Best of
Role-Playing-Games
2013
Fate Core System
Leonard Balsera - 2013
Fate Core is that engine.
Fate Core is the latest evolution of the award-winning Fate roleplaying game system from Evil Hat Productions. We’ve streamlined and clarified the rules while maintaining the system’s trademark flexibility. Name your game; Fate Core can make it happen.
Inside, you’ll discover:
Easy-to-follow rules for character and world creation.
Rock-solid storytelling advice for players and GMs to produce the best play experience.
Clearly-defined systems to guide players both new and old.
New and improved approaches to character actions, aspects, compels... and more!
TELL YOUR TALE. ROLL THE DICE. EMBRACE YOUR FATE!
Numenera Corebook
Monte Cook - 2013
Humanity lives amid the remnants of eight great civilizations that have risen and fallen on Earth. These are the people of the Ninth World. This new world is filled with remnants of all the former worlds: bits of nanotechnology, the dataweb threaded among still-orbiting satellites, bio-engineered creatures, and myriad strange and wondrous devices. These remnants have become known as the numenara.Player characters explore this world of mystery and danger to find these leftover artifacts of the past, not to dwell upon the old ways, but to help forge their new destinies, utilizing the so-called "magic" of the past to create a promising future.
Edge of the Empire Roleplaying Game Core Rulebook
Jay Little - 2013
The Empire struggles to maintain its grip on the galaxy in the midst of civil war. On the edge of the Empire, scoundrels and smugglers, bounty hunters and bandits, explorers and exiles all scramble for a living.Embark on your own adventures in the Star Wars galaxy with the Star Wars: Edge of the Empire Roleplaying Game. This complete tabletop roleplaying game explores the lawless fringes of the Empire. Flee from Imperial entanglements, double-deal with Hutts and gangsters, and jump to lightspeed in the fastest hunk of junk in the galaxy.This core rulebook includes:• A dynamic dice mechanic that goes beyond success and failure to enhancenarrative gameplay.• Full playable rules for six careers, nineteen specializations, and eightspecies, enabling flexible character creation and development.• Obligation rules to invest player characters in the story of Edge of the Empire.• Starship combat, customizable equipment. Force powers, dangerousadversaries, and much, much more!
Call of Cthulhu: 7th Edition Quick-Start Rules
Sandy Petersen - 2013
— one of the original publishers of paper roleplaying games and has been in business for over 30 years. Chaosium is famous for the excellence of its game designs, and has won many Adventure Gaming Industry awards.All you need to play Call of Cthulhu for the first time is this Quick-Start guide, some polyhedral dice, plenty of imagination and your friends.Welcome to the worlds of Call of Cthulhu!
Pathfinder Roleplaying Game: Bestiary 4
Jason BulmahnTim Hitchcock - 2013
Within this tome of terrors you'll find pitiless psychopomps and blood-drinking nosferatu, insectile formians and faceless nightgaunts, and even unique mythological horrors like Spring-Heeled Jack and Grendel himself. Yet not every creature need be an enemy, as mighty empyreal lords, primeval outer dragons, and valorous swan maidens enlist you in their epic battles!Pathfinder Roleplaying Game: Bestiary 4 is the fourth indispensable volume of monsters for use with the Pathfinder Roleplaying Game and serves as a companion to the Pathfinder Roleplaying Game Core Rulebook and Pathfinder Roleplaying Game 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 best-selling set of fantasy rules into the new millennium.Pathfinder Roleplaying Game Bestiary 4 includes:- More than 300 different monsters.- Creatures from classic horror literature and monster films, including the colour out of space, elder things, and kaiju.- New player-friendly races like changelings, kitsune, and nagaji.- Entities of mythic might, from despotic demon lords and alien elohim to terrifying Great Old Ones—including Cthulhu!.- New creatures you can construct, like clockworks and juggernauts.- New familiars, animal companions, and other allies.- New templates to help you get more life out of classic monsters.- Appendices to help you find the right monster, including lists by Challenge Rating, monster type, and habitat.- Expanded universal monster rules to simplify combat.- Challenges for every adventure and every level of play.... and much, much more!Cover art by Wayne Reynolds
Premium 2nd Edition Advanced Dungeons & Dragons Player's Handbook
Wizards of the Coast - 2013
The AD&D Player's Handbook presents all of the information a player needs to create an AD&D character from scratch and advance the character in level.This reprint of the classic rulebook features a new cover design.
