August 22, 2017: Munchkin Musings: August 2017

Steve Jackson Games - 7 hours 33 min ago
Red Pen of Doom Greetings, humble Munchkin fans! It's been a really quiet month . . . 

Just kidding! We had a busy Gen Con full of Munchkin announcements, and we know some of you missed out – so here's the rundown! We had some non-Munchkin things to talk about, too (Super Kitty Bug Slap, holla!), but that's not my bailiwick, so I'll leave them to others to discuss.

I'm back in the office for a bit, to work on some reprints and new items for 2018, and then off to Toronto to be a guest and panelist at Fan Expo Canada. I'm looking forward to returning to this show; I had a blast here a couple of years ago and I'm very pleased to have been invited back. When I'm not on panels, expect me to be in the open-gaming area running demos and playtests. Plus, real poutine!

That's it for this month. Next month, look for more news about Shakespeare and maybe even some more hints about our 2018 calendar.

Andrew Hackard

Warehouse 23 News: Get Personal With Your Spacecraft

Hop behind the yoke of an interstellar starfighter or personal mech . . . then keep them housed and prepared for action aboard a friendly carrier. The options come to life with GURPS Spaceships 4: Fighters, Carriers, and Mecha, with design options, lots of sample vessels, and expanded rules for cinematic space dogfights. A trip to the stars is just a download away, exclusively at Warehouse 23!
Categories: Company News

Atlantis II - Finding Some Answers

RPGNow - 8 hours 42 min ago
Atlantis II - Finding Some AnswersPublisher: Arion Games

The God-King has been released upon the face of Khul and the fate of the continent hangs in the balance.  Your Heroes are the only ones who can stop his evil machinations.  But before he can be fought, he must be understood.

The Heroes must travel to the city of Kalagar to gather what information they can to help in whatever future battle there might be!

This is part II of the Atlantis Campaign, a new ten-part adventure for the Advanced Fighting Fantasy 2nd Ed RPG.  Suitable for novice adventurers, this series will lead the Heroes into an ancient mystery and face a terrible foe.

The future of the city of Arion, and indeed all of Khul, could be in their hands!

Requires the Advanced Fighting Fantasy 2nd Ed RPG

Price: $4.00
Categories: Company News

Conan: The Book of Skelos

RPGNow - 9 hours 9 min ago
 The Book of SkelosPublisher: Modiphius

“READ, IF YOU DARE, WHAT SKELOS WROTE, WITH DEAD HANDS FUMBLING HIS SILKEN COAT; AND FOLLOW THE SHIPS THROUGH THE WIND-BLOWN WRACK — FOLLOW THE SHIPS THAT COME NOT BACK.”

The Book of Skelos delves into the deepest mysteries of sorcery in the Hyborian Age, dramatically expanding the rules for sorcery and all things magical for gamemaster and player characters alike.

Included within these pages are rules and guidelines on handling player character and non-player character sorcerers, the usages of sorcery in campaigns, a host of magic items, creatures of the Outer Dark, and new skills and techniques to bolster any sorcerer’s repertoire.

So, don your wards and charms, step inside your circle of protection, and read these accursed pages!

New sorcerous archetypes — the industrious Alchemist, cunning Charlatan, enlightened Sage, devoted Sorcerer, and the primitive Witch Doctor — for player characters to become, with new sorcerous backgrounds, educations, and natures.

New skills and techniques such as necromancy, mesmerism, mummery, herbalism, human sacrifi ce, and astrology, to equip your sorcerer player characters and foes alike with a wide range of techniques and tactics.

New spells and alchemical enchantments, from Artifice of Yag to Visions of Exalted Wisdom.

Artifacts such as the Heart of Ahriman and the Serpent Ring of Set, including a host of strange devices, ancient technologies, and weird scientific oddities from a forgotten era.

New types of exalted sorcery, like rituals and great workings such as Rend the Earth’s Bones and Opening the Gateway Between, to bring terror to the world!

Rules for creating life, spawning new horrors, and modifying existing monsters with all-new sorcerous qualities.

Expansive rules for creating and fostering sorcerous cabals, pitting them against one another, and using them to pursue goals both diabolical and deadly.

A history of sorcery spanning from the dawn of time through the Cataclysm, into the Hyborian Age. Thrill to tales of prehuman civilizations and their greatest secrets!

Developed with leading Conan scholars, this is the darkest sorcery of the Hyborian Age revealed at last, as Howard created it!

This book requires the Robert E. Howard’s Conan: Adventures in an Age Undreamed Of corebook to use.

Price: $12.88
Categories: Company News

Dragonlance Classics: 15th Anniversary Edition (2e/SAGA)

RPGNow - 9 hours 48 min ago
 15th Anniversary Edition (2e/SAGA)Publisher: Wizards of the Coast

WHO DARES TO STAND IN THE PATH OF DARKNESS?

