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How Do I... Rest

RPGNow - Tue, 03/13/2018 - 16:31
How Do I... RestPublisher: Straight Path Games

The Starfinder Roleplaying Game is an expansive set of rules, which detail everything from prosthetics to interstellar warfare, to subtle intrigue to magic. However, with as much as this comprehensive rulebook covers, it’s easy for even simple things to get lost, complicated, or split between a half-dozen chapters.

Resting and recovering is one of those things - one of the most used rules in the game is touched on in nearly every chapter in the book... yet never covered in detail anywhere. This essay collects and clarifies all the rules related to resting, from the basics of recovering stamina points, hit points and resolve points, to the more complicated side of resting, like interruptions and sleep deprivation.

This article collects and explains all the rules for resting in the Starfinder Roleplaying Game, and yes, that's all.

Price: $0.99
Categories: Company News

Starfarer 2250

RPGNow - Tue, 03/13/2018 - 16:15
Starfarer 2250Publisher: Kira Publications

Starfarer 2250 is the science fiction roleplaying ruleset for the Starguard game universe. Using Chaosium Inc.'s Basic RolePlaying system (BRP), it allows for any type of character creation that players can imagine. In addition to the 88-page rulebook, the 20-page introductory adventure module R1 'Mystery at New Zenith' is also included with purchase.

Price: $10.00
Categories: Company News

RPGPundit Presents #23: Uncanny Creatures & Objects

RPGNow - Tue, 03/13/2018 - 16:12
RPGPundit Presents #23: Uncanny Creatures & ObjectsPublisher: Precis Intermedia

This weekly OSR periodical from the mind of RPGPundit features a different theme or topic in each issue.

Issue 23 (Mar 13, 2018): Last Sun: Uncanny Creatures and Objects of the Middle-Northern Wilderlands

From the annals of the RPGPundit's (in)famous Last Sun gonzo fantasy campaign, this supplement brings you a variety of curious creatures and interesting objects that can be found in the Middle-Northern Wilderlands. From the Cactus People and Mountain Dragon to Pythian War weapons and mecha, make your own games a little more gonzo.

Price: $2.99
Categories: Company News

Doomtown: Reloaded Trunk & Pledge Manager News

Pinnacle Entertainment Group - Tue, 03/13/2018 - 16:00

It turns out, there are a LOT of dudes in a complete collection of Doomtown: Reloaded! The good news is they’ll all fit (unsleeved) in our new Trunk with plenty of wiggle room for two sleeved decks for playin’ and to paw through and look for that missing promo card (see the attached photo).

We’ve also discovered our nifty Doomtown Deck Tins fit inside the Doomtown Trunk (and yes, it closes!). The Deck Tin holds a tournament deck sleeved and ready to play, with some promo cards and other favorite cards inside. If you want one of the Doomtown Deck Tins, let your Friendly Local Game Store know about our PledgeManager! Interested stores can also email Jodi Black (Chief Operations Officer and Managing Editor for Pinnacle Entertainment Group) at [email protected] to order.

And yes you heard right, we have not yet closed the PledgeManager because we are still locking in a production schedule with the printer and shipper. We hope to have a definite date soon, though, so if you haven’t completed your backer survey now’s a great time to do it.

Pinnacle and Pine Box Entertainment can’t wait to bring There Comes a Reckoning and the Doomtown Trunk to your corner of the globe soon.


Categories: Company News

Licensee Spotlight: Battlefield Press, Inc. Launches Kickstarter for The Dinosaur Protocol

Pinnacle Entertainment Group - Tue, 03/13/2018 - 15:59

Savage Worlds licensee, Battlefield Press, Inc. is thrilled to announce the Kickstarter launch of The Dinosaur Protocol.

Sometime in the 21st Century, something broke the world. Mankind fled the surface, retreating into vast underground shelters where they could wait out the centuries until the Earth was habitable once more. But when we emerged from the darkness and prepared to retake our world, it was not as we remembered it. Something has happened to the world that once was. In the centuries without man, nature wound back the clock, returning the planet to an earlier, cleaner, more primal age. An age of dinosaurs!