Against the Slave Lords
Wizards of the Coast - 2013
Against the Slave Lords is a hardcover collection of four classic Advanced Dungeons & Dragons(TM) adventure modules that form a series -- A1 Slave Pits of the Undercity, A2 Secret of the Slavers Stockade, A3 Assault on the Aerie of the Slave Lords, and A4 In the Dungeons of the Slave Lords -- complete with original black-and-white interior art.Added to the collection is an all-new fifth adventure -- A0 Danger at Darkshelf Quarry -- that you can use to kick off an AD&D campaign that pits a group of adventurers against the evil Slave Lords! Module A0, designed for levels 1-3, sets the stage for events that unfold throughout the remainder of the "A" series.
Demon: the Descent
Dave BrookshawMark Stone - 2013
They are sent by the God-Machine to enact its will through time and space, delivering messages, building infrastructure, protecting some people, killing others. You were one of those angels...But not anymore.Now you are one of the Unchained, a fallen angel who defected to the human race. Yours is a world of false identities and clockwork conspiracies, stolen faces and hidden works of the Machine. You cannot -- will not -- return to the sterile embrace of Heaven.All you can do is reign in Hell.
Premium 2nd Edition Advanced Dungeons & Dragons Monstrous Manual
Wizards of the Coast - 2013
The AD&D Monstrous Manual presents hundreds of iconic monsters, each one presented with full-color art and a detailed one-page description.This reprint of the classic rulebook features a new cover design.
Premium 2nd Edition Advanced Dungeons & Dragons Dungeon Master's Guide
Wizards of the Coast - 2013
The AD&D Dungeon Master's Guide presents all of the information a DM needs to run adventures, challenge players, and advance his or her campaign.This reprint of the classic rulebook features a new cover design.
Kingdom
Ben Robbins - 2013
They are the communities that unite us.We're playing with a colony ship as our Kingdom. We're still years from the target system when we pick up the signal. Could this be first contact with an alien intelligence? Unfortunately, it's light years out of our way. This is our Crossroad: do we change course to investigate?The colonists are excited even if it means abandoning our carefully calculated settlement plans. But by now all the players suspect that Captain Browning (ahem, *Acting* Captain Browning) cares more about looking like a good leader than being one. He's in charge and he wants to keep it that way. My character tells the Captain that the data's conclusive: the signal is definitely not natural. But she also mutters that if we're abandoning the plan and just making things up as we go along, pretty soon everyone is going to want a vote.I'm Perspective so what I predict is true. A Touchstone character showed us what the people wanted. But the Captain has Power. He decides what we do. And I just told him that if he does what the people want his precious authority is going to be a thing of the past.Captain Browning carefully straightens his uniform, then flips the switch to make a ship-wide address… Your Kingdom can be any group or organization that interests you. You could play a Wild West frontier town, a colony ship crawling to a distant star, or a sprawling Empire holding conquered peoples beneath its thumb.As you play, you'll confront your Kingdom and your characters with Crossroads, critical decisions that may change your community forever. What will your Kingdom do? What will it become? Strive to make your Kingdom live up to your ideals... or watch as it burns.The Kingdom is in your hands. The question is: will you change the Kingdom or will the Kingdom change you?Includes over twenty sample Kingdoms to get you started quickly, from the mercenaries of the Banner of the Black Serpent, to the galactic weapon-smiths of Starfall, to the wealthy dilettante mystics of the Eye of Osiris, to the devoted doctors of Sawyer Memorial Hospital.For two to five players. No GM. No prep.
Torchbearer: Basic Rule Book for Levels 1-5
Thor Olavsrud - 2013
In it, you take on the role of an adventurer seeking his or her fortune. To earn that fortune, you must explore fornlorn ruins, brave terrible monsters and retreive forgotten treasures. However, this game is not about being a hero. It is not about fighting for what you believe. This game is about exploration and survival. You may become a hero. You might have to fight for your ideals. But to do either of those things, you must prove yourself in the wilds. Because there are no jobs, no inheritance, no other opportunities for our deadbeat adventurers. This life is their only hope to prosper in this world.
Lore of the Clans
Alan Alexander - 2013
Many sires spill a lot of poison into the ears of their childer, telling them the One True Way to be a vampire. Some vampires don’t even bother, kicking their errant progeny to the streets and letting them figure it out for themselves. A few smother their instruction in religious imperatives, philosophical tenets, or mystical confluences. But not one of them has a pamphlet with clear, easy instructions once you’ve become Damned.Of course they lie. All vampires lie. But the best lies are those that are told between two truths, yes? Here are thirteen such truths, childe. They may line up with other things you know, or they might not. Sometimes the narrators present tantalizing rumors and conspiracies, while others digress into areas not often considered by many. Some of what they say have no facts to back them up, but not everything is a lie, either.Let us find instruction from amidst the lies, together.Lore of the Clans is a single volume revisiting all thirteen Clans for Vampire: The Masquerade 20th Anniversary Edition, providing story hooks, character concepts, history, and Clan-specific rules.This Book Includes:The history, lore, and nightly practices of all thirteen Clans, told from the perspective of the Kindred themselves.New combo Disciplines, powers, Merits, Flaws, and other rules specific to each Clan.Revising and updating more classic Vampire: The Masquerade material to V20.