Five years ago, a group of adventuring companions went in search of the gods who had left the world centuries before. Now these friends gather at the Inn of the Last Home for what they believe will be their final meeting...

But what they face is instead a beginning. For the world of Krynn stands at a historic crossroads: Armies of darkness are sweeping across the land, and legendary evils have returned for a new and terrible purpose.

RETURN TO THE WAR OF THE LANCE... FOR THE FIRST TIME!

To celebrate the 15th anniversary of the publication of the first DRAGONLANCE adventure TSR proudly presents a retelling of the greatest fantasy roleplaying epic ever. Players can assume the roles of Raistlin, Tasslehoff, Tanis, and other Heroes of the Lance, or create original heroes.

The DRAGONLANCE Classics 15th Anniversary Edition features many all-new scenes, including meetings with Dalamar, Ariakan, and other more recent additions to the Saga. It is fully compatible with both the AD&D and SAGA(r) game rules.

Product History

Dragonlance Classics 15th Anniversary Edition (1999), by Steve Miller and Stan! Brown, revisits the original Dragonlance Chronicles adventures. It was published in May 1999.

Origins (I): Celebrating the Silver Anniversary. OD&D was published in January 1974. 1999 was thus the twenty-fifth, or silver, anniversary of the game. Wizards of the Coast decided to celebrate this anniversary by revisiting many of their classic titles. In all, there would be six silver anniversary releases, running from May 1999 to November 1999. They would return to classic adventures in many different ways.

Dragonlance Classics 15th Anniversary Edition (1999) kicked things off by retelling the original Dragonlance Chronicles adventures (1984-1986) with totally new design and development by Steve Miller and Stan! Brown. It was one of just two Silver Anniversary adventures that updated a classic adventure to AD&D 2e (1989-2000) without notably expanding it, the other being the RPGA-only Ravenloft Silver Anniversary Edition (1999); of the two, Dragonlance Classics includes the more extensive updates.

Origins (II): Celebrating the 15th Anniversary. The original Dragonlance Chronicles ran through adventures DL1-DL14 (1984-1986) while simultaneously appearing in the Dragonlance Chronicles novels (1984-1985), marking TSR's first multimedia release. Afterward, the line never found a new focus. Time of the Dragon (1989), which introduced the continent of Taladas, probably marked the line's most successful expansion, but otherwise it meandered through numerous reboots and new attempts to initiate new players. Ultimately, the AD&D Dragonlance line was cancelled in 1993, but not before TSR decided that classic Chronicles adventures were better sellers than modern takes on the setting. As a result, the original Dragonlance Chronicles were reprinted as the Dragonlance Classics (1990, 1993-1994) … despite the fact that they were all written with AD&D 1e rules!

Dragonlance: Fifth Age (1996) gave the setting its first chance to lay a new foundation and actually build upon it for a few years. The non-AD&D game was not to everyone's taste, but it was extensively supported from 1996-2000, with a timeline that pushed considerably into Krynn's future. This was the publishing context when Wizards of the Coast decided to produce a Silver Anniversary book for Dragonlance.

Except 1999 wasn't just the Silver Anniversary for D&D, but also the Crystal Anniversary for Dragonlance, which began publication in March 1984. Apparently "crystal anniversary" didn't sound as sexy, so Wizards just labeled it as the "15th anniversary", next to the "silver anniversary" logo for the game as a whole.

Origins (III): Celebrating the Beginning. So how do you crystallize the accomplishments of Dragonlance, 15 years later? The developers for the Silver Anniversary book decided to "go back to the beginning". But, they didn't just want to reprint the original Chronicles but instead "to add something to the Saga … [by] creating an homage to that original tale". The result is a totally new take on the classic story. Some old stuff is cut, some new stuff is added, and the format of the story is totally different.

The formatting changes are in part due to the unsettled state of Dragonlance's mechanics from October 1998 onward. Like most of the final Dragonlance supplements, 15th Anniversary is dual-statted for AD&D and the SAGA system. It may be the most system-agnostic of these later Dragonlance adventures, but its storytelling seems to fall to the SAGA side of things, with a focus on narrative over mechanics, which was quite different from the cutting edge of D&D gameplay back in the mid '80s.

What a Difference an Edition Makes. The 15th Anniversary book is a wholescale rewrite of the original Dragonlance Chronicles adventures from the ground up.
The biggest change is in the style of the adventure. Whereas the original adventures were full of dungeon crawls and hex crawls, the new book is instead encounter-based, with the classic dungeons glossed over. A few major locales have also been cut, including the Tomb of Derkin, the ruins of Istar, and the Glitterpalace. There also aren't multiple endings any more, and the party probably doesn't split up in Tarsis — omitting one of the most awkward translations between the novels and the roleplaying adventures. As for additions? You'll find more background, new characters, and a lot of polish, making the adventure smoother and easier to run.

