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Beckett’s Vampire Folio 23: False Caine

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Beckett’s Vampire Folio 23: False CainePublisher: White Wolf
Beckett’s Vampire Folios are a series of support products designed for use with Beckett’s Jyhad Diary. That massive tome makes reference to various NPCs of note from the greater World of Darkness. These folios will go chapter by chapter through that book describing and detailing the statistics of the characters referenced. This book also includes extra mechanics as required to explain character traits in Beckett’s Jyhad Diary or other V20 material. This folio includes stats for Nefertiti, Ankla-Hotep (False Caine), Ledescu, Ulfrike, and other figures from Berlin By Night.Price: $0.99

Wisdom from the Wastelands [BUNDLE]

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Wisdom from the Wastelands [BUNDLE]Publisher: Skirmisher Publishing
This special 64% off bundle contains all 52 issues of the "Wisdom from the Wastelands" game supplement for modern, sci-fi, and post-apocalyptic RPGs like Mutant Future and classic Gamma World! They are compatible with any OGL/d20-based games and easily adapted for use with many others

Wisdom from the Wastelands Issue #10: Monsters That Improve with Age 2
Regular price: $0.99
The age chart is a powerful tool for Mutant Lords who want to scale monster encounters with the powers and artifacts of the player characters. These charts describe how a creature’s characteris...
Wisdom from the Wastelands Issue #11: Optional Combat Rules
Regular price: $0.36
In almost every roleplaying game, one of the biggest aspects is combat. Mutant Future is no exception, for, in many ways, combat could be considered one of the game’s most crucial aspect...
Wisdom from the Wastelands Issue #12: Parasite Mutations/Transformations
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Gut worms and intestinal bacteria, athlete’s foot fungus, toxoplasmosis protozoa, lycanthropy and Rage and vampire viruses. Whether biological fact or fictional terror, we are surrounded (and c...
Wisdom from the Wastelands Issue #13: Medical Devices
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Fantasy has spells and potions to heal injuries and resurrect the dead. Science fantasy has similar ways of curing what ails, but through technology. Although the Mutant Future core book descr...
Wisdom from the Wastelands Issue #14: Aggregates
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Having another creature living on or inside your body is not a thought most would enjoy. Nor is the idea of having the same type of creature living inside a child and grandchild, joining generation a...
Wisdom from the Wastelands Issue #15: Robots Part 1
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Robots are just as important to Mutant Future as biological creatures. They can be antagonists, sources of information, or even slave labor. This is the first of four robot-themed issues, and ...
Wisdom from the Wastelands Issue #16: Robots Part 2
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Robots are just as important to Mutant Future as biological creatures. They can be antagonists, sources of information, or even slave labor. In this second installment of four robot-themed iss...
Wisdom from the Wastelands Issue #17: Artifact Conditions
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Artifacts play a key role in Mutant Future. Like magical items in fantasy games, artifacts are treasures sought by adventuring parties that brave the mutant-infested ruins of the Ancients&rsqu...
Wisdom from the Wastelands Issue #18: Robots Part 3
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Robots are just as important to Mutant Future as biological creatures. They can be antagonists, sources of information, or even slave labor. In this third installment of four robot-themed issu...
Wisdom from the Wastelands Issue #19: Robots Part 4
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Robots are just as important to Mutant Future as are biological creatures. They can be antagonists, sources of information, or even slave labor. In this fourth installment of author Derek Holl...
Wisdom from the Wastelands Issue #1: Artifacts, Manuals, and Toolkits
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Welcome to the inaugural issue of Wisdom from the Wastelands! This publication is dedicated to providing useful information, game content, and ideas to players of modern, science fiction, and ...
Wisdom from the Wastelands Issue #20: Mutation Modifiers
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Just as a single change to a stock creature can result in a very different and distinct entity, mutation modifiers can expand the scope and variety of Mutant Future mutational powers, altering...
Wisdom from the Wastelands Issue #21: High-Tech Melee Weapons
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Although most Ancients considered melee weapons like swords, axes, maces, spears, and even exotic ranged weapons such as bolas and shuriken to be archaic, some did practice the use of such weapons, a...
Wisdom from the Wastelands Issue #22: Personal Shields
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Force screens were developed for individuals from all walks of life, to guard them from all manner of threats. There were simple fields that warded users from the insults of weather and city life, th...
Wisdom from the Wastelands Issue #23: Sea Monsters
