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Eldritch Ass Kicking Complete [BUNDLE]

RPGNow - Tue, 01/10/2012 - 03:59
Eldritch Ass Kicking Complete [BUNDLE]Publisher: Mystic Ages Publishing
THIS IS A BUNDLE PRODUCT. WHEN BUYING THIS ITEM YOU WILL RECEIVE SEPARATE DOWNLOAD LINKS FOR EACH PRODUCT LISTED BELOW...



Eldritch Ass Kicking
Regular price: $9.99
Bundle price: $7.99

 

Eldritch Ass Kicking is the roleplaying game of "arcane action and old men with sticks". You play a wizard with uncanny, magickal power trapped in a distant astral realm. Will you use your magick to save your homeland, or will you scheme to conquer it?

EAK is a brilliant 96 page book, written by Nathan J. Hill and illustrated by Thomas Denmark and Tom Weighill.

Originally released as a softcover, the PDF download contains all the rules needed to create power mad wizards, battle insane arcane foes, draw henchmen, magickal constructs, and even demons to your side, and form deadly alliances and cabals. Gameplay is fast and furious, using two 10-sided dice and your descriptive imagination. There are no spells or pre-defined magickal effects - just yo...


Mirrors
Regular price: $3.99
Bundle price: $2.99

Mirrors is a fun, twisting, action-packed adventure for Eldritch Ass Kicking.

Grief has gripped many virtuous wizards in Anhelm for the seasoned spellcaster known as the Crimson Master has been found slain. Worse, no one knows who did it and why. Will our brave wizards rise to the challenge to find the Crimson Master's assassin and bring him to justice? What cabal of wizards has brought death to this great hero? Is this villain prepared to strike again?

In addition to a dynamic, open ended story line, the adventure introduces a new kind of magickal power, new artifacts, plenty of allies and villains, a new alliance, and the ancient tradition of the Wizard Funeral.

Your heroes will laugh, curse, and lament... and possibly enjoy a small but affordable lunch buffet as thei...


The Perilous Pool of Possibilities
Regular price: $0.99
Bundle price: $0.49

The Perilous Pool of Possibilities is the first official adventure for Eldritch Ass Kicking.

Five brave wizards are graduating from apprenticeship to become full fledged spellcasters. But the Terra Baron, your teacher, has one last test for you. Survive, and your future begins in victory. Fail, and you might just end up the permanent janitors of the Baron!

And does anyone smell a traitor among your ranks?

This adventure is quick, simple, and direct, but it includes great background information, adventure seeds, a new Clan (Clan of the Black Frogs), magickal tomes (Fiendish Finds), stats on two important figures in Anhelm (Creval of the Black Frogs and the Terra Baron), new magickal items, and a new type of magickal skill (Shifting). Run it as a demo at your local...


Total value:$14.97Special bundle price:$11.47Savings of:$3.50 (23%)Price: $14.97

Categories: Company News

Mirrors

RPGNow - Tue, 01/10/2012 - 03:40
MirrorsPublisher: Mystic Ages Publishing
Mirrors is a fun, twisting, action-packed adventure for Eldritch Ass Kicking.

Grief has gripped many virtuous wizards in Anhelm for the seasoned spellcaster known as the Crimson Master has been found slain. Worse, no one knows who did it and why. Will our brave wizards rise to the challenge to find the Crimson Master's assassin and bring him to justice? What cabal of wizards has brought death to this great hero? Is this villain prepared to strike again?

In addition to a dynamic, open ended story line, the adventure introduces a new kind of magickal power, new artifacts, plenty of allies and villains, a new alliance, and the ancient tradition of the Wizard Funeral.

Your heroes will laugh, curse, and lament... and possibly enjoy a small but affordable lunch buffet as their investigation unfolds.

Get your copy today!

Exclusively for Eldritch Ass Kicking, the roleplaying game of arcane action and old men with sticks.

21 pages of Eldritch Ass Kicking goodness for $3.99. Buy today!Price: $3.99
Categories: Company News

Random Acts of... Fantasy Humor

RPGNow - Tue, 01/10/2012 - 01:37
Random Acts of... Fantasy HumorPublisher: 4 Winds Fantasy Gaming

The town blacksmith seems to be an owlbear, wearing clothing and a fake moustache, and no one in the village seems to find this odd....

