Best of
Role-Playing-Games

2011

Microscope


Ben Robbins - 2011
    Want to explore an epic history of your own creation, hundreds or thousands of years long, all in an afternoon? That's Microscope.You won't play the game in chronological order. You can defy the limits of time and space, jumping backward or forward to explore the parts of the history that interest you. Want to leap a thousand years into the future and see how an institution shaped society? Want to jump back to the childhood of the king you just saw assassinated and find out what made him such a hated ruler? That’s normal in Microscope.You have vast power to create... and to destroy. Build beautiful, tranquil jewels of civilization and then consume them with nuclear fire. Zoom out to watch the majestic tide of history wash across empires, then zoom in and explore the lives of the people who endured it.Mock chronological order.Defy time and space.Build worlds and destroy them.A role-playing game for two to four players. No GM. No prep."Microscope is incredible! A truly brilliant design. Also, the book is extremely well done. Highly recommended."-John Harper, designer of Agon & Danger Patrol"Ben Robbins' Microscope may be the clearest-written game text I've ever read - which is helpful, because it is also one of the most innovative games I've come across in a long time. Microscope engagingly challenges assumptions and upends long-held conventions of play while delivering a singular and satisfying evening of gaming. And "fractal role playing" is no joke - the minute you finish, you'll want to dive back in and explore some interesting sliver of the vast history you just built."-Jason Morningstar, designer of Fiasco"It's been a long time that a game captures my attention like Microscope. Bypass the hype, it's a truly remarkable well-instruction'd game"-Andy Kitkowski, founder of story-games.com

Pathfinder Roleplaying Game: Bestiary 3


Jason BulmahnF. Wesley Schneider - 2011
    Within this book you’ll find demiliches and demodands, grave knights and goblin snakes, norns and nephilim, imperial dragons and unfettered eidolons, and so much more! Yet not every creature needs to be an enemy, as winged garudas, crafty tanukis, and leonine lammasus all wait to join your party and answer the call of glory.The Pathfinder RPG Bestiary 3 is the third indispensable volume of monsters for use with the Pathfinder Roleplaying Game and serves as a companion to the Pathfinder RPG Core Rulebook and Pathfinder RPG Bestiary. This imaginative tabletop game builds upon more than 10 years of system development and an Open Playtest featuring more than 50,000 gamers to create a cutting-edge RPG experience that brings the all-time bestselling set of fantasy rules into the new millennium.The Pathfinder RPG Bestiary 3 includes:- More than 300 different monsters.- Classic terrors from myth and literature, from the frumious bandersnatch and the righteous valkyrie to the cunning dybbuk and elusive kappa.- Hordes of new creatures you can construct, grow, or summon to aid your party in its adventures.- New player-friendly races to let you adventure as canny ratfolk, genie-blooded sulis, and more.- New familiars, animal companions, and other allies.- Challenges for any adventure and every level of play.- Some of the strangest and most beloved creatures from fantasy roleplaying history and the Pathfinder campaign setting.- Hosts of new templates and variants.- Appendices to aid in monster navigation, including lists by Challenge Rating, monster type, and habitat.- Expanded universal monster rules to simplify special attacks, defenses, and qualities.... and much, much more!Cover art by Wayne Reynolds

Pathfinder Roleplaying Game: Ultimate Magic


Jason BulmahnRuss Taylor - 2011
    In addition to the brand-new magus class—a master of both arcane magic and martial prowess—you'll also find a whole new system for spellcasting, rules for spell duels and other magical specialities, and pages upon pages of new spells, feats, and more. Because when it comes to magic, why settle for less than absolute power?Pathfinder Roleplaying Game Ultimate Magic is a must-have companion volume to the Pathfinder Roleplaying Game Core Rulebook. This imaginative tabletop game builds on more than 10 years of system development and an Open Playtest featuring more than 50,000 gamers to create a cutting-edge RPG experience that brings the all-time best-selling set of fantasy rules into the new millennium.Pathfinder Roleplaying Game Ultimate Magic includes:- The magus, a new base class combining deadly arcane magic with the skills and weapons of a trained warrior.- Words of power, an innovative and flexible new spellcasting system.- New options for dedicated casters, such as alchemist discoveries, alternative uses for channeled energy, druid companions, sorcerer bloodlines, eidolon abilities, witch hexes, and oracle mysteries.- Additional feats and magical abilities for martially oriented casters, including monk ki tricks, inquisitor archetypes, and ranger traps.- New magical conditions called spellblihgts, as well as systems for crafting constructs, binding outsiders, and spell-dueling.- More than 100 new spells, plus detailed guidelines for designing your own.... and much, much more!Cover art by Wayne Reynolds

The One Ring: Adventures Over The Edge Of The Wild


Francesco Nepitello - 2011
    Books softcover, 8.5" x 11," full color

Pathfinder Roleplaying Game Beginner Box


Jason Bulmahn - 2011
    Scores of monsters, challenges, and advice give gamers the tools to create their own worlds and adventure, providing countless hours of gaming excitement. With streamlined rules and a focus on action-packed heroic adventure, this deluxe boxed set is the ideal introduction to the world of the Pathfinder Roleplaying Game, and the best starting point for a lifetime of pulse-pounding adventure!