There's also a bit of a change in who you play. One of the startling Heroes in the original Dragonlance Chronicles adventures was the need to run the Companions of the Lance, rather than telling a story with your own characters. The 15th Anniversary slightly backs off that idea. It still includes all the Companions, but says "You may, if you choose, allow players to bring other heroes into the Dragonlance epic." There's even a short section on doing so.

Adventure Styles: Encounters. The 15th Anniversary is structured entirely unlike the original adventures: whereas the original modules drove the story by constraining choices within the context of hex and dungeon crawls, this new supplement instead uses the standard building block of the '90s: it's one encounter after another in a long series.

Despite that, there are opportunity for real player choices. Multiple choices allow players to walk down different encounter paths, even to skip over what were previously large set pieces, like the dungeons of Xak Tsaroth.

About the Media Tie-In. The original Dragonlance Chronicles were tied to the original Chronicles trilogy of books, but there were variations between the two sources. The 15th Anniversary tightens that up by describing precisely how it's different from the novels. The chapters even "occasionally give tips on how to make the adventure simulate the novels", providing a much closer synergy between the two media.

Expanding the SAGA Game. The Fifth Age game system was built to simulate Krynn after the Second Cataclysm, when magic is largely unavailable. The 15th Anniversary, set firmly in the fourth age, has to provide better access to magic. The supplement provides a few notes on this issue, but GMs will likely need to do some serious development work to prepare for clerics and magic-users.

Exploring Krynn. Though the 15th Anniversary covers the same ground as the original Dragonlance Chronicles adventures, sometimes the details of that ground are notably expanded, such as the description of Qualinest in chapter 6.

NPCs of Note. The role of various characters has been slightly changed in the new adventure. For example, Verminaard now returns a few times, becoming a recurring villain, while Kitiara is more of a frenemy than a pure antagonist.

In addition, a number of characters who were important in later Dragonlance publications, but hadn't been created yet when the Dragonlance Chronicles were written, are now integrated, including: Ariakan, Dalamar, Ladine Dralathalas, and Morgan di Kyre; three of the "DLE" adventurers even show up: Bennybeck Cloudbe, Grenden, and Tarr Ravenseye.

Blowing Up the Canon. With the plotline of the Dragonlance Chronicles somewhat changed, the uncomfortable question arises, which is the true history of the War of the Lance, the adventures from DL1-DL14, the story from the novels, or the adventure in the 15th Anniversary</>I>. (Usually, the higher-profile novels have been used as the true Dragonlance canon.)

About the Creators. Brown and Miller were both parts of the Dragonlance Fifth Age team. Brown's authorial work began with Heroes of Sorcery (1997) and most notably included The Bestiary (1998), while Miller had more frequently worked in a supportive role.

About the Product Historian

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

Price: $9.99
Categories: Company News

Glantri: Kingdom of Magic (2e)

RPGNow - 9 hours 48 min ago
 Kingdom of Magic (2e)Publisher: Wizards of the Coast

New ways of wizardry - yours to command!

There's something unique about a land where wizards rule. Marvels abound. Glamour tantalizes. Dangers await, cloaked in illusion. Whether a hero chooses to wield magic or steel, conjuring up adventure becomes as easy as a walk through the rolling hills of Nouvelle Averoigne - or one of the other dozen principalities that make up this remarkable land. And when the world's most powerful wizards are also its craftiest princes, nothing is ever quite as it seems.

Cast the magic of Glantri over your games! Inside you'll find:

  • The Test of Darkness, a 32-page adventure that takes heroes from the fabulous Great School of Magic to unknown perils. The adventure is compatible with the AD&D game rules in the First Quest audio CD game and in the Player's Handbook and Dungeon Master Guide.
  • The 128-page Grimoire, your visitor's guide to this sorcerous land, featuring beautiful color art plus all-new wizard kits and spells.
  • Full-color, poster-sized maps of the realm and its capital, Glantri City.
  • 10 player handouts, including adventure maps, illustrations and props.
  • 6 sheets of additonal mini-adventures for the Dungeon Master
  • 8 full-color hero cards

A trip to Glantri opens doors to works of wonder like the enchanting canals of the capital city, the Seven Secret Crafts of Magic, a mysterious force known as the Radiance, and lands where werewolves cen be one's neighbors - and rulers!

Suitable for all levels of play.

Note: Audio not included.

Product History

Glantri: Kingdom of Magic (1995), by Monte Cook, is AD&D's second major Mystaran supplement. It was Published in March 1995.