Random Acts of…Fantasy Humor, third in the line, presents the GM with 100 randomly generated acts of humor suitable for a variety of fantasy-themed RPGs. In no case are stats for any NPCs given – indeed no names are even given – and no weapon or damage stats are included. This allows a GM to use the Random Acts of…Fantasy Humor with many different game systems.


Future installments of the series will be designed for super hero, sci-fi, and other genres. And look for the first two releases in the line, Random Acts of... Violence and Random Acts of... Old West Violence, available now!

Price: $1.99
Categories: Company News

100 Wicked Pirate Ship Names

RPGNow - Tue, 01/10/2012 - 01:30
100 Wicked Pirate Ship NamesPublisher: Fishwife Games

100 Wicked Pirate Ship Names

Got a coast full of pirates and smugglers and can't think of a single name for any of their ships? Well, Arrgh then! Roll the percentile dice and consult the chart and all your problems are solved! (Well, at least for the first 100 ships or so anyways....)

Author: Dave Woodrum

Page Count: 1 page.

Price: $0.70
Categories: Company News

DCC RPG Poster

Goodman Games - Mon, 01/09/2012 - 22:24
Show your support for DCC RPG with this free 11"x17" poster! Available to both retailers and consumers at no charge, the poster features Hugh the Barbarian, the 1970s warrior who occupies the back cover of DCC RPG. The poster is suitable for display in retail stores or in your home gaming room. Get your free copy now by emailing us at [email protected] We’d be happy to mail one out! Available while supplies last.
Categories: Company News

Cold Comfort

Fantasy Flight Games - Mon, 01/09/2012 - 21:52
Announcing The Lies of Solace, an Arkham Horror novel by John French

The brass door handle turned without a noise. His heart hammering, Dr. Fields pushed the door inward a couple of inches. Light spilled out into the falling night. He could not see much through the finger wide gap. There were shapes, moving shadows, swaying in flickering candlelight. Dr. Fields moved his face closer to the opening, hearing the surge of sound from inside.

“Gul’ngh’fltqa,” rose the chanting in soft, guttural unity.

“There is a way, and it can be opened,” came a lone, loud voice, edged with a purring accent.

“Itaq’ghl’n’hl!” The sounds were like the grinding of broken ribs in a shattered chest. They made Dr. Fields shudder in the warm summer night air. He did not know what language they chanted, or if it was a language at all, but it ran through him as if those sounds contained something primordial, something that touched the deepest instincts within him. Though he had not bent his knee in a church for many years, he knew the power of faith, but he had also met his share of quacks and charlatans. He did not believe in the supernatural and superstition—they were just the remnants of lies that people had been telling themselves for thousands of years, lies to give solace or create fear. Reason and science defined the limits of the possible, everything else was delusion. But, as he listened to the sounds, one word stuck in his mind: unholy.

Disturbing visions

Fantasy Flight Publishing, Inc. is pleased to announce the upcoming release of The Lies of Solace, the second novel in the Lord of Nightmares Trilogy! Based in the Arkham Horror universe, this disturbing tale explores the depths to which desperation and tragedy can plunge us, and the grim consequences that await those who surrender to grief and pain.

When Jacqueline Fine experiences disturbing visions of a robed man before the crumbling edifice of a city, she's determined to prevent her nightmare from becoming a reality. Meanwhile, an Arkham doctor tries desperately to save his only daughter from the hands of a dark cult, and a distraught bootlegger attempts to unravel the mystery behind the sudden silence of his fiancée's letters. Will these three strangers be able to save everything they love from a terrifying future, or has their suffering only just begun?

The Lies of Solace even includes an exclusive offer for a special Elder Sign card! For more information on this exciting tale, visit our The Lord of Nightmares Trilogy website. Then, look for The Lies of Solace on store shelves in the second quarter of 2012.

...

