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Battlemap : Suburban Area

Battlemap : Suburban AreaPublisher: Christian Hollnbuchner

This full color battlemap is the 171st of a series featuring various terrains. This installment of the battlemap series features a small part of a suburban area.

The map is 30 x 28 squares in size, with each 1 inch square scaled to represent 5 feet. It is provided in 12 segments, which need to be assembled, in a single PDF using the letter format.

Price: $1.35

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Adventure Path Iconics [bUNDLE]

Adventure Path Iconics [bUNDLE]Publisher: LPJ Design

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

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 Adventure Path Iconics: Path of Jade (PFRPG)

 Regular price: $5.99

 Bundle price: $4.99

This book provides eight complete pre-generated characters specifically designed for use in an Asian caravan-themed adventure path. Each character comes with a full stat block including campaign traits, a detailed background and personality, along with tips on advancement through 4th level. Just pick one that strikes your fancy and you’re ready to play. These iconics have been built using a 20-point buy making sure that would be all rules-legal and fully compliant.  In addition, each comes with instructions on how to adjust the stats to a 15-point buy, should your GM wish to use the standard adventure paths or if your group enjoys an epic fantasy feel for their characters, adjustments up to a 25-point buy are also included. There’s a little something for everyone. Which...

114367-thumb80.jpg Adventure Path Iconics: Path of the Wicked (PFRPG)

 Regular price: $5.99

 Bundle price: $4.99

Fire Mountain Games has blazed a trail to the dark side with the first adventure path for evil characters for the Pathfinder RPG. They have taken what many GMs consider to be the bane of their existence—an entire party of evil player characters—and turned it into a critically acclaimed and highly popular series of adventures. What you have before you is a product designed to get you into the game quickly by providing eight pregenerated characters designed specifically to be run in an Evil Adventure Path. Each character is built using a 25 point buy, as recommended by the writers of the AP. There are four human PCs. Their stat blocks are accompanied by detailed backgrounds and reasons enough for these dark souls to go forth and wreak havoc through the land, including the deta...

119780-thumb80.jpg Adventure Path Iconics: Path of Winter (PFRPG)

 Regular price: $5.99

 Bundle price: $4.99

This is the third installment of our Adventure Path Iconics line, and the eight characters herein are specifically designed for play in a winter-themed Adventure Path. Each character has a full stat block, including campaign traits, a detailed background and personality, and advice on advancement through 4th level. Find one that suits you and you’re ready to play. These characters have been built using a 20-point buy, as many Pathfinder players and GMs prefer it. However, each comes with instructions on how to adjust the stats to a 15-point buy, should your GM wish to use the standard for Paizo’s adventure paths. If your group enjoys an epic fantasy feel for their characters, then adjustments up to a 25-point buy are also available. Whatever your style of play, just a few mi...

Total value:$17.97Special bundle price:$14.97Savings of:$3.00 (17%)
Price: $17.97

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Star Fleet Battles: Module C6 Lost Empires - Preview

Star Fleet Battles: Module C6 Lost Empires - PreviewPublisher: Amarillo Design Bureau

Wolves among Lions!

Screaming Space Birds!

Star Fleet Battles Module C6 covers the extinct Paravian and Carnivon empires, presented as their ships and weapons would have been by the time of the General War (except for that annoying extinction thing). Each empire is presented with multiple alternate histories, although players can ignore both and write their own if they wish.

 

The Carnivons might have existed as a major empire between the Lyrans and Kzintis, or they might have escaped to the WYN Cluster.

The Paravians might have survived Gorn attempts to destroy their empire and could have ended up allied to the Romulans (while the ISC became allies of the Gorns). Alternately, they could exist as edge-of-the-map raiders.

Each empire in this free preview has one of the multiple alternate histories, a map of what the empire would have been, a page of ship descriptions, an SSD (graphic representation of the ship), and a glimpse of a scenario. Give the preview of the module a look and see what you think!

You must have Star Fleet Battles Basic Set to play this game.

Price: $0.00

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Avalon Quests

Avalon QuestsPublisher: Avalon Game Company

Avalon Quests

Using the SPAGS system (the solo-player, party-based Pathfinder game system)

A new niche of role-playing games

*  For anyone who has ever wanted to play a solo Pathfinder adventure…

*  For anyone who has ever wanted to learn the rules of the Pathfinder Roleplaying Game by playing a fully-realized solo version of the game…

*  For anyone that has wanted to play a solo Pathfinder adventure that takes their characters from acquiring their first adventure at an inn all the way up to defeating their evil nemesis…

*  For anyone who has ever wanted to play a fully cooperative game without a Gamemaster sitting on the opposite side…

*  And for anyone who just has an hour or two and really wants to play a game of Pathfinder, but normally can't because there isn't enough time to get a group together…

For all of those people, now there is Avalon Quests.

It's all here: the inns, the monsters, the treasures, the secrets, and - most of all - the story!

Avalon Quests will generate a fully realized campaign world, complete with wilderness travel, set dungeons, randomized combat, special encounters, and a story - everything you need for a full campaign of Pathfinder. While playing solo.

Included in the core product you will find…

The core rules, a 30 plus page full color, a fully book marked set of rules and charts for easy play and learning of the system.

Travel Book for the Isle of Evann.  Again a full color, fully book marked booklet for use while adventuring on the Isle of Evann setting.

The Mini-Adventure, Raiders of Fortune.  A full color, fully book marked adventure so you can get right into the fun.

Over 20 full color battle tiles to play out your encounters.

A full color map of the adventure area, quick reference sheets, adventure record sheets and much more.

Price: $14.99

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Avalon Quests

Avalon QuestsPublisher: Avalon Game Company

Avalon Quests

Using the SPAGS system (the solo-player, party-based Pathfinder game system)

A new niche of role-playing games

*  For anyone who has ever wanted to play a solo Pathfinder adventure…

*  For anyone who has ever wanted to learn the rules of the Pathfinder Roleplaying Game by playing a fully-realized solo version of the game…

*  For anyone that has wanted to play a solo Pathfinder adventure that takes their characters from acquiring their first adventure at an inn all the way up to defeating their evil nemesis…

*  For anyone who has ever wanted to play a fully cooperative game without a Gamemaster sitting on the opposite side…

*  And for anyone who just has an hour or two and really wants to play a game of Pathfinder, but normally can't because there isn't enough time to get a group together…

For all of those people, now there is Avalon Quests.

It's all here: the inns, the monsters, the treasures, the secrets, and - most of all - the story!

Avalon Quests will generate a fully realized campaign world, complete with wilderness travel, set dungeons, randomized combat, special encounters, and a story - everything you need for a full campaign of Pathfinder. While playing solo.

Included in the core product you will find…

The core rules, a 30 plus page full color, a fully book marked set of rules and charts for easy play and learning of the system.

Travel Book for the Isle of Evann.  Again a full color, fully book marked booklet for use while adventuring on the Isle of Evann setting.

The Mini-Adventure, Raiders of Fortune.  A full color, fully book marked adventure so you can get right into the fun.

Over 20 full color battle tiles to play out your encounters.

A full color map of the adventure area, quick reference sheets, adventure record sheets and much more.

Price: $14.99

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VTT Campaign Maps Volume I

VTT Campaign Maps Volume IPublisher: Stoneworker Cartography

This is a collection of 40 high quality fantasy maps covering 22 different locations, created for use with Virtual Table Top (VTT) software (Such as Fantasy Grounds II or d20Pro, among others).  Each map is in .jpeg format for ease of use and import into your gaming software.