Now humanity must choose – do we fight to reclaim our past, or do we make peace with the present and embrace a simpler future? Armed with the skills and technologies of our ancestors, do we struggle to recreate past glories, or will we use the second chance we have been given to avoid the mistakes of the past? Will human nature even give us the choice? Will we exterminate the reborn dinosaurs, enslave them, or something else? What will be your Dinosaur Protocol?

The Dinosaur Protocol will present a bestiary of prehistoric life, rules for encountering, battling, and wrangling dinosaurs, details on how to carve your own settlement from the primeval jungle, rules for scavenging ruined cities and ancient installations, and a guide to the World Reborn… Everything you need to create your own Dinosaur Protocol campaign.


Categories: Company News

Licensee Spotlight: BPB Games Launches Kickstarter for Savage Tokusatsu

Pinnacle Entertainment Group - Tue, 03/13/2018 - 15:58

Are you ready to defend the planet from raging hordes of marauding kaiju?

Tomorrow, Wednesday March 14th, BPB Games unleashes their Kickstarter for Savage Tokusatsu for Savage Worlds, and they’re looking for a few good mechs!

Savage Tokusatsu features new rules for creating iconic weapons, armor, and mechs as well as rules for co-piloted mecha combat, and a gritty rule set for facing down kaiju in more grounded games. The team has some incredible talent working on it, including Sean Patrick Fannon (Savage Rifts®) and Eran Aviram (Up to 4 Players).

Keep your eyes on the BPB Games Facebook and tumblr pages for up-to-the-minute Kickstarter launch info, and may the best mech win!


Categories: Company News

Licensee Spotlight: Dog House Rules’ Frontier Towns: Fort Griffin Savaged

Pinnacle Entertainment Group - Tue, 03/13/2018 - 15:57

Ideal for Deadlands, The Sixth Gun RPG, or your very own Weird and/or Wild West creation, Frontier Towns: Fort Griffin is a new Texas setting for Savage Worlds from licensee Dog House Rules.

Completely updated for use with Savage Worlds, DHR’s Fort Griffin features 154 jam-packed pages containing 17 fully-described establishments, 90 NPCs (both historical and fictional), and more than 100 adventure hooks (with DHR’s world-famous “Forks in the Road” alternatives for many of them). You also get a Personality Pack with 37 pages of character cards, plus a new Map Pack set of files with all the maps a Marshal or Game Master might need, including tiled versions for printing and assembling a tabletop map (with or without a grid) as well as VTT versions for online usage.

Take a gander at the official preview direct from Dog House Rules, or visit the product page at DriveThruRPG to order your copy of the Savaged version of Frontier Towns: Fort Griffin.


Categories: Company News

Fate of The Grey City

RPGNow - Tue, 03/13/2018 - 15:50
Fate of The Grey CityPublisher: Fifth Gate

The Grey City is heard of only in legends and whispers. Its exact location is known only to sages and madmen, but it is said that if you seek it long enough, you will find it. All quests lead to the Grey City, and all things can be found there.

Some say that the Grey City is built on the corpse of a dead god. Others call this foolishness and insist it was founded by the child of an angel and a demon as a haven for those who rejected both armies. Others say an immortal wizard dwells in the tallest tower, and all of the Grey City serves him unknowingly.

What the Grey City is, in truth, remains to be seen. Where the Grey City is, however, has been discovered. You have found it.


This is a setting and sandbox style adventure for Fate Accelerated, a product of Evil Hat Productions, LLC. 

Price: $7.00
Categories: Company News

[Funbie Studios] Merlion Statue - OpenLOCK Compatible

RPGNow - Tue, 03/13/2018 - 15:35
[Funbie Studios] Merlion Statue - OpenLOCK CompatiblePublisher: Funbie Studios

This item is an Merlion Statue tile which can be used in your tabletop gaming. The Merlion is a mythical creature with the head of a lion and body of a fish - a symbol of Singapore where we hail from.

It comes as a digital STL 3D model file for download and can be printed out numerous times on your 3d printer.

This item is OpenLOCK Compatible and BSD Licensed under:

OpenLOCK License - Funbie Studios

Credits for original Merlion 3d model: keeganTeo from Thingiverse

Price: $0.00
Categories: Company News

The Lord - Pathfinder

RPGNow - Tue, 03/13/2018 - 15:34
The Lord - PathfinderPublisher: Tipsy Tabby Publishing

Begin deploying your troops!

