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Clipart Critters 289: Gentlemen Prefer Brains

Clipart Critters 289: Gentlemen Prefer BrainsPublisher: Postmortem Studios

A piece of 300 dpi .tif clipart for you to use in your personal and professional projects, subject to the attached license. This piece presents a rather dapper looking zombie, out for a bite to eat on the town.

Price: $4.00

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Template Pack #3 Desert

Template Pack #3 DesertPublisher: Lord Zsezse Works

Have you ever felt the burning sunshine on your skin? Just take a look on these covers and papers and I'm sure your readers and gamers are going to feel that while they are reading your stories or playing in your adventure.

This set is the  best for your personal or commercial projects; books, games, websites, etc.

You will find in this pack 4 different high quality templates with covers and papers.

Image format: 300dpi,  TIF, U.S. Letter and A4

Both for personal or commercial use.

Template pack Desert

Other high quality tempaltes:

124213.jpg Template pack Bog 

Please let us to recommend you some products that are perhaps perfectly fit to your tales from the desert:

ground set 10 - Desert Forgotten Ruin - paper model Desert Ruin Ancient Worlds Bundle Paper tank subscription  

Price: $4.95

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The Masked Mage - A Dungeon World Playbook

The Masked Mage - A Dungeon World PlaybookPublisher: Jacob Randolph

The Masked Mage Preview Edition: Available Here

Another one came up today, to the top of your mountain. Another seeking to best december, to defy the bite of ice. Another who received it, in full. You are Winter - cold, uncaring, and untouchable.

The Masked Mage is a playbook for the Dungeon World roleplaying game, and the fourth of my Mage Revised series. The Mage is one of the most popular playbooks I have ever written, but it has its flaws - the class is too open ended, and is generally capable of solving problems on a larger scope than any other class can really confront. My solution was to pare down the class into multiple different classes, each built around a single Spell Focus. This class is a reimagining of a Mage with Spell Focus: The Mask.

The Masked Mage is an illusionist of the highest calibre. She can craft illusions, reveal additional truths about the world, and people find they just trust her, as a natural state of being. The Masked Mage's unique mechanic is their Masks - these function as Race replacement moves, but the Masked Mage gets two of them, and which two masks they choose to hide behind drastically alters their capabilities. The Mask of Deceit lets you hide or avoid attention better than most. The Mask of Flesh makes you a doppelganger, a face-stealer. The Mask of Gold has everyone believing your are rich and wealthy, and allows you to pawn off anything as something precious and valuable. The Mask of Myth convinces everyone that you are a hero of legend, with all the fame and accolades that come with it. And the Mask of Truth can be used to wipe away your previous lies, rebuilding trust you've broken in the past.

This product is licensed under the Creative Commons Attribution 3.0 Unported License. To view a copy of this license, visit http://creativecommons.org/licenses/by/3.0/.

Price: $2.49

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Mental RPG Rules

Mental RPG RulesPublisher: The Oracle

The inspiration for MENTAL came about when I was looking for a compact rules-lite RPG that could be used without the need for any kind of props such as dice , paper or tokens. It was vitally important to me to find a game that could be played at any time and under any circumstance. As shocking as it may seem this implies that the game should be playable even when in complete isolation since sometimes we are alone. What I have created can be played by one's self in a quiet garden, while taking a walk, or while sitting alone in the dark. Of course you may sit or walk with others and play the game together with them but that is not required. And if you like dice, paper and tokens then by all means find creative ways to use them in your game but remember they are largely unnecessary. MENTAL is a compact rules-lite RPG that can be played diceless and GM-less requiring no preparation at all! Just learn the rules and have at it in any genre.

Price: $1.00

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A Disease Approaching...

A Disease Approaching...Publisher: Orbit Above Games

   The Zombies have overrun your camp, your friends have pillaged what remained of the camp. Your group is dwindling in size... But you have found friendship in your enemies, for the enemy of my enemy is my friend. 

   In this competitive pick up and play zombie themed game players take turns drawing slips of paper from the Resource Pool, bolstering their defenses and killing off the other players Survivors. 

**NOTE**This game is in pre-Alpha, as such it is not yet finished, but you may purchase it now at a reduced price so that in the future you do not have to pay full price for this item. Thank You for your consideration, and time. 

Price: $0.79

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Age of Legacy - Country Road Game Map

Age of Legacy - Country Road Game MapPublisher: Age of Legacy

'Country Road' is an RPG map, created by Age of Legacy. It features a cobblestone road, with trees and lakes, as well as two unfurnished buildings. It can be used for any RPGs which make use of game boards, such as Heroquest and D&D. Full-sized map has 20 x 30 squares.

COUNTRY ROAD CONTENTS:

  • T-Junction
  • Building 1
  • Bend
  • Straight
  • Building 2
  • Turning
Price: $2.46

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Classified Celebrations: The Gladiatrix

Classified Celebrations: The GladiatrixPublisher: Glenbuckie Publishing

In this product of Glenbuckie Publishing, feast on the beauty of the gladiatrix alternate class!

-Built on the chassis of the bararian but using the mighty grit of a gunslinger, decimate your foes!

-Choose from one of three combat styles, each with its own deeds and abilities!

Price: $1.50

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Age of Legacy - Castle Game Map

Age of Legacy - Castle Game MapPublisher: Age of Legacy

'Castle' is an RPG map, created by Age of Legacy. It features a winding path, which passes a guard post, a large lake and a cave entrance, eventually reaching a large castle. It can be used for any RPGs which make use of game boards, such as Heroquest and D&D. Full-sized map has 20 x 40 squares.