Included in this map pack are the following locations:

  • Ambusher's campsite
  • A destroyed command center
  • Enemy general's camp
  • Estate gardens (nobility or palatial)
  • Minor noble estate house (Levels 1 & 2)
  • Noble estate backyard
  • Village of Sandomere's Vale
  • A swamp campsite
  • Aerial view of a balcony far above a city (Extends from a tower)
  • A snowy bridge
  • A dungeon
  • An entire city block (with alleys)
  • A clock tower (under attack)
  • A dock warehouse (with ship)
  • A firepit campsite
  • A bridge spanning between two tall towers (city below)
  • A jail
  • A library
  • Two different inns (One with two levels)
  • A sewer system
  • A town hall

The majority of the maps are 2000 px by 2000 px in size and feature night and day versions to make it easy to fit your time setting and to aid in identification of terrain and map features.  All maps are colored and feature lighting schemes so they will visually be more realistic than a standard map drawn on graph paper.

There are both grid and gridless versions of each map, so that you have the choice of using your VTT software's built in grid capabilities if you wish.  Both versions feature a grid size box to aid you and your players with distances.

Because these maps were originally created for my own personal campaign, I've included a .PDF file which describes features of the map and illustrates how it was used in my game, as well as gives suggestions for other possible uses.

Price: $5.00

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Perilous

PerilousPublisher: New Realms Publishing

Enter a world of monsters, mutants and magic, where the crash of steel and the crackle of otherworldly energy fills the air as the remnants of humanity and their allies fight for a new world in the midst of a savage land.

Enter the world of Perilous!

Perilous is a game of fantastic adventure in a post-apocalyptic world of monsters, mutants and magic.  In Perilous, you can take on the role of a character, an inhabitant of the world of Perilous, which you’ll create by following the steps in the rule book.  Or become the Hazard Master and control the monsters and dangers the characters will face..  The choice is yours.  The possibilities, limitless.  The game, simple, fast-paced, unlimited.

Perilous features:

Quick, detailed, character creation,

Unlimited character development,

Multiple Realms of Magic,

Fast-paced play,

Simple, fast, detailed action resolution,

And more!

The Perilous Rule Book is fully bookmarked and packed with information on:

Characters

Equipment

Magic

Action and

Adventure!

Also included is a complete adventure, The Tunnels of Terror, a character sheet, two sheets of counters representing doors and other features, and three mapboards.  Everything you need to enter a Perilous Realm of Fantastic Adventure!

Explore monster-haunted ruins and subterranean realms, search for lost wealth, magic and ancient technological artifacts, discover great wonders, encounter unimaginable horrors, fight for survival, lend your steel and spells to the aid of others, or battle for the future!  All this and more await you within the Perilous Realms!

Price: $6.00

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Age Past: The Incian Sphere

Age Past: The Incian SpherePublisher: Strangelet Machine Games

Age Past is a fantasy RPG that incorporates a novel character creation and dice rolling mechanic.

Age Past: The Incian Sphere was written to provide you a completely customized gaming experience.  Characters are built using an archetype system that is only limited by your imagination.

Cast from over 150 spells without restriction and select from over 140 powers.  Most powers can be taken 4 times as your character levels so no two characters will ever be the same.

The system encourages player balance so your character will be successful regarding her purpose and all characters will be equally important.

The game's world is unique and open enough for a GM to tailor his own adventure yet has guidelines to keep expectations in check.

Age Past also has many optional rules that allow you to further customize your gaming experience.  Choose to use pulp gaming rules or high lethality... or both!

Build your perfect hero and conquer the world.  Incia awaits!

Price: $16.99

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Cold Comfort

Cold ComfortPublisher: Roachware

It is the peak of summer, and Germany is entirely under the sway of the heat. Well, not entirely... One small sleeping room still holds out against the sizzling heat. Instead, there is a layer of ice on everything...

Cold Comfort is an adventure suited for any modern-time supernatural-investigative role-playing system along the lines of TV-programmes such as the X-Files or Warehouse 13. There are no system stats given, but the adventure itself can be used to start a campaign using your favorite setting. There are loose ends to tie an ongoing storyline to, and the whole adventure starts off with a situation that is ... somewhat unusual, to say the least.

Price: $2.50

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Apocalypse World

Apocalypse WorldPublisher: Ediciones conBarba

Nadie recuerda cómo o por qué. Quizás nadie llegó a saberlo. Los supervivientes más viejos conservan recuerdos de su niñez: ciudades en llamas, la sociedad sumida en el caos hasta que se vino abajo, familias enteras obligadas a huir presas del terror, extrañas noches que el cielo incandescente hizo que parecieran pleno día, días teñidos de sangre...

Ahora el mundo no es lo que era. Mira a tu alrededor. Está claro, no cabe duda; ya no lo es. Pero cierra los ojos y abre tu mente. Algo anda mal. Hay algo que aúlla en los límites de la percepción, siempre presente, lleno de odio y terror. De eso, de la vorágine psíquica mundial, no hay refugio donde protegerse.

Puedes descargar las hojas de personaje y ayudas adicionales desde conBarba.es

Price: $6.76

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Apocalypse World (Spanish)

Apocalypse World (Spanish)Publisher: Ediciones conBarba

Nadie recuerda cómo o por qué. Quizás nadie llegó a saberlo. Los supervivientes más viejos conservan recuerdos de su niñez: ciudades en llamas, la sociedad sumida en el caos hasta que se vino abajo, familias enteras obligadas a huir presas del terror, extrañas noches que el cielo incandescente hizo que parecieran pleno día, días teñidos de sangre...

Ahora el mundo no es lo que era. Mira a tu alrededor. Está claro, no cabe duda; ya no lo es. Pero cierra los ojos y abre tu mente. Algo anda mal. Hay algo que aúlla en los límites de la percepción, siempre presente, lleno de odio y terror. De eso, de la vorágine psíquica mundial, no hay refugio donde protegerse.

Puedes descargar las hojas de personaje y ayudas adicionales desde conBarba.es

Price: $6.76

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No te duermas

No te duermasPublisher: Ediciones conBarba

Así empezó para todos nosotros cuando, por distintos motivos, éramos insomnes. Quizás tenías pesadillas – sabe Dios que ahora todos las tenemos – o quizás solo tenías problemas que no te dejaban descansar de noche. Demonios, quizás sencillamente tomabas demasiada cafeína. Y entonces, sólo entonces…

NOTASTE ESE CHASQUIDO.

Diste un largo paseo por las calles de la Ciudad de la Locura, dejaste de ser un Durmiente y te convertiste en un Despertado. Pero ese chasquido que sentiste no era el del mundo secreto haciéndose sitio. Era el sonido de las Pesadillas apuntando una pistola a tu cabeza y arrebatándote tu seguridad. Cuando cruzaste al otro lado te convertiste en un objetivo.

AHORA PUEDEN OLERTE.

Los Chicos del Periódico se acercan, reza para no convertirte en un titular. Eres cebo en el agua, amigo mío, y es hora de que te prepares… antes de que vuelvan a sonar las trece campanadas. Ahora eres uno de los nuestros y solo hay una regla que debes seguir por encima de todas las cosas:

AGUANTA DESPIERTO

No te duermas es un pequeño y peligroso juego donde los jugadores son insomnes con poderes. Tendrán que luchar (y usar) el agotamiento y la locura para seguir vivos y despiertos durante una noche más en una parte de la realidad que fue mal, llamada la Ciudad de la Locura.