Pathfinder Roleplaying Game: Ultimate Combat


Jason BulmahnColin McComb - 2011
    The samurai is an unstoppable armored warrior who lives by a strong code of honor—with or without a master. The gunslinger combines the fighter’s martial prowess with a new grit mechanic that allows her to pull off fantastic acts with a pistol or rifle. All this plus tons of new armor and weapons, a complete treatment of firearms in the Pathfinder RPG, a vast array of martial arts, finishing moves, vehicle combat, duels, and new combat-oriented spells for every spellcasting class in the game!Ultimate Combat includes:- New player character options for 14 Pathfinder RPG base classes, including alchemist discoveries, barbarian rage powers, cavalier orders, combat-cleric archetypes, animal shaman druids, new fighter archetypes like gladiator and armor master, inquisitor archetypes like witch-hunter or spellbreaker, combat-themed magus arcana, monk archetypes based on mastery of martial arts, new paladin archetypes like angelic warrior, ranger archetypes like big game hunter and trapper, new rogue tricks, and wizard archetypes like the gunmage.- The ninja, samurai, and gunslinger, brand-new 20-level alternate classes specially designed to get the most out of combat.- Hundreds of new combat-oriented feats including martial arts feat trees, finishing moves, and combination feats.- In-depth overviews on a variety of combat-related topics, such as armor, Asian weapons, duels, fighting schools, guns, siege weapons, and more.- A complete system covering vehicle combat, including wagons, boats, airships, and more.- Tons of optional combat rules like called shots, armor as damage reduction, and new ways to track character health.…and much, much more!Cover art by Wayne Reynolds

Gatecrashing


Rob BoylePhil Masters - 2011
    Gatecrashing for Eclipse Phase takes you through the mysterious Pandora Gates: The 5 solar system gates and the factions that control them 30 extrasolar locations of interest to Firewall Exploration operations and hazards New morphs, new gear, and rules for gate use

Stars Without Number


Kevin Crawford - 2011
    The Jump Gates fell six hundred years ago, severing the links between the myriad worlds of the human diaspora.Now, the long isolation of the Silence falls away as men and women return to the skies above their scattered worlds.Will you be among them once more?Stars Without Number: Revised Edition is an old-school-inspired game of sci-fi adventure, one built from the ground up to encourage sandbox play and simplify a GM's job in providing it. Familiar mechanics are employed to forge new worlds and explore new possibilities, guidelines built on long experience used to help a group venture in wholly new directions.

Pathfinder Adventure Path #43: The Haunting of Harrowstone


Michael KortesSteve Ellis - 2011
    In the years since, the nearby town of Ravengro has shunned the fire-scarred ruins, telling tales of unquiet spirits that wander abandoned cellblocks. But when a mysterious evil disturbs Harrowstone’s tenuous spiritual balance, a ghostly prison riot commences that threatens to consume the nearby village in madness and flames. Can the adventurers discover the secrets of Harrowstone and quell a rebellion of the dead? Or will they be the spirit-prison’s next inmates?This volume of Pathfinder Adventure Path launches the Carrion Crown Adventure Path and includes:- “The Haunting of Harrowstone,” a Pathfinder RPG adventure for 1st-level characters, by Michael Kortes.- A tour of Ravengro, village of mystery and suspicion, by Michael Kortes.- Expanded rules for creating and running horrific haunts, by Brandon Hodge.- An ancient revenge is reborn in the Pathfinder’s Journal, by F. Wesley Schneider.- Six new monsters, by Adam Daigle and Patrick Renie.Cover art by Dave Rapoza

Pathfinder Module: We Be Goblins!


Richard Pett - 2011
    To remedy this situation, the Licktoads' leader, His Mighty Girthness Chief Rendwattle Gutwad, has declared that the greatest heroes of the tribe must venture forth to retrieve the rest of the fireworks from a derelict ship stranded in the marsh. In order to prove themselves as the Licktoads' bravest goblins, the PCs must complete a series of dangerous dares, from swallowing bull slugs and braving the dreaded Earbiter to dancing with Squealy Nord himself. Yet even once they've proven their mettle, the adventure is just beginning. For the ship in question is far from uninhabited, and Vorka the cannibal goblin would like nothing better than a few tasty visitors....We Be Goblins! is an adventure for 1st-level characters in which the PCs play a horde of malicious and murderous goblins, written for the Pathfinder Roleplaying Game and compatible with the 3.5 edition of the world's oldest RPG. The adventure takes place outside the town of Sandpoint in the Pathfinder campaign setting, but can easily be adapted for any campaign world. It also serves as a preview of Pathfinder Player Companion: Goblins of Golarion, and as an optional prequel to Pathfinder Adventure Path's upcoming Jade Regent Adventure Path.Cover art by Tyler Walpole

