9Publisher: The Knotty-Works

        The Knotty Works Backgrounds Set 9

        The Knotty Works Backgrounds are hi resolution images and native psd files that may be used for page backgrounds for digital and print products. This set includes two yellowed aged files (see examples below). These images or psd files may be altered as desired for personal or professional use (see attached PDF for license requirements).

        Files included: 2 JPEG images, 2 tiff images (in a separate download), and two psd files. Both images are 300 dpi with page dimensions of 8.5 x 11 letter (2550px x 3300px).

        background1background2

        Price: $1.00

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        Arcane Codex Mordain

        Arcane Codex MordainPublisher: Nackter Stahl Verlag

        Mordain

        Das Reich der Kraftbestien erhebt sich aus den Nebeln. Spüre den Atem der Alten Götter aus der Zeit der Träume in deinem Nacken, während du die Haine und Rituale des druidischen Glaubens ergründest. Verteidige als Held der Tränenberührten mit dem Speertrick der Gae Bolga die Küsten und Dunns gegen Invasoren vom Festland. Oder weihe mit der Kriegssichel als vielarmiger Spinnenkrieger die abgetrennten Körperteile der Clankrieger dem Urmutterboden, um das Kommen der wahren Herrscherrasse, der Fomorer, vorzubereiten. Weise Dryaden, blutgetränkte Altäre, unerbittliche Geas, und die glühenden Körper der Schlangetänzerinnen der Nathair erwarten dich! Fließt das Erbe des Hochkönigs in dir oder ziert dein Schädel bald den Fuß der Blutpyramide?

        Blut für den Alten Glauben! Das siebte Arcane Codex Länderquellenbuch: Mordain, beschreibt das Reich der Kraftbestien im Westen des Meeres der Klingen.

        Auf mehr als 250 Seiten findet sich alles, was du für Questen im Schatten der Blutpyramide benötigst:

        • Mit der Landkarte Mordains erschließen sich dir die verschlungenen Pfade zwischen Valgrid und Diarmacha.
        • Stämme dich mit den Kraftbestien gegen die Übermacht der Drachengötter und die Ränkespiele der Verräter des Neuen Glaubens. Von dem Flugwettstreit gegen Gwyrmangar, der Ära der Clankriege, der Invasion durch Meermenschen bis zur schleichenden Fomorerbedrohung der Gegenwart.
        • Der mit Wahnsinn durchtränkte, verfluchte Weiße Wald, der blutgierige Forst des Rabenclans, die Heldengräber von Daderga und die Wunder Tir Tairngiris werden alle deine Ehre, deinen Körper und auch deine Seele gleichermaßen fordern.
        • Das Land Mordain wird in allen Themenbereichen wie Mode, Freizeit und Vergnügen, Architektur, Politik, Recht, Rohstoffversorgung, Militär, seiner sozialen Ordnung und seiner Kunst beschrieben.
        • Entdecke die Traditionen, Lektionen und Taktiken der Elitekrieger der Clans, der Nackten Flut, die jedes Eindringen auf Mordain zum Albtraum für den Feind werden lässt. Von den auf Eulen reitenden Feenkriegern der Nachtjäger, über die Wachen der Heldengräber, bis hin zu den peitschenschwertbewehrten Katzenkriegern: Jeder Clan hat seine eigene Art, Eindringlinge zurück ins Meer und auf die Altäre der Alten Götter zu werfen.
        • Die Territorien der Clans mit ihren eigenen Gesetzen und magischen Geheimnissen beleben dein Spiel wie die politischen Machtkämpfe der Mordainer um die Ernennung zum Thuathri.
        • Als Gae Bolga deckst du deine Feinde mit Speeren ein, indes du durch deine Opfer für Maithreacha immer kraftvoller wirst, während dein Blut die Wurzeln der Baumriesen tränkt.
        • Als Spinnengeist des Weißen Waldes wendest du die Furcht deiner Feinde gegen sie und den überhand nehmenden Wahnsinn gegen deine eigenen sterblichen Schwächen.
        • Die Schule der Morlaoch perfektioniert den Kampf mit den zusätzlichen Körperteilen der Fir Bolg, der Fomorerkinder, sowie mit der rasiermesserscharfen Kriegssichel, dem Rathfak.
        • Neue Zauber und Lektionen eröffnen dir die geheime Macht an der Wiege der Welt, an der ihre höchsten Priester das dunkle Geheimnis ihrer Schöpfung verbergen.
        • Starte das Abenteuer sofort mit einem der spielbaren Archetypen wie dem Fianna, der Erin-Priesterin, dem Torc-Druiden oder der Rabenriastradh.
        • Neue mordainer magische Tränke und magische Gegenstände wie die Klinge der Gerechtigkeit, das Fomorerschwert oder der Torque der Urkraft befördern deine Suche nach Ruhm.
        • Helden der Clans stellt eine Vielzahl einmaliger Mordainer Charaktere mit ihren Fähigkeiten und tiefsten Geheimnissen vor.
        • Die Gilden Mordains reichen von den die schrecklichen Fomorer zurück in die Welt rufenden Deisceabeil bis hin zu den eiskalten Meuchelmördern der Rabenschwingen.
        • Dem Thuathri werden neben zahlreichen Abenteuerideen Informationen rund um die Leitung der ruhmreichsten Mordainkampagne geboten.
        • Traumgeschöpfe beschreibt bekannte Tierarten der Druidengestalten, aber auch neue Naturgeister, Bestien, die Fomorerrassen und andere Bewohner der Grünen Insel und der Insel der Alten Götter.
        • Im Kapitel Wolle gegen Wein finden sich Tauschwerte und Listen der handwerklichen und anderen Errungenschaften der Mordainer, von den Hirschfellanzügen der Damh bis hin zu dem Klauenschmuck des Katzenclans.
        • Dies und vieles mehr...