No te duermas es uno de los primeros juegos publicados por la editorial Evil Hat y es obra de su editor más conocido: Fred Hicks.

La edición en castellano consta de 100 páginas en A5 blanco y negro con encuadernación a color en rústica con solapas y ha sido ilustrada por Carlos Cara "Uva".

Price: $6.76

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Cyber.net.ica Tunnels & Trolls

Cyber.net.ica Tunnels & TrollsPublisher: Rarr! I'm A Monster Publishing

Cyber.net.ica(CNI) takes place in a reality very similar to our own, with some slight modifications of course. Cyberspace is alive and tangible. Humans now have access to “jack” their brains into Cyberspace and experience it not just in 3D and surround sound but as if it were real life. To some it is just that. All it took for some was a few inexpensive home brew motherboards and computer components, with a bit of hacking. Others found the Cyberspace to be truly alive and could tap into the spirit of that new realm through mysticism.

This book is a set of variant cyberpunk rules for the Tunnels & Trolls RPG created by Ken St. Andre.  It is a source book or sandbox environment using the rules of the Tunnels & Trolls role playing game, created by Ken St. Andre and published by Flying Buffalo Inc., or combined with Mercenaries, Spies, and Private Eyes, written by Michael Stackpole and also published by FBI. The contents and concepts inside this book are meant to be used by Game Masters in whole or in part as they see fit. Like Tunnels & Trolls, GMs are encouraged to use this material to create their own virtual realities for their players to play in.  

Price: $3.00

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Situations For Apocalyptic Encampments

Situations For Apocalyptic EncampmentsPublisher: Levi Kornelsen

In many apocalyptic scenarios, the basic unit of humanity is the encampment - camp, fortress, holdout, bartertown...  Whatever you'd like to call it.

If such a location features in a game you're running, this is a means of grabbing the resources, views, and hierarchy of that place, and turning those into fodder for hot situations that players can get hooked into.

...

Situations For Apocalyptic Encampments is a variant form of a significant amount of material from Situations For Tabletop Roleplaying, cleaned up, condensed, and restated for this specific genre.  It will be appearing (in slightly different form) as a section in the upcoming Infected: Tabletop Roleplaying In The Eldritch Apocalypse; this is a slightly more general form being distributed seperately in order to bring that same goodness to other games as well!

Price: $0.00

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Shadowrun Missions: Chasin' the Wind (5A-01)

Shadowrun Missions: Chasin' the Wind (5A-01)Publisher: Catalyst Game Labs

Deadly Cold Wind

It’s been nearly twenty years since disaster struck the city of Chicago, transforming it into an urban hellscape, and some people now believe it’s suffered enough. The Governor of Illinois has initiated and ambitious plan called Project: Takeback to reclaim the feral urban jungle. What’s more, he’s put money into the effort, and that’s the language every corporation on Earth understands. Suddenly, the race is on as the megacorps scramble to claim pieces of the Windy City. They’ll be butting up against the dangers of the Containment Zone and each other, so they’re going to need all sorts of deniable assets. The shadows of Chicago are coming back to life.

In Chasin’ the Wind, what starts as a simple run into the Containment Zone gets more complicated by the minute, and before the night is over shadowrunners might encounter rogue assassins, a feral runaway, and a mysterious massacre in the heart of one of the worst urban areas in the world. But if they survive, there’s more than just pay waiting for them at the end. There’s pizza—Chicago-style.

Chasin’ the Wind is the first adventure for Season 5 of Shadowrun Missions, Catalyst Game Labs’ living campaign for Shadowrun. It is designed for use with Shadowrun, Fifth Edition.

Price: $5.95

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Shadowrun: Splintered State

Shadowrun: Splintered StatePublisher: Catalyst Game Labs

It Can Always Get Worse

Federal Agent Seth Dietrich has a secret. Actually, multiple secrets. One of them made him go underground, hiding from the people desperate to learn just how much he knows. And the other is keeping him from surfacing, because he’s found he can’t even trust himself.

If Dietrich were in his right mind, he’d cover his tracks like a pro, and no one would find him. Especially not shadowrunners getting their feel for life on the streets. But he’s not in his right mind, which means a group of shadowrunners finds themselves in possession of some very valuable information—information the highest powers in Seattle want for themselves. What started as a simple job turns into a scramble for their lives, a scramble that could become profitable if the runners play their cards right.

Splintered State is an introductory adventure for Shadowrun, Fifth Edition. Whether you have played previous Shadowrun editions or are new to the setting, this adventure helps players and gamemasters learn the new rules while wrapping themselves in the intrigue, excitement, and danger of running in Seattle.

Price: $12.99

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isophasmic light

isophasmic lightPublisher: Polycosm Publishing

isophasmic is a tabletop roleplaying game for two or more people, as well as a system for resolving fictional problems.

Inspired by approaches to early adventure gaming, it provides a set of simple tools for exploring a shared world. Specific rules are created on the fly, allowing new players to jump straight in, but also offering a challenge to the more experienced gamers.

This version - light - is laid out for printing and folding into a PolyP booklet, two a time, to make it easier to play spontaneously and on the move. It can be copied for anyone else interested in joining in, and it's designed for open play, to help gaming groups grow.

It's completely free, not even Pay What You Want. Download it, print it, give the spare copy to a friend. And actually play it - that's what it's for. If you really do like it, or even find yourself nodding along, or it blows your mind and changes the way you game forever, you can always check out the other items in the range, or take the plunge with the big discount bundle.

Price: $0.00

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Toys for the Sandbox 91: Weeping Wood

Toys for the Sandbox 91: Weeping WoodPublisher: Occult Moon

Cold and dark and ghosts are converging. Toys #91 is the story of one such weary spirit who has sobbed for centuries deep in Weeping Wood. It all began with lovers falling into a sinkhole. Maybe he survived. She surely didn’t and has not paused from weeping. The sinkhole is not just any sinkhole - there’s probably a Demon King connection. But more immediately? Danger from an ugly little self-made construct pieced together of dead wood and old bits of dog. Psychic Penelope thinks she can calm things down and lay the girl’s spirit to rest. But first she needs someone to gather the girl’s scattered bones (the suitor’s too) then bring a cleric and she will stage a wedding. It’s worth a try. Pack some Demon Dog Bones - a good first line attack - and some Red Willow Bark Potion. And the wedding present. Don’t forget that.

Toys for the Sandbox is not a module, it is not a campaign setting, instead it is a framework for GMs to use to reinforce their own imaginations. Sometimes players zig when you expect them to zag, other times they take your plot point into a back alley and leave it penniless and bleeding. Each week we present a new location with a map and some flavor text. In addition we add 4 NPCs with a bit of history and a few simple thoughts on how to stat them for whatever game you are playing. There are also 6 plot hooks each with 3 ways to twist them. Added to that there is usually a table or two filled with rumors and encounters.

Great for use with Legends of Anglerre, Strands of Fate, Dungeon World, Risus: The Anything RPG, FUDGE, Harnworld, and easily adaptable to Dungeons, and Dragons, Dungeon Crawl Classics, Pathfinder, Warhammer Fantasy Roleplay, The One Ring, HERO, GURPS, BRP, Barebones Fantasy and many others.