Pathfinder Module: The Harrowing


Crystal Frasier - 2011
    Fearing her collection of stories would be lost when she died, she created a demiplane within her own harrow deck to contain them. Over time, these stories took on lives of their own, and melded with the images on the cards themselves. But not all stories have happy endings, and the storykin who inhabit the Harrowed Realm have their own motivations and plots for power or even escape into the real world. When the PCs find themselves drawn into the Harrowed Realm in search of a disappeared scholar, they must use all their wits and steel to navigate the landscape and politics of this strange wonderland and make it home again.The Harrowing is an adventure for 9th-level characters, written for the Pathfinder Roleplaying Game and compatible with the 3.5 edition of the world’s oldest RPG. It features an entire plane of fanciful locations and characters inspired by the popular harrow deck of the Pathfinder campaign setting. In addition, you’ll find a brand-new monster and an optional rules subsystem allowing players to bend reality to their wills by using all 54 cards in the optional Pathfinder Campaign Setting Harrow Deck to manipulate the strange demiplane in which they adventure.Cover art by Kieran Yanner

Stealing Cthulhu


Graham Walmsley - 2011
    You shoot cultists. You do rituals. You unearth a buried god that's like every other god you've dug up. This book shows you how to make your games new and horrifying: by stealig from H. P. Lovecraft.

Designers & Dragons


Shannon Appelcline - 2011
    Reflecting that it is the creation of thousands of talented individuals and scores of talented companies, this book instead devotes individual sections to describing the histories and products of almost 60 different companies that have published roleplaying games from 1974 to the present day. The companies are laid out in a chronology based on when each began publishing in the roleplaying field.Designers & Dragons comes in a quality black leather finish, ensuring its collectibility for years to come.

Pathfinder Campaign Setting: Rule of Fear


F. Wesley Schneider - 2011
    Within the shelter of its mist-shrouded hills and decaying, decadent cities, things that have no right to live stalk the night, and superstitious residents lock their doors tight against the howls and scratchings that summon them forth. Vampires, werewolves, undead monstrosities, and stranger things make their homes here, and even those fools who ignore such threats tremble at the thought of the Whispering Tyrant, the nation’s former conqueror, who even now shifts restlessly beneath his prison-tower of Gallowspire. Though most of Ustalav’s citizens are ordinary men and women, canny urban merchants, or fallen nobles coasting on their last shreds of wealth and reputation, no one here dares peer too far into the shadows, for fear of what might be looking back.Rule of Fear provides a comprehensive overview of the nation of Ustalav, a realm of urban intrigue and gothic horror, and the setting of Pathfinder Adventure Path’s Carrion Crown Adventure Path.Inside this 64-page book, you’ll find:- A complete overview of 13 adventure-packed counties, from the ghost-haunted wastelands of Virlych to the bustling ports of Caliphas, including detailed descriptions of significant locations, notable personages, and the rulers of each region.- In-depth gazetteers of seven major cities, including key locations, city stat blocks, and local rumors to draw your players into the action.- Six conspiracies and secret societies, and how they fit into Ustalav’s baroque government.- Eleven terrifying adventure locations, plus details on their masters, inhabitants, and supernatural hauntings.- Information on local superstitions, secrets about notable families (and the unspeakable curses they bear), tips for running classic horror-themed campaigns, and more!Cover art by Alex Aparin

Pathfinder Campaign Setting: Distant Worlds


James L. Sutter - 2011
    Far beyond its lands and seas, sister worlds revolve around the same sun, their residents connected by magical portals or ships of terrifying magic and technology. Now take your game off-planet and explore these weird new worlds for yourself!This book offers a detailed introduction to the science-fantasy worlds of Golarion’s solar system, each complete with its own mysterious locations and cultures. Discover how your swords and spells match up against the trench dwellers of the Red Planet or the angelic Sarcesians who soar between asteroids. Research the mysterious origins of the sealed world-ship of Apostae, or hunt vortex sharks in the freezing seas of Kalo-Mahoi. Though strange and new, each of these worlds uses the same Pathfinder Roleplaying Game rules as Golarion itself.Within this 64-page book, you’ll find:- Gazetteers of every planet and major moon in Golarion’s system, from the steamy jungles of Castrovel and the machine-ruled rock of Aballon to post-apocalyptic Eox and divided Verces, where one side is always day and the other night. Plus, uncover information on the residents of the sun, Golarion’s moon, the asteroid belt called the - Diaspora, the dark regions beyond mysterious Aucturn, and more!- Introductions to the major cultures inhabiting the system. Will you join Castrovel’s beautiful Lashunta, fight beside the four-armed giants of Akiton, study with the hyper-evolved Contemplatives of Ashok, petition the undead Bone Sages of Eox, or face down the insectile legions of the Forever Queen?- Easy new rules for adventuring on other planets, including discussions on gravity, temperature, time, vacuum, and traveling between worlds.- Adventure hooks for every world, tailored for GMs currently playing on Golarion.- Six brand-new alien monsters, from intelligent dragonkin who bond with humanoids to the great oma space-whales and amorphous, blimplike Brethedans.Cover art by Kerem Beyit

The Fiasco Companion


Jason Morningstar - 2011
    In addition, the Companion features exciting rules variants, new Tilt and Aftermath tables, four new Playsets, an interview with John Rogers and a foreword by Wil Wheaton.