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Despite much of the planet being covered by ocean, sea monsters have oddly been absent from all editions of the game that inspired Mutant Future. Such a vast area, in a variety of latitudes an...
Wisdom from the Wastelands Issue #24: Weapon Modifications
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This issue presents technologies and items for making Mutant Future weapons more lethal and combat more colorful. These additions include expanded range rules, new ammunition types for both mo...
Wisdom from the Wastelands Issue #25: Metamorphosis I
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In poetry, the transformation from caterpillar to butterfly describes how something ugly becomes uniquely beautiful. But in nature metamorphosis is common as living things change forms over their lif...
Wisdom from the Wastelands Issue #26: Energy Weapons
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The latest installment in our popular series on leading edge military technology and combat rules, this issue brings five deadly weapon systems and several new combat “conditions” to your...
Wisdom from the Wastelands Issue #27: Metamorphosis II
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Once again we bow to the wisdom of the Ancient philosophers, who recognized that the only constant in life (aside from death and taxes) was change, change, change. Metamorphosis can take very ...
Wisdom from the Wastelands Issue #28: Nanotechnology I
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Nanotechnology has existed since the late 20th century. At first, the tiny machines were used mostly in medicine and genetic manipulation, but technological advances brought wider application. Many o...
Wisdom from the Wastelands Issue #29: Mutualists I
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To mangle a paraphrase from John Donne, no mutant is an island — unless your mutant is an island. And even then it probably does not live entirely alone. Whether you are part of a commun...
Wisdom from the Wastelands Issue #2: Monsters That Improve with Age
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Like a fine wine, some monsters improve with age, and it is to them that this second thematic issue of Wisdom from the Wastelands is devoted! An age chart can be a wonderful tool for Game Mast...
Wisdom from the Wastelands Issue #30: Nanotechnology II
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Nanotechnology has existed since the late 20th century. At first, the tiny machines were used mostly in medicine and genetic manipulation, but technological advances brought wider application. Many o...
Wisdom from the Wastelands Issue #31: Nanotechnology III
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Continuing with the examination of this hi-tech subject that we started in issues #28 and #30 of Wisdom from the Wastelands, this third installment in our nanotechnology series presents many n...
Wisdom from the Wastelands Issue #32: Shapeshifters
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Shape changing is a fascination crossing time, culture, and genre: Greek gods and mythic Indian monsters, vampires, were-creatures, spirit and shadow beings all captivate and intrigue with their meta...
Wisdom from the Wastelands Issue #33: Drugs
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The science fiction equivalent of magical potions and elixirs, drugs and medications are similarly treasured. Because of widespread use by the Ancients, chemical compounds of all sorts can be found a...
Wisdom from the Wastelands Issue #34: Plant Mutants I
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No matter what your choice of post-apocalyptic game, plants usually get the hind bud. And, unfortunately, Mutant Future is no exception. Although the core rulebook has example mutant plants an...
Wisdom from the Wastelands Issue #35: Terror Weapons
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During the final wars, various factions came to rely on psychological tactics like terror, rather than conventional bombs, bullets, and energy beams, as their weaponry of choice. Many believed a terr...
Wisdom from the Wastelands Issue #36: Plant Mutants II
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In real life, we take plants for granted. Stretching out on the grass on a summer’s afternoon, leaning back against a gnarled oak with a good book (or your favorite device), watching the kids t...
Wisdom from the Wastelands Issue #37: Plant Mutants III
Regular price: $0.36
Although some might treat plants as a monotony of greenery and stalks, there is actually a great deal of variety within their kingdom. The previous two issues in our plant series discussed organisms ...
Wisdom from the Wastelands Issue #38: Radiation Sickness
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Radiation. For many in a post-apocalyptic world, the word conjures burning thoughts of flesh-corrupting terror; for others, the tingling aura of mutation-granting nirvana. In the core Mutant Futur...
Wisdom from the Wastelands Issue #39: Unique Superscience Artifacts
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Imagine — barely 50 years ago — pulling out your smart phone in Dallas to take a selfie as President Kennedy passed by. The technology people casually sit on today might have gotten you d...
Wisdom from the Wastelands Issue #3: High-Tech Weapons
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Like magical weapons in fantasy games, high-technology firearms are treasures that adventurers seek out with great eagerness in the post-apocalyptic world. No matter how cool a weapon is, however, pl...
Wisdom from the Wastelands Issue #40: New Races 2