 

Price: $1.99

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The Dark Forest - Track 4 from the Adventurer's Soundtrack

The Dark Forest - Track 4 from the Adventurer's SoundtrackPublisher: Ambient Environments

Ambient Environments: Soundtracks for RPG Settings brings you our first installment from the Fantasy Collection, Vol. 2, "The Adventurer's" soundtrack, Part 1. This soundtrack was created to bring life to any dungeon setting. While some tracks provide generic drones and ambiance, others have specific purposes in mind. Each can be mixed and matched to provide variety when playing them during an RPG, War Game, LARP session or for any other situation you can find (if you use them for a dinner party, we want to hear about it).

This track is 10 minutes in length! 

The Dark Forest (TIME-10:00):  Atmospheric texturing with a dark drone and whisper sounds. This is a very dark piece with lots of sounds effects throughout to show you aren’t alone in those woods. 

Price: $1.99

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Forest of the Fae - Track 5 from the Adventurer's Soundtrack

Forest of the Fae - Track 5 from the Adventurer's SoundtrackPublisher: Ambient Environments

Ambient Environments: Soundtracks for RPG Settings brings you our first installment from the Fantasy Collection, Vol. 2, "The Adventurer's" soundtrack, Part 2. This soundtrack was created to bring life to any dungeon setting. While some tracks provide generic drones and ambiance, others have specific purposes in mind. Each can be mixed and matched to provide variety when playing them during an RPG, War Game, LARP session or for any other situation you can find (if you use them for a dinner party, we want to hear about it).

This track is 10 minutes in length! 

Forest of the Fae (TIME: 10:00): Very light and airy tones to set a pleasant mood in this fairy forest setting. There are atmospheric sound effects accompanied by gentle wafting musical elements. 

Price: $1.99

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The Frozen Tundra - Track 6 from the Adventurer's Soundtrack

The Frozen Tundra - Track 6 from the Adventurer's SoundtrackPublisher: Ambient Environments

Ambient Environments: Soundtracks for RPG Settings brings you our first installment from the Fantasy Collection, Vol. 2, "The Adventurer's" soundtrack, Part 2. This soundtrack was created to bring life to any dungeon setting. While some tracks provide generic drones and ambiance, others have specific purposes in mind. Each can be mixed and matched to provide variety when playing them during an RPG, War Game, LARP session or for any other situation you can find (if you use them for a dinner party, we want to hear about it).

This track is 10 minutes in length! 

Frozen Tundra (TIME: 10:00): Windy drone with barren musical elements to assist this cold environmental piece. You’ll hear the sounds of wolves wandering in the background and footsteps through the snow drifts.

Price: $1.99

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Guildhalls of the Deathless

Guildhalls of the DeathlessPublisher: White Wolf

When you come to this guildhall, you come to learn the value of value.

We walk in the flesh divine. Born of gold, we stride among the basest metals of man, learning the unfixed worth of each thing… apprehending the Dedwen of the living world.

We do this not merely for our Judge, nor even for the greater glory of the gods, but to manifest the unutterable greatness that is our birthright, burden, and ultimate borne.

To this guildhall, one comes not to learn the oldest rites of burial, nor the latest sacred scrawl, but to learn and then embody the great lesson of greatness—to live inside the reality that binds all things, great or small, of value:

Greatness is worth.

— Merew-Tjaw, the Anointed One

This book includes:

• A look inside the secret traditions and structures of the five Arisen guilds, from the shadowy envoys of the Maa-Kep to the forbidden arts of the First Prophets among the priests of Irem.

• A host of new mechanics options, including dozens of new Affinities and Utterances, as well as systems for adjudicating changes in guild status and a new sub-type of khat-based ritual magic.

• “Crucible of Fate” — a complete Mummy story that Storytellers can run alone or as the first chapter in an ongoing series called The Avarice Chronicle.

Physical book versions coming next!

    Price: $14.99

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    The Dying Earth Revivification Folio

    The Dying Earth Revivification FolioPublisher: Pelgrane Press

    What, Pray Tell, Is a Revivification Folio?

    This book presents a new, streamlined way to introduce and play the Dying Earth Roleplaying Game. It presents a slightly tuned version of the Skulduggery rules system, as also seen in the standalone rulebook of the same name.

    You do not need the Skulduggery book to play the game. All the rules you need to play appear in this exquisitely presented folio.

    The adjusted rules presented in this volume address the primary stumbling blocks GMs confronted when pitching the game to their groups. Some players demonstrated regrettable resistance to the setting’s piquant ironies. Many feared that they couldn’t muster the verbal eloquence it calls for.  Then they would play. Within moments, aided by the tagline system and the reversal-filled core mechanics, they’d be spouting perfect Vancian dialogue, backstabbing and swindling with aplomb.

    The Revivification Folio rules get players started within minutes. They set aside the extended, decision-heavy character generation of the original version for a system based on the random distribution of cards, which together take the place of a conventional character sheet. Players step more readily outside their established comfort zones when you can get them playing right away. When they spend less time creating their characters, they’re more open to seeing them meet the ironic comeuppances the game so often demands. Now you can immerse them in the unique vibe of the game before they have time to doubt their ability to keep up. Changes to the tagline rules bring them to the forefront. They train players to speak in elevated Vancian lingo.

    Entering the Dying Earth has never been easier.

    Price: $11.95

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    City of the Spider Queen (3.5)

    City of the Spider Queen (3.5)Publisher: Wizards of the Coast

    THE FATE OF FAERÛN LIES IN SHADOWY DARKNESS
     
    Daggerdale is reeling from a sudden series of murderous drow raids. As a grave threat to the entire surface world develops in the war-torn dark elf city of Maerimydra, intrepid heroes must discover its source and destroy it, if they can.
     
    Designed to take 10th-level characters as far as 18th level, City of the Spider Queen draws the heroes into the deepest reaches of the Underdark and plunges them into an epic adventure with dire consequences.
    • 13 new monsters
    • 13 new magic items
    • 16-page full-color map booklet
     To use this accessory, you also need the Forgotten Realms Campaign Setting, the Player’s Handbook, the Dungeon Master's Guide, and the Monster Manual.
     
    *****
     
    Product History

    City of the Spider Queen (2002), by James Wyatt, is a massive 160-page adventure module designed to take heroes from 10th to 18th level. Set in the Forgotten Realms, this adventure was part of the development process for the "War of the Spider Queen" novel series by R.A. Salvatore. Don't let that discourage you if you haven't read the novels; the adventure was ranked the 24th greatest D&D adventure of all time in Dungeon magazine's 30th anniversary issue (2004), and for good reason. It's an imaginative and epic trek through the Underdark that's reminiscent of The Night Below, with heroes facing down their enemies in the heart of their power. The art's beautiful, the cartography's superb, the plot makes sense, and the adventure as a whole is just plain fun.

    Drow, Drow, Drow Your Boat. Dark elves remain one of those enemies that you just love to hate. In this case, the surface is being raided by drow warbands, and the heroes are charged with finding out why and then stopping it. This is an excellent example of how one villain's action can have a massive ripple effect; the heroes start off by reacting to one of those ripples, and over the course of the adventure, they'll venture to the heart of a drow city and eliminate (they hope!) the root cause of the problem. If they fail, the surface world is going to be very, very unhappy when the villain's plan comes to fruition. If they succeed, they'll have saved many thousands of lives.

    Bring a cleric or two, though. Dangerous battles, undead monsters aplenty, and plenty of perfidy means that you'll need healing to stay alive and effective. This isn't a module that's solved by breezing through easy encounters; players will want to think and use good tactics when tackling the challenges presented herein. I love how creative and interesting the bad guys are, but it means that many fights will present a worthwhile fight. Your group should plan accordingly.