Panopticon


Rob BoyleMichelle Lyons - 2011
    This sourcebook details the inner workings of the different types of space habitats in Eclipse Phase, provides comprehensive information on surveillance and sousveillance technologies, and explores uplifts (animals raised to human-level sapience) and the sociopolitical challenges they face.

Pathfinder Campaign Setting: Dragon Empires Gazetteer


James JacobsMike Shel - 2011
    Where the guardian spirits known as kami stand against the ravages of evil oni. Where the martial artists of a shattered empire strive to maintain their traditions against rising chaos. A land of jade and tea, of pride and treachery, of reincarnation and vengeful ghosts. These are the lands of the Dragon Empires.Dragon Empires Gazetteer presents the first exploration of the continent of Tian Xia, a vast realm found on the opposite side of the world of Golarion from the Inner Sea region. Inspired by the fascinating myths and rich histories of numerous Asian cultures and traditions, the Dragon Empires can be either an exotic destination for world-traveling heroes from the far side of the world, or they can be the foundation of an entirely new campaign.Inside this 64-page book, you will find:- Details on over two dozen nations and regions of the vast continent of Tian Xia, including Minkai (a land under the rule of the notorious Jade Regent), Quain (a realm of martial artists and strange spirits), the Wall of Heaven (the world’s largest and most dangerous mountain range), and Xa Hoi (an ancient empire ruled by a dragon king).- Rules for five new player character races (the foxlike kitsune, the reptilian nagaji, the spiritual samsarans, the crafty tengus, and the shadowy wayangs).- Details on the core 20 deities of the Dragon Empires.- A timeline of Tian Xia’s long and eventful history.- Information about Dragon Empires society, factions and philosophies, the zodiac, languages, and more!Cover art by Wayne Reynolds

Monster Vault: Threats to the Nentir Vale: A 4th edition Dungeons & Dragons Supplement


Brian R. James - 2011
    Many heroes begin their adventuring careers here, and some also meet untimely ends.Monster Vault: Threats to the Nentir Vale presents statistics, tactics, and lore for an array of new monsters that prowl the Nentir Vale, some of which trace their origins back to the earliest editions of the Dungeons & Dragons® Roleplaying Game. Other entries focus on campaign villains present in the Nentir Vale region, among them the Iron Circle, the Tigerclaw Barbarians, the Raven Roost Bandits, and several new villainous groups introduced here for the first time.The monsters and villains contained within are appropriate challenges for heroic- and paragon-tier characters and fit easily into any home campaign, as well as other Dungeons & Dragons published campaign settings. In addition to a 128-page book of ready-to-play monsters and villains, this product includes 8 die-cut sheets of card stock monster and villain tokens and a double-sided battle map featuring four different encounter locations you can use when running encounters.Contents: 128 page book of ready-to-play monsters and villains8 die-cut sheets of card stock monster and villain tokens1 double-sided battle map (featuring 4 different encounter locations)

OSRIC (A5)


Matthew J. Finch - 2011
    This compact A5 trim available exclusively through James D. Kramer design services contains the OSRIC rules, complete with indexes.

Do: Pilgrims of the Flying Temple


Daniel Solis - 2011
    This book contains the complete rules for play. Together with a notebook, pencils, a small pouch, two handfuls of stones, and your friends, you'll be ready to answer letters, help people, and make trouble.

Pathfinder Campaign Setting: Lands of the Linnorm Kings


Matthew GoodallMarc Simonetti - 2011
    Where giants and trolls dwell just beyond the veneer of civilization, lying in wait to attack any who tread too far into the wild. Where the magical influence of the First World of the fey hides just beyond a thin layer of reality. Where barbarians, berserkers, and raiders constitute civilization, and the weak serve the strong. These are the fabled, savage, and noble Lands of the Linnorm Kings.Lands of the Linnorm Kings presents a comprehensive overview of these mighty kingdoms, a realm of powerful viking kings, capricious fey, and savage beasts.Inside this book, you will find:- A complete overview of the seven realms of the Linnorm Kingdoms, from the traditional raiders of Broken Bay to the sinister fey of Grungir Forest and the war-torn borderland of Hagreach, complete with histories, notes on current events and society, and a gazetteer of each region.- Detailed maps of seven of the most important cities of the Linnorm Kingdoms, from the streets of White Estrid’s Halgrim to the sprawl of Kalsgard, the region’s capital.- Numerous adventure sites and events where hopeful adventurers can prove their worth.- Rules for building reputation among the vikings of the land, using weregild to avoid blood feuds, and designing effigies and punishments capable of putting fear into the hearts of your enemies.- A bestiary of new monsters and NPCs from the land, such as the legendary linnorm Fafnheir and the fey animal template or iconic Ulfen raiders and berserker cannibals.Cover art by Daryl Mandryk

The Mythos Dossiers


Gareth Ryder-HanrahanGraham Walmsley - 2011
    Deep beneath London, the Laundry archives occupy several miles of disused subway tunnel. The shelves are crammed with documents and reports. Eyewitness statements, newspaper cuttings, court transcripts, the diaries of madmen, autopsies, scientific papers, archived material - from these, the Laundry works to piece together the shape of the world. A seemingly innocuous report may contain vital information when correlated with a dozen other files. Triangulate the doctor's report about an outbreak of strange dreams with seismic activity under the Pacific, and find the traces of the sleeping god. Match the suppressed play from Shakespeare to troop movements in Syria to plot the shape of impending doom. The Dossiers contain extracts from the murkier reaches of the Laundry's archives, a selection of unexplained encounters, unverified reports, uncorrelated data, loosely organised by whatever codeword seemed to fit. The truth exists in the unseen connections between them. The Mythos Dossiers contain dozens of reports, handouts, eyewitness accounts and deranged speculation about the horrors of the Mythos. Read them at your peril. Some day the piecing together of dissociated knowledge will open up such terrifying vistas of reality, and of our frightful position therein, that we shall either go mad from the revelation or flee from the light into the peace and safety of a new dark age...