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Over time, mutations can become consistent, creating unique species and new creatures — for example, birds evolving from dinosaurs. But Mutant Future races need not be consistent, or eve...
Wisdom from the Wastelands Issue #41: Alternate Forms of Radiation
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As one of technology’s four horsemen, radiation is a important part in Mutant Future and other post-apocalyptic and sci-fi games: hazard, theme, bringer of mutation, waster of civilizati...
Wisdom from the Wastelands Issue #42: Unique Superscience Artifacts II
Regular price: $0.36
Excalibur. Mjolnir. Aegis. The Millennium Falcon. The Eiffel Tower. A red shirt. A sonic screwdriver. The Horn of Roland. The Spear of Destiny. Whether from myth, history, fiction, fantasy, or actual...
Wisdom from the Wastelands Issue #43: Optional Combat Rules II
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As a weary game master, nearing the end of a long session and faced with a sudden, sticky conundrum, have you ever looked across at a table full of your eager/irate/meddlesome players (taut  wit...
Wisdom from the Wastelands Issue #44: Unique Superscience Artifacts III
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Following a theme begun in Wisdom from the Wastelands Issues #39 and #42, this issue of Wisdom from the Wastelands focusing on superscience artifacts coalesces around things alien &mdas...
Wisdom from the Wastelands Issue #45: Mutant Dinosaurs
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Using their expertise in biotechnology, the Ancients created or recreated many new species for use as pets or livestock. Ever-popular dinosaurs were among the first large, complex creatures brought b...
Wisdom from the Wastelands Issue #46: High-Tech Weapons 4
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In this issue, the fourth installment of our popular “weapons for every budget and apocalypse” series, we are proud to present more high-tech implements of destruction for your gaming ple...
Wisdom from the Wastelands Issue #47: Underwater Rules
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Water covers over 70% of Earth’s surface, so it is likely that many adventures will take the occasional aquatic turn. This could happen in the wilds, on the open ocean, or down in inky subterra...
Wisdom from the Wastelands Issue #48: Unique Superscience Artifacts IV
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The unique items in this issue of Wisdom from the Wastelands are so advanced they appear magical to post-apocalyptic peoples. Although intended for use with Mutant Future, these items c...
Wisdom from the Wastelands Issue #49: Unique Superscience Artifacts V
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With amazing powers, terrible mutants, and scientific advancements available only in our collective imagination, Mutant Future stretches the bounds of conception. From a foundation of Clarke&r...
Wisdom from the Wastelands Issue #4: New Races
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Even though some post-apocalyptic game worlds have only allowed Humans, mutants, mutant plants, and animals as characters, there has always been room to expand upon this. Mutant Future did an ...
Wisdom from the Wastelands Issue #50: Artifact Quality
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Fantasy games thrive on magical weapons and items, giving players something to shoot for — and to shoot with. These are rewards for overcoming obstacles and defeating monsters, both reflecting ...
Wisdom from the Wastelands Issue #51: Mutated Animal/Plant Genotypes
Regular price: $0.36
When a player character wishes to play a mutated animal or plant, he has several choices to make. Animals alone represent a large category but can actually be mammal, reptile, amphibian, avian, or ev...
Wisdom from the Wastelands Issue #52: Nanotech Undead
Regular price: $2.99
In the Ancients’ movies and literature, undead were often created by magic, curses, or other supernatural phenomena. The hideous and terrifying creatures now stalking the wastelands are closer ...
Wisdom from the Wastelands Issue #5: Domesticated Creatures
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With the huge variety of life, domesticated creatures in Mutant Future come in all shapes and sizes. Some are harmless, some are inherently dangerous, and some become so when they are not tend...
Wisdom from the Wastelands Issue #6: Factions
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Social-political groups were one element that brought a lot of fun into the original old-school science-fantasy games. This issue presents several factions or alliances Mutant Lords can easily incorp...
Wisdom from the Wastelands Issue #7: Planar Creatures & Concepts
Regular price: $0.36
One mutation that could greatly influence a campaign setting and its population is plane shift. Once a planar gate is opened, anything that comes through will affect the Mutant Future w...
Wisdom from the Wastelands Issue #8: Diseases & Medical Options
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During the final wars that destroyed the Ancients’ civilization, some of the most horrifying weapons unleashed were terrible biological diseases and plagues. Such diseases were great equalizers...
Wisdom from the Wastelands Issue #9: High-Tech Weapons 2
Regular price: $0.36
The second installment of our weapon-themed series, this issue picks up where Wisdom from the Wastelands Issue #3:High-Tech Weapons left off and presents more than a half-dozen new sort...