Pathfinder Adventure Path #73: The Worldwound Incursion
Amber E. ScottEric Braddock - 2013
But when one of the magical wardstones that helps hedge the demons into their savage realm is sabotaged, the crusader city of Kenabres is attacked and devastated by the demonic hordes. Can a small band of heroes destined for mythic greatness survive long enough to hold back the forces of chaos and evil until help arrives, or will they become the latest in a long line of victims slaughtered by Deskari, the demon lord of the Locust Host?This volume of Pathfinder Adventure Path launches the Wrath of the Righteous Adventure Path and includes:- “The Worldwound Incursion,” a Pathfinder RPG adventure for 1st-level characters, by Amber E. Scott.- A gazetteer of the crusader city of Kenabres on the border of the Worldwound, by Amber E. Scott.- The search for an infamous demon hunter in the Pathfinder’s Journal, by Robin D. Laws.- A complete outline of the Wrath of the Righteous campaign.- Four new monsters by James Jacobs, Jason Nelson, David Schwartz, and Jerome Virnich.Cover art by Wayne Reynolds
Doctor Who The Scond Doctor Sourcebook
Cubicle 7 Entertainment Ltd - 2013
Transhuman
Rob BoyleJohn Snead - 2013
Transhuman is the expanded guide for both players and gamemasters:* Package-based character creation* Random life path character creation* Get more out of flexbots, swarmanoids, asyncs, and infomorphs with expanded rules and options* Make better Firewall agents with advice on investigation, combat tactics, espionage, and infiltration* Over 30 new morphs, new traits, and new character backgroundsTranshuman was nominated for a 2014 Origins Award for Best Roleplaying Supplement.
Eternal Lies
Will Hindmarch - 2013
Investigate ancient crypts, abandoned estates, and festering slums. Explore choked jungles and the crushed psyches of your predecessors. Follow in their footprints and make new ones of your own. This time, there won’t be another chance.The world is yours to save… or loseA massive new campaign for Trail of Cthulhu by Will Hindmarch and Jeff Tidball with Jeremy Keller
Pathfinder Campaign Setting: Demons Revisited
James JacobsMark Molnar - 2013
They are legion, as varied as the countless mortal sins that give them birth, and ever eager for new opportunities to destroy the works of humanity. Yet despite the danger, arrogant mortals remain fascinated by demons, and may be the key by which these fiends shall inherit the world!Demons Revisited presents 10 of the game’s most notorious demons, providing details on the sins that spawn each type, what roles they play on the Abyss, and what particular devastations they prefer to wreak on the mortal realm, given the chance. In addition, each chapter presents a list of unique demons drawn from the Pathfinder campaign setting, along with a full stat block for some of the most powerful demons of their kind.Inside this book, you’ll find:- Balors, the greatest of the demon races and rulers of their own Abyssal realms.- Invidiaks, known also as shadow demons—fiends of envy who exist only to possess the bodies of the living.- Mariliths, demonic multi-armed generals born from the souls of the most arrogant and proud evil souls.- Succubi, beautiful but deadly seductresses who use charm, subtlety, and mind-control to achieve power.- Vrocks, bestial and foul avian demons born of wrath and hate.- Five other demon types: the slime-dripping babaus, the honey-tongued glabrezus, the toad-like hezrous, the gluttonous nabasus, and the greed-spawned nalfeshnees.Cover art by Jesper Ejsing
Pathfinder Campaign Setting: Fey Revisited
Savannah BroadwayEric Belisle - 2013
Now the Pathfinder Roleplaying Game explores 10 of the Golarion’s most iconic and well-loved fey creatures in Pathfinder Campaign Setting: Fey Revisited!With Fey Revisited, you can immerse your game in the rich lore of legendary beings such as vigilant tree-bonded dryads, fanciful goat-legged satyrs, and blindingly beautiful nymphs, or release lurking evils like sadistic redcaps and diverse hordes of maniacal gremlins. Each entry includes how these embodiments of nature might guard or corrupt the world, details on the unique tokens they bestow upon favored mortals, and a ready-to-use threat or ally of each fey race.Inside this book, you’ll find fey creatures like:- Dryads, guardians of the forest who ensnare mortals’ minds for their own goals of preservation.- Leprechauns, folkloric pranksters rumored to hide great riches available to those who find their stash.- Norns, the powerful beings said to pull at the threads of fate.- Nymphs, stunningly beautiful fey who strike blind those who peer upon them.- Redcaps, blasphemous and sadistic murderers known for dipping their woolly caps into the blood of their victims.- Satyrs, creatures of whimsy and strength who use their musical pipes to haunt and bewilder.- Other capricious creatures, such as a handful of types of pesky gremlins, terrifying nuckelavees, elusive rusalkas, and playful and quirky sprites.Cover art by Steve Prescott
Premium Original Dungeons & Dragons Fantasy Roleplaying Game
Wizards of the Coast - 2013
in 1974 and was the very first roleplaying game, introducing concepts that have persisted throughout later editions. It included three small rules booklets in a white box.This deluxe, premium reprint of the original "White Box" features new packaging and includes the following seven booklets: Volume 1: Men & Magic Volume 2: Monsters & Treasure Volume 3: Underworld & Wilderness Adventures Supplement I: Greyhawk Supplement II: Blackmoor Supplement III: Eldritch Wizardry Supplement IV: Gods, Demi-Gods & Heroes Each booklet features new cover art, while the interior retains nostalgic original art. Booklets are packaged in an engraved illustrated wooden storage case.