Categories: Company News

Boromir's Guide to Deck Construction, Part One

Fantasy Flight Games - Mon, 01/09/2012 - 21:52
A Lord of the Rings: The Card Game spotlight on successful solo play

“Believe not that in the land of Gondor the blood of Númenor is spent, nor all its pride and dignity forgotten. By our valour the wild folk of the East are still restrained, and the terror of Morgul kept at bay; and thus alone are peace and freedom maintained in the lands behind us, bulwark of the West.”
    –Boromir, The Fellowship of the Ring

One of the reasons The Lord of the Rings: The Card Game has entertained so many fans and enjoyed a great deal of success is because it appeals to people across a range of player archetypes–Bilbo, Pippin, and Boromir alike. The game’s narrative structure makes it easy to find a story in every game. Because it’s a Living Card Game, novelty seekers can find new cards to try in their decks and new challenges to face with each monthly release, and enough of the scenarios and their enemies pose sufficient threat to challenge the hardcore Boromirs, who seek glory through conquest. In fact, some of us are still waiting for the combination of cards that will allow us to beat Escape from Dol Guldur solo with a measure of consistency.

The lone traveler’s journey

The game has also found a good measure of success due to its rich solitaire play, but while confronting the challenges of Middle-earth may lead to memorable game experiences, they can also frustrate players with less experience in games with deck construction. The Lord of the Rings: The Card Game is unique among these games in that players compete against the forces of Shadow, as controlled by an encounter deck and its artificial intelligence. Still, the encounter deck has its fair share of devious tricks and an arsenal of deadly weapons. Accordingly, it is no simple thing to master the encounter deck and succeed at your quests.

Now that the Khazad-dûm Expansion has arrived, players will face a whole host of new challenges, and some have already wondered how they will fare against the goblin hordes of Moria.

Today, then, we begin a three-part series of deck-building tutorials aimed at the new solo player, but one that should contain helpful information (and reminders) for players of all experience levels.

Sharpening your blade

There’s much to be said for the decisions you make while playing a game, but we begin any conversation about success in a card game by looking at the deck.

While players may find many different card combinations and ways to approach the challenges before them, there are a number of larger, universal concerns that touch upon deck-building in any game, including The Lord of the Rings: The Card Game. No matter the scenario you intend to conquer, you’ll want to consider how your deck may provide you with action advantage, card advantage, and resource acceleration. Additionally, every card designer at some point talks about “synergy,” and it’s important to be able to recognize whether or not your deck is filled with synergies between cards, or if it’s a combination of 50 cards all seeking to do their own thing. Meanwhile, each card game introduces its own game-specific concerns, and in The Lord of the Rings: The Card Game, it’s always worth trying to maintain as low a starting threat as possible, and including some means of reducing it should it start to rise.

Today, we’ll go into a bit more depth about action advantage and card advantage.

Action advantage

Action advantage refers, generally, to the idea that you can do more than your opponent each turn. In a head-to-head game, like A Game of Thrones: The Card Game, you might gain action advantage through “board control” or a stronger “board position.” In short, if you have more and stronger characters on the table than your opponent, you’re more likely to win challenges and the game. In The Lord of the Rings: The Card Game, your heroes are limited in what they can do by the number of times they can exhaust. Do you choose to quest with your hero, defend, attack, or exhaust to use a special ability? Each of these is an “action,” and the more actions you can take, the better.

Part of the solution is to include allies. A lot of allies. Many successful decks are almost half full of allies. Allies who can quest allow your heroes to attack or defend. Allies who block enemies for your heroes allow your heroes to quest or attack. Allies are good and help you gain action advantage.

Another part of the solution is to build your deck around heroes who can ready themselves. Aragorn (Core Set, 1), Prince Imrahil (A Journey to Rhosgobel, 50), and Boromir (The Dead Marshes, 95) all come to your fellowship with built-in means of readying themselves. Still, there are other means of readying your heroes. Spirit heroes can help others find Unexpected Courage (Core Set, 57) or recruit a Westfold Horse-Breaker (The Hunt for Gollum, 6), and now, with the release of Khazad-dûm, your Dwarf heroes can get a boost from the Erebor Record Keeper (Khazad-dûm, 11).

Khazad-dûm introduces another card that clever players may use to find action advantage, Ever Onward (Khazad-dûm, 5). Certainly not the most glamorous of cards, Ever Onward may appear at first glance as though it’s merely a safety net. However, if you know you won’t fall deeper into threat by failing at your quest, Ever Onward can afford you a single turn in which for three-cost, all your characters remain ready to confront the enemies with which they are engaged, allowing you to withhold them from questing and assign them, instead, to defense and attack.