Command your allies in battle, bolster the ranks of your men, and cut through both courts and campaigns alike with your silver tongue as a Lord!

This new base class for the Pathfinder Roleplaying Game comes with a full 20-level progression, designed around a Charisma-based leader of men!

You also get two archetypes for Intelligence- and Wisdom-based commands, and three archetypes, one each for the Cavalier, Paladin, and Wizard!

Seek fortune and glory for your line, and bring all your foes to their knees, either in plea for mercy or servitude to your lands!

Price: $4.00
Categories: Company News

Pre-order Rivendell Region Guide for Adventures in Middle-earth now!

Cubicle 7 - Tue, 03/13/2018 - 14:59

Pre-order the Rivendell Region Guide™ for Adventures in Middle-earth™ now!

The Rivendell Region Guide takes your adventures West across the Misty Mountains to the Last Homely House, expanding play into eastern Eriador, covering not only Rivendell itself, but Angmar, Fornost, Mount Gram, Tharbad and everywhere in between.

There are also rules for creating your own Magical Treasure; playing High Elves of Rivendell; turning the baleful Eye of Mordor on your company; and facing more powerful adversaries than ever before.

This hardcover, 144-page, full-colour supplement includes:
• Background for the Last Homely House, Rivendell, the sanctuary of Imladris.

• Write-ups of the characters that might be encountered in Imladris, from Elrond and Arwen to Glorfindel and the White Council.

• New Fellowship undertakings.

• A history of Arnor, Angmar and the Rangers of the North.

• A region guide to Eastern Eriador, including the Barrow-downs, the Trollshaws and Angmar.

• New adversaries to face, including Ettins, Hill-men of Rhudaur and the toughest Troll of them all, the Queen of Castle Hill.

• A bestiary of undead creatures, from Bog Soldiers and Barrow-wights to the Lord of the Nazgûl himself, the Witch-king of Angmar.

• Rules for powerful adversaries, allowing you to customise any monster to provide a challenge for even the most heroic of adventurers.

• A set of optional rules, the Eye of Mordor, to track how much attention the Enemy reserves for the company.

• Rules for adding Magical Treasure to your campaign, including dozens of ready-made artefacts, some famous, others less so.

• A new playable Heroic Culture: the High Elves of Rivendell.

All pre-orders at our store come with a free PDF!

About Adventures in Middle-earth

Smaug has been defeated, the Battle of Five Armies has been won, and Bilbo has returned to the Shire. But much danger still remains, and from the Orc-holds of the mountains to the dark and corrupt depths of Mirkwood a darkness waits, recovering its strength, laying its plans, and slowly extending its shadow…

In Dale, King Bard sends out a call for brave adventurers to journey to Laketown and assist him in restoring the glory of the North.

Adventurers come from all the Free Peoples of Wilderland and beyond, all heeding the call to adventure. Spurred on by diverse callings – whether it be the lure of the road, the hunger for ancient lore, or the simple urge to defend hearth and kin, adventurers from across Wilderland are preparing to explore Middle-earth and to battle the rising threat of The Shadow wherever it may be found.

Adventures in Middle-earth is an officially licensed 5e OGL setting, bringing Middle-earth to your 5e games. It provides an unparalleled handling of the source material, gorgeous art and bespoke rules that bring the feel of Middle-earth to your gaming table without the need to learn a new rules set!

Find out more here.

Or start right away with the Eaves of Mirkwood PDF that will walk you through the additional rules that Adventuress in Middle-earth brings to the Fifth Edition rules for just $10:

Categories: Company News

March 12, 2018: Steve Jackson Games In Reno For GAMA Trade Show!

Steve Jackson Games - Mon, 03/12/2018 - 22:06
GAMA We're back on the road again this week for the annual GAMA Trade Show. A Vegas fixture for many years, this is its first year at the Peppermill in Reno, NV. 

If you don't know about the GAMA Trade Show, it may be because it's a trade show. It's focused on retailers, publishers, and distributors . . . the people who make and sell the games you love! We talk shop and we preview our upcoming releases for the year. And of course, we have some fun at our penthouse retailer party on Tuesday night! This year, we're demoing the Munchkin Collectible Card Game for attendees, and showing off some upcoming sets for 2018. 