CASTLE CONTENTS:

  • Guard Post
  • Cave Entrance
  • Lake
  • Turning
  • Castle (Four Parts).

The four parts of the main castle building can be used separately. This map also joins perfectly with the 'Country Road' map.

Price: $2.46

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Battlemap : Ball Room

Battlemap : Ball RoomPublisher: Christian Hollnbuchner

This full color battlemap is the 188th of a series featuring various terrains. This installment of the battlemap series features a sizeable ball room ands its terrace exit to the mansion gardens.

The map is 20 x 28 squares in size, with each 1 inch square scaled to represent 5 feet. It is provided in 8 segments, which need to be assembled, in a single PDF using the letter format.

The product has been updated to include a large JPG image of the map, intended for use with VTT software. It is 4032x2880 pixels in size at 144dpi.

Price: $1.36

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Only War: No Surrender

Only War: No SurrenderPublisher: Fantasy Flight Games

“We have come to retake what belongs to the Emperor from those who dared to turn against him. Know that you serve a just and divine cause. Your faith in Him shall shield you from any attack.”

–Preacher Wyatt Dreeble

The courageous men and women of the Imperial Guard stand tall against the threats to mankind. In No Surrender, an adventure supplement for Only War, guardsmen serving in the Spinward Front must face the secessionist traitors, the Severan Dominate, whose forces have taken over the Lycurgos star fort, and are using it as a base for their treacherous deeds. In No Surrender, an expanded, three part adventure, you and your unit of guardsmen must work to reclaim this star fort for the Emperor!

Price: $20.00

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Metal Gods of Ur-Hadad Issue #1 Winter 2014

Metal Gods of Ur-Hadad Issue #1 Winter 2014Publisher: Kickassistan Ministry of Tourism

Out of the howling wilderness,  Amidst sunken cities,   And long-buried secrets,  Man has forged a sword and cast off his chains. Swords and Sorcery and Metal Gods.  Danger, treasure, blood and glory, all mixed up in a blender  And served up in Golden Ur-Hadad, First City of Ore.  Enter, if you dare, the bitchin' mural  On the side of your cousin's Ford custom van.  Enter the world of the Metal Gods of Ur-Hadad. 

In many ways, the authors of this zine believe the Dungeon Crawl Classics RPG to be the most Metal of the Old School-style RPGs on the market today. No other RPG consistently provides for us the same feeling of adventuring the through the worlds depicted on classic heavy metal album covers the way that DCC does. We love that feeling, that experience of wild abandon and reckless action drenched in blood and thunder, and we work hard to cultivate it in our games. Along the way, we made up some stuff to help us evoke that certain Metal feeling and this zine is our chance to share all of that with you.

In this issue of the Metal Gods of Ur-Hadad you will find:

  • 20 pages of Metal-drenched DCC mayhem
  • Background info on the Metal Gods and Ur-Hadad
  • The paradoxical problem of Assassins in Ur-Hadad
  • The staggeringly-amazing Street Kids of Ur-Hadad urban funnel adventure tool kit! Remember the Warriors? Edgar Johnson gives you all the tools you need to make your own urchin-grinding funnel adventure version of it.
  • A ton of art by the excellent Mr. Wayne Snyder, as well as a short, "one page dungeon"-style insert by him, ready to slipped into your next DCC session.
This issue has been produced in support of StandUp For Kids, a non-profit, non-partisan charitable organization dedicated to fighting teenage homelessness with a proven track record and 94% of donations being spent on youth in the organization's programs. 50% of all proceeds from the sale of the pdf will also be donated to StandUp For Kids, so we're offering you the opportunity to help as much as you see fit. 
Price: $1.00

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The Regiment: Mission Briefs 2: Compatible with FUBAR and Dirtside II

The Regiment: Mission Briefs 2: Compatible with FUBAR and Dirtside IIPublisher: Art of War Games

The Regiment is sometimes hired for a single important mission inside of a wider campaign. These missions are high risk but high reward and the Regiment has been hired because local forces are incapable of accomplishing it.  The missions could be in support of a colonial kleptocrat who is under siege by rebel groups or in protecting vital infrastructure for corporate bloc oligarchs. This missions in this brief are four typical combat missions an can be used to "fatten up" a campaign of storyline missions. The missions are pretty generic an can be used in any previous published campaign compatible with either Dirtside II or FUBAR. They can also be used in homebrew campaigns or as stand alone missions. 

This PDF provides 4 complete missions for Dirtside II and FUBAR as well as complete stats for 5 Regiment vehicles and their Dragoon infantry Squad. It also includes a quick points calculation for creating your own vehicles using the FUBAR rules. 

Price: $1.00

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Space Environment Lab Apocalypse Tile Set vol1

Space Environment Lab Apocalypse Tile Set vol1Publisher: Quicky Games

Space Environment Lab Apocalypse Tile Set vol1

Something has gone terribly wrong. The virus the labs were so

careful to keep safe has been released, mutated and caused

chaos. The virus has turned the scientists against each other in a

murderours rampage of horror. Has anyone survived?

The Space Environments Lab Apocalypse tile set vol1 is

designed to allow you to create an exciting series of sci-fi

scenarios for your gaming systems.

The floorplans use 1 inch square 300dpi floor tiles and includes passageways, junctions and rooms allowing you to create unique adventures. 

The Space Environments Lab Apocalypse tile set vol1 are designed to be

combined with the other floorplans in the space

environment range.

Apocalypse tile example

Price: $10.00

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Mandate Archive: Stellar Heroes

Mandate Archive: Stellar HeroesPublisher: Sine Nomine Publishing

Face the perils of a heartless cosmos with a single daring hero.