        www.nackterstahl.de

        Das Arcane Codex Grundregelwerk wird zum Spielen benötigt.

         

        Price: $16.22

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        BattleTech: Field Manual: Crusader Clans

        BattleTech: Field Manual: Crusader ClansPublisher: Catalyst Game Labs

        We Are The Clans
        Nearly three hundred years ago, the Star League was torn apart when the lies and deceits of the petty House Lords launched the Inner Sphere into endless war. The Great Father Aleksandr Kerensky led our forefathers, the remnants of the righteous Star League army, away from that chaotic despotism. In turn, his son Nicholas forged us into the Clans: a society dedicated to becoming the greatest fighting force in all of history. We grew stronger with each generation, awaiting the day when we would return to the Inner Sphere to save it from itself.
        Now is the time of the Return. Some among the Clans oppose the Crusaders' campaign of conquest, but we know that true enlightenment can only come to the misguided rabble of the Successor States through total subjugation. We will crush their honorless armies with our OmniMechs and plant the flag of the Clans on sacred Terra. Only then will the true Star League have returned to the Inner Sphere.
        –Lincoln Osis, ilKhan of the Clans
        The first of two volumes on the Clans, Field Manual: Crusader Clans describes the seven most agressive Clans: Blood Spirit, Fire Mandrill, Hell's Horses, Ice Hellion, Jade Falcon, Star Adder and Wolf. This sourcebook describes the tactics, uniforms and battle histories of each Clan, plus special rules that reflect the unique capabilities of each Galalxy, new weapons, equipment, exclusive Crusader BattleMechs and more.
        Note: This PDF is based on a scan of the original 1998 printing.
        Price: $11.00

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        BattleTech: Technical Readout: 3145 Republic of the Sphere

        BattleTech: Technical Readout: 3145 Republic of the SpherePublisher: Catalyst Game Labs

        The great experiment that was the Republic of the Sphere has  failed. Withdrawn behind the Fortress walls, the once-great  power has become a silent, opaque remnant of its former glory. Without its influence, old hatreds have risen anew. As war once   more rages across the Inner Sphere, new equipment strides across   ancient battlefields. Technology, once stagnated by trade restrictions and peace treaties, now surges forward again,  testing these new machines in the fierce crucible of war.