About the Covers. The box cover for Glantri: Kingdom of Magic (1995), which shows magic-users fighting on a canal, is quite evocative of the setting. The cover to Book Two, "The Test of Darkness", is a bit less appropriate: the winged helm worn by the fighter clearly marks him as Caramon Majere of Dragonlance fame, That's because it's a reuse of the cover from The Magic of Krynn (1987), the first of the Dragonlance Tales (1987) short story anthologies.

Origins (I): A New Kingdom. The AD&D Mystaran line kicked off with Karameikos: Kingdom of Adventure (1994), which focused on an individual kingdom. It was supplemented by a few adventures. Glantri: Kingdom of Magic continued that pattern. It was a major new setting for adventure, and there was to be at least one adventure in that new locale.

Origins (II): A History of Glantri. The "Princes of Glantri" showed up in the first map of the Known World, found in X1: "The Isle of Dread" (1981).

Three classic adventures were set in the country, but they all offered weak connections. It was (sort of) the setting for X2: "Castle Amber (Chateau d'Amberville)" (1981); very little of the adventure takes place in Glantri, but the link to the Ambrevilles would prove crucial to the future of the kingdom. CM8: "The Endless Stair" (1987) was a later adventure theoretically set in the country, but the connection was name deep. HWA1: "Nightwail" (1990) felt more tightly connected to the canonical Glantri … but quickly moved away from it.

The important modules for Glantri are a pair of Gazetteers. The first is obviously GAZ3: "The Principalities of Glantri" (1987), the original depiction of this country, and the major source material for this new release. The second is PC4: "Night Howlers" (1992), which details the Valley of the Wolves in Glantri.

Origins (III): The Impending End. Obviously, the AD&D Mystaran line was intended to contain a long-line of boxed supplements, returning to the locales originally detailed in the Basic D&D Gazetteers (1987-1991). However, Glantri would be the last of them. A long list of possible boxes can be found in Karameikos. Based on that listing, and the fact that some Darokin material found its way into Glantri, it seems likely that the next box would have been "Darokin: The Kingdom of Gold".

About the Box. Glantri is laid out very similarly to Karameikos, with a 128-page sourcebook, a 32-page adventure book, a few maps, some cardstock sheets, and of course one of the omnipresent Audio CDs.

Adventure Styles: A Bit of Everything! The adventure in Glantri, "The Test of Darkness" is a real mismhmash of styles, running from those common in AD&D 1e through D&D 4e (1977-2012). The core of it an episodic adventure, where characters are shunted from one event to the next. There are also some extensive dungeon crawls, though they're pretty simple; in fact the scenario, doesn't even bother numbering the rooms, but instead asks GMs to look up each locale's name. Many of the individual rooms are laid out as encounters; though they're not regularized to the level of 4e adventures, they feature detailed maps for the individual locations.

Adventure Tropes: Getting Schooled. "The Test of Darkness" is a rare D&D adventure that uses the classic fantasy trope of students joining a magic school.

Adventure Tropes: (Framed for) Murder! Not only is the adventure's inciting event a murder, but the characters are suspected of the deed! It's a variant of the classic To Win Your Must Lose Trope, where an adventure kicks off with a big problem for the players.

Audio Tropes: Valkyrie, Your Life Force is Running Out. The use of the Audio CD in the adventure is structured much like Night of the Vampire (1994). That means lots of audio cues that puts words in the mouth of the PCs, and lots of them calling each other by their class names.

Expanding D&D. As usual, there are rules for making Mystaran PCs, this time including a new race (the progeny) and new character kits (Glantrian wizard and Glantrian military wizard). Beyond that, there's the crunch you'd expect for AD&D 2e, including magic items, artifacts, spells, and non-weapon proficiencies. There are also rules for the seven secret crafts (alchemy, cryptomancy, dracology, dream magic, elementalism, necromancy, and wokanism) and a section on using the Radiance, bringing those science-fantasy rules to AD&D for the first time.

Eras of Mystara: AC 1013. Glantri advances into the year of Joshuan's Almanac & Book of Facts (1995), the final year of Mystaran metaplot.

Exploring Mystara: Glantri. As expected, Glantri: Kingdom of Magic offers a detailed gazetteer on the principalities of Glantri, largely reflecting what was in GAZ3: "The Principalities of Glantri". With that said, there have been changes, most of them based on material from PC4: "Night Howlers" and metaplot from the Poor Wizard's Almanacs (1992-1994). Some families and organizations are gone, while quite a few characters have passed beyond; meanwhile, clerics are now accepted everywhere in Glantri except the principality of Boldavia.