Total value: $55.48 Special bundle price: $0.36 Savings of: $0.00 (0%)
Price: $55.48

Manastorm: World of Shin'ar NPC Codex

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Manastorm: World of Shin'ar NPC CodexPublisher: Terran Empire Publishing

Manastorm: World of Shin’ar is a new campaign setting that takes place on a planet in the Milky Way galaxy. Crowdfunded in 2016, it achieved it’s funding goal in less than 6 hours and made over 600% of that goal when done. At over 500 full-color pages, the book is full of information regarding the 16 new races and classes, new spells, feats, skills, and more. The ten expansive regions of Shin’ar boast some of the most diverse peoples you would ever come across.
Compiled in this Codex are 120 NPCs created as a stretch goal for Manastorm.

Price: $3.00

Dungeons in Blue - Small Dungeons #29

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Dungeons in Blue - Small Dungeons #29Publisher: PBE Games

Need a stand-alone map for your virtual tabletop game? Small Dungeons add self-contained maps to the Dungeons in Blue collection! Each Small Dungeons product contains a stand-alone, ready-to-fill dungeon map drawn in the classic-blue style. Each includes assorted tricks, traps, and features, but leaves plenty of room for the GM's additions. All Small Dungeons also include geomorph-ready versions of the GM and player maps, with the added doors, rooms, and corridors required to connect to other Dungeons in Blue tiles.

The Dungeons in Blue series brings classic blue maps to the virtual tabletop! These ready-to-fill maps are packed with rooms, corridors, pits, and caves; all judiciously sprinkled with tricks and traps. Every geomorph tile seamlessly connects to every other tile in the series, providing the megadungeon builder tremendous freedom and flexibility.

Small Dungeons #29 is a small mine with twisting passages and a few small, rough-hewn chambers. This product includes:

  • Player and GM versions of a 100x200-foot stand-alone dungeon map.
  • Player and GM versions of the map with geomorph-ready additions.
  • A map legend image detailing all map markup.
  • A one-third scale summary map showing both versions of the player's map.
  • A short readme PDF.

All maps are ready-to-use PNG-format files (100px per five-foot square) compatible with most virtual tabletops. Use them as-is, or combine them into larger maps using your favorite image processing software.

Note that the preview image is one-third scale! Check out full-sized sample tiles in The Master List.

Price: $1.29

Book of Lairs: People & Places

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Book of Lairs: People & PlacesPublisher: theskyfullofdust

This is my fifth Book of Lairs: People & Places, written with the Adventurer, Conqueror, King System in mind, but easily compatible with other similar old school fantasy RPGs.

This book has ten 'lairs' and the NPCs that inhabit each, again on two-spreads: a double-page for the usual map/lair combination, and another double-page covering the NPCs and whatever treasure can be found.

I have used stock art by William McAusland, and a bit of my own (much poorer) efforts. You can tell which ones I did.

Just as the previous books have been supported by my loyal Patrons, this one is no exception. A special and most sincere thank you to everyone who has supported me over the years, past and present. I am humbled.

I hope this book finds a use at your table. Even if it just acts as a beer mat.

Cheers,

Simon.
November 2018

Price: $3.18

Ashfall II: Under the Dome

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Ashfall II: Under the DomePublisher: Mongoose

Six top Darrian university scientists on an expedition to Spume have
taken refuge in the only town on the desolate world. A mining town
full of rough and ready types trying to eke a living from the hellish
environment.

While they wait for the next ship offworld, there are people to get to
know, rumours to titillate and intrigue, and things going on that maybe
some would rather weren’t investigated.

The workforce of Dryavis on Spume is growing restless. They are
cooped up in a small mining town under a mercilessly sulphurous sky
raining ash and who knows what else on them. There’s little distraction
from the harsh conditions as the few hundred miners make up the
entire population of the planet. And now the Pihrund Corporation is
beginning to terminate long term contracts and bring in newcomers.

Includes art by Boyd L. Stone (Ori), character generation for remote operation miners and the rules for Pamboyra, or Darrian chess.

Can be used as a standalone adventure or to extend the events of part I, Ashfall.

Price: $3.99

Hazardous Habitats - Desertlands

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Hazardous Habitats - DesertlandsPublisher: Frog God Games

Death & Adventure Under a Scorching Sun

Welcome to the desert. You may already be aware of the scorching heat, aridity, and the sand, but there is much more to see and experience here. Within these pages, you will discover the tools needed to bring any desert and its people to life. The tables presented here allow you to determine the likelihood of running across a settlement during the heroes’ travels as well as generating their population, demographics, political systems, lifestyles and prevailing attitudes towards visitors. Dig deeper and you will find wilderness dressing, innovative adventure ideas focused on the biome’s unique character, and exciting locations to explore in the desert

What is the Hazardous Habitat Series?.