        Technical Readout: 3145 Republic of the Sphere introduces the wave of new battle armor, vehicle, ‘Mech, and aerospace units appearing across the Inner Sphere in the Dark Age era. Featuring new and matured technology, and presented in this series of faction-specific PDFs, these combat units will add excitement and variety to any game table.
        For use with BattleTech, Total Warfare, Tactical Operations, and Strategic Operations.
        Price: $14.99

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        BattleTech: Record Sheets: 3145 Unabridged

        BattleTech: Record Sheets: 3145 UnabridgedPublisher: Catalyst Game Labs

        The great experiment that was the Republic of the Sphere has failed. Withdrawn behind the Fortress walls, the once-great  power has become a silent, opaque remnant of its former glory. Without its influence, old hatreds have risen anew. As war once more rages across the Inner Sphere, new equipment strides across ancient battlefields. Technology, once stagnated by trade restrictions and peace treaties, now surges forward again, testing these new machines in the fierce crucible of war.

        BattleTech Record Sheets: 3145  Unabridged offers players the record sheets for all the ’Mech, Combat Vehicle, Battle Armor and Aerospace designs detailed in the corresponding sections of BattleTech Technical Readout: 3145.

        The ’Mech, Combat Vehicle, Battle Armor and Aerospace designs from New Tech, New Upgrades section of BattleTech Technical Readout: 3145 can be found in BattleTech Record Sheets: 3145  — New Tech, New Upgrades. The Technological Advances and New Design Quirk sections from BattleTech Technical Readout: 3145 are included as well.

        Price: $9.99

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        The Shrine of St. Aleena

        The Shrine of St. AleenaPublisher: Small Niche Games

        Ages ago, in a much simpler time, a young boy embarked upon his very first epic adventure. A dungeon was entered, a friend was made, monsters were fought, and a friend was lost. This is that boy's tribute to the memory of his long forgotten friend. . .

        The Shrine of St. Aleena

        The Shrine of St. Aleena is a Labyrinth Lord™ adventure designed for 3-6 characters of 1st-3rd level (about 12 levels total). A diverse range of classes is recommended, however, at least one character should be of Lawful alignment. The Shrine of St. Aleena involves a mixture of roleplaying, problem solving, and dungeon crawling. The adventure takes place in a cave complex known as the Shrine of St. Aleena which is set in the Chronicles of Amherth™ campaign setting, but may easily be dropped into any remote wilderness region of any campaign world.

        Note: In true old school fashion, a number of the encounters in The Shrine of St. Aleena involve save or die-type mechanics. The Labyrinth Lord is free to alter these effects for groups who prefer less random mortality.

        Adventure Background

        Many years ago, a young human fighter and a young female cleric named Aleena did battle with an evil wizard known only as the Infamous One. In a selfless and heroic act, Aleena gave her life to save the fighter and help him defeat the wizard. Her body was returned to her hometown where she was mourned by all.

        The Church of Law and Order chose to honor Aleena's sacrifice by naming her a Patron Saint of Adventurers, especially adventuring fighters. A shrine to St. Aleena was constructed and the tale of her death would go on to inspire a generation of brave new heroes. Alas, many of these heroes changed professions, retired from adventuring to raise families, or moved on to greater quests and more fantastic worlds, until in time, Aleena's sacrifice was all but forgotten.

        One who did not forget, however, was the Infamous One. Although the evil wizard took pleasure in the memory of Aleena's death, he still despised her role in one of his earliest defeats. When he learned of her ascension to sainthood, his rage began to fester and grow.

        The Infamous One recently set in motion a campaign of revenge, sending a goblin horde to raze Aleena's hometown. His assassins then began hunting down adventurers who still professed their faith in St. Aleena. As a final stroke, he sent one of his most vile minions to defile the holy Shrine of St. Aleena.

        Can you save the sacred shrine before it is defiled by the Spawn of the Infamous One?

        Price: $4.95

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        BattleTech: Record Sheets: 3145 New Tech, New Upgrades

        BattleTech: Record Sheets: 3145 New Tech, New UpgradesPublisher: Catalyst Game Labs

        The great experiment that was the Republic of the Sphere has failed. Withdrawn behind the Fortress walls, the once-great  power has become a silent, opaque remnant of its former glory. Without its influence, old hatreds have risen anew. As war once more rages across the Inner Sphere, new equipment strides across ancient battlefields. Technology, once stagnated by trade restrictions and peace treaties, now surges forward again, testing these new machines in the fierce crucible of war.