Stellar Heroes is a brief collection of rules modifications that will allow you to run a Stars Without Number game with but a single player and GM. Can't get the group together this week? Want to introduce a spouse, kid, or friend to Stars Without Number without the complications of a full table? Use Stellar Heroes to arm that daring galactic freebooter with the toughness and competence necessary to stand alone where a full party of lesser heroes might otherwise be required.

As a bonus, you'll find a free two-page side adventure inside suitable for use as a quick detour for your newly-minted hero, or as the sort of situation that could easily be used for a full party of more traditional adventurers.

If you enjoy Stellar Heroes, consider grabbing Black Streams: Solo Heroes for a version of these rules intended for compatibility with Labyrinth Lord ™ and other similar old-school games. Keep on the lookout as well for Scarlet Heroes, my old-school-compatible game of fearless adventure for one hero and one GM!

Price: $0.00

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Toys for the Sandbox 110: The Oiler's Cup

Toys for the Sandbox 110: The Oiler's CupPublisher: Occult Moon

When the colonists came to Port Morganti, only some were in the know. Those who weren’t got slaughtered. Now the Faith of the Five is in full denial – even building a temple with its bloody hands. The game plan is to keep mum about the massacre. But Riselian Hawkins, proprietor of the Oilers’ Cup, is suspicious.  Tongues slip. He hears. There are survivors, too. That girl who waits tables? She witnessed her father die. Now the satyr, Bryn, is bringing her two heads a night - an effort to identify the guy who did it. So here’s the plan. Stop the satyr’s slaughter first. Then set up some simple law and order. And stay out of the fairy circle. Keep clear of the church basement too and the portal there to the astral plane. Neither’s marked, but there’s a map. Keep it simple. Clean the place up.

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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Pixel Dungeon: Sinister Swamps Creature Pack

Pixel Dungeon: Sinister Swamps Creature PackPublisher: Octopus Apocalypse

14 sinister swamp monster miniatures each rendered front and back in retro style pixel art.

Featuring the new and improved easier to use miniature selection sheet. An interactive sheet that allows you to print only the miniatures you want.

Note: This product requires Pixel Mini bases and elevation posts. These are available in the free Pixel Mini Base Station document.

Note: This product is designed to run in Adobe Reader or Arcrobat. The Miniature Selection Sheet will may not function with other PDF readers.

Included Miniatures (List Below)

Features

Alligator

Anaconda

Giant Dragonfly (Blue and Green with option of standard or new pocket base)

Giant Frog

Swamp Hag

Harpy, Flying (Available with standard and new pocket base)

Harpy, Grounded

Feral Giant Lizard (Standard and "Blood Lizard" colors)

Lizardfolk Archer

Lizardfolk Shaman (Standing and mounted pose available)

Lizardfork Spearman

Classic Medusa

Modern Medusa

Swamp Monster

Price: $6.00

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Striking Through the Shield

Striking Through the ShieldPublisher: DwD Studios

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You’ve uncovered a plot that not only threatens children and Shield Home, but the realm as well. No time to lose, you must stop Whitelock from completing his nefarious plans before more people suffer.

Be prepared to climb heights, fend off the weird and deadly creatures of the mountain, and infiltrate an abandon fort.

This is a rank 3 adventure for the BareBones Fantasy™ role-playing game. It is set in the Keranak Kingdoms™, but could be placed anywhere in any setting. Written by Quinn Conklin, this is the third in a multi-part part story arc which concludes the adventurous tales which began with A Bigger Problem and continued in Children of the Giant's Fist.

Notice: DwD Studios is unassociated with the similarly-named product Bare Bones Multiverse. If you came here searching for that product, please click here.

Within this zip file you should have:

  • readme file
  • Striking through the Shield.pdf
  • Striking through the Shield - Player Map.png
  • Striking through the Shield - GM Map.pdf

And because we like saving ink:

  • Striking through the Shield-PrintFriendly.pdf

Please join the site over at www.dwdstudios.com/barebones and get involved.  This game was written under a creative commons license, meaning YOU can write stuff too.  We already have several great promising adventure modules submitted, and we're excited to see what you add to the mix.

See you there!

Price: $1.99

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Fractured Fairy Tales

Fractured Fairy TalesPublisher: David A. Ullery

Another MEGA Solo Adventure from Author and Illustrator, David A. Ullery.

Think you know your classic fairy tales?  Well, think again!  Over 30 fairy tales and fables get the RPG treatment and become "fractured" and twisted in this Tunnels & TrollsTM Adventure.  Just shy of 300 paragraphs and containing almost 50 new, never before seen illustrations (with at least one illustration per page).  This Mega Solo can be played in groups, but was made for solo adventurers, and can be used for quick in-and-out time saving adventures or as a longer "dungeon crawl."

It is also easily adaptable for not only any edition of the T&T rules, but other RPG game systems as well.  Also, it is easily "leveled up" for more advanced characters, but made for 1st to 3rd level warriors.

Price: $5.99

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A Players Primer to the Outlands

A Players Primer to the OutlandsPublisher: Wizards of the Coast

You've never seen a skull like this one, cutter - it's made of a silvery metal, with rainbow hues cascading over its shiny surface. Local bashers call it a mimir. Toss it into the air, and ask it questions: What is Ecstasy? Do fiends patrol the Outlands? The floating skull slicks softly, scouring its enchanted vaults for the answers. Then its bone-box opens, drivens by ancient pistons, and it begins to speak....