The Chaotic Caves
J.D. Neal - 2013
Can the heroic adventurers root them out and save nearby towns and villages from attack?The Chaotic Caves is an adventure module for the Basic Fantasy Role-Playing Game. It includes a town setting, a small wilderness area with a number of keyed encounters, a set of underground lairs for various monstrous creatures, and an abandoned manor house. The Chaotic Caves is suitable for a group of first to third level characters, and a number of pregenerated characters are provided for those who wish to get underway quickly.
Tenra Bansho Zero
Junichi Inoue - 2013
Conceived, designed and illustrated by famous manga author Junichi Inoue (and featuring gorgeous art from illustrators Hiroyuki Ishida, Rasenjin Hayami and others), Tenra Bansho Zero is one of the most well-received and recognized "Made in Japan" tabletop role-playing games, featuring rules that emulate a kubuki-style play or anime drama.On a distant world in the far future, the Sengoku (Feudal/Warring States) period of Japan is happening all over again- But this time with high-tech weapons, magically powered mecha, taoist magic masters, super-powered samurai, and more!The focus of the game is on acting out the characters, their backgrounds, and their destiny in the world of Tenra. The players get bonus points by acting in character and entertaining the other players, which can be spent to boost powers and gain abilities. Creativity, energy, and comraderie is physically rewarded in the game. Spend these gains recklessly, though, and you lose control of your character as they spiral down the Path of the corrupt Asura.Finally, TBZ is a fast RPG. It was designed to play out like a theatrical production, complete with Scenes, Acts, Intermissions and Coming Attractions. And like a play or movie, an entire story or campaign can play out in its entirety within one or two 4-6 hour gaming sessions.
Qelong
Kenneth Hite - 2013
They wish to claim its rich harvests of souls and fields, its intricate networks of ley lines and temples, for their own.They have devastated it utterly.A forgotten weapon in their war, a neglected sorcery fallen from a distracted archon’s attention, lies in the Qelong River valley at the edge of this near-cosmic battlefield.Qelong is Kenneth Hite’s hellish southeast Asian setting inspired by fantasy quest drama and war stories like Valhalla Rising, Apocalypse Now, and The Good, the Bad, and the Ugly. Suitable for character levels 4-6, usable with LotFP Weird Fantasy Role-Playing and other traditional role-playing games.
Cthulhu Britannica: Folklore
James 'Grim' Desborough - 2013
Even the smallest hamlet or the most remote piece of land has some event or some story linked to it and, even if it doesn't, people are more than willing to make one up for you. Discerning the facts from all of these many layers of myth, history and retelling is the scholarly work of a lifetime. It is as dangerous to sanity as any other study of the Mythos, as one creeps ever closer to the terrible truth. Cthulhu Britannica: Folklore gives life to strange tales and strange places where myth meets mythos in Britain's darkest corners, including: Screaming Skulls The Wild Hunt Worms and Dragons Wreckers, Body Snatchers and more
Hillfolk
Robin D. Laws - 2013
Your neighbors have grain, cattle, gold. You have horses and spears, courage and ambition. Together with those you love and hate, you will remake history—or die.With the Hillfolk roleplaying game, you and your group weave an epic, ongoing saga of high-stakes interpersonal conflict that grows richer with every session. Its DramaSystem rules engine, from acclaimed designer Robin D. Laws, takes the basic structure of interpersonal conflict underlying fiction, movies and television and brings it to the world of roleplaying. This simple framework brings your creativity to the fore and keep a surprising, emotionally compelling narrative constantly on the move.As you build your story, you mold and shape the Hillfolk setting to fit its needs. Do you entangle yourself with the seductions of your wealthy cousins to the north? Do you do battle with the fearsome sea people to the west? Or do you conquer the scattered badlands tribes to forge a new empire of your own?Detailed play style notes show you how to make the most of DramaSystem’s new tools. Once you’ve mastered DramaSystem’s nuances, you’ll hunger to take them to new vistas. A stunning talent roster brings you 30 additional series settings. From Cthulhu cult family drama to ninjas, pirates, and steampunk cowboys, Hillfolk offers years of play value.Contributors from every corner of the gaming scene and beyond include Ed Greenwood, Gene Ha & Art Lyon, Jason Morningstar, Kenneth Hite, Rob Heinsoo, Meg Baker, Wolfgang Baur, Jesse Bullington, John Scott Tynes, and Keith Baker.