You can even find action advantage from cards that don’t provide you with extra actions but can let you “cheat” around the need to take actions. For example, Dúnhere (Core Set, 9) and Quick Strike (Core Set, 35) can let you attack enemies without first having to defend against them. They can save you the need to heal your characters later, prevent nasty shadow effects from resolving, and free you to focus on questing successfully.

Card advantage

Card advantage comes primarily in four forms. One is card draw. The more cards you can draw, the more options you hold in your hands. Another is subtler but no less effective, and that is the ability to do more with fewer cards. The final routes to card advantage are search and recursion.

There are only a handful of cards in The Lord of the Rings: The Card Game that accelerate card draw, and the best of them are ubiquitous among top players. Beravor (Core Set, 12) almost always receives the first copy (or two, or three) of Unexpected Courage when she’s present in the party. While it may seem like a waste of an action to exhaust her to draw cards rather than quest, defend, or attack, nothing could be further from the truth. Card draw is the backbone of versatility. The more cards you hold in your hand, the likelier you’ll be able to find the perfect response to any threat. Furthermore, if another of your heroes is a Protector of Lórien (Core Set, 70), you can convert Beravor’s card draw directly into extra Willpower toward the quest. Bilbo (The Hunt for Gollum, 1), Gléowine (Core Set, 62), and Ancient Mathom (A Journey to Rhosgobel, 56) also provide excellent card draw, as can Gandalf (Core Set, 73), when he isn’t busy wounding enemies or lowering your threat.

Gandalf’s versatility serves as an excellent illustration of the second type of card advantage. Not only is he a powerful ally with tremendous benefits while questing, defending, or attacking, but he also offers your party the pick of his three exceptional abilities whenever he comes into play. At five cost, he’s not cheap, but the combination of Gandalf and Sneak Attack (Core Set, 23), both reduces the wizard’s cost and allows you to play him more times. This combination offers classic card advantage. Dwalin (Khazad-dûm, 1) offers similar card advantage with his ability to reduce your threat each time he defeats an Orc. The mines of Moria are filled with Orcs, after all, and if you can boost his strength, Dwalin can both clear away your enemies and control your threat, saving you a card slot you might otherwise spend on The Galadhrim’s Greeting (Core Set, 46).

Finally, cards that search your deck, reorder the cards on top of your deck, or pull other cards out of your discard pile may not provide you with more options in your hand, but they may ensure you hold the right cards. Dwarven Tomb (Core Set, 53) can be as good as any Spirit card in your discard pile. Gildor Inglorion (The Hills of Emyn Muil, 79) is good not only for his excellent statistics; his ability to manipulate the top three cards of your deck can help you find the cards you need earlier than you would otherwise. Gildor’s search ability can also ensure the success of your Zigil Miner (Khazad-dûm, 9), leading to rapid resource acceleration… a fundamental of deck-building at which we will take a look next week!

Next week: We’ll explore the importance of resource acceleration and synergy, and we’ll look at more cards from Khazad-dûm and The Redhorn Gate!

...

Categories: Company News

Multiplicity

Fantasy Flight Games - Mon, 01/09/2012 - 21:52
A preview of Cosmic Alliance, the upcoming expansion for Cosmic Encounter

As the Cosmos becomes more crowded and its riches become more scarce, some aliens cling to outdated militant ideologies, some sit back and party, and others adapt to their surroundings. But whether these resourceful races evolve naturally over the course of millions of years, or help the process along with a bit of cybernetic tinkering, they’ll be well prepared for the coming cosmic showdown!

Last month we announced Cosmic Alliance, the latest expansion for Cosmic Encounter. This new addition to the beloved game of galactic politics brings 20 alien races, both original and classic, exploding onto your tabletop. It also features components for another player, rules for large eight-player games, and a new variant – team rules, which allow steadfast allies to dominate the Cosmos together!

In our last preview, we looked at the Team Cosmic variant, and we saw how the charismatic and inspirational General stands ready to lead his troops to victory. Today, we’ll catch a glimpse of two more upcoming aliens: the multi-talented Cyborg and the pint-sized (but multitudinous) Pygmy.

The perfect marriage of biology and technology

The Cyborgs are a no-nonsense race of floating Swiss Army Knives; they always seem to have the right tool for the job. Able to “attach” three extra cards (which cannot be stolen) to their sheet, the Cyborgs let a player constantly adapt his strategy, building the perfect alien with which to dominate the Cosmos.