A PLANESCAPE accessory for player characters of all levels, the Player's Primer provides a look at the Outlands, which surround the great city of Sigil - the gateway to all the Outer Planes. In this box, a cutter'll find: An audio compact disc that represents the mimir, a new magical item offering a strange and thrilling tour of the Outlands.

Price: $4.99

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Al-Qadim: Arabian Adventures (2e)

Al-Qadim: Arabian Adventures (2e)Publisher: Wizards of the Coast

Magic carpets, ghoulish vixens, genies rising from the sand in a whirlwind of smoke and fire - such wonders, spun into tales by fabled Scheherasade, enchanted a king for a thousand and one nights.

The Al-Qadim campaign will enchant role-players for a thousand and one more

You are about to discover an exotic realm inspired by the tales of Sinbad, Ali Baba, and other classics from the Arabian Nights. The first in a series of products, this volume features everything DM's and players need to launch the Al-Qadim campaign.

Product History

Al-Qadim: Arabian Adventures (1992), by Jeff Grubb with Andria Hayday, was the 150-page rulebook that introduced the setting of Al-Qadim. It was released in April 1992.

Origins. Following the release of AD&D 2e (1989), TSR started creating new campaign settings en masse — something that would continue throughout the 2e days and may have contributed to the ultimate death of the company. The first three of these settings were Spelljammer (1989), Ravenloft: Realm of Terror (1990), and Dark Sun (1991). Al-Qadim was the fourth; it was a new Arabian Nights-influenced setting created in late 1990 and early 1991 by designer Jeff Grubb and editor Andria Hayday.

Al-Qadim somewhat naturally was a rival of Dark Sun, another desert-focused setting. However, where Dark Sun was being played up as the replacement for Forgotten Realms, Grubb and Hayday instead played down Al-Qadim, saying that it was just a "cultural book". Grubb would later say that this was to the line's benefit, because they "were able to hide [the setting's] potential from the suits".

About the Cover. The first cover for Al-Qadim showed a woman opening a bottle and releasing a genie. It was deemed too cheesecake and instead appeared in the Women of Fantasy Calendar (1993?). The final cover for Al-Qadim, with the horse, was a replacement — and ironically what the designers had originally wanted!

About the Name. At the time, product names at TSR were tricky because Marketing wanted self-explanatory names while Legal wanted unique, trademarkable names. "Burning Sands" was an early choice for the setting's name, but the team instead settled on "Al-Qadim", which was Arabic for "The Ancient" — though one Arabic speaker said it meant stale, as in "The cheese is old."

Al-Qadim is set on the continent of Zakhara, which was meant to reflect the word "sahara". Combined with Abeir-Toril, it also made the Forgotten Realms go from A to Z.

Introducing the Al-Qadim Line. With its basis in Arabian myth and legends, Zakhara was quite different from the average D&D game world. Though demi-humans were allowed, humans were dominant. Religion also took on a different tone, with priests worshiping entire pantheon, and the concept of Fate underlying the setting. The result was more cosmopolitan and more Middle-eastern than classic D&D adventures.

Al-Qadim was also a very carefully organized line. Grubb and Hayday specifically designed it as a limited-edition line, meant to run just two or three years. As it happened, the line ran two years, got extended for a third, and then management asked for a fourth year schedule, but canceled it before it came to fruition (as part of some widespread line cancellations around 1993).

The careful design of the Al-Qadim line is very obvious in the first year's releases, which also included: a monster book, MC13: "Monstrous Compendium Al-Qadim Appendix" (1992); a setting box, Al-Qadim: Land of Fate (1992); and the first adventure, ALQ1: "Golden Voyages" (1992).

Expanding Oriental Adventures. As a "cultural book" Al-Qadim: Arabian Adventures was following in the footsteps of AD&D's classic cultural book, Oriental Adventures (1985). In fact, it was explicitly designed as a follow-up and companion piece to Oriental Adventures. That fact is obvious in the "Arabian Adventures" subtitle of the book as well its contents.

Much like Oriental Adventures, Al-Qadim includes character classes, skills, equipment, and special rules appropriate for the setting. The "classes" are particularly interesting: Al-Qadim stayed with the 2e trend of using "kits" but made them requirements, effectively turning them into subclasses. Some of those kits were also very expansive — especially the sha'ir wizards kit, which got a whole chapter devoted to their genie-related magic abilities.

The setting material in Al-Qadim, written by Andria Hayday, was originally planned to go at the end of the book, exactly like in Oriental Adventures, but it was so good that it got pushed up to the start instead.

Graphic Design Tropes. Al-Qadim was one of TSR's two earliest settings that placed a heavy emphasis on graphic design — the other being rival Dark Sun. Al-Qadim included beautiful endpapers, gold-foil borders (printed with a fifth ink), and full-color plates. Graphic Designer Stephanie Tabat was instrumental in much of this work. In addition, the entire Al-Qadim line used the same artist for its black-and-white interior artwork: Karl Waller.

Mapping Tropes. Much like the western Forgotten Realms, Al-Qadim was designed with a huge mega-map that could be broken up into individual maps for boxed adventures. Several parts of the map were published, but the entire mega-map was never revealed.

Expanding the Realms. Al-Qadim was officially placed in the Forgotten Realms as the new continent of Zakhara, following the original subcontinent of Faerûn and the lands of Kara-Tur: The Eastern Realms (1988) and the Maztica Campaign Set (1991). As such, it was another huge expansion for the Forgotten Realms.

Al-Qadim was actuallynotthe first Arabic-like setting in the Realms. Ed Greenwood had originally placed such lands at the edges of his world, and then when the world got bigger, he added more Arabic lands, so there were a lot of them — most notably Anauroch and Calimshan.