Pathfinder Player Companion: Goblins of Golarion


James Jacobs - 2011
    Infamous for their unpredictable attacks, catchy raiding songs, and fear of horses, goblins blend mischief and murderousness like no other monsters. But there’s more to goblins than dogslicers and games of killgull. Now you can join in the quirky carnage with everything you need to know about goblins, whether you plan to do battle against their unpredictable tribes, or lead them as a goblin hero!Goblins of Golarion presents a player-friendly overview of the favorite foes of the Pathfinder campaign setting, along with new rules and information to help players customize goblin characters in both flavor and mechanics.Inside this book, you'll find:- The secrets of goblin life, from their strange anatomy and deranged psychology to their baffling culture and hilarious quirks.- An overview of goblin homelands across the Inner Sea Region, along with details on dozens of unique goblin tribes.- New ways to fight like a goblin, with equipment and feats to help goblins skirmish and scavenge like only goblins can.- Revelations on goblin religion, from their unique worship of Lamashtu, the Mother of Monsters, to their race’s infamous hero-god.- Insights into the questionable and grotesque world of goblin arcana, with new goblin-made spells and magic items.- Rules, traits, and advice for playing goblin characters, giving you everything you need to unleash goblin insanity all your own.- New goblin songs, games, and tricks, and even more goblin madness!Cover art by Andrew Hou

Grimtooth's Traps


Paul O'Connor - 2011
    All catalyst products are presented without game mechanics of any kind; the nature of things, their causes and effects, NPC (non-player character) personalities, and everything else vital to good gaming are fully described. Game Masters need only supply the appropriate game statistics to the people, places, or devices described to adapt them easily into their games. Please note that these are NOT books that are really intended for some particular game that "can be adapted" to other systems. These are genuinely for ANY fantasy or medieval role-playing game system. Look for the "Catalyst" trademark. Originally published in 1982 this version contains extra artwork.

Masks: 1,000 Memorable NPCs for any Roleplaying Game


John ArcadianTroy Taylor - 2011
    Featuring a foreword by gaming industry legend Wolfgang Baur, Masks is the ultimate NPC resource.Think of your favorite character from a game, book, or movie. What makes them memorable? It’s not their Strength score, or how many hit points they have — it’s who they are as a person: what they look like, how they act, their personality, and what drives them.Using a simple but powerful template that features Appearance, Roleplaying, Personality, Motivation, Background, and Traits, Masks provides the core elements of a thousand great characters. Masks NPCs are designed to be used on the fly, no prep required — but with enough depth to be used when planning adventures, as well.Within this massive collection you’ll find the resources you need to portray vivid NPCs in your games:Fantasy, science fiction, and modern NPCs: 333 of each (334 in fantasy), all easily adaptable to any genre and any RPGRoles and traits: Every NPC has a role — villain, ally, or neutral — and is categorized by traits like famous, criminal, and warriorClear, useful game mastering advice: Masks covers re-skinning NPCs to fit other genres, making your portrayals memorable, and moreHandy tools: NPCs are indexed by trait, name, and author; an appendix lists groups like Tavern Patrons and Spaceport Denizens; and Masks provides over 1,900 names in an easy-to-use formatNo game mechanics: These system-neutral NPCs can be used in any RPG

Pathfinder Campaign Setting: Undead Revisited


Todd StewartRuss Taylor - 2011
    Yet not everyone who dies rests easy. Legends and campfire tales tell of those individuals too evil to die, or too twisted by pride or occult knowledge to cross over to the other side. These lost souls become the undead, plaguing the dark crypts or silent streets of cities and farm towns alike, feasting on the innocent or spreading their immortal contagion like a plague.Undead Revisited explores 10 different undead monsters—or entire breeds of monsters—from both real-world history and the time-honored traditions of fantasy roleplaying. Each monster entry explores the undead creature’s formation and ecology, its interactions with its victims and other undead, tips and tricks regarding its role in a campaign, variant versions for added gaming utility, and more. In addition, each entry comes with a unique sample monster, complete with full statistics for the Pathfinder RPG and ready to be dropped into any game.Inside this 64-page book, you’ll find:- Liches, the twisted spellcasters who lock away their souls so death may never claim them.- Devourers, who form from the spirits of powerful spellcasters and fiends that venture into the darkness beyond the planes and come back forever tainted.- Raveners, the undead dragons wrapped in the soul energy of those they destroySpectral dead, those formless spirits such as the wailing and betrayed banshees, the insane allips, the furious spectres, and the supremely evil wraiths.- Shadows, those souls too covetous and miserly to relinquish their grasp on life.- Bodaks, the eyeless horrors twisted by sights no one was meant to see.- Graveknights, whose lust for battle knows no end—not even in death.- Nightshades, the planar juggernauts who seek to snuff all life from the cosmos.- Mohrgs, the undead murders who rise after death to stalk the streets.- Wights, with their insatiable hunger for the souls of the living.Cover art by Kekai Kotaki