The biggest changes come from a massive meteor strike in AC 1006, which created the Great Crater and destroyed the principalities of Blackhill and Caurenze; the principality of Erewan wasn't destroyed, but is in a bad way due to an invasion from the Broken Lands. Meanwhile, new principalities have arisen such as Bramyra, Fenswick, and New Kolland.

Blowing Up the Canon. Wrath of the Immortals (1992) resulted in some big changes to the Radiance, causing it to drain entropy instead of magic. However Glantri: Kingdom of Magic reverts to the original rules from GAZ3: "The Principalities of Glantri" (1987). This is widely presumed to be an accidental reversion rather an intentional change in how the Radiance works. Unfortunately it leaves the AD&D 2e version of the radiance rules somewhat up in the air, as there's no correct source for them.

NPCs of Note. Glantri: Kingdom of Magic revisits many characters from the original "Glantri" gazetteer, including the infamous d'Ambreville family and introduces some new ones as well. Its most notable new character is Gerrid Rientha, a newcomer who was brought in to become the Archduchess of Westheath. She is much hated by fandom because her sudden elevation violates all the rules of how Glantrian nobility is awarded. (It's been suggested that Rientha may have come out of left field so that Cook didn't have to play musical chairs with the entire domain.)

Organizations of Note. Some of the sillier Glantrian organizations like ELF, FAERY, and the Canine Protection Society are gone, making this new version of GLantri a little less tongue in cheek than its predecessor.

Future History. Just one adventure would appear for Glantri: Kingdom of Magic, Mark of Amber (1995). Perhaps a second one was planned, to match the Karameikos adventures, but Mark of Amber would also be the last published AD&D supplement for the Mystaran line.

About the Creators. Former Rolemaster writer Monte Cook made his debut at TSR in 1994, but 1995 was the first year that saw multiple products from him, across four different lines.

About the Product Historian

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

Price: $7.99
Categories: Company News

Palanthas (SAGA)

RPGNow - 9 hours 48 min ago
Palanthas (SAGA)Publisher: Wizards of the Coast

No Other City Compares!

For centuries people from all across Krynn have flocked to the only city to come unscathed through wars, dragon attacks, and world-shattering cataclysms. Now your DRAGONLANCE heroes can explore ancient and wondrous Palanthas, from her bustling waterfront to the cloistered mansions atop Nobles' Hill.

Make Palanthas the center of your campaign! Features like the city's never-before-revealed history, details on locations such as the Great Library of the Ages, beautifully rendered maps, new hero roles, and dozens of characters and story seeds will bring your DRAGONLANCE adventures to life.

Located deep within the realm of the blue dragon Skie, the city bearing Paladine's name suffers under the rule of the evil Knights of Takhisis. Her citizens need champions now more than ever.

You Are the Heroes of Palanthas

Product History

Palanthas (1998), by Stan! Brown, is a Dramatic Supplement for Fifth Age. It was published in December 1998.

Origins (I): A New Dramatic Supplement. Palanthas (1998) labels itself as a "Dramatic Supplement", continuing in the Fifth Age footsteps of the entire Heroes series (1996-1998), Wings of Fury (1998), and especially locale-based releases such as The Last Tower: Legacy of Raistlin (1997) and Citadel of Light (1998).

However, Palanthas is quite different from all those previous releases, marking a big transformation for the gameline. First, unlike the previous Dramatic Supplements, it's not in a box. Second, it doesn't contain an adventure, and instead is all background. Third, it's mostly in-character, part of what Wizards labeled the "Herald's Lorebook" in their advertising copy (though not in this release itself).

Many of all of these changes were doubtless the result of the changeover from TSR to Wizards. In particular, we know that Wizards was quickly phasing out most boxed releases because of their cost; The Fifth Age line had actually abandoned boxes some releases earlier with The Bestiary (1998), but this was the first publication where it was really obvious, because it was continuing a previous series. The use of in-character writing also harks back to The Bestiary; it seems to have been another trend in the Fifth Age's final days of scattered publications.

Origins (II): A History of Palanthas. Palanthas is the city with two names, because it appeared as "Palanthus" when it was first mentioned in DL2: "Dragons of Flame" (1984). That name would appear in roleplaying supplements through the early '90s and occasionally pops up in more recent products such as College of Wizardry (1998). Meanwhile, the name "Palanthas" was used in the original Dragonlance Chronicles novels (1984-1985) and very occasionally crept into roleplaying supplements like the "'My Honor is My Life" article in Dragon #94 (February 1985) and DL10: "Dragons of Dreams" (1985), both by novel author Tracy Hickman. DLQ1: "Knight's Sword" (1992) is notable for being an early roleplaying product where both names were used extensive. However, "Palanthas" didn't become the common name for the roleplaying line until the release of Dragonlance: Fifth Age (1996). It's been official ever since.