Grubb came up with a great reason for the scattered Arabic peoples, saying that Fate had banished them to the edges of the world because they couldn't get along. He's also reputed to have linked some elements from the Bedine culture from FR13: "Anauroch" (1991) into Al-Qadim. Conversely, he'd didn't really link Calimshan from FR3: "Empires of the Sands" (1988). In fact, when Calimshan was revisited in Empires of the Shining Sea (1998), it became less Arabic and more influenced by the Ottoman Empire — apparently because the Realms had one too many Arabic-influenced setting by that point.

About the Creators. It takes a village to create a new setting. As noted, Andria Hayday oversaw the line and also wrote the setting chapter, while Jeff Grubb wrote the main text of Al-Qadim, Jeff Easley painted two covers, Karl Waller drew the internal black-and-white illustrations, and Stephanie Talbot did the graphic design of the project. Jon Pickens is the uncredited hero who provided Grubb with three boxes full of reference and research material for the project — which is the sort of thing that Pickens did frequently at TSR.

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.

Price: $4.99

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WGR1 Greyhawk Ruins (2e)

WGR1 Greyhawk Ruins (2e)Publisher: Wizards of the Coast

Enter the infamous ruins of Castle Greyhawk, the most formidable and expansive dungeon on Oerth. Its mazes and catacombs have drawn hundreds of adventurers from around the Flanaess. They are intrigued by tales of its riches, undaunted by its reputation for death in countless unspeakable ways. Getting there is no trick-it's a well-traveled path. The trick is getting in and out again with your own hide intact!

Try your hand at the busiest dungeon ever created. There are more than two dozen levels of horror and treasures. Run into brutal foes and gain uncountable wealth-nearly 1,000 separate room descriptions in all!

Greyhawk Ruins is a complete guide to the most famous dungeon in the World of Greyhawk campaign setting. All you will need is the Advanced Dungeons & Dragons 2nd edition role-playing game, nerves of steel, and the resolve to challenge the puzzles and powers the ruins have to offer!

Greyhawk Ruins is designed for five to seven characters of levels 2 to 15.

Product History

WGR1: "Greyhawk Ruins" (1990), by Timothy B. Brown and Blake Mobley is the first book in the "WGR" series of World of Greyhawk References. It was published in July 1990.

Introducing the "WGR" Series. The original "WG" adventure series contained the first AD&D adventures that were explicitly branded for a game world. They began with WG4: "The Forgotten Temple of Tharizdun" (1982) and contined through the edition-changing WG8: "Fate of Istus" (1989). The line then made the jump to AD&D 2e with WG9: "Gargoyle" (1989) and was extensively supported through WG12: "Vale of the Mage" (1989).

In 1990, TSR decided to revamp its module codes to separate "A" Adventures and "R" References. The new Greyhawk adventures began in March with WGA1: "Falcon's Revenge" (1990), while the new Greyhawk references began in July with WGR1: "Greyhawk Ruins" (1990). "Greyhawk Ruins" was (oddly) also an adventure, but presumably the powers-that-be decided it was so iconic and so central to the world of Greyhawk that it deserved a place in the "R" series.

After "Greyhawk Ruins", the "WGR" code went on hiatus for two years, until the publication of WGR2: "Treasures of Greyhawk" (1992).

The History of Castle Greyhawk. Castle Greyhawk is the second oldest D&D dungeon in existence, following in the footsteps of Dave Arneson's Castle Blackmoor. Gygax's original Castle Greyhawk had 13 levels, from the Vaults and Dungeons down through the Caves and Caverns and eventually to the Maze of the Archmage Zagig. Gygax later brought in friend Rob Kuntz to help run the Greyhawk campaign, and with him came new dungeon levels imported from Kuntz's own Castle El Raja Key. Even after that, the Castle's dungeons continued to grow. By the time the campaign came to an end in 1985, Castle Greyhawk had somewhere between 50 and 70 levels (depending on who you ask).

However, TSR readers never got to see Gygax's Castle Greyhawk. He hinted at it in many early products, such as the Dungeon Master Guide (1979), which mentioned levels based on Greek mythology, on King Kong, and on Jack Vance's Planet of Adventure. He even began promising publication of the Castle as early as 1980. Later in the '80s, TSR published three "demiplanes" that were connected to Castle Greyhawk: EX1: "Dungeonland" (1983), EX2: "The Land Beyond the Magic Mirror" (1983), and WG6: "Isle of the Ape" (1985) — the last being the aforementioned King Kong level. In the same time period, TSR also published the related WG5: "Mordenkainen's Fantastic Adventure" (1984), which was more directly based on Kuntz's original campaign.

And that was all that TSR readers ever got to see of Gary Gygax and Rob Kuntz's Castle Greyhawk. Gygax was forced out of the company in 1985, and when TSR published WG7: Castle Greyhawk (1988) a few years later, it was an entirely farcical adventure that some think was a purposefully mockery of Gygax's dungeon.

By 1989, things had changed, and TSR was now making a heavy push on a second wave of Greyhawk products. This included piles of adventures and also The City of Greyhawk (1989), a hefty boxed set that extensively detailed the Free City. The release of a serious description of the Castle was an obvious next step — and exactly what TSR did in 1990. The farcical WG7 was never mentioned within the new "Greyhawk Ruins" book, presumably because it was entirely superseded.

Though Brown and Mobley were the designers of "Greyhawk Ruins", they got some help from old-timers like James M. Ward, who had played in Gygax and Kuntz's Castle Greyhawk and so provided insight into creating a dungeon that felt like the original.