Mutants & Masterminds: Power Profiles
Steve Kenson - 2013
Power Profiles gives you those powers... and more!In this book are more than thirty power types from Air and Armor to Water and Weather, each with some two dozen or more powers described and built in M&M game terms. That's more than seven hundred different ready-to-use powers, all in one book!Power Profiles includes something for everyone. Think your ideal hero doesn't have any powers? Think again: Power Profiles includes Luck Powers, Martial Powers, and Talent Powers, special abilities that could all be described as superior training or skill!You can find endless ideas for M&M heroes and villains just by turning the pages of Power Profiles and letting your imagination go, and you can point both new and experienced players to just the right section for the hero they want to play.Power Profiles includes new power options, extras, flaws, and variants to modify the basic power effects from the Hero's Handbook, so you can create the powers you want. More than just powers, each profile also covers complications associated with those powers, to give your characters added depth and to help you earn hero points in play.Power Profiles refines and greatly expands the power options from Mutants & Masterminds, taking its basic effects and turning them into a wealth of options you can choose from. With this book, there's no limit to your power!
Doctor Who The First Doctor Sourcebook
Cubicle 7 Entertainment Ltd - 2013
With detailed information on all the allies, enemies, aliens and gadgets that he encounters, as well as examining each of his adventures, the book contains a wealth of material for the Doctor Who: Adventures in Time and Space RPG, and is also being a fact-packed resource for fans of the show!Return to where it all began, to a junkyard on Totter’s Lane. Visit Skaro for the first time. Wander the fourth dimension, travelling through all of space and time from the dawn of humanity to the far far future, with unexpected dangers and enemies along the way. Touch alien sands, and see strange birds wheel in a distant sky.
Baker Street: Roleplaying in the Age of Sherlock Holmes
Bryce Whitacre - 2013
Watson to take cases out of Baker Street in Holmes’s absence. Victorian streets, foggy nights, and crime most foul await. Will the nefarious plans of crafty villains come to fruition or can the champions of justice from Baker Street save the day?Baker Street is a Role Playing Game in which the players attempt to solve some of the most baffling crimes in history. Featuring over 30 careers, 25 unique criminal extras, and rules for making your own nefarious villains, Baker Street features a robust investigation mechanic, easy character generation, and rules for making your own mystery.Read more: http://www.enworld.org/forum/showthre...
Monsters & Magic Roleplaying Game
Sarah Newton - 2013
Battle giants, defeat dragons, explore deadly dungeons and mysterious wilderlands — and bring your favourite adventures, supplements, spellbooks, and bestiaries to brilliant new life!In this book you'll find a full-featured fantasy roleplaying game, including:- the Effect Engine, a modular open-license rules system- action-packed adventure from 1st to 20th level and beyond- rules for castles, kingdoms, guilds, and warships- Silvermoon, an introductory adventure for levels 1-4- new rules for alignment, hazards, encounters, treasures, epic and mythic gaming, and more!- 140 pages, Black & White interior.Dust off your spell book, polish that suit of +1 plate armour, and unsheath your vorpal blade. Adventure awaits! Monsters & Magic is a complete fantasy roleplaying game - you need nothing else to play.Note that while Monsters & Magic is a complete standalone game, featuring rules which can take you to 20th level and beyond, it's also specifically designed to work with your favourite classic fantasy bestiaries and spell books. As such, it contains 1st and 2nd level spells and just over 20 sample monsters - enough to cater for your first 4 or so levels of play. Although the rules can take you much further, you'll want to use your own classic bestiaries or spellbooks for higher level characters, or any of those available for free online!
Morgansfort: The Western Lands Campaign
Chris Gonnerman - 2013
This module is intended for 2 to 8 beginning (1st level) player characters, and furthermore is suitable for beginning players as well. This campaign module includes: The Western Lands: A briefly sketched campaign area; Morgansfort: A detailed "home base" for an adventuring party; The Old Island Fortress: A two level dungeon suitable for beginning adventurers; The Nameless Dungeon: A tough three level dungeon; and The Cave of the Unknown: A dungeon controlled by an evil magic-user.