        BattleTech Record Sheets: 3145  — New Tech, New Upgrades offers players the record sheets for all the ’Mech, Combat Vehicle, Battle Armor and Aerospace designs detailed in the New Tech, New Upgrades section of BattleTech Technical Readout: 3145, many variants making their debut here. The Technological Advances and New Design Quirk sections from BattleTech Technical Readout: 3145 are included as well.

        The ’Mech, Combat Vehicle, Battle Armor and Aerospace designs from the corresponding sections of Technical Readout: 3145 can be found in BattleTech Record Sheets: 3145 Unabridged.

        Price: $9.99

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        Dungeon Crawl Classics #76.5: Well of the Worm

        Dungeon Crawl Classics #76.5: Well of the WormPublisher: Goodman Games

        A Level 1 Adventure

        In ages long past and best forgotten, the world was ruled by worms. Deep within dreaming jungles, and high atop monolithic temples, fell priests sacrificed the blood of man and his kith to the mammoth war-worms. 

        One wizard would return the world to the rule of the worm. From deep within the blood-soaked earth, calling upon the spirits of the slain and blood of the dying, rising from the moldering bones of fallen warriors, the war-worms have returned. Their foul Mother – last of her kin – births more crawling horrors with every passing hour. 

        The age of the worm is once more upon us. The call is sounded: Who will rise to purge the darkness?

        Rules Set: DCC RPG

        Writer: Harley Stroh

        
DCC RPG Rules Conversion: Daniel Bishop

        Cover art and Cartography: Doug Kovacs

        GMG50765, 16 pages, 8.5”x5.5” format, $6.99.  

        Price: $6.99

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        The 63 General Plots Bundle [bUNDLE]

        Publisher: Gypsy Knights Games

        THIS IS A BUNDLE PRODUCT. WHEN BUYING THIS ITEM YOU WILL RECEIVE SEPARATE DOWNLOAD LINKS FOR EACH PRODUCT LISTED BELOW...

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         21 Plots

         Regular price: $4.99

         Bundle price: $3.99

        Using a familiar format for Traveller players, 21 Plots presents 21 situations with 6 possible outcomes for the Referee to use with a gaming group.

        These can be useful not only when planning a short diversion from the main campaign, but also on those occasions where the players stray from the anticipated path.

        Like all our products, the main intention of this book is to provide an extra spark to the Referee's imagination.

        "Traveller" and the Traveller logo are Trademarks owned by Far Future Enterprises, Inc. and are used with permission.  The Traveller Main Rulebook is available from Mongoose Publishing.

        ...

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         21 Plots III

         Regular price: $4.99

         Bundle price: $3.99

        Running a Traveller game can often be challenging.

        Perhaps your campaign isn't quite ready.  Maybe the last campaign finished a session or two early.  Maybe your players have strayed from the expected path.  Or maybe you're looking for a short session idea to introduce Traveller to a new group of players.

        Whatever the reason, we're here to help! 

        Much like 21 Plots and 21 Plots Too before it, 21 Plots III presents 21 situations with 6 possible outcomes for Traveller groups equipped with a starship and ready to travel. 

        Like all our products, the main intention of this book is to provide an extra spark to the Referee's imagination.

        "Traveller" and the Traveller logo are Trademarks owned by Far Fu...

        95896-thumb80.jpg

         21 Plots Too

         Regular price: $4.99

         Bundle price: $3.99

        Following in the footsteps of our popular supplement 21 Plots, 21 Plots Too presents 21 situations with 6 possible outcomes for the Referee to use with a gaming group.

        These can be useful not only when planning a short diversion from the main campaign, but also on those occasions where the players stray from the anticipated path.

        Like all our products, the main intention of this book is to provide an extra spark to the Referee's imagination.

        "Traveller" and the Traveller logo are Trademarks owned by Far Future Enterprises, Inc. and are used with permission.  The Traveller Main Rulebook is available from Mongoose Publishing.

        ...

        Total value:$14.97
        Special bundle price:$11.97
        Savings of:$3.00 (20%)
        Price: $14.97

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