Adventuring Tropes. Castle Blackmoor, Castle Greyhawk, and Castle El Raja Key all contained enormous subterranean domains that could support very long-running campaigns where players would venture time and again into the same dungeons, delving ever deeper. These "megadungeons" were important to the origin of the roleplaying hobby, but they were totally unrepresented in the published output of the '70s and '80s.

That changed in 1990 with the publication of "Greyhawk Ruins". Shortly afterward, TSR would publish their second megadungeon: the Forgotten Realms' Undermountain, which appeared in The Ruins of Undermountain (1991) and The Ruins of Undermountan II: The Deep Levels (1994). However, that was pretty much it for the 2e era, which left megadungons a rare commodity throughout the '90s. They've become a bit more common in the '00s, primarily thanks to the d20 trademark license and to the OSR movement. More recent megadungeons of note include Necromancer Games' Rappan Athuk (2001-2002, 2012), Goodman Games' Castle Whiterock (2007), and BRW Games' Castle of the Mad Archmage (2009-2010, 2014).

Mapping Tropes. The dungeons of "Greyhawk Ruins" are the sort of "architectural dungeons" that Tracy Hickman introduced to TSR in adventures like I6: "Ravenloft" (1983) and DL1: "Dragons of Despair" (1984). There are in fact three different dungeons dropping down beneath the Castle, and they have interesting interconnections among them.

Each individual level also tends to have lots of opportunities to move upward and downward resulting in maps with numerous elevations. These elevation changes are color-coded in the adventure, but TSR neglected to mention that in the first printing of the adventure, leaving readers somewhat befuddled. Each different color on the maps represents a 5' change in elevation. From highest to lowest they are: red, pink, orange, yellow, pastel yellow, grayish olive green, olive green, dark purple, and grayish purple.

Expanding Greyhawk. "Greyhawk Ruins" is the adventure/reference that finally revealed the most important dungeon in Oerth: Castle Greyhawk. However, many Castle Greyhawk elements that you might have expected to see (such as the Great Stone Enigma or the connections to the various published demilevels) are missing due to the dungeon's long and varied history. Nonetheless "Greyhawk Ruins" became the official canonical version of the dungeon. It was also a nice complement to The City of Greyhawk; together they created a nexus of adventure in central Oerth.

"Greyhawk Ruins" also does its best to built on classic Greyhawk lore, so it's full of references to (and cameos from) many Greyhawk NPCs such as Zagig, Iuz, Mordenkainen, and Bigby.

Monsters of Note. The adventure is given a classic feeling in part thanks to its inclusion of many monsters from the Fiend Folio (1981) and Monster Manual II (1983) that had not previously been converted to AD&D 2e. Among them are: caryatid columns, juggernauts, meenlocks, mephits, and mustard jellies.

Future History. Wizards of the Coast returned to this version of Castle Greyhawk in Expedition to the Ruins of Greyhawk (2008), which revised some of the levels from "Greyhawk Ruins" and also invented new ones. The published adventure was supported by a four-part series of Living Greyhawk events: "Ruins of Discovery" (2007), "Into the Silent Halls" (2007), "Crypts of the Forgotten" (2008), and "Shatterstone" (2008).

Meanwhile,the original creators of Castle Greyhawk published their own versions of the settings in the '00s. Troll Lord Games released a few volumes of "Castle Zagyg" (2005-2008), a version of the Greyhawk dungeons that was being recreated under the oversight over Gary Gygax. Unfortunately, his death brought the project to a premature end. Simultaneously, Rob Kuntz published two of his contributions to the original Castle Greyhawk through his own publishing company: RJK1: "Bottle City" (2007) and

"The Original Living Room" (2007).

About the Creators. Brown had previously written extensively for GDW in the '80s; this was his first major work for TSR and his only Greyhawk work. "Greyhawk Ruins" was also Mobley's first work for TSR (and in fact his first published RPG work). He would write for a few different TSR lines from 1990-1992, but like Brown he didn't return to Oerth.

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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Player's Secrets of Medoere (2e)

Player's Secrets of Medoere (2e)Publisher: Wizards of the Coast

Ranging from the Spiderfell in the north to the Straits of Aerele in the south, Medoere was born of faith and the blood of revolution. As regent, you fulfill the duties of Archpriest of the Church of the Celestial Spell, leading the theocracy to greater heights of glory. The domain is yours to command--if you have the courage, the conviction, and the blood of kings in your veins.

This BIRTHRIGHT domain sourcebook is designed for players who want to take the role of Archpriest. It may also be used by players playing vassals to the regent, or adventurers who want to explore the mysteries of the theocracy.

Price: $4.99

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Zelart 042: Elven Pair (Scholarship Winner 2013)

Zelart 042: Elven Pair (Scholarship Winner 2013)Publisher: Postmortem Studios

Postmortem artist, cartoonist and friend Zel Harris - known to you as Darkzel - was killed in 2013 robbing the comic, anthro, adult and RPG world of a very talented young artist whom I was proud to call my friend.

In his memory I insistuted the Darkzel Scholarship Scheme for young artists with an interest in Science Fiction and Fantasy.

Each year all profits from the sale of Zel's art - and any scholarship winners or donated pieces - will be collected together and given to the best new, young artist (high school/college/university) that we can find to help them pay their way through their studies.

This year's winner is Vera Nattler and this is her piece.

More information is available at the Postmortem Studios blog/website.

This piece depicts a pair of elves ready for battle. It measures 2160 x 2300 pixels.