We'll also be making some super cool announcements during Phil's presentation on Tuesday, so if you're attending, make sure you check out one of our presentations. And if you're not at the show, follow our Twitter and Facebook pages, and you might get some sneak peeks anyway. 

I'll also be talking to some of our friends in game media, like Game Trade Media, BoardGameGeek, and more. If you have a media outlet and want to meet during GAMA, please shoot me an email! 

Hopefully, we'll see you at the show. Make sure to attend Phil's talk on Tuesday; we'll provide details about the penthouse event there! 

Hunter Shelburne

Warehouse 23 News: This Message Will Self-Destruct!

In Munchkin Impossible, the munchkins are spies . . . eliminating the opposition, playing with self-destructing gadgets, and changing loyalties faster than they change Headgear. Wield gadgets from the subtle Cigarette Dart Gun to the amazingly unsubtle Bazooka with Incendiary Ammo. Eliminate foes, from the pathetic Defective Defector, through the Interro-Gator and the Not So Secret Police, up to the mighty Super Spy himself! Accept this mission now at Warehouse 23!
Categories: Company News

Runewars Versus: Nobles and Demons

Fantasy Flight Games - Mon, 03/12/2018 - 22:06
Published 12 March 2018 | Runewars Miniatures Runewars Versus: Nobles and Demons

The Fourth Entry in the Matchup Series for Runewars Miniatures Game

The fight for Terrinoth rages on. Four powerful factions battle for control of the realm in Runewars Miniatures Game, the epic strategy game of rank-and-file fantasy warfare that turns two players into military leaders. Upon taking command, these players must build armies and clash against dangerous enemies to prove that they alone have the strength and skill to rule. Now, we're pleased to offer you a closer look at the action on the battlefield as the Runewars Versus series continues!

Today’s matchup is between Owen’s noble Daqan Lords and Lizzie’s demonic Uthuk Y’llan. Both leaders won their first battle and, with reinforced confidence in their skill, they have chosen not to adjust their army lists for the upcoming clash. While both these fighters have proven themselves in the heat of battle, this self-assurance is destined to prove a fatal flaw for one of them. Only one can walk away the victor.

Egos Clash

Before they lead their armies into battle, we met with each of our commanders for a few words.

Are you worried about anything in this matchup?
Owen: I won my first match of the “Runewars Versus” series easily and would now describe myself as a “Runewars Veteran,” so I feel there is very little to actually be worried about.

Lizzie: Absolutely not. He has humans, I have demons. There is only one way this can go.

What did you learn from your last match that you hope to apply in this one?
Owen: I think for my particular setup, it's more beneficial to select the objective than it is to select the setup. If I get to choose, I’m going for the objective.

Lizzie: I need to be more careful about the order in which I send out my units that move at the same initiative. Last time I had to spend a good chunk of time getting out of a mess I put myself in.

Is there anything you would like to say to your opponent?
Owen: Do you like apples? Because my army is going to crush yours. How about them apples?

Lizzie: Your shiny-armored Daqan are just a bunch of rejected trashcans, not even good enough to hold trash.

Take the Ridge $(document).ready(function() { var opts = { iframe: true, innerHeight: 322, innerWidth: 500 }; $('#10FF9').colorbox(opts); }); Deployment:
Long Canyon $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 465 }; $('#DC0E').colorbox(opts); }); Starting Army (Daqan Lords):
Kari Wraithstalker $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 465 }; $('#D5B7').colorbox(opts); }); (1 tray, 32 points),  Lord Hawthorne $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 465 }; $('#14BE').colorbox(opts); });  (1 tray, 34 points),  Oathsworn Cavalry $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 465 }; $('#E581').colorbox(opts); });  (9 trays, 68 points),  Rune Golems $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 465 }; $('#17D4A').colorbox(opts); });  (2 trays, 28 points),  Heavy Crossbowmen $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 465 }; $('#756B').colorbox(opts); });  (3 trays, 27 points) Upgrades (Daqan Lords):
The Dawnblade $(document).ready(function() { var opts = { iframe: true, innerHeight: 309, innerWidth: 200 }; $('#284A').colorbox(opts); });  (Lord Hawthorne, 10 points) Starting Army (Uthuk Y'llan):
Ravos the Everhungry $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 465 }; $('#62FD').colorbox(opts); });  (1 tray, 40 points),  Spined Threshers $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 465 }; $('#2F5D').colorbox(opts); });  (2 trays, 28 points),  Flesh Rippers $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 465 }; $('#97C8').colorbox(opts); });  (4 trays, 38 points), Flesh Rippers (4 trays, 38 points),  Berserkers $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 465 }; $('#F0E8').colorbox(opts); });  (6 trays, 37 points) Upgrades (Uthuk Y'llan):
Reaping Blade $(document).ready(function() { var opts = { iframe: true, innerHeight: 309, innerWidth: 200 }; $('#11EFD').colorbox(opts); });  (Ravos the Everhungry, 4 points),  War Crier $(document).ready(function() { var opts = { iframe: true, innerHeight: 309, innerWidth: 200 }; $('#1176E').colorbox(opts); });  (Berserkers, 5 points),  Fear Incarnate $(document).ready(function() { var opts = { iframe: true, innerHeight: 309, innerWidth: 200 }; $('#F77').colorbox(opts); });  (Ravos the Everhungry, 5 points) Equally Matched