Pathfinder Campaign Setting: Irrisen, Land of Eternal Winter
Mike ShelRobbie Trevino - 2013
A country ruled by White Witches with hearts as cold as the north wind—the daughters of the Queen of Witches herself, Baba Yaga—and supported on the backs of a conquered, enslaved people. A place where frost giants and hateful fey are respected citizens, and winter wolves stalk the streets in human form. This is the nation of Irrisen, a land cloaked in unceasing winter for 1,400 years.Irrisen, Land of Eternal Winter presents a comprehensive overview of this frigid kingdom, where the imperious control of the ruling class stifles the residents just as strongly as the harsh, never-ending winter.Inside this book, you'll find:- A detailed exploration of the nation of Irrisen, from the icy fey stronghold of Feyfrost to the frozen forest of Hoarwood, including an extensive timeline of Irrisen's history and notes on traditional Irriseni holidays.- Detailed maps of Irrisen's six provinces and half a dozen of its most important towns and cities, from Queen Elvanna's capital of Whitethrone to the industrial town of Morozny.- Complete stat blocks for each of Irrisen's provinces and their capitals, detailing major settlements and notable denizens.- Numerous sites and events where adventure can be found, as well as hazards and afflictions that threaten visitors to these snowy lands.- A bestiary of new monsters and NPCs from Irrisen, such as Baba Yaga's Three Riders, the boreal creature template, and sample winter witches.Cover art by Daren Bader
Once Upon A Time In Arabia (Critical IF gamebooks)
Dave Morris - 2013
Jafar, advisor to the Caliph, plans a coup that will put him on the throne of Baghdad. You are the only one who can warn the Caliph. But who will listen to a penniless adventurer? Especially as Jafar’s assassins are scouring the city to find you. You go in search of the fame and fortune that will give you the means to expose Jafar’s treachery. Your travels take you to ghoul-haunted oases, magical palaces, lost cities of gold, and uncharted isles full of mystery and danger. Threatened by bandits, fire wizards, thieves and fearsome creatures, you must risk all in your determined quest to save the kingdom. * * * Once Upon A Time In Arabia was originally published as TWIST OF FATE in the Virtual Reality series. This new edition has been revised and expanded. * * * Critical IF books are interactive adventures with a difference. You can be a mutant with the power to warp reality. A buccaneer whose sword and pistol are a match for any foe. A daring rogue leaping between rooftops. A wizard who can command the elements. Be anyone you can imagine. Choose from almost five hundred different character types, each with their own unique skills. Strong stories, vivid settings and compelling characters make Critical IF the game-changers of the interactive fiction genre.
Better Than Any Man : A Lamentations of the Flame Princess Adventure
James Edward Raggi IV - 2013
... and yet darker forces gather... Thousands - perhaps tens of thousands - will die before the week is out. Can a group of luckless adventurers change the course of the events? Profit along the way? But what can they possibly do against those who consider themselves Better Than Any Man? Better Than Any Man is a deluxe LotFP: Weird Fantasy Role-Playing adventure for character levels 1-4. Dungeoneering, wilderness adventuring, investigation, politics and negotiation, many new spells, magic items, and monsters-this one has it all! LotFP Weird Fantasy Role-Playing is the traditional horrific adventure RPG out of Finland that holds nothing back. It is part of the Old School Renaissance family of games, which makes this adventure broadly compatible with dozens of other old school systems.
W20 Changing Breeds
Jess Hartley - 2013
Other shapeshifters hunt in places where wolves do not tread, from sun-lost seas to the darkest jungles, or seek out hidden truths, using the secrets they uncover in the battle against the Wyrm. Shapeshifting spiders spin webs as deftly as they manipulate those around them. Bloody-handed serpents kill swiftly, and then vanish into shadow and myth. The Changing Breeds have their own crucial parts to play in these End these End Times, and must work together or Gaia will surely fall.This book brings the Changing Breeds right up to date, giving both players and Storytellers all of the tools needed to integrate shapeshifters other than werewolves into the World of Darkness. Eleven extant Changing Breeds are described in detail, along with three long-extinct Lost Breeds.