    Maps and Monsters. There's a good amount of new crunch included, with 13 new magic items, including two minor artifacts. There are also 13 new monsters, such as revenant and arachnoid templates, demons, spiders, ghouls, and golems. If you've been thinking, "What can't I do with a drider vampire?" - well, you're in luck.

     
    Originally designed for D&D 3e, this adventure was converted to 3.5 before release. The process went fairly smoothly, and new rules material is well-adapted and makes sense.
     
    The adventure also includes a separate map book of maps. Appended at the end of the PDF, this batch of beautiful full-color maps provides an easy method for printing battle terrain or just a small version for quick DM reference. You'll also find all monster statistics compiled at the end of the adventure. While this results in page flipping if you were to run it out of a physical book, it's incredibly handy in PDF, as the relevant pages can be printed easily.

    Overall? This adventure is a winner. It can be converted to a non-Forgotten Realms setting with a minimum of work, and it's a great example of how to make a sprawling and dangerous underdark crawl both fun and exciting. It's also a beautiful book with good art that complements the inventive ideas within. More adventures should be like this.

    About the Creators. James Wyatt is a novelist and former minister who has worked at Wizards of the Coast since the year 2000, long after he began writing for Dungeon Magazine. He has won Origins Awards for City of the Spider Queen (2003) and the Eberron Campaign Setting (2005), as well as an ENnie for Oriental Adventures (2002).

    About the Product Historian

    History and commentary of this product was written by Kevin Kulp, game designer and admin of the independent D&D fansite ENWorld. Please feel free to mail corrections, comments, and additions to kevin.kulp@gmail.com.

    Price: $14.99

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    Gravestones and Gargoyles

    Gravestones and GargoylesPublisher: Mayhem in Paper

    Set of 3 Gargoyles, 3 Gargoyle statues, 20 Ornamental gravestones and a special set of gravestone and statue bases. This is a great set for quickly building a gothic cemetery for your Fantasy Horror games.

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

    Gravestones+Gargoyles

    Price: $2.95

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    An Adventurer's Guide to Eberron (3.5)

    An Adventurer's Guide to Eberron (3.5)Publisher: Wizards of the Coast

    Explore a World of Magic and Mystery
     
    This lavishly illustrated visual guide explores the magical, medieval fantasy world of Eberron. Climb aboard an elemental airship and visit wondrous locations, from the soaring spires of Sharn and monolithic mountain strongholds of the Mror Holds to the cyclopean ruins of Xen’drik and the gleaming glaciers of the Frostfell. See the world like never before and discover its many secrets.
     
    If you’re a fan of fantasy artwork and literature, An Adventurer's Guide to Eberron makes an excellent addition to your library or coffee table. It brings the world of Eberron to life visually and gives non-Eberron players a glimpse into a rich world of magic and mystery.
     
    *****
     
    Product History

    An Adventurer's Guide to Eberron (2008), by Logan Bonner and Chris Sims, isn't just an RPG book. Instead, it's a gorgeous coffee table book that acts as a visual guide to the remarkable world of Eberron. You're shown airships and the lightning rail, the towers of Sharn and the ruins of Xen'drik. It's a lavishly illustrated guidebook to the most remarkable places in the game's setting, and it's intended as an introduction for people who haven't yet explored it (or for people who aren't even gamers, but who want to get a feel for what's involved).

     
    It's hard to describe how gorgeous this book is, but if you want to make a good first impression about the feel of the setting, this is a fine way to do so. As such, it's an interesting choice to purchase in PDF. You won't get the fantastic "pick up and thumb through" experience of a coffee-table art book; however, the book provides a fantastic series of illustrations for introducing new players to the setting, so showing your fellow players the PDF before the first game makes for a good campaign pitch.

    The World and Politics. The book starts off walking the reader through the essential Eberron. The intersection between magic and technology is an exciting one, and it's held up against the backdrop of politics, espionage, and religion. I appreciate how the illustrations focus on landmarks within Eberron: These are the things of which tales are whispered between adventurers, and reading this history fdoes a much better job than most DM notes would of bringing all players to a certain level of familiarity with the world.

    The Races and Monsters. The adventuring races are one of the first things shown. Shifters, changelings, elves, orcs, warforged, kalashtar, and all the other races are richly illustrated and spotlighted. The book ends with the monstrous races: drow, giants, dragons, and power groups such as the Emerald Claw and the Lords of Dust. There's an average of about three full-color illustrations per page, sometimes more, with notes to show sections of a ship or typical adventurer gear.

     
    An Adventurer's Guide to Eberron does a surprisingly good job of showing the reader what the typical adventurer looks like at work or at play, whether translating a glyph or slinging an axe.

    The Best Player Introduction You'll Find. The complete and utter lack of rules make this a really atypical book for most DMs to purchase. It's atmospheric and inspirational, giving rich art resources and just a modicum of text. I'd recommend this primarily for people who love beautiful art, but it's also a no-brainer for a DM about to start a brand new Eberron campaign with players new to the setting. I've never seen a better method of quickly getting players acquainted with a setting than I have here.

    About the Creators. Logan Bonner is a former editor for Wizards of the Coast. A prolific game designer who worked on dozens of books for WotC, he's now a freelance writer, designer, and editor who lives in the Seattle area. His Creative Commons-licensed game Refuge in Audacity is an over-the-top pastiche and parody of bad 90s RPGs and comics. Don't miss it.

    Originally trained as a graphic artist, Chris Sims is an experienced freelance editor and designer. He has worked on the Forgotten Realms Campaign Guide, the adventure Demon Queen's Enclave, the Secrets of Sarlona supplement for Eberron, and the 4e Monster Manual.  

    About the Product Historian

    History and commentary of this product was written by Kevin Kulp, game designer and admin of the independent D&D fansite ENWorld. Please feel free to mail corrections, comments, and additions to kevin.kulp@gmail.com.

    Price: $9.99

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    FRQ3 Doom of Daggerdale (2e)

    FRQ3 Doom of Daggerdale (2e)Publisher: Wizards of the Coast

    Randal Morn certainly has his hands full! The temple of Lathander, which burned to the ground eight years ago, seems to be the source of a curse affecting the entire town. People are taking ill, animals are dying overnight, crops are failing. All this seems to have started after Eragyn, priestess of Cyric, disappeared from Daggerdale. Shortly before that, a forgotten mage-lord's crypt was discovered and opened, and things just haven't been the same since.

    Constable Tren is displeased with the situation, what with suspicion being cast in the Zhentarim's direction as well as toward Cyric's priesthood. He's undoubtedly making the Dalesfolk's lives more difficult than usual because of this upheaval. Randal has sent out the call for aid to all who are interested and able to help; his freedom riders have their hands full already.

    A missing evil priestess, a mage-lord's crypt-curse, a plague, and possible Zhentarim involvement: all the elements of a rousing adventure in one place! Where do your characters sign up? Step right this way, won't you?

    This is the first module created for use with the revised Forgotten Realms Campaign Setting. However, it is not necessary to have that edition in order to play this adventure.

    *****

    Product History

    FRQ3: "Doom of Daggerdale" (1993), by Wolfgang Baur, is the third adventure in the series of Forgotten Realms "Quest" adventures. It was published in September 1993.

    Origins. Baur was asked to write a short adventure set in the Dalelands and including Randal Morn - doubtless because of the impending release of The Dalelands sourcebook in October 1993. "Doom of Daggerdale" was the result. It was also the first adventure written for use with the Forgotten Realms Campaign Setting Revised Edition (1993).