The Cyborg Alien Sheet. Click to enlarge.

Tiny terrors

Meanwhile, having survived the near destruction of their twin home worlds, the Pygmies (designed by Cosmic Encounter enthusiast Jack Reda) found a way to turn disaster into an advantage. Their home planets may be little more than floating stones, but they have lots of them! Using the home planets of an unused player color, the Pygmies begin the game with double the standard number of planets in play. But this bounty of worlds boasts a handy deterrent: since each pebble-sized Pygmy planet only counts as half a colony to would-be predators, why would anyone bother to attack?


The Pygmy Alien Sheet. Click to enlarge.

With the versatile Cyborgs and the innumerable Pygmies joining the interstellar struggle, the Cosmos will never be the same. Keep checking back for more in the coming weeks, and look for Cosmic Alliance on store shelves later this quarter!

...

Categories: Company News

Ebla Restored

Fantasy Flight Games - Mon, 01/09/2012 - 21:52
Announcing the third Asylum Pack from the Revelations cycle

When I drew nigh the nameless city I knew it was accursed. I was traveling in a parched and terrible valley under the moon, and afar I saw it protruding uncannily above the sands as parts of a corpse may protrude from an ill-made grave. Fear spoke from the age-worn stones of this hoary survivor of the deluge, this great-grandmother of the eldest pyramid.
   
–H.P. Lovecraft, The Nameless City

Fantasy Flight Games is pleased to announce the upcoming release of Ebla Restored, the third terrifying Asylum Pack in the Revelations cycle for Call of Cthulhu: The Card Game!

Ebla Restored adds new characters, locations, events, and Tomes for the different factions of Call of Cthulhu. Relic Hunters, cultists, scientists, and lunatics race to obtain power from the ancient Tomes of forgotten cultures, and their struggles may well determine the fate of the world as they either prevent the rise of the Ancient Ones or hasten the end of all humanity.

Glimpses of the future

The Revelations cycle continues to reveal the true power of knowledge within the world of Call of Cthulhu: The Card Game, and many of the new cards within Ebla Restored provide players with new incentives to hunt down ancient Tomes, visit remote Libraries, and prevent rival Relic Hunters from fetching powerful artifacts for their respective factions.

Of course, each faction goes about the matter of obtaining power in its own way, and followers of the King in Yellow willingly submit themselves to madness in order to gain greater control of the world around them. To that end, Ebla Restored gives us Alyssa Graham (Ebla Restored, 46) and The Parlor (Ebla Restored, 47).

An ability like Alyssa’s that can limit your opponent’s draw is always powerful, but it becomes even more potent when combined with knowledge of the cards your opponent is bound to draw. When Alyssa Graham communes with the spirits of the dead in her Parlor, she allows you to selectively discard your opponent’s best cards as he draws them. With some copies of Eldritch Nexus (Core Set, 154) and Arkham Asylum (Core Set, 146) in your deck, you gain the ability to restore Alyssa and can drive her insane each time your opponent draws cards.

You’ll have to mind your tactics when you use her ability, however, as she can’t discard both your opponent’s cards in the draw phase. Players draw two cards in the draw phase one at a time, but as a single framework action, and her response can only trigger once during that draw. Likewise, the active player gets the first action in each phase, so if you drive Alyssa insane to discard a card your opponent draws through the rules, he’ll still be safe from her ability if he triggers any draw effect with his first action of the phase. But that’s why The Parlor serves you so well; when you know what your opponent is bound to draw, you can decide if it’s a card you need to send to your opponent’s discard pile or if it’s something relatively harmless that you can let him take into his hand.

Where truths are revealed

In short time, Alyssa Graham can provide Hastur decks with tremendous card advantage. As you draw into more and more cards and tactical options, all while controlling your opponent’s draw and monitoring his resources, you’ll find how the King in Yellow gains power through glimpses of the future.

Look for Alyssa Graham, The Parlor, and a host of other great cards to enhance the struggles between the different factions of Call of Cthulhu: The Card Game with Ebla Restored.

...

Categories: Company News

The Dragons Master, Complete Set [BUNDLE]

RPGNow - Mon, 01/09/2012 - 20:14
The Dragons Master, Complete Set [BUNDLE]Publisher: Darklight Interactive
THIS IS A BUNDLE PRODUCT. WHEN BUYING THIS ITEM YOU WILL RECEIVE SEPARATE DOWNLOAD LINKS FOR EACH PRODUCT LISTED BELOW...