With the return of the deadly sorcerer Waiqar the Undying, all eyes in Terrinoth have turned to the Mistlands and the gathering forces of the undead. But while the lords of Daqan look to the north, another ancient danger has sprouted anew in the east. Within the Ru Darklands, the Uthuk Y’llan have patiently waited since their near extinction, using ancient rites and blood sacrifices to summon the demons of the Ynfernael and bend the dark creatures to their will. Now, they are ready to launch a new assault upon the realm.

The locust swarm leaves the steppes of the Ru behind and begins their glorious conquest with the city of Sudanya in the Borderlands. This small city should be easy prey for the Uthuk and their howling tribesmen, but what they do not expect is that the city is currently host to two of the Daqan’s greatest heroes: Lord Hawthorne and Kari Wraithstalker. They will defend Terrinoth until their last breath, but will their combined powers be enough?

As the Uthuk prepare their attack and the Daqan march forth to confront the locust swarm, the two armies find themselves at the opposing edges of a Long Canyon where they will attempt to Take the Ridge. For this objective, each leader will place an objective token on the field during setup. Then, at the end of each round, each player will score a five-point objective token, so long as they are the only player with a unit at Range 1-2 of the objective token. A thorn-choked circle is one of the few growing things this far into the Borderlands, but the influence of the ethereal Latari Elves, who live just south of here, can still be seen in the form of a sacred font.

During deployment, Owen and Lizzie send out their forces to create near mirror images of one another. To the north stand the infantrymen: the Uthuk Berserkers against the Heavy Crossbowmen. In the center of the battlefield are the cavalry: two units of Flesh Rippers facing the Oathsworn Cavalry and Lord Hawthorne. The siege units and heroes have been placed in the south: the Spined Threshers and Ravos the Everhungry opposite the Rune Golems and Kari Wraithstalker. Before the battle has even begun, it is clear that neither side is willing to give even an inch to their enemy. This battle will be a test of strength against strength alone.

Battle in the Borderlands

The Daqan commander will not risk harm to his units early in the battle and as a first matter of business, he orders Kari, Hawthorne, and the Rune Golems to hold back and rally, thus removing the panic tokens inflicted by Ravos’s Ynfernael Presence. This act of patience also provides him with the opportunity to gauge the Uthuk’s unstable speed, seeing what they may be capable of in later rounds. However, this also provides the Uthuk with the opportunity to move within Range 2 of both objective tokens before the Daqan Lords even get close—granting Lizzie ten points right out of the gate!

In round two, the Uthuk find two unstable energy runes, which somewhat restricts the Flesh Rippers, but provides them with enough speed to close the distance between them and the Oathsworn Cavalry if the Daqan move first. But the demons of the Ynfernael are too hasty, believing that all peoples of Terrinoth experience the same bloodlust. They miscalculate when the Oathsworn Cavalry will charge and receive a panic token. Subsequently, the Oathsworn Cavalry makes their attack at initiative seven, charging in to kill three demon dogs and forcing the other to flee as it experiences a Loss of Faith.