    Concluding the FRQs… and the Standalone Adventures for the Realms. "Doom of Daggerdale" was the third and final module in the "FRQ" series of Forgotten Realms adventures. As with its predecessors, it was designed to work as a standalone adventure. Whether by accident or by design, the FRQ series managed to cover Ed Greenwood's three strongest Realms settings, based on his classic house campaigns. FRQ1: "Haunted Halls of Evening Star" (1992) was set in Cormyr; FRQ2: "Hordes of Dragonspear" (1992) was set on the Sword Coast; and (as requested) FRQ3: "Doom of Daggerdale" was set in the Dalelands.

    Somewhat confusingly, though, TSR had already started another series of standalone Realms adventures by the time "Doom of Daggerdale" was published; that was the "FRM" series of Forgotten Realms "Missions" modules. Yet the first and only adventure in that series was FRM1: "Jungles of Chult" (1993), which was published in May 1993.

    Because TSR stopped using module codes in 1994, "Doom of Daggerdale" was the last Forgotten Realms adventure to have a code on it. It was also the last standalone adventure for the Realms for some years, since afterward TSR began concentrating once more on "event" trilogies. It was only three years later that another standalone Realms adventure finally appeared, when "How the Mighty are Fallen" was published in November 1996 - after which standalone adventures would become quite common again.

    Sort of Introductory. Unlike the other adventures in the FRQ series, this one is written for starting adventurers, from levels 1-3. It isn't exactly an introductory adventure, but it is set in a well-described home base (Daggerdale), and it does include a half-dozen ideas for additional adventures at the end of the module. Particularly in conjunction with FRS1: The Dalelands (1993), it could easily form the basis of a new campaign.

    It's All about the NPCs. Greenwood has always put the focus in the Realms on characters, and that also tends to be the case in Realms adventures by other hands, such as FRQ3. Here, the PCs will get to meet Randal Morn, the deposed leader of Daggerdale, on page 8 (once more: as requested!). Beyond that, many of the problems in the adventure are caused by a variety of NPCs - among them Eragyn the Dark, Colderan the Mage-Lord, and Constable Tren Noemfor.

    Despite this focus on NPCs, the PCs are still clearly the main movers and shakers of this adventure.

    Adventuring Tropes. "Doom of Daggerdale" is clearly an adventure of the 90s. It has a serious underlying plot, a few events, and (as already noted) a solid focus on the town of Dagger Falls.

    That said, over half of the adventure is taken up with dungeons. This was somewhat rarer in the 90s, but Baur decided to include them because that's what he found fun in low-level adventures. The result works well; one of the delves is a particularly attractive combination of dungeons, caverns, tunnels, and streams. The Underdark even gets a mention because Baur had recently been working on other Underdark material!

    Expanding the Realms. The Dalelands first became a viable setting for adventure with the publication of FRC2: Curse of the Azure Bonds (1989), FRE1: "Shadowdale" (1989), and Forgotten Realms Adventures (1990). However, Daggerdale didn't receive the same attention as some parts of the Dalelands. 

    Curiously, Greenwood never mentioned Daggerdale in his many Dragon magazine articles from the 80s. It thus premiered in the the original Forgotten Realms Campaign Setting (1987), where it got a mere three paragraphs of coverage. It's called "a reclusive settlement" where, it's said, "No inns, hostels, or taverns exist in the land." Curiously, there's no mention in that first setting book of Daggerdale being taken over by Zhentil Keep; in fact, it's suggested that Morn still rules the land and is holding Zhentil Keep back - though there's an off-handed mention to Mourngrym Amcathra and Randal Morn "resisting Zhentil Keep" that could be taken otherwise. Similarly, Forgotten Realms Adventures (1990) talks about "the last resistance in Daggerdale."

    The idea of Daggerdale being under the control of the Zhentarim, with Randal Morn leading the "freedom riders," seems to have originated with the release of the Revised Campaign Setting in 1993, though the invasion is backdated some 50 years. It becomes a major plot point from here through the mid-90s. That supplement also appears to be where Daggerdale's past as "Merrydale" was first mentioned. 

    After "Doom of Daggerdale" gave the eponymous Daleland more detail than had ever been available before, Daggerdale appeared again just a month later in The Dalelands, which includes three pages of description that match what's in this adventure. After that, Daggerdale would go on to become a recurring setting within the Realms throughout the 90s; its next major appearance would be in the adventure trilogy that begins with "The Sword of the Dales" (1995).

    About the Creators. Baur joined TSR as an editor in 1991, and in 1992 and 1993 began designing as well. All of his other earliest design work was for Al-Qadim (1992-93).

    About the Product Historian

    The history of this product was researched and written by Shannon Appelcline, the editor-in-chief of RPGnet and the author of Designers & Dragons - a history of the roleplaying industry told one company at a time. Please feel free to mail corrections, comments, and additions to shannon.appelcline@gmail.com.

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    RM3 Web of Illusion (2e)

    RM3 Web of Illusion (2e)Publisher: Wizards of the Coast

    Rakshasa. For centuries, these diabolical creatures have hunted humanity and preyed upon its flesh. Now the Mists have opened upon the land of Sri Raji, home of dread Arijani, the rakshasa lord. Arijani is the mastermind behind a deadly game of illusion where plots lie within plots that lie within plots. The wise will trust neither their eyes nor their wits, for nothing is as it seems in Sri Raji. The rakshasa have laid their traps of intrigue for the unwary.
     
    This time, the unwary are your characters.
     
    For characters level 7th to 9th.
     
    *****
     
    Product History

    RM3: Web of Illusion (1993), by William W. Connors, is a 64-page 2nd edition Ravenloft module. It's set in the India-themed domain of Sri Raji, a place of terrible jungles, steaming air, crowded cities, and accursed temples. Non-Western settings are so rare in D&D that it's a delight to see one here: Sri Raji is highly fictionalized, but filled with Indian flavor regardless. This is a setting for horror and adventure, not a parody.

    Untouchable. The adventure goes out of its way to make the PCs feel like outsiders in this new land. In cities such as Pakrat, locals will actively avoid looking at the strangers, and completely ignore them when possible. The characters are constantly reminded of their place as outsiders, entities from the outside looking in, and this creeping isolation tends to color the way that the heroes interact with the dread realm and its inhabitants.

     
    Can they still be heroic, even when the people they champion do not consider them to be worthy of attention? It's an interesting conundrum, and not one you see often.

    Hunted. Sri Raji is a land of tigers, of great beasts and silent, stealthy death. The jungle is a dangerous and hostile place full of poisonous snakes, silent tigers, and carniverous plants. No walk in the park, here - it's explicitly stated that trying to survive the jungle is akin to stealing from a dragon's hoard. Despite this, it's clear that Connors doesn't prefer mechanical means of instilling or simulating far. Ravenloft's traditional Fear and Horror checks are discouraged, with suggestions that the DM build a scary environment with his descriptions instead.

    Adventurous World-Building. The adventure layout is beautifully organized, with clearly labeled sections for encounter preparation, theatrics, aftermath, pacing, and the like. The text covers a number of possiblities during any given encounter, and it's a good thing it does; when the most dangerous opponent is a stunningly deadly and duplicitous illisionist rakshasa, and assassins are everywhere, the DM's guidance comes in handy.

    Even more valuable, though, is the adventure section discussing the cities, jungles, and culture of Sri Raji. It's a quick look at the caste systems, of accursed cities and the Chosen of Kali, of reincarnation and weretigers and secret societies. This is a place where plots lie within plots and manipulation is a way of life, and it's a good quick education for DMs who want to explore more non-Western settings.