The Dragon's Master (D&D 4e)
Regular price: $3.99
Bundle price: $2.49

"The Dragon's Master" is a short delve (5 encounters) for a group of of 5th level characters, compatible with the Dungeons and Dragons 4th Edition game system.

     Skeebo led a hard life. Small even by kobold standards, he was constantly mocked by the others in his clan and tormented by their leader: a black dragon named Pyraxis. Not strong enough to be useful as a soldier and not smart enough to be a mage, he was forced to do all the menial tasks that the rest of the Ashen Kobolds didn't feel like doing. And if he resisted or refused to do what he was told, he risked getting eaten by Pyraxis.

     ...


The Dragon's Master (Pathfinder)
Regular price: $3.99
Bundle price: $2.49

"The Dragon's Master" is a short delve (5 encounters) for a group of of 5th level characters, compatible with the Pathfinder Roleplaying Game.

     Skeebo led a hard life. Small even by kobold standards, he was constantly mocked by the others in his clan and tormented by their leader: a black dragon named Pyraxis. Not strong enough to be useful as a soldier and not smart enough to be a mage, he was forced to do all the menial tasks that the rest of the Ashen Kobolds didn't feel like doing. And if he resisted or refused to do what he was told, he risked getting eaten by Pyraxis.

     One day, whi...


Total value:$7.98Special bundle price:$4.98Savings of:$3.00 (38%)Price: $7.98

Categories: Company News

The Dragon's Master (Pathfinder)

RPGNow - Mon, 01/09/2012 - 20:08
The Dragon's Master (Pathfinder)Publisher: Darklight Interactive

"The Dragon's Master" is a short delve (5 encounters) for a group of of 5th level characters, compatible with the Pathfinder Roleplaying Game.

     Skeebo led a hard life. Small even by kobold standards, he was constantly mocked by the others in his clan and tormented by their leader: a black dragon named Pyraxis. Not strong enough to be useful as a soldier and not smart enough to be a mage, he was forced to do all the menial tasks that the rest of the Ashen Kobolds didn't feel like doing. And if he resisted or refused to do what he was told, he risked getting eaten by Pyraxis.

     One day, while wandering about the Ashen Swamp, Skeebo made an astonishing discovery: an artifact of unprecedented power that was seemingly discarded in the muck. After donning the artifact, everything changed; he no longer was he the puny kobold that everyone picked on... It was the chance he was looking for to show the others what he was capable of, and show the other kobolds, the humans in the nearby village of Haven, and especially that big, dumb dragon who the "supreme kobold" really was.

DISCLAIMER: This module is a conversion of the delve originally designed for Dungeons and Dragons 4th Edition. Admittedly, it is our first attempt at a conversion of this nature so there may be issues as a result of the translation. If the module is flawed in any way, we would appreciate hearing about it so we can ammend the module and update accordingly. We welcome your input, criticisms and praises!

Price: $3.99
Categories: Company News

Official Call for PaizoCon 2012 Volunteers--Volunteer Tiers and Rewards

Paizo - Mon, 01/09/2012 - 18:00

Official Call for PaizoCon 2012 Volunteers

Monday, January 9, 2012

For PaizoCon 2012, we plan to make this the biggest and best PaizoCon yet! I am scheduling 150 tables of Pathfinder Society over three days. In addition, we are bringing back the Grand Convocation interactive. Finally, we are debuting the GM 101 sessions that will hopefully be a hit so we can continue to offer it at future shows. It should be an awesome time.

I need a minimum of 45 volunteer GMs for Pathfinder Society games and I'll keep taking volunteer GMs until the slots are filled! I also need 2 Volunteer Assistants for the show—these folks will not GM, but will instead help me run Pathfinder Society HQ and will be our go-to guys and gals for all things Pathfinder Society. There may also be special or unique roleplaying opportunities to play the part of a NPC in the Grand Convocation, so please let me know if that is something that might interest you. However, do not narrow your choice to a specific NPC as it may remove you from consideration.