Razor Coast
Nicolas Logue - 2013
Horrors whose deadly plans threaten not only Port Shaw—the corrupt fingerhold of a distant and decadent civilization—but existence, itself.A sea of blood caresses the savage shore of the Razor. Rising from the abyssal depths, Harthagoa, the bastard spawn of a She-Kraken and Demogorgon drags whole fleets beneath the waves.In the fetid Blacksink Marsh, unspeakable horrors lurk beneath the bog water, accursed cannibals pay gory obeisance to an ancient shark god of slaughter—begging its return.A ghostly armada, murderous pirates, and balesharks prowl the waves—all threaten Port Shaw, the only bastion of "civilization" on the Razor. The city hosts foreign invaders chasing baleen, ambergris, and gold. They menace the native Tulita tribes and drive them from their ancestral home with smoke-belching cannonade.Pele, The Goddess of Fire and Wrack, watches from her smoldering throne on Dreadsmoke Mountain. She stands ever ready to purge the people of Port Shaw from her domain in a torrent of ash and molten lava.An adventure for 4 – 6 PCs. Character Levels 5 – 12 Pages: 544Razor Coast is the long anticipated Caribe-Polynesian flavored, Age of Sail swashbuckling RPG campaign envisioned and designed by Nicolas Logue. It is applauded for its ambitious and original design, its epic flavor and its lurid, full-color art—including a cover by the award winning Wayne Reynolds. Logue tapped a team of veteran designers to help develop and write Razor Coast, including Lou Agresta, Adam Daigle, Tim Hitchcock, and John Ling.
1000 Magic Items
Robert Garber - 2013
Robe of Karate (A)(8000 or 10,000): These magical robes are white (95%), yellow (1%), orange (1%), black (1%), brown (1%), or purple (1%). They are always accompanied by a brown (75%) or black (25%), belt. When wearing such a robe with no other armor or shield, the character may attack and defend hand-to-hand just as a 4th level monk (brown belt) or a 6th level monk (black belt). No other special abilities are granted. Any monks who wear this robe function as one level higher than their current level (in regard to their combat ability only). Regardless of who wears it, there is a 50% chance that whenever the wearer makes an entrance (into a room, tavern, etc.), a loud gong will sound, followed by a few notes of Oriental music.
Outbreak: Undead.. Annual Vol.3
Christopher J. De La Rosa - 2013
There is also the mini campaign as part of "Things That Go Crash In the Night III" where players can battle a host of modern takes on Greek mythology and monsters. There are things for all players new and old, for those just starting Outbreak: Undead.. campaigns or dedicated fans who want an easily referenced compilation of all the past year's editions of Free Content Friday.This annual includes:* New Missions* New Character Types* New Settings* New Opponents* New Hazardsand a Mini Campaign: "The Stygian Horror"
Maid: The Role-Playing Game
Ryo Kamiya - 2013
Injecting the concept of Maid with 50ccs of anime and comedy, the players take on the roles of maids, serving the master (played by the GM). Sheets are left unfolded and mantelpieces undusted when giant robots crash through the mansion, ninjas attack and kidnap the young master, and a demonic pit to Hell opens up in the pantry... and all before teatime! Play in the modern comedy setting, or mix it up with 9 additional settings including Victorian era, old Edo period, fantasy and post-apocalypse; and 6 genres including romance, horror, and action. Due to the rules system and random events that form the backbone of the Maid RPG, the game practically runs itself: Go from opening the book to playing a game with friends within just minutes! Three game styles in one: The traditional scenario-type; the random event-driven type; and the "favor race," a race to the master's heart! Make characters and start playing the game within minutes of opening the book. Everything about the game gears it for Fast Play, Now. Optional character types including player-character masters and butlers, and optional rules for seduction and romantic tragedy. 11 complete adventure scenarios. 3 complete "replays," actual play scenarios in screenplay format. Great for learning the feel of the game. The first ever Japanese tabletop role-playing game to be released in English! ...which, when you think about it, totally makes sense in a weird sort of way. Hundreds of optional items, costumes, genre and setting events, all presented in a way to easily bring them into the game! Combines the original Japanese core book and two supplements into one huge, complete edition of the game in English. A $75 value!