The trade city of Palanthas first appeared as an important setting in DL9: "Dragons of Deceit" (1985). Afterward, there were only scattered sightings. It rather controversially was revealed as a spelljamming port in SJR7: "Krynnspace" (1993) while its historic conquest was depicted in "When Black Roses Bloom" (1995). Despite its importance to Ansalon, it really wasn't that important to the Dragonlance line for over a decade. That only changed with Seeds of Chaos (1998), the first supplement to offer much depth on the city. That focus would continue into Chaos Spawn (1999). Together, they're a nice complement to Palanthas.

Origins (III): A New City-State. Author Stan! Brown says that the first game product that he was "blown away by" was City-State of the Invincible Overlord (1977+), an extensive depiction of a city produced by Judges Guild. He was enamored by its completeness, and the fact that he knew what was around ever corner. He says that his goal with Palanthas was: "to create the same sense of completeness for Palanthas that I felt when I first read City-State of the Invincible Overlord" — modulo the changes in the industry in the two decades since. That evolution of narrative in the industry is probably why Palanthas was largely written "in voice" as "a guided tour of the city given by an average citizen".

Eras of Krynn: 383 AC (0 SC) - 417 AC (34 SC). The timeline in Palanthas stops shortly after the Summer of Chaos, offering 383 AC as an early date for this supplement, contemporary with Seeds of Chaos. However, a few quotes are explicitly dated to 34 SC, contemporary with the advancing Fifth Age timeline. It's quite possible that the supplement could be used throughout the early Age of Mortals.

Exploring Krynn: Palanthas. As Brown intended, Palanthas is the best-ever description of that city, including an in-character description of its history and tour of its districts, both in the Old City and the New City. There are also descriptions of the surrounding region, including the ever-popular High Clerist's Tower.

Future History. Since the publication of Palanthas, two novels have been set entirely in the city: The Thieves Guild (2000) by Jeff Grubb and Protecting Palanthas (2007) by Douglas W. Clark.

About the Creators. Brown got his start in the gaming industry writing for White Wolf and acting as an editor for West End. When he came to TSR, most of his work went to the Fifth Age line, starting with Heroes of Sorcery (1997). He'd author four different SAGA books in 1998.

About the Product Historian

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

Price: $4.99
Categories: Company News

The Book of Many Things

RPGNow - 9 hours 48 min ago
The Book of Many ThingsPublisher: Samurai Sheepdog
Current Summary

10 Races  8 Classes  13 Archetypes  19 Feats, 14 Spells, Invocations, Words of Power, and more

Description

Come one, come all! Thrill at the fascinating, the bizarre, the deadly. Try your hand at powers unlike any before. Become what you want.
Haven’t found it yet? We’ll add it!
The Book of Many Things is a repository of options for the Pathfinder Roleplaying Game. Inside is a compilation of requests from around the world, fleshed out and made playable. Speed through your enemies as an accelerist. Worship fey creatures as a dúlra. Practice a forbidden and lost art as a truenamer. You could even become a skiprock champion. A variety of different races, classes, archetypes, feats, and spells await within the
Book of Many Things.

If ever there’s been something you’ve wanted in Pathfinder, but couldn’t find it anywhere else, you can hope to find it here. If it’s not already included, we’ll add it on a future update. That’s right, the Book of Many Things is an inexhaustively updated resource, with new content being added regularly. Just reach out to us with your request, and we’ll work with you to try and include it. You’ll even receive a thank you in the credits.

Price: $12.00
Categories: Company News

Colours of Magic: Orange 5e

RPGNow - 12 hours 2 min ago
 Orange 5ePublisher: Plot Device

Colours of Magic: Orange Fifth Edition Update

A Spectrum Shift: Chromatic Arcana Product


Length: 5 pages + licence

In some worlds, Magic may not be seen as a force in and of itself. In some philosophies, magic can not be classed by types of effect, like Evocation, Illusion or Abjuration. Instead, it might be seen as a result of fundamental aspects of arcane metaphysics.

One such theory holds that all magic is a result of the principles of Colour.

Orange is the colour of Chaos, Disorder and Change. 

The power of Orange is in the ending, changing or manipulating of things. Those that master it can destroy, polymorph or change matter according to their whim. 

Some few have the magical potential and right mindset (some might say wrong mindset) to draw power directly from the colour Orange. This ability usually ends up twisting them somewhat? if they were not already twisted. 

Included in this product:
- 3 new Class options, one for each of Cleric, Sorcerer and Wizard
- a reclassification of one eleventh of the spells of the players handbook

This product is an update to the colours of magic series based on 5th edition. If you are interested in both the 5th edtion re-classification and the 3.5 edition version, a discount is available for the alternate product on purchase. 