Cthulhu Britannica: Shadows Over Scotland


Stuart Boon - 2011
    

Pathfinder Module: Feast of Ravenmoor


Brandon Hodge - 2011
    Linked to the outside world only by an overgrown, mostly forgotten trail, the villagers are comfortable with their isolation. Their ways are humble, quaint, and at times odd, and when travelers come, they find the town awkward and unmemorable. Certainly, the lack of a village inn, the oppressive humidity, and the bug-infested moors and swamps that surround the village do little to encourage visitors. When a clerk in the city of Magnimar discovers that, due to a clerical error, the village of Ravenmoor hasn't paid taxes in years, a tax collector is sent to the distant community to settle accounts with its mayor. When the tax collector fails to return, however, a group of adventurers must travel to the town during its Founders' Feast celebration to investigate his disappearance. Did he really make off with the taxes for himself, as the villagers suspect? Or did he never make it out of Ravenmoor at all? Feast of Ravenmoor is an adventure for 3rd-level characters, written for the Pathfinder Roleplaying Game and compatible with the 3.5 edition of the world’s oldest RPG. It features a terrifying adventure set in a rural village in the frontier realm of Varisia, and a brand-new monster eager to torment and frighten unsuspecting adventurers.Cover art by Kieran Yanner

HackMaster: Hacklopedia of Beasts


Jolly R. Blackburn - 2011
    This encyclopedic sourcebook details the history, habitat, behaviors, and ecology of over 170 creatures and monsters, including never-before-seen creatures as well as old favorites. Each beautifully illustrated entry includes not only game mechanics, but also first-hand excerpts from researcher field notes, naturalist sketches drawn from life, range maps, local legends, and more. The fruit of years of extensive travel and personal experience, each narrator presents a complete picture of every creature incorporating personal accounts, known habitats, tracker's guides, combat tactics, and yield data to round out his general observations of the beasts. This is an invaluable resource for Players and GameMasters alike, and only the foolish would travel the realms deprived of this valuable material. Don't miss it!

Vornheim


Zak S. - 2011
    Give somebody a floorplan and theyll GM for a day show them how to make 30 floorplans in 30 seconds and theyll GM forever. Need to know how to get from here to there even if neither here nor there are listed on a map? Even if there is no map? Need a random encounter? Need instant stats for that random encounter? Need to know why there was a random encounter? This book was designed to help you make a city happen now. In addition to details on Vornheim, adventure locations, and player commentary from the I Hit It With My Axe girls, every single surface below this jacket including the back of the jacket, the book covers underneath, and the inside covers has been crammed full of tools to help you build and run a city no matter what edition game you play.

Pathfinder Adventure Path #49: The Brinewall Legacy


James JacobsSung Yoon Ko - 2011
    But there’s more afoot in the soggy wilderness than goblin hijinks and dangerous pyrotechnics. An investigation reveals mysteries and menaces aplenty, but also a treasure holding the answer to not just one of Varisia’s greatest mysteries, but a conspiracy spanning continents and empires. Can the adventurers piece together a puzzle that links the owner of a sleepy village tavern to the unsolved destruction of a fortress-settlement? And can they withstand the ancient forces and secret destiny that have waited for them for decades?This volume of Pathfinder Adventure Path launches the Jade Regent Adventure Path and includes:- “The Brinewall Legacy,” a Pathfinder RPG adventure for 1st-level characters, by James Jacobs.- An exploration of the hinterlands surrounding the town of Sandpoint, a region that’s anything but peaceful, by James Jacobs.- A look into the mysteries of the oni, cunning fiends that can assume humanoid forms, by Mike Shel.- Murder in a distant land in the Pathfinder’s Journal, by Dave Gross.- Four new monsters by James Jacobs and Tim Nightengale.Cover art by Wayne Reynolds

Mutants & Masterminds Gamemaster's Guide


Chris Stevens - 2011
    That can be a lot of work, but the Mutants & Masterminds: Gamemaster's Guide is here to help. This book has everything a M&M Gamemaster needs, from guidelines on creating challenges and adventures to advice on designing your own setting and series. The Gamemaster's Guide includes guidance on how to set up and run your game and to help your players create the best heroes, archetypes that make building villains easy, world-building tips, and options for modifying the game to suit your group's play style.