Closing in, Ravos is now close enough to Kari to inflict a wound, but still within range of the objective token to earn another five points for his dread commander. Then, in the third round, the Uthuk champion finishes the job. Ravos charges and cuts down Kari before she has a chance to fight back. As the first of the high-value units falls, the Daqan rally to prevent any more losses. The Oathsworn Cavalry continue their assault on the Flesh Rippers, bringing about the doom of two more. In retaliation, the remaining two rippers attack and each bring down a horseman, stunning those who remain. Next, the Spined Threshers speed in to assist their Ynfernael allies and wipe out three cavalrymen in a single charge.

As the opposing cavalries fight in the center of the battlefield, they form a blockade for the Uthuk Berserkers, keeping them sealed in the back ranks behind a thorn-choked circle that their unit is too large to move into. The Heavy Crossbowmen pick off a single tribesman and, knowing they are unable to fight, the Berserkers flee west until they are out of range. The Heavy Crossbowmen then turn to offer ranged support to the Daqan cavalry, ready to confront all the powers of the Ynfernael in defense of their comrades.

Devastating Blows

The battle rages on into round four with almost all units engaged and relentlessly exchanging blows. The humans are becoming weary. Lord Hawthorne uses his skill as an experienced commander to inspire every troop in his army. Beyond much-needed inspiration, the round brings four unstable, two stable, and one natural rune to strengthen soldiers who possess an arcane link, two of whom are already prepared to clash. The Rune Golems and Ravos the Everhungry both use the unstable runes to fuel their charges, but the Daqan’s two-tray siege unit moves first and inflicts an incredible four wounds on the Uthuk hero, destroying more than half his health.

In the fifth round, the brutal Ravos takes out one Rune Golem and wounds the other with a slash of his Reaping Blade. Both siege units are seriously injured and only need one wound more to die. The Golem is able to strike true and bring down Ravos, saving itself from the demon's End Phase ability. But the Uthuk are not out of the game yet. The Spined Threshers are flanking the Oathsworn Cavalry and gain an extra red die. With this added to their normal combat dice, they roll five hits. Combined with their threat and the Brutal 1 keyword, they inflict fifteen damage, knocking out five horsemen and eliminating their back rank to deny them rerolls.

Seeing his fellow horsemen in peril, Lord Hawthorne charges the Flesh Rippers. He raises the Dawnblade to glint in the sun just before he brings the sword down on the heads of the demons with a mighty fury, killing two of the hounds in one fell strike. But it is not enough. The Oathsworn Cavalry are simply overrun by the horde of demons and the last of them fall. Though now, even if Hawthorne does not kill the rest of the Flesh Rippers there are too few of them to be worth anything to the Uthuk commander.

The Fall of Sudanya

This fact provides little comfort to the Daqan, as in round seven the Spined Threshers, still hungry after snacking on the Oathsworn Cavalry, take off after the Rune Golems and use a morale test to make them panic and face away. Now flanking, the Spined Threshers have three red dice to help tear the Daqan guardians apart.

The Rune Golem’s only hope for survival is to find enough stable runes to increase their defense. But in the final round, there is only one stable rune and two natural runes. The Uthuk’s siege unit tears the Golem apart easily as the final Flesh Ripper feasts on Lord Hawthorne nearby.

All is lost for the Daqan, but there is still one unit of Heavy Crossbowmen and one round left to the battle. Victory may be out of reach, but if they are to fall, they will bring as many of the demons down with them as they can. They load their weapons with exacting precision and set their sights on the Spined Threshers. Their aim is true, but the arrows do little to slow the beasts.

Sudanya is doomed.

Objective Tokens Claimed (Daqan Lords):
0 Objective Tokens Claimed (Uthuk Y'llan):
5 Remaining Army (Daqan Lords):
Heavy Crossbowmen (27) Remaining Upgrades (Daqan Lords):
n/a Remaining Army (Uthuk Y'llan):
Spined Threshers (28), Berserkers (37) Remaining Upgrades (Uthuk Y'llan):
War Crier (5)

Following the events of the battle, we met with Owen and Lizzie to talk about what transpired.

How do you think it went?

Owen: Well, I lost so it wasn’t my ideal match, but I still had a good time! I learned a lot about the game, so in that sense I guess you could call me a winner!

Lizzie: Kneel before me, peasants! Choke on the ashes of your burned dreams!