Spectrum Shift: d20 fantasy from a slightly twisted perspective.

Price: $1.50
Categories: Company News

Publisher's Choice - Dwarf (Jeffrey Koch)

RPGNow - 14 hours 50 min ago
Publisher's Choice - Dwarf (Jeffrey Koch)Publisher: Fat Goblin Games
Publisher's Choice -Quality Stockart Dwarf by Jeffrey Koch

Publisher's Choice - Dwarf (Jeffrey Koch)

This quality stock art image depicts a grayscale image of a dwarf. The full-body image is illustration is 4x6 or larger and 300dpi Tiff.

Publisher's Choice Stockart is provided to aid new publishing companies in creating-quality publications by providing the design essentials to compete with larger competitors. In addition, the line is perfect for adding fresh new content to the seasoned publisher's art library and aiding in keeping design budgets manageable.

Artwork License: A PDF copy of our license is included, allowing our customers to alter or modify any illustration in this set, in addition to rules on crediting, etc.

Price: $3.95
Categories: Company News

Publisher's Choice - Elf (Jeffrey Koch)

RPGNow - 14 hours 52 min ago
Publisher's Choice - Elf (Jeffrey Koch)Publisher: Fat Goblin Games
Publisher's Choice -Quality Stockart Elf by Jeffrey Koch

Publisher's Choice - Elf (Jeffrey Koch)

This quality stock art image depicts a grayscale image of an elf. The full-body image is illustration is 4x6 or larger and 300dpi Tiff.

Publisher's Choice Stockart is provided to aid new publishing companies in creating-quality publications by providing the design essentials to compete with larger competitors. In addition, the line is perfect for adding fresh new content to the seasoned publisher's art library and aiding in keeping design budgets manageable.

Artwork License: A PDF copy of our license is included, allowing our customers to alter or modify any illustration in this set, in addition to rules on crediting, etc.

Price: $3.95
Categories: Company News

Publisher's Choice - Gnome (Jeffrey Koch)

RPGNow - 14 hours 54 min ago
Publisher's Choice - Gnome (Jeffrey Koch)Publisher: Fat Goblin Games
Publisher's Choice -Quality Stockart Gnome by Jeffrey Koch

Publisher's Choice - Gnome (Jeffrey Koch)

This quality stock art image depicts a grayscale image of a gnome. The full-body image is illustration is 4x6 or larger and 300dpi Tiff.

Publisher's Choice Stockart is provided to aid new publishing companies in creating-quality publications by providing the design essentials to compete with larger competitors. In addition, the line is perfect for adding fresh new content to the seasoned publisher's art library and aiding in keeping design budgets manageable.

Artwork License: A PDF copy of our license is included, allowing our customers to alter or modify any illustration in this set, in addition to rules on crediting, etc.

Price: $3.95
Categories: Company News

Publisher's Choice - Halfling (Jeffrey Koch)

RPGNow - 14 hours 56 min ago
Publisher's Choice - Halfling (Jeffrey Koch)Publisher: Fat Goblin Games
Publisher's Choice -Quality Stockart Halfling by Jeffrey Koch

Publisher's Choice - Halfling (Jeffrey Koch)

This quality stock art image depicts a grayscale image of a halfling. The full-body image is illustration is 4x6 or larger and 300dpi Tiff.

Publisher's Choice Stockart is provided to aid new publishing companies in creating-quality publications by providing the design essentials to compete with larger competitors. In addition, the line is perfect for adding fresh new content to the seasoned publisher's art library and aiding in keeping design budgets manageable.

Artwork License: A copy of our license is included, allowing our customers to alter or modify any illustration in this set, in addition to rules on crediting, etc.

Price: $3.95
Categories: Company News

Publisher's Choice - Human (Jeffrey Koch)

RPGNow - 14 hours 58 min ago
Publisher's Choice - Human (Jeffrey Koch)Publisher: Fat Goblin Games
Publisher's Choice -Quality Stockart Human by Jeffrey Koch

Publisher's Choice - Human (Jeffrey Koch)

This quality stock art image depicts a grayscale image of a human. The full-body image is illustration is 4x6 or larger and 300dpi Tiff.

Publisher's Choice Stockart is provided to aid new publishing companies in creating-quality publications by providing the design essentials to compete with larger competitors. In addition, the line is perfect for adding fresh new content to the seasoned publisher's art library and aiding in keeping design budgets manageable.

Artwork License: A PDF copyof our license is included, allowing our customers to alter or modify any illustration in this set, in addition to rules on crediting, etc.