    About the Creators. This book is designed by William W. Connors, an author and designer whose work at TSR spans product lines as diverse as Ravenloft, Dragonlance, Planescape, Mystara, and Alternity. You can find his monsters within eight of the 2nd edition D&D Monstrous Compendiums.

    About the Product Historian

    History and commentary of this product was written by Kevin Kulp, game designer and admin of the independent D&D fansite ENWorld. Please feel free to mail corrections, comments, and additions to kevin.kulp@gmail.com.

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    Races of the Wild (3.5)

    Races of the Wild (3.5)Publisher: Wizards of the Coast

    Heroes Tempered by Nature
     
    From within verdant forests, among nomadic caravans, or atop soaring cliffsides, courageous adventurers arise from the people known as the races of the wild: elves, halflings, and raptorans. Living in harmony with the natural world, these noble individuals embark on grand adventures that become fireside tales for generations to come.
     
    This supplement for the D&D game provides detailed information on the psychology, society, culture, behavior, religion, folklore, and other aspects of the races of the wild, including raptorans - a new race presented here. In addition to new humanoids and monster races playable as characters, Races of the Wild also provides new prestige classes, feats, spells, magic items, equipment, and guidelines for crafting adventures and campaigns within the communities of these tenacious folk. 
     
    *****
     
    Product History

    Races of the Wild (2005) is a 192-page supplemental sourcebook for 3.5 D&D, written by longtime author and designer Skip Williams. The book focuses on the elves and the halflings, introduces a new winged race called the raptorans, and gives rules for using catfolk, centaurs, gnolls, and a plant-based fey creature known as the killoren as player characters.

    Rules and Customs. Like other books in the "Races" series, Races of the Wild is a highly focused book with a good mix of flavor and new rules. If you're looking for rules on half-orc barbarians, you're probably in the wrong place, but playing an elf, a halfling, or some other nature-oriented race? You're probably in good shape.

     
    Here you'll find plenty of new rules: new uses for skills, 8 prestige classes, 30 or so new feats, and racial substitution levels (a favorite new rule of mine) to make your hero more race-focused. There are new weapons and armor, new magic items (such as hawkfeather armor), 9 new spells, and 3 new psionic powers. With the raptoran, items definitely have a focus on both flying and surviving a fall from great heights, and there's a common theme of survival in the wilderness.

    Rules for introducing new races, such as catfolk or centaurs, are exactly as long and detailed as they need to be. They aren't a focus of the book, perhaps a surprise considering the endearing popularity of races like centaurs, but the new races make them eminently playable.

    In comparison to the abundance of rules elsewhere, the focused chapters on elves, halfling, and raptorans are filled with flavor. All aspects of racial life are explored: psychology, culture, tradition, religion, history, folklore, and even economy. There are examples of typical racial settlements, such as "Windingwater" for the elves. These chapters make a fantastic resource for a player who wants to know more about her character's race. As

    Skip Williams outlines in his design goals: "One new twist on elves is self-sufficiency and nonspecialization. The long elven lifespan gives them plenty of time for learning to do things for themselves. Halflings lead something of a double life. Their wandering lifestyle obliges them to seem open and welcome to strangers, but they have secrets they keep to themselves."

    The final book chapter focuses on running, creating, and expanding wilderness campaigns. This chapter is a great source for DMs; it discusses demographics, communities, holidays, allied creatures, and provides sample NPCs for use in a wilderness adventure.

    Raptorans: Not Dinosaurs. Perhaps the name is a mistake, even though raptors are traditionally birds of prey. Raptorans are basically winged elves, a race that in previous editions have been called "Winged Folk." They aren't one of those races that have ended up catching on in the D&D gestalt, but they're a perfectly playable race. I suspect they'd instantly stand out early on in most campaigns, as the advantage of a flying PC is undeniable at low- to mid-levels.

    Focus and Finesse. This is a supplement that does exactly what it sets out to do. It's a solid, useful resource for players and DMs who are focused on wilderness-based characters. The book is filled with lovely little details (such as the halfling Earned Name Generator) and lots of thoughtful, creative bits of world-building. If you're playing one of the races it covers, or have any interest in doing so, you'll find it well worthwhile.

    About the Creators. Skip Williams is one of the people who influenced and developed the original Dungeons & Dragons game and is the former "Sage" of Dragon Magazine's "Sage Advice" column. Joining TSR in 1976 and departing Wizards of the Coast in 2002, Williams masterminded the design and development of the 3rd edition Monster Manual.

    About the Product Historian

    History and commentary of this product was written by Kevin Kulp, game designer and admin of the independent D&D fansite ENWorld. Please feel free to mail corrections, comments, and additions to kevin.kulp@gmail.com.

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    50 Fantasy Drinks

    50 Fantasy DrinksPublisher: Lee's Lists

    Got 99 problems? Make sure that coming up with a refreshing beverage for tonight's game isn't one!

    50 Fantasy Drinks is a finely crafted list of mostly historically accurate and verisimilitudinous libations collected by our semi-professional AA-goers. Great for mixing up something new for your taverns and social gatherings.

    For example:

    7. Xat’s Brightening: Brilliant purple fluid that refracts light oddly - has mild psychotropic properties.

    26. Farmer’s Tonic: White, opaque liquid with milky odor - tastes of strongly alcoholic, spiced milk.

    40. Ritani Hail-cider: Pale green liquid which effervesces slightly at all times - very cold, and very strong.

    This product is system and genre agnostic, so feel free to use it to loosen the inhibitions of your fantasy PCs, to name your tanks in any number of popular war games set in the far future, to add some realism to your virtual reality simulator adventures, or just to spark your own imagination!

    Price: $1.00

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    Village Backdrop: Agravaine's Rest

    Village Backdrop: Agravaine's RestPublisher: Raging Swan Press

    A Pathfinder Roleplaying Game GM’s Resource supplement by Colleen Simpson

    Agravaine’s Rest is the unlikely name for a haven of half-orcs and orcs, set at the mouth of a remote mountain pass. Flanked by steep cliffs and all but impenetrable mountains the Rest’s strategic location has brought both wealth and danger to its inhabitants. 

    Built around the crypt of a famed paladin crusader, the shadows lurking in the way station’s past, and the secrets prowling its doorstep, could lead to the downfall of this wilderness fortress. Days from the nearest village, and weeks from the nearest town, the Rest is known as a refuge. A destination for pilgrims and travellers alike, Agravaine’s Rest is the last chance for resupply before taking the pass leading through the mountains. 

    Village Backdrops are short, richly detailed supplements that each present a single village ready to insert into almost any home campaign. Perfect for use as a waystop on the road to adventure, as an adventure site themselves or as a PC’s home, Village Backdrop present the details so the busy GM can focus on crafting exciting, compelling adventures.

    For free samples head over to Raging Swan's website

    This product is a Dual Format PDF. The downloadable ZIP file contains two versions, one optimised for printing and use on a normal computer and one optimised for use on a mobile device such as an iPad.

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    The Void Fiction: Barsoom I

    The Void Fiction: Barsoom IPublisher: WildFire

    The Stars Were Never Meant For Us

    2159 AD. It is a good time to be alive. The nations of Earth still exist, but they have become more civilized, and humanity has expanded into the rest of our solar system. But, alas, it is not to be our time. Something approaches, a thing on an orbit from far away. Seemingly a mysterious shard of dark matter, this object is known in obscure prophecy as the Chthonian Star. It is awakening things long thought lost or dead, things that have slumbered awaiting its return. The Unified World Council sends out special teams of sanctioned Wardens, whose job it is to ascertain the new threats to human life, to learn everything they can about them, and fight them wherever they are found.