Pathfinder Campaign Setting: The Worldwound
James JacobsJorge Fares - 2013
Today, the fallen nation is a horrific, post-apocalyptic nightmare cloven by a vast canyon that connects Golarion to the demon-haunted reaches of the Abyss. This rift is known as the Worldwound, and through it the demonic hordes pour forth, set on defiling the world of mortals and claiming it for their own. Though the demons have so far been held back at the borders by barbarians and crusaders alike, the region that was once Sarkoris remains a fiendish beachhead on the mortal realm. Worse, the Worldwound itself is slowly growing—and if something isn’t done to halt this blight, the demons it spawns might one day swallow all of Golarion!Inside this book, you’ll find:- Ruined cities, such as the shattered capital city of Iz, the frozen city of Dyinglight, and the river city of Undarin.- An exhaustive examination of the strange and otherworldly hazards of this demon-ruled region.- Key historical sites such as the Circle of the Hierophants, the Shroud of Unicorns, and Threshold, the fortress where the Abyssal portal first opened.- Adventure sites ready for exploration, as well as locations like the holdout town of Gundrun, a safe harbor in a deadly land.- More than a dozen new monsters, including several new demons and two new monster templates, ensuring PCs will never lack for foes in this devastated realm!Cover art by Kieran Yanner
Pathfinder Player Companion: Kobolds of Golarion
Tork ShawMiroslav Petrov - 2013
Pathfinder Player Companion: Kobolds of Golarion unlocks the potential of this cunning and skilled race, showing how the talents kobolds have trained in since birth—trapmaking, teamwork, and sneakiness—make them excellent dungeon delvers. Unlike some of the less intelligent creatures that share the Darklands with them, kobolds make allies among the surface races and exert influence in many of Golarion’s cities. Though they’re limited within their rigid tribal rules, kobolds have the ambition of dragons!Many of the character options in this book can work for other types of characters who want to use traps or fight in the same style as kobolds. Others relate directly to the unique parts of kobold life, such as the significance of the way their scales mimic the hues of the chromatic dragons. Bring this reptilian race’s best skills into the adventuring life with Pathfinder Player Companion: Kobolds of Golarion!Inside this book, you’ll find:- A look into the tightly ordered kobold tribes that live in the Darklands—their life cycles, worship, and cultural behaviors—and an overview of several specific tribes that have risen to prominence on Golarion.- More tools to build an interesting kobold character, from archetypes and feats to random kobold characteristics and traits.- Insight into the spiritual lives of kobolds, including the deities they worship, the sorcerous talents they excel at, and the dragons they revere.- The tools of the kobold trade, including an easy-to-use system for traps, a plethora of magic and alchemical items, and several trapped decoys!Cover art by Dan Scott
Pathfinder Module: Fangwood Keep
Alex Greenshields - 2013
Over the years, both countries have sacrificed money and soldiers in an effort to control the fortress along the Marideth River valley, both for its tactical location and for its secure defenses. Recently, however, the battles around Fangwood Keep have dwindled to a trickle as Nirmathas has firmly rooted itself in the surrounding valley, allowing the tide of war to shift elsewhere and peace to settle at last over Fangwood Keep.This respite was shattered by the arrival of a renegade Molthuni commander named Pavo Vos. Obsessed with capturing Fangwood Keep and unraveling the fortress’s mysteries, the defecting lieutenant unlawfully used his platoon to secure the castle, much to the ire of both the Molthuni and Nirmathi governments. Now the task of bringing Vos to justice and reclaiming Fangwood Keep for Nirmathas lies solely in the PCs’ able hands.Fangwood Keep is an adventure of infiltration, investigation, and dungeon exploration for 4th-level characters, written for the Pathfinder Roleplaying Game and compatible with the 3.5 edition of the world’s oldest RPG. This volume also contains a gazetteer of the Marideth River valley and a brand-new monster from the bizarre realm of the fey, both of which can easily be integrated into any campaign setting.Cover art by Alex Aparin
Pathfinder Campaign Setting: Dragons Unleashed
Savannah BroadwayTork Shaw - 2013
Dragons of every chromatic and metallic breed fill this collection, along with several mysterious primal dragons and regal imperial dragons.Each entry includes full statistics for running the dragon, details on its history and ambitions, descriptions and maps of the dragon’s lair, the contents of its hoard, and more. Unleash Golarion’s ultimate monsters on your game with Pathfinder Campaign Setting: Dragons Unleashed!Inside this book, you’ll find:- Aashaq the Annihilator, an ancient red dragon priestess of Dahak, god of destruction and treachery.- Fahrauth, an umbral dragon who has set himself up as a living god in the Darklands.- Maghara, the ghost of a copper dragon, who guards a ruined lighthouse known as the Guidestar of Desna.- Moschabbatt, an ancient magma dragon who jealously conceals lost secrets of the dwarves.- Eleven other exemplars of dragonkind, from brass dragon hatchlings to elder chromatic wyrms!Cover art by Ralph Horsley
Atlantis the 2nd Age
Kieran Turley - 2013
Howard, and Clark Ashton Smith. Atlantis; a strange, wondrous and sometimes horrific antediluvian age where heroes survive by their wits, courage, and strong sword arms. Based on the classic Atlantean Trilogy by Bard Games. Atlantis: The Second Age expands greatly on this already detailed world including detailed rules on alchemy, a dynamic magic system, and exotic technomantic magical creations. Play as a twisted Netherman cannibal, a haughty Atlantean sorcerer, a bestial Anadaman thief, or a Mercurial Jinn warrior. Face the horrors of the dark isle of Anostos, brave the fighting-pits of Atlantis, and battle Makara on the high seas. Uncover ancient conspiracies, cleave demented cultists, and conquer lands unseen by civilized man in a thousand years. Rebuild the might of shattered Atlantis, or wipe clean the past and create your own empire from the dust and blood of the lost age. Will you be kingmaker, tyrant, thief, scholar, or slayer?