Price: $3.95
Categories: Company News

Publisher's Choice - Orc (Jeffrey Koch)

RPGNow - 15 hours 31 sec ago
Publisher's Choice - Orc (Jeffrey Koch)Publisher: Fat Goblin Games
Publisher's Choice -Quality Stockart Orc by Jeffrey Koch

Publisher's Choice - Orc (Jeffrey Koch)

This quality stock art image depicts a grayscale image of an orc. The full-body image is illustration is 4x6 or larger and 300dpi Tiff.

Publisher's Choice Stockart is provided to aid new publishing companies in creating high quality publications by providing the design essentials to compete with larger competitors. In addition, the line is perfect for adding fresh new content to the seasoned publisher's art library and aiding in keeping design budgets manageable.

Artwork License: A PDF copyof our license is included, allowing our customers to alter or modify any illustration in this set, in addition to rules on crediting, etc.

Price: $3.95
Categories: Company News

Player Paraphernalia #131.5 Shameless Souls

RPGNow - 15 hours 26 min ago
Player Paraphernalia #131.5 Shameless SoulsPublisher: The Knotty-Works
Player Paraphernalia #131.5 Shameless Souls, Antipaladin Archetypes

This promotional issue presents two new antipaladin archetypes. The first focuses on the art of murder, granting the antipaladin assassin-like abilities. The second class presents a more deceptive build, allowing the antipaladin to take on the identities of his victims.

Turning off backgrounds for a Printer Friendly Version

This issue does support Adobe layers which can be used to turn off the background images to make it easier for printing

turn off layers

Price: $0.00
Categories: Company News

Legends of Barsaive: Toys in the Attic

RPGNow - 15 hours 38 min ago
 Toys in the AtticPublisher: FASA

THE STORY SO FAR


A renaissance has begun in the frontier town of Haven. Not of art, science, or religion, but of adventure. Artifacts have been excavated from the ruins of Parlainth, prompting adepts from all corners of Barsaive to pour into the city, hoping to make the next discovery. Some adepts, with the backing of wealthy patrons, came prepared for the dangers they may face. Others arrive seeking fame and glory with nothing but the clothes on their backs and the weapons on their belts. 

To improve their odds of survival, most adepts choose to work with others. This led to the formation of five adventuring companies, which have since prospered:

Toys in the Attic

Legends of Barsaive Adventure
Format: 6"x9" 32 B&W pages
FAS14403

Price: $2.99
Categories: Company News

Earthdawn Fourth Edition Quick Start

RPGNow - 15 hours 47 min ago
Earthdawn Fourth Edition Quick StartPublisher: FASA

Interested in giving Earthdawn a try, but intimidated by the rulebooks? The Quickstart has you covered! 


It presents an overview of the basic game concepts and rules, five pre-generated characters, and an introductory adventure to jump start your adventures in Barsaive.

Earthdawn Fourth Edition Quick Start

Fourth Edition Core Rulebook
Format: 6"x9" 64 B&W pages
FAS14100

Price: $0.00
Categories: Company News

RPG Review: Cultists Under The Bed (2013)

RPGnet - 17 hours 50 min ago
Playtest Review by Antonios S (5/5): Exocosmic horrors can't do that much without those who willingly follow them.
Categories: Reviews

RPG Review: The Mythos Dossiers (2012)

RPGnet - 17 hours 50 min ago
Playtest Review by Antonios S (5/5): This is how a supplement that provides in-game information should look like.
Categories: Reviews

Random Dragon AGE dice tables

RPGNow - Mon, 08/21/2017 - 22:36
Random Dragon AGE dice tablesPublisher: PPM

This booklet contains random number tables. In this case D6 rolls for Dragon AGE. There are times as a DM/GM when you want to make a observation check or a skill roll but at the same time you do not necessarily want to alert your players. Maybe you are running a mass battle and you just want to speed things up. Maybe you are not in a position to take out your dice and you need to make a few rolls.

For whatever reason these tables give you the ability to produce random rolls on demand without dice.

How To Use The Tables
Starting on the first page and the first row in the first group you use the rolls in order. With a pencil or highlighter just mark each roll as it is use and use the rolls in order, left to right. It could not really be easier. You should always start with the first available number to prevent you from unconsiousely introducing a bias by picking a roll that suits your purpose as your starting roll.

If you are expecting a different coloured ‘Dragon Die’ then you will not find one. The die rolls are grouped in blocks of three rolls, not to simulare the 3d6 dice mechanic but simply for ease of use and visually scanning the page. Too many numbers and columns and it becomes hard on the eyes very quickly.

Another reason for not having the Dragon Die in a different colour is that not every roll is 3d6. If you use a battle axe then you are going to want to do 2d6 damage every time you hit. The die rolls would go out of sync with a different coloured column very quickly. The solution is very simple. The FIRST number of a set of three is the Dragon Die regardless of where that number appeared in the columns.

Price: $0.99
Categories: Company News

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