Hazardous Habitats is a series of system-neutral supplements for any roleplaying game that offer deep exploration of specific environement. Temperature, terrain, adventure seeds, natural hazards, methods of travel and survival, and weather patterns are all detailed in an instantly insertable way for use at your table! 

Price: $9.99

Rappan Athuk 5e (Fifth Edition)

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Rappan Athuk 5e (Fifth Edition)Publisher: Frog God Games

Rappan Athuk is back for Fifth Edition!

Not just back though, it is reloaded with all kinds of new extras including:

  • All new, full color artwork
  • Three new levels of the Dungeon itself
  • Three new Wilderness locations, including a three-level castle
  •  A new three-level satellite dungeon
  •  A sea-cave of terrible shark-men! A Kickstarter exclusive level released from the Vault of Tsathogga!
  • Updated color maps, available as separate PSD files for online play, are included for all levels
  • Scores of NPCs and Monsters, dozens of Magic Items and Spells, and the legendary Dung Monster await you!

Weighing in at over 600 pages, Rappan Athuk for Fifth Edition is an instant classic in the Mega-Dungeon genre, featuring 100+ keyed and color mapped areas with over 56 dungeon levels, several satellite dungeons (almost 20 additional levels!), 22 wilderness areas (ways to die before you ever reach the dungeon) and seemingly countless groups of bandits and monsters that prey on those fortunate enough to escape the halls and caves of Rappan Athuk with treasure in hand!

With decades of playtesting and use in campaigns across the globe, the Dungeon of Graves can be a foundation of any campaign or eviscerated into pieces and blended into any campaign!

The Dungeon of Graves, is nothing more and nothing less than a good, old–fashioned, First Edition dungeon crawl updated for the 5th Edition Roleplaying Game. Very difficult, it should strike fear into the hearts of the most stalwart adventurers. It offers an abundance of traps, tricks, and monsters. We hope that you find this module as fun and exciting as those thousands of players who have ventured into (and not as often out of) the endless caverns and mazes of Rappan Athuk—The Dungeon of Graves. Rappan Athuk is a difficult dungeon. Even the upper dungeon levels should not be attempted by a party of less than six mid-level characters.

Only truly veteran players should attempt this dungeon with lower level characters. In light of this, we added the satellite dungeons, including Bill Webb's very first work (from 1977), Tunnels of Terror! This 9-area dungeon was used as the introduction to his campaign and led his players to Rappan Athuk through play. 

Price: $49.99

Six Spells: Festivities

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Six Spells: FestivitiesPublisher: Skirmisher Publishing

Many games focus solely on the combat aspects of magic, but in a fantasy world such powers can do almost anything. Spellcasters from more peaceful magical traditions might specialize in promoting health and the social good, often using the six spells described in this publication to enliven harvest festivals and other celebrations (but crafty players could, of course, use them in many situations).

"Six Spells: Festivities" is stat'ed for the "Basic version of the d20/OGL game system and can be used as-is or easily adapted for any RPGs using the same core rules. 

Price: $0.50

NPC Ideas

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NPC IdeasPublisher: Follow Me, And Die! Entertainment LLC

NPC Ideas has some tips for making NPCs more interesting, and includes a few tables. It ends with all the players characters and their retainers for which I still have character sheets. You can use them as NPCs in your campaign.

Price: $5.00

Cave Entrance 24" x 24" RPG Encounter Map

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Cave Entrance 24Publisher: BattleMats

Cave-Entrance-24x24-1-Square-ad.jpg

Cave Entrance - RPG Encounter Map

24" x 24" image of a cave entrance with optional square or hex grids.

Files included:


For Large Format Printing

Zip file containing 300 DPI JPEGs for 1" and 1.5" square grid variations

Zip file containing 300 DPI JPEGs for 1" and 1.5" hex grid variations

Zip file containing 300 DPI JPEG with no grid variation


For Virtual tabletop

Zip file containing VTT optimised JPEGs with all grid variations


Warning: for personal use only, commercial usage or printing for re-sale is not allowed.


Price: $0.99

Sand Arena 36" x 24" RPG Encounter Map

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Sand Arena 36Publisher: BattleMats

Sand-Arena-ad.jpg

Sand Arena - RPG Encounter Map

36" x 24" image of a classic sand floor arena with optional square or hex grids.