Below you will find the reward structure for volunteering at PaizoCon 2012. Keep in mind that you're volunteering for slots, not a specific event. We will let you know the slots you have been assigned to before the lottery goes live. This should allow you plenty of time to plan a schedule with your friends who are also attending PaizoCon 2012. Please let me know via email which days you will be at the convention and how many slots you are volunteering for at PaizoCon 2012.

Volunteer Tiers and Rewards

Volunteer Assistant: 2 needed, treated as a Tier 1 GM

Tier 1 GM Volunteers: Tier 1 GM volunteers are my everyday GMs. They are invaluable to making the show a success! Tier 1 GMs must select and volunteer for a MINIMUM of 5 slots. Tier 1 GMs may feel free to volunteer for more than 5 slots if they so desire. I only have room for 20 Tier 1 GM volunteers so don't delay in volunteering for this tier. Volunteers will be chosen on a first-come, first-served basis, though I reserve the right to select volunteers who have previously worked for Paizo over new volunteers. Please do not volunteer for Tier 1 if you have any doubts that you'll be able to attend the show. Tier 1 GMs receive:

  • A FREE 3-day PaizoCon 2012 badge
  • A $10-per-slot voucher for Paizo.com credit, useable at the show or anytime after, including with your subscriptions.
  • A FREE copy of Rise of the Runelords Anniversary Edition hardcover at PaizoCon.
  • A special Pathfinder Society GM boon available only at PaizoCon.

Tier 2 GM Volunteers: While the rewards for volunteering for this tier are smaller, the majority of my volunteers will come from Tier 2. Tier 2 GMs must volunteer for a MINIMUM of 4 slots. Tier 2 GMs receive:

  • A FREE 3-day PaizoCon 2012 badge
  • A $10-per-slot voucher for Paizo.com credit, useable at the show or anytime after, including with your subscriptions.
  • A special Pathfinder Society GM boon available only at PaizoCon.

Tier 3 GM Volunteers: This is the minimum volunteer level. Tier 3 GMs must volunteer for a MINIMUM of 2 slots. Tier 3 GMs receive:

  • A $10-per-slot voucher for Paizo.com credit, useable at the show or anytime after, including subscriptions.
  • A special Pathfinder Society GM boon available only at PaizoCon.

While we will gladly accept anyone who wants to run just one slot during the show, there are no rewards for doing so other than our thanks.

When volunteering, please be specific about what days you are volunteering for. I will assign folks to scenarios on an as-needed basis, so you really only need to tell me the day(s) you're volunteering for. I will update the needs in the thread below as I receive volunteers, so you may look there to remain up to date on where we still need help. Lastly, you must have a paizo.com account and you must include your paizo.com email in your email or I won't be able to get you a badge (obviously this is only for volunteers who are volunteering for 4 or more slots).

Slot 1: Friday 8 AM to 1 PM
Slot 2: Friday 1 PM to 6 PM
Slot 3: Friday 7 PM to 12 AM (Grand Convocation Interactive)
Slot 4: Saturday 8 AM to 1 PM
Slot 5: Saturday 1 PM to 6 PM
Slot 6: Sunday 9 AM to 2 PM

All PaizoCon 2012 volunteers please email me at [email protected] with the subject line PaizoCon Volunteer.

Thanks in advance for volunteering, good luck, and have a great spring convention season!

Oh, and one more thing! Don’t forget, next Monday Paizo Fiction Editor will be hanging out in the Paizo chat room at starting at 6 PM PST. Come talk fiction!

Mike Brock
Pathfinder Society Campaign Coordinator

Tags: PaizoCon, Pathfinder Society

2012-01-09T18:00:00Z
Categories: Company News

Roll 4 Damage

Atlas Games - Mon, 01/09/2012 - 17:28
Ars Magica artist Keith Decesare has unleashed a new web comic on the world: Roll 4 Damage. Read episode 1 now!
Categories: Company News

Azamar the RPG - Core Supplement

RPGNow - Mon, 01/09/2012 - 15:54
Azamar the RPG - Core SupplementPublisher: Wicked North Games

This is the Core Rules Supplement to the full game.  Use it to augment, re-organize, and amplify your existing game experience with Azamar now!

Azamar is a massive gaming world full of adventure, danger, and magic! Take a look this original Core Rules and Players Guide book as the quintessential entrance into an expansive world fraught with turmoil. Change the tide of the world, choosing to save or conquer it, today!