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Earl Geier Presents: Zombie

Earl Geier Presents: ZombiePublisher: Misfit Studios

Earl Geier ZombieEarl Geier LogoThis stock art collection from Earl Geier depicts a half naked zombie shambling about in search of its next meal.

This purchase includes a JPG and a TIFF version at 300 dpi, along with an EPS vector version.

All art files are bundled in a ZIP file.

Stock Art License Summary

All stock art is licensed for use in professional publications. Misfit Studios (or, in some cases, the third-party artist) retain ownership of the work, meaning you cannot resell the art in your own art packs or the like, and may be required to post an artist credit.

You must include the artist's copyright statement in all publications using the art under certain terms and conditions. You obtain a license to use the art, but do not own any rights to it beyond that.

Price: $3.99

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Uncommon Ground - Lunar

Uncommon Ground - LunarPublisher: PBE Games

The Uncommon Ground series provides ready-to-use textures for your RPG cartography, image creation, or traditional game artwork. Each Uncommon Ground product contains a single texture rendered in four different color schemes. Each render is a 2048x2048-pixel PNG image suitable for use with most popular paint applications. All Uncommon Ground textures will tile seamlessly.

This texture pack, Lunar, is an irregular stone surface with a monochromatic appearance.

Price: $2.79

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Your World No Longer: Zombies & Primer

Your World No Longer: Zombies & PrimerPublisher: Misfit Studios

Did you sit on the sidelines?

Did you watch as your world changed?

Did you fight back?

Whatever you did …

… it is your world no longer.

But now it's time …

… to take your world back …

Resistance begins with you.

Your World No Longer is a series of Super-Powered by M&M product intended to supply Gamemasters with packaged campaign details and ideas for stories involving global conquest and invasion. Each release outlines a separate scenario wherein a particular foe has mastered the world, providing information on how and why Earth was dominated, and how the world's heroes and villains responded.

The details provided are sufficient to allow the Gamemaster to run the game quickly and off-the-cuff, but remain open enough to permit further development (indeed, this is encouraged.) This open design format also allows the scenario to be used in just about any setting, be it one that's been published or one entirely of the Gamemaster's own devising.

The world is no longer yours but it is up to you to take it back. Show us what you're made of and resist!

The first release includes the primer material that will apply to running all future releases, as well as details for running a zombie apocalypse in your super-hero campaign.

Expanding on the content provided in The Manual of Mutants & Monsters: Infected Zombie, you get the basic (clarified) infected zombie template and the zombie Uh Huh, zombie attack dog, zombie rat, and zombie rat swarm stat blocks. There is also a special infected lasher zombie template with a lasher scientist example, the blob zombie template and blob zombie Uh Huh, and stalker zombie template and stalker zombie thug. Lastly, there is the intelligent infected zombie template detailing what happens if the zombies retain their intelligence and personalities, along with the intelligent zombie paragon example.

Rounding out this product are three caper ideas for using infected zombies in your game, suggestions on how the zombie infection may function in your game, and 4 new extras and 2 new flaws.

Super-Powered by M&M and its associated logo are Trademarks of Green Ronin Publishing and are used under the provisions of the Super-Powered by M&M Trademark License (see www.mutantsandmasterminds.com/licensing for details).

Requires the Mutants & Mastermind’s Hero’s Handbook by Green Ronin Publishing for Use.

The new extras and flaws will also appear in either Better Mousetrap 3e or Metahuman Martial Arts 3e upon their release.

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Solo char: Scout

Solo char: ScoutPublisher: Shaman's Stock Art

Logo_by_SC4V3NG3R.jpg

FREELANCE SERVICES

shaman.stockart@gmail.com

more art at http://sc4v3ng3r.deviantart.com/

Art can be used for anything outside mainstream purposes, as long as you do not claim intellectual ownership on the designs.  

This pack includes

-1 psd with all the art on transparent layers

-1 jpg files of those same pieces.

- License agreement

The artwork pieces are about a 2000 pixel high, 300 dpi. 

 

 

 

demo_by_sc4v3ng3r-d760s7y.jpg

 

 

 

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Age of Legacy - 'Wine Tunnels' Game Map

Age of Legacy - 'Wine Tunnels' Game MapPublisher: Age of Legacy

'Wine Tunnels' is an RPG map, created by Age of Legacy. It features a set of underground tunnels, which link up to a wine cellar. It can be used for any RPGs which make use of game boards, such as Heroquest and D&D. Full-sized map has 10 x 30 squares.

WINE TUNNELS CONTENTS:

Wine Tunnels (x2)

Wine Cellar


Wine Tunnels - Full Map


The full map, available for downloading and printing.

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Realms Metals & Woods

Realms Metals & WoodsPublisher: DragonStorm

This guide was designed as a means for GMs to flesh out a world using the lore of minerals and plants. History is ripe with teachings that certain materials have special uses in the arcane arts. The descriptions for the materials contain information facilitating usage in any of the core rules as smoothly as possible.  While quite a bit of research has gone into assigning the uses, affects and effects of these varied materials, these are alternate optional rules and the usage is up to the individual Game Master.

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Advanced Races 8: Lamia (Pathfinder RPG)

Advanced Races 8: Lamia (Pathfinder RPG)Publisher: Kobold Press

Sinister Serpents!

Lamia tread a strange path of violence and magic -- and for a tiny few, redemption.

Though extremely rare, lamia adventurers do exist. They are almost exclusively outcasts who have struck out on their own or escaped the wickedness of their brethren. Cut off from the matriarchy and its debauched rituals, might they be something more than monsters? Might they become… heroes?