Pathfinder Campaign Setting: Serpent's Skull Poster Map Folio


Robert Lazzaretti - 2011
    From forays into the jungle’s depths to explorations of legendary lost ruins, the Serpent’s Skull Poster Map Folio provides maps for the entire campaign.Within this map folio you’ll find three huge 8-panel poster maps crucial to the Serpent’s Skull Adventure Path—the infamous pirate’s graveyard of Smuggler’s Shiv, the lost ruins of Saventh-Yhi, and the monstrous underground city of Ilmurea. Even if you aren’t running the Serpent’s Skull Adventure Path, the maps inside can serve as mysterious treasure islands, lost ruins, and vast underground cities for any RPG campaign. The wilds’ greatest secrets await within!

Pathfinder Module: Tomb of the Iron Medusa


Mike Shel - 2011
    When the last heir of the dungeon's long-dead noble builders hires the PCs to explore the forlorn and deadly site in search of evidence that may clear his family name, the intrepid heroes soon find themselves in over their heads. For the Tomb of the Iron Medusa does not give up its secrets lightly, and the dangerous truths that lie within its ancient, trap-laden crypts may have been hidden for very good reasons indeed.Written by fan-favorite author Mike Shel, Tomb of the Iron Medusa features an expansive necropolis of crypts and tombs, all guarded by devious traps, strange puzzles, fiendish monsters, bizarre creatures, and the undead remnants of a once-powerful aristocracy.Tomb of the Iron Medusa is an adventure for 14th-level characters, written for the Pathfinder Roleplaying Game and compatible with the 3.5 edition of the world's oldest RPG. In addition to the adventure, this volume also features a brand-new monster and a fully detailed borderland inn that can serve as a place to begin the adventure, or as a roadside tavern in any fantasy world.Cover art by Craig J. Spearing

GURPS Social Engineering


William H. Stoddard - 2011
    

Pathfinder Campaign Setting: Inner Sea Magic


Jason NelsonMariusz Gandzel - 2011
    Whether it is wielded by benevolent clerics to keep their allies fighting the good fight or unleashed by wizards in the form of scorching blasts of fire, magic can be the difference between life or death. Or, as in so many cases, the cause of life or death.Inner Sea Magic explores the role of magic within this vast and varied region. Within this 64-page book, you will find:- A who’s-who of powerful and famous spellcasters from throughout the Inner Sea region.- Details on four types of magical schools—arcane academies, spellcaster’s guilds, monasteries, and secret societies—along with rules for joining and studying with such organizations.- Rules for several types of specialized or variant magic, including the chaotic power of primal magic, the secrets of shadowcasting, the traditions of Thassilonian sin magic, and the wonders of Varisian tattoo magic.- Two new oracle mysteries (the primal-magic wielding spellscar mystery and the sinister Outer Rifts mystery)- More than a dozen new archetypes for all sorts of spellcasters, including the black-blooded oracle, the Razmiran priest, the shadowcaster wizard, the tattooed sorcerer, and the winter witch.- Two new prestige classes—the cyphermage and the divine scion.- Dozens of new spells, from Aroden’s spellward to zone of foul flames!Cover art by Alex Aparin

Skyward Steel


Kevin Crawford - 2011
    The chief engineer, struggling to force that last precious burst of power from the fusion plant. The Marine sergeant holding fast in the hatchway, death to the alien boarders. The cold-eyed admiral, choosing the slain by the turn of a word and her orders to her bait. Join the Thousand Lights of the Stellar Navy in this supplement to the Stars Without Number roleplaying game. Take on the roles of the men and women of the Fleet, the sky-bourne protectors of the homeworld and its shield against the outer night. Whether a grizzled rating, dauntless officer, or elite Deep Black espionage operative, Skyward Steel offers both GMs and players the tools to embrace both the duties and the terrible freedom of these guardians among the stars.

Titan (Advanced Fighting)


Cubicle 7 Entertainment Ltd - 2011
    

Pathfinder Player Companion: Pirates of the Inner Sea


Amber E. Scott - 2011
    Being a pirate is the ultimate freedom—freedom to take what you want and never apologize. Whether from the decks of massive slave galleons or beneath the sails of swift ships, pirates hunt the seas, singing chanteys and hoisting the Jolly Roger as they seek out the next unsuspecting merchant. They are the wolves of the sea, and their hunger can never be sated.Whether you want to abandon the life of a landlubber to join a pirate crew, hunt down their murderous ships in the name of justice, or simply follow a mysterious map to buried treasure, Pirates of the Inner Sea has everything you need to know about piracy on Golarion, all of it one hundred percent player-friendly and ready to guide you on your journey.Inside this book, you’ll find:- In-depth overviews of six major pirate organizations in the Inner Sea region, including the government-backed privateers of Andoran, the slavers of Okeno, the high-seas buccaneers of Riddleport and the Shackles, and the quick-moving brigands of the River Kingdoms. Each entry details the pirates’ history, notable captains, activities and hideouts, preferred ships, and more.- Pages of new pirate weapons and equipment, from hook hands, cutlasses, and tar bombs to peg legs, treasure chests, and grog.- New pirate archetypes for several different classes, including the buccaneer bard, the freebooter fighter, the corsair ranger, and the smuggler rogue.- The Inner Sea pirate prestige class.- A detailed look at the faith of Besmara the Pirate Queen, goddess of all those who make their living spilling blood on the water.- New pirate-themed spells for casters of numerous types and faiths.- New character traits to help you customize your pirate character mechanically as well as thematically.- Sample pirate codes, minor pirate groups, a timeline of important pirate events, and more!Cover art by Kieran Yanner