    The Void is an original Lovecraftian hard sci-fi horror setting. And this is fiction that helps tell its story.

    Join UWC Wardens Anastasia Kiss, Marcus St. Croix, and Felius Fickerwith as they seek to unravel a mystery on Mars. First, things and pets went missing. Now people. What will these veteran Wardens find? What might be under the surface, awakened by the Chthonian Star?

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    Japanese Garden

    Japanese GardenPublisher: DramaScape

    Japanese Garden

    360

    DramaScape Free Volume 18

    This Product is a full-color, 24 x 20 inch, floor plan of a Japanese Garden, with Hex, Square and No overlay.

    This Product includes the VTT files for online play.

    Includes a 360° View of the map.

    Game Masters need quality maps for their miniatures. DramaScape™ is committed to bringing Game Masters the maps they need.

    “Did you think you were really safe in this place? There is nowhere you can go where we cannot find you.”

    The Japanese garden is a single map of a small walled garden. The product includes image files for use with your virtual tabletop (VTT), as well as a 360-degree panoramic view from the center of the garden.

    The Japanese garden is intended for use in Eastern themed fantasy games. It can also be of use in any historical game set in Japan from 800 A.D. up to the modern day.

    The Japanese garden is a place of relaxation and contemplation. The group could be on vacation here, when their enemies suddenly decide to spring an attack on them as they rest. The Japanese garden has multiple rock formations, pillars, trees, bridges, rails, chairs, and other objects that can be interacted with, making it perfect for a martial arts fight with lots of acrobatic maneuvers and improvised weapons.

    Another idea is the pool itself. Does the dark pool conceal an unseen or hidden monster within that will ambush visitors to this peaceful place?

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    Concept Cards

    Concept CardsPublisher: Night on the Wall Games

    What are Concept Cards?

    Have you ever had trouble coming up with a backstory for a character? Have you ever had a player that thought their character was just a bunch of numbers on a sheet with a name at the top.  

    Well we definitely have and it’s from this idea that Concept Cards came to life. Concept cards are character development aids that provide a framework for coming up with some key unique elements to a players background and perhaps, give them a little edge in return for their creativity. However you choose to use them we at Night on the Wall games believe that Concept Cards will help your group develop a deeper and more meaningful gaming experience and stronger more memorable characters.

    Price: $2.50

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    Steampunk Crescendo

    Steampunk CrescendoPublisher: Dave M Games

    Will you succumb to temptation? In a dystopian era of vampires, magic, and steampunk super-science, you face overwhelming oppression. Will you oppose your Antagonist? Will you fight for your Goal, and in so doing, bring meaningful change to your world? Or will you be tempted by the distractions of this world. A roleplaying game for 3-6 players. 3+ hours, one or multiple sessions. Intuitive, streamlined ruleset. Overcome Antagonists using an action-based resolution system. Compelling, dystopian, steampunk setting with room for personalization and change.

    Price: $9.99

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    Dwarves 4 - ASPECTS

    Dwarves 4 - ASPECTSPublisher: PERMES

    Dwarves #4 - ASPECTSS

    Total 16 pages with 115 figurines and additional accessories!

    Now you can field various dwarven armies or clans for wargames or skirmish. You can also use aspects versions of particular figurines for RPG - different colours might be used in various special situations (for example blood rage, magic enchants etc.)

    This set contains 22 detailed front and back artwork original fantasy characters figurines and their modifications (different posing, weapons, accessories, mirrored, colours):

    • Dwarven King (on Throne)
    • Giant Dwarf Sentinels
    • Standardbearers
    • Gunmen
    • Battlehammer Champions
    • Axemasters
    • Two wielded skirmishers
    • Black Dwarf Guardians
    • King's Guardians
    • Mountain Clan Dwarves
    • Last Stand Banner + optional banners

    ASPECTS

    All figurines in this set are available in 5 colour schemes (please see previews) and grouped on separate pages:

    • Azure / night
    • Scarlet / blood (rage)
    • Jade / nature (forest)
    • Gray / shadow
    • Royal / purple (magic touch)

    NOTE!

    This set includes figurines from previously released full color sets: Dwarves #1 and Dwarves #3

    All minis, parts, accessories and elements of scenery are 300dpi 30mm front and back full color artwork suitable both for RPG and wargaming.

    Dwarves #4 - ASPECTS - Permes Fantasy preview 1 

    Dwarves #4 - ASPECTS - Permes Fantasy preview 2

    Dwarves #4 - ASPECTS - Permes Fantasy preview 3

    Dwarves #4 - ASPECTS - Permes Fantasy preview 4

     

     

    Price: $1.99

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    RPG Background Loops MP3: Carnival

    RPG Background Loops MP3: CarnivalPublisher: Plate Mail

    This place was one of happiness, but now only ghost live here. You can still hear the music playing in the wind, but this place is cursed and it’s evil hungers.    

         Combine it with more Plate Mail Games MP3s to score your entire adventure. All our MP3s can be used with tabletop RPGs, LARPs, and board games. Check out our other MP3s and PDFs by simply searching Plate Mail Games. This MP3 was part of the Kickstarter campaign stretch goals.

    Professional Golden Reel and Emmy-nominated sound designer and editor Wes Otis brings you great background loops for your tabletop RPG. Each MP3 is 10 minutes long and loops perfectly. They are mixed to be played in the background, adding ambience to your storytelling without being a distraction. Wes has taken his 30 years of game mastering experience and 14 years of post production experience to craft each location.

    Below is a demo of Wes' professional work.

    Price: $1.50

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    RPG Background Loops MP3: The Cabin

    RPG Background Loops MP3: The CabinPublisher: Plate Mail

    Deep in the woods you find an old cabin. No one is home, and by the looks of it, no one has call this place home in years. It is shelter from the dark woods, but maybe what lurks inside is worse than what is outside.

         Combine it with more Plate Mail Games MP3s to score your entire adventure. All our MP3s can be used with tabletop RPGs, LARPs, and board games. Check out our other MP3s and PDFs by simply searching Plate Mail Games. This MP3 was part of the Kickstarter campaign stretch goals.

    Professional Golden Reel and Emmy-nominated sound designer and editor Wes Otis brings you great background loops for your tabletop RPG. Each MP3 is 10 minutes long and loops perfectly. They are mixed to be played in the background, adding ambience to your storytelling without being a distraction. Wes has taken his 30 years of game mastering experience and 14 years of post production experience to craft each location.

    Below is a demo of Wes' professional work.

    Price: $1.50

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    One Sheet - Hollerin' Pines (Fate Core)

    One Sheet - Hollerin' Pines (Fate Core)Publisher: Atomic Overmind Press

    "And these signs shall follow them that believe; in my name shall they cast out devils; they shall speak with new tongues; they shall take up serpents; and if they drink any deadly thing, it shall not hurt them; they shall lay hands on the sick, and they shall recover." - Mark 16:17-18

    Author H. M. 'Dain' Lybarger weaves a tale in which the heroes visit a quiet town - where something nasty is brewing below the surface...

    This Fate Core One-Sheet for The Day After Ragnarok contains everything you need for a quick and easy adventure for your party in the World after Serpentfall.

    Price: $1.25

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