Advanced Races 8: Lamia gives you everything you need to play a lamia adventurer.This 17-page sourcebook by designer Marc Radle includes:

8 alternative racial traits including Constrict, Mystical Tattoo, and Wisdom damage

6 new lamia feats including Highborn Lamia, Serpent's Eyes, and Snake's Tongue

2 new prestige classes, new favored class options, a new spell and oracle mystery, and more!

You carry the mysteries of night and magic deep within your dark heart, child of serpents—and you will need them to survive in a world that hates and fears you.

Get Advanced Races 8: Lamia today and play a truly strange and exotic hero!

PZOCOMPATIBILITYE_500.jpeg

Advanced Races and Midgard are trademarks of Open Design LLC.

Pathfinder and associated marks and logos are trademarks of Paizo Publishing, LLC, and are used under license. See paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game.

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    Classified Celebrations: The Aperturist

    Classified Celebrations: The AperturistPublisher: Glenbuckie Publishing

    In this product of Glenbuckie Publishing, enjoy a class of fantastic proportions with a particular nod to an equally fantastic series!

    -Use the ability to create apertures to quickly travel across the battlefield.

    -Use magnificent scitechs to boost your combat powers.

    -Advance your apertures as you level to better warp the boundaries of space.

    Price: $1.50

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    ICONS: The Nemesis Crisis

    ICONS: The Nemesis CrisisPublisher: Ad Infinitum Adventures

    Ad Infinitum Adventures presents an adventure for ICONS: Superpowered Roleplaying, usable as a stand-alone "Event Comic" or as part of the Rise of the Phalanx storyline, usable with the characters from Hero Pack 5.

    Called to invesitgate a mysterious phenomenon, the heroes are whisked away from Earth to the the otherworldly Equinox, where the Cosmic Justicar pits them against their greatest foes, with the fate of Earth's metahuman population at stake!

    Can the heroes overcome the challenges to prove themselves worthy in THE NEMSIS CRISIS?

    Price: $5.00

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    Zombieskin, Protocol Game Series 19

    Zombieskin, Protocol Game Series 19Publisher: post world games

    Zombieskin is a story roleplaying game about mutants and zombies — Damned and Scabs — waging an epic battle at the end of the world. As society crumbles around them, the scab horde grows stronger each day. Characters are the Damned, not so average people with genetic mutations, using their gifts to fight the zombie hordes and keep the world from ending. But each use of their mutant power brings them one step closer to becoming zombies themselves…

    The Protocol game series uses vignettes, interrogations, interludes, and ensembles to tell a story. Each story explores disparate characters dealing with adversity and isolation in a dramatic fashion. Each game is a zero-prep game for 3 or more players. The game length is exponentially long, so games with more players take more time to complete. You may try playing with only 2 players, but interludes and ensembles (page 4) are pretty much the same at that point.

    Price: $2.99

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    Avalon Quest Bundle [bUNDLE]

    Publisher: Avalon Game Company

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

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     Avalon Quests

     Regular price: $14.99

     Bundle price: $12.00

    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 ...

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     Avalon Quests, Adventure #1

     Regular price: $9.99

     Bundle price: $8.00

    Take your Avalon Quests to new levels with this great low level setting of adventures and fun.

    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…

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

    The Adventure setting, A Life of Adventure.  A full color, fully book marked advent...

    Total value:$24.98
    Special bundle price:$20.00
    Savings of:$4.98 (20%)
    Price: $24.98

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    Conservation of Ninjutsu

    Conservation of NinjutsuPublisher: Accessible Games

    Capable of defeating hordes of enemies on his own, a lone ninja—when given sufficient reason—can bring an evil emperor’s dynasty to its knees. Unfortunately, you’re not that lone ninja. Your evil empire is about to fall apart. You’ll be up against overwhelming odds: your entire ninja army versus a single hero. Are you up to the challenge?

    Conservation of Ninjutsu is a single-player role-playing game in which you, the evil emperor, must rally his ninja army to defeat a lone hero who threatens your way of life. The hero fights for good, justice, and fair taxes. Will you let him ruin your dynasty, or will your ninja hordes be strong enough to stop him?

    About this Book

    Conservation of Ninjutsu is a single player dice game in which you play as the Evil Emperor and his horde of ninja goons. Legend has it that a new hero has been born in a nearby village, and it’s up to you and your ninja to defeat him before he brings peace and harmony to the land.

    To play, you will need a horde of dice to represent your ninja: 3d12, 4d10, 5d8, 6d6, and 7d4. If your dice-fu is weak, you may also just re-roll the same dice over and over.

    The die mechanics you will use to play vary from scene to scene, but in every circumstance you will need to choose your hordes wisely. This is a roll-and-keep strategy game, assuming the hero doesn’t destroy the dice you wish to keep.

    The fate of your evil empire is at stake. Defeat the hero and your kingdom is safe for another generation. Lose, and the hero will restore peace and harmony to the land.

    Price: $2.49

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    AGE Bestiary: Chimeric Creatures

    AGE Bestiary: Chimeric CreaturesPublisher: Green Ronin

    A motley collection of animal parts brought together in one terrifying package, chimeric beasts are a mainstay of fantasy fiction, mythology, and roleplaying settings. From the noble half-lion half-eagle griffons to various abominations crafted from twisted occult science or sorcery, these creatures provide a serious challenge to even the hardiest adventurers.
    Includes AGE system entries for the chimera, cockatrice, griffon, hawkbear, hippocamp, manticore, questing beast, and yali, along with rules for customizing or creating your own chimeric beasts.
    Price: $1.99

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