Pathfinder Campaign Setting: Inner Sea Poster Map Folio


Robert Lazzaretti - 2011
    Four quadrant posters form a comprehensive view of the Inner Sea region, measuring 3-1/2 feet wide by over 5 feet tall—that’s almost 20 square feet of adventure! Distinct and easy to read tags mark hundreds of towns, villages, castles, dungeons, and other intriguing locations drawn from the complete catalogue of Pathfinder offerings to date. Check out every locale in the encyclopedic Inner Sea World Guide, as well as key sites from Pathfinder Adventure Paths, Pathfinder Modules, and Golarion’s history and current events, all revealed as never before. Printed on durable, high-quality paper, this invaluable world reference will endure campaign after campaign.With the Inner Sea Poster Map Folio, a world of countless adventures, innumerable dangers, and endless possibilities is yours to explore!

GURPS Mass Combat


David L. Pulver - 2011
    GURPS Mass Combat is the answer! It presents a powerful abstract system that lets you resolve land, sea, and air battles at any tech level. Features include:Rules for logistics, movement, reconnaissance, and many other things that matter to a military force even when no enemy is in sight.Integral treatment of air superiority, amphibious assaults, airborne troops, sieges, and everything else that's important when the enemy is in sight.Round-by-round resolution that puts the commander in control, letting him choose his strategies and instantly see the results of his skill and cunning.Equal attention to the aftermath of battle: pursuit, casualties, looting, recovering losses, and more.Everything is fast and easy to use in play thanks to extensive examples, quick-reference tables, and ready-to-go stats for the strength, weaponry, and mobility of numerous unit types. It's all generic, too, covering realistic, fantastic, and superscience troops at every tech level, and providing guidelines for customizing their quality, special training, and equipment. And it never loses sight of the fact that GURPS is a roleplaying game – every hero gets a chance to shine, and the rules emphasize what the PCs do and what happens to them.GURPS Mass Combat requires only the GURPS Basic Set, Fourth Edition.

Pathfinder Module: Academy of Secrets


Brian Cortijo - 2011
    Testing their luck against the university's strongest defenses, the competitors pull out all the stops as they vie for a chance at a fortune in gold and magical treasure. This year, the school's headmaster has invited the heroes to participate, against the contest's longstanding traditions. While the Breaching Festival has not seen a champion in over a century and a half, this year's festival promises to be the deadliest trial the school has ever known. Should the heroes reign victorious, the secrets they may uncover promise more than gold and glory—they may rock the very foundation of the Acadamae, and even the entire city!Academy of Secrets is an adventure for 13th-level characters, written for the Pathfinder Roleplaying Game and compatible with the 3.5 edition of the world's oldest RPG. It features a massive magical university, compatible with GameMastery Map Pack: Magic Academy and teeming with sorcerous traps, weird puzzles, diabolical monsters, and countless students and professors trapped in a web of arcane deceit. Also within, you'll find a brand-new monster and details on one of Golarion's most famous schools of magic, as mentioned in Pathfinder Campaign Setting: Guide to Korvosa and the Curse of the Crimson Throne Adventure Path. While Academy of Secrets takes place in the metropolitan city of Korvosa, the magic academy within is suitable for use in any fantasy campaign setting.Cover art by Steve Ellis

Carcosa


Geoffrey McKinney - 2011
    This expanded edition details 800 encounters on the 400-hex map and includes the starter adventure Fungoid Gardens of the Bone Sorcerer.

Pathfinder Campaign Setting: Dungeons of Golarion


Jason BulmahnEmile Denis - 2011
    Multilevel mazes of trap-filled crypts, monster-haunted caverns, and wealth-laden vaults have lured countless would-be heroes to their dooms, yet paradoxically, the greater the dungeon and the deadlier its secrets, the greater the pull seems to be for the adventurer.Dungeons of Golarion looks at six different locations spread throughout the Inner Sea region of the Pathfinder campaign setting. A level-by-level breakdown of each megadungeon summarizes the dangers and rewards awaiting discovery. Each dungeon entry is accompanied by stats for unique monsters, sample traps themed for each site, and details on some of the more unusual and interesting treasures awaiting discovery within. Maps providing the layout of sample dungeon levels and cutaway views of entire megadungeon complexes round out this invaluable resource for any Game Master seeking to return to the roots of the game.This 64-page book contains details on the following megadungeons:- Candlestone Caverns: An extensive cavern network in rural Andoran that connects to the deadly Darklands below- Gallowspire: One of the deadliest dungeons in the world—the prison of the lich known as the Whispering Tyrant- Hollow Mountain: The mysterious mountain stronghold of ancient Thassilon’s Runelord of Wrath- Pyramid of Kamaria: The deadly tomb of one of Osirion’s most notorious and feared pharaohs- Red Redoubt of Karamoss: A unique siege castle filled with weird technological marvels from the savage land of Numeria- Zolurket Mines: Abandoned by the dwarves who created it, this mine now serves as the lair of a sinister undead hordeCover art by Steve Prescott