Files included:


For Large Format Printing

Zip file containing 300 DPI JPEGs for 1" and 1.5" square grid variations

Zip file containing 300 DPI JPEGs for 1" and 1.5" hex grid variations

Zip file containing 300 DPI JPEG with no grid variation


For Virtual tabletop

Zip file containing VTT optimised JPEGs with all grid variations


Warning: for personal use only, commercial usage or printing for re-sale is not allowed.


Price: $1.25

MrGone's Vampire the Requiem First Edition 1-Page Character Sheets

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MrGone's Vampire the Requiem First Edition 1-Page Character SheetsPublisher: White Wolf

1-Page Interactive Character sheets for Vampire: The Requiem First Edition created by MrGone.


Notes:

Includes the standard character sheets as well as Clan and Bloodline branded versions.

Price: $1.00

MrGone's Vampire the Requiem First Edition 2-Page Character Sheets

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MrGone's Vampire the Requiem First Edition 2-Page Character SheetsPublisher: White Wolf

2-Page Interactive Character sheets for Vampire: The Requiem First Edition created by MrGone.


Notes:

Includes the standard character sheets as well as Clan and Bloodline branded versions.

Price: $1.00

MrGone's Vampire the Requiem First Edition 4-Page Character Sheets

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MrGone's Vampire the Requiem First Edition 4-Page Character SheetsPublisher: White Wolf

4-Page Interactive Character sheets for Vampire: The Requiem First Edition created by MrGone.


Notes:

Includes the standard character sheets as well as Clan and Bloodline branded versions.

Price: $1.00

MrGone's Vampire the Requiem First Edition Misc. Character Sheets

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MrGone's Vampire the Requiem First Edition Misc. Character SheetsPublisher: White Wolf

Misc Interactive Character sheets for Vampire: The Requiem First Edition created by MrGone.


Notes:

Includes character sheets for Ghouls, New Wave Requiem, Night Horrors: Wicked Dead, Requiem for Rome, The Danse Macabre and VII.

Price: $1.00

MrGone's Vampire the Requiem Second Edition Character Sheets

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MrGone's Vampire the Requiem Second Edition Character SheetsPublisher: White Wolf

Interactive Character sheets for Vampire: The Requiem Second Edition created by MrGone.


Notes:

Includes the standard character sheets as well as sheets for Blood & Smoke and Dark Eras.

Price: $1.00

Perilous Realms: Starter Set

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Perilous Realms: Starter SetPublisher: New Realms Publishing

Enjoy Huge Savings During Our New Year, New Adventure Sale!

Open sandbox campaigning for solo and group play!

Take your Labyrinth Lord, or favorite OSR, characters campaigning as you never have before with Perilous Realms!  Explore the Barony of Mordova, visit villages, shrines, towers and castles, explore ruins, delve into dank dungeons, trek through the dangerous wilderness and more, all in an open campaign setting you can play again and again.  Perilous Realms: Starter Set gives you everything you need to play an open campaign, for solo or group play, with or without a GM, including map tiles, encounter tables, quest cards, treasure cards and more!

The starter set includes:

12 Realms Tiles, which are used to create the world for your characters to explore, including encounter tables, sites and settlements;
9 Quest cards;
9 Treasure cards and
instructions and options for play.

Enter the Perilous Realms and enter new realms of adventure!

For more OSR adventures visit our Old School Adventures page.

Price: $9.95

Fajerbol - Głos Wężydworu

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Fajerbol - Głos WężydworuPublisher: Skavenloft

Wężydwór to miasto portowe znajdujące się na przecięciu kilku ważnych szlaków handlowych i stanowiące bazę wypadową dla poszukiwaczy przygód. Miasto zamieszkuje i odwiedza wiele dziwnych osobistości, wywołujących mnóstwo mniejszych i większych problemów. Po mieście krążą heroldzi, naganiacze, powielana przez gnomy broszurki i przekazywane przez przekupki plotki o tym, kto i i gdzie potrzebuje pomocy poszukiwaczy przygód w załatwieniu jakiejś sprawy.

Niniejszy tekst jest zbiorem takich właśnie wieści (publikowanych wcześniej w grupie Gospoda pod Ognistą Kulą), które uczestnicy mogą wykorzystać do urozmaicenia sesji w Fajerbola i wiele innych gier fantasy.

Price: $1.00

To Kill or Not To Kill (proofing draft)

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To Kill or Not To Kill (proofing draft)Publisher: Rite Publishing

Proofing draft

Price: $13.97
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