You should read these exclusive reviews of Azamar

"I would give it a 4.5 out of 5 stars." - John Payne, Sycarion Diversions, Azamar Core Rules Review, Part 1 of 2

"...I think Azamar has to be one of the most creative fantasy worlds I’ve seen in a long time." Fitz, Game Knight Reviews-

Price: $0.00
Categories: Company News

The Kerberos Club (FATE Edition) The Royal Dinosaurs (and others)

Arc Dream Publishing - Mon, 01/09/2012 - 15:47
(Cross-posted on spiritoftheblank.com.) Well! It certainly took longer to follow up that last post than I’d intended. I can blame the holidays, right? In any event, below is a sampling...
Categories: Company News

Flashbacks Redux Redux (with TMD)

RPGNow - Mon, 01/09/2012 - 15:46
Flashbacks Redux Redux (with TMD)Publisher: Mongoose

The most popular XP-edition missions are back, in their 25th Anniversary guise! Filled with hand-picked classic adventures from all previous editions of Paranoia, Flashbacks Redux Redux is gaming hilarity at its greatest. This is the second compilation of classic Paranoia missions, and should not be missed!

These and many other classics are found in Flashbacks Redux Redux, all suitable trimmed, tweaked and tailored for the latest edition of Paranoia: Troubleshooters.

The full range of missions include;

Spin Control
Citizens' Guide to Surviving Alpha Complex
My First Treason
Sweep of Unhistory
The Communist Cafeteria Conspiracy
Viva la Revolution
The Peoples' Glorious Revolution

***

Also includes the bonus extra fun, Materials Treacherously Deleted, a complete free supplement to Redux Redux which includes;

The Great Outdoors
Alpha Complexities
Das Bot
Send in the Clones
Trouble with Cockroaches

Price: $23.99
Categories: Company News

Battlemap : Road Junction

RPGNow - Mon, 01/09/2012 - 14:57
 Road JunctionPublisher: Christian Hollnbuchner

This full color battlemap is the forty sixth of a series featuring various terrains. This installment features a downtown intersection of two streets.

The map is 27 x 21 squares in size, with each 1 inch square scaled to represent 5 feet. It is provided in 9 segments, which need to be assembled, in a single PDF using the letter format.

Price: $1.38
Categories: Company News

Horror templates and graphic elements

RPGNow - Mon, 01/09/2012 - 14:24
Horror templates and graphic elementsPublisher: Black Hand Source
Templates and graphic elements for personal or commercial use.

Do you need a good looking design for your horror adventure? You could use an inspiring sketchbook?

Than you have found what you are looking for! This pack contains headers, clipart, a texture, combined to ready for instant use designs and separately as well. The compete templates come in several different versions, with and without texture (format: JPG and transparent PNG, size: A4, resolution 300dpi). There are also tiled versions to make planning maps and blueprints more comfortable.

Content: 1 texture, 7 separate graphic elements, separate file for the tiles (26x40), 12 templates, original size cover, license agreement

LICENSE AGREEMENT

Buying this product you accept the conditions of commercial
usage described below.

The content of this product can be used as part of printed or e-books.
After you buy this product it cannot be resold on it's own or as a publisher resource product.

You have to credit properly in the imprint (full name).

With the texture and graphic elements you can create your own template, and use it in your product.

If you have any questions contact me: [email protected]

Best regards,

Tamas Baranya 

sample

Price: $3.50
Categories: Company News

Hellfrost Region Guide #48: Dwarven Cities

RPGNow - Mon, 01/09/2012 - 12:31
Hellfrost Region Guide #48: Dwarven CitiesPublisher: Triple Ace Games

Beneath the mountains of the frozen north, in magnificent, sprawling cities carved out of the living rock, dwell the insular frost dwarves. Their realms and culture are a mystery to other races, for dwarves do not welcome guests into their homes. But that is about to change.

This supplement looks at the dwarf race in more detail, giving players new background material on which to draw, and GMs more information to help make a visit to a dwarven city something to remember.

Price: $1.49
Categories: Company News

100 Gems & Minerals and Their Reputed Mystical Properties

RPGNow - Mon, 01/09/2012 - 09:27
100 Gems & Minerals and Their Reputed Mystical PropertiesPublisher: War Games South

Great to add dimension to your spellcasters' efforts. Spices up treasure descriptions.

Price: $1.00
Categories: Company News

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