Were there any surprises?

Owen: I was surprised how aggressive the Uthuk were. Ravos the Everhungry is extremely difficult to deal with from close range and I felt like every unit had a ton of defense that I had to chew through.

Lizzie: I was surprised by Hawthorne’s ability to inspire his troops during battle. He made Ravos’s setup ability practically useless and I had to be careful about when to spend their panic tokens since they became a precious resource.

Is there anything you would change?

Owen: I need to remember my units’ abilities more often. I got into a rhythm of doing similar actions and didn’t necessarily explore what else the Daqan had to offer.

Lizzie: I caused a traffic jam again… The Berserkers were stuck between Flesh Rippers and terrain and did nothing for the entire match!

What did you learn?

Owen: I felt like I got the hang of range, as well as when to charge versus when to simply march. I also learned how to use inspiration tokens to get me out of a couple tight jams and I feel like it’s an important mechanic I didn’t previously use.

Lizzie: While it was an accident, the incident with the Berserkers taught me that I don’t have to send out every unit every turn. Keeping a unit safe for points is a strategy that I hadn’t thought to utilize.

Defend the Realm

Despite a valiant effort by the Daqan Lords, the southern Borderlands have fallen to the might of the Uthuk. But all hope is not lost. This portion of the realm has a second defender in the Latari elves, whose territory of the Bloodwood stands on the edge of the land the Uthuk have just claimed. The Latari will not take this threat lightly. The battle for Terrinoth is far from over.

To stage your own battles in Terrinoth, pick up Runewars Miniatures Game (RWM01) at your local retailer or on the Fantasy Flight Games website here! Be sure to watch our website for the next entry in the Runewars Versus series!

Discuss this article
in our forums!

TM & © 2016 Fantasy Flight Games.

Categories: Company News

Leveling Up!

Paizo - Mon, 03/12/2018 - 22:00

Leveling Up!

Monday, March 12, 2018

With the Pathfinder Playtest, we're looking to level up the entire Pathfinder game. And that means leveling up... leveling up! Gaining new levels and the toys that come with them is a core part of Pathfinder First Edition, and we want to make it more rewarding in the new edition. So how do you level up?

Well, first you're going to need some Experience Points. You can get those XP by fighting monsters, encountering traps, solving puzzles, and accomplishing goals. Once you hit 1,000 XP, you level up! (That's for every level, so whenever you have 500 XP, you'll always know you're halfway to leveling up again! And if you have any extra Experience Points after leveling up, they count toward the next level.)

Once you have enough Experience Points to level up, you'll increase your proficiencies, then get some more Hit Points (8 + Constitution modifier for a cleric, for example), and then get to make the choices for your new level. What choices? Those are all covered on your class's class advancement table. For instance, at 2nd and 3rd levels, the cleric gets the following: 2Cleric feat, skill feat 32nd-level spells, general feat, skill increase

(Wait... what if I multiclass? We'll cover that in a future blog, but let's just say you'll still be referencing only one advancement table.)

One thing we knew we wanted to include in the new edition was a good number of choices for all characters. In first edition, this could be pretty unequal. Even though over time, the game incorporated more ways to customize any type of character, we wanted to build in more robust customization into the structure of every class. That's why every class gets specific class talents (which include spells for spellcasters) at 1st level and every other level thereafter, increases to skills every other level, and feats at every level!

Illustration by Wayne Reynolds

Feats Feats Feats!

How does gaining feats at every level shake out? Every class has special feats just for them, which you gain every other level. When your cleric hits 2nd level and gets that cleric feat, do you want to become a better healer? Learn another of your deity's domains? Turn undead away from you? Your class feats give you these options, so you're not locked into the same path as every other cleric.

On any level when you don't gain a class feat, you gain a skill feat to change the ways you can use skills, a general feat that's useful to any character regardless of class, or an ancestry feat that reflects the training or advantages of your people. Skill feats are part of the general feat category, too, so if you really want to invest in your skills, you can drop 15 feats on improving them!

Many of your feats—especially class feats—give you new actions, activities, and so on that you can use. They have a special format to tell you how they work with your three actions and one reaction. Formatting them this way means that it's easier to tell whether a feat is something you can always do or a special action you can take. In Pathfinder First Edition terms, this would be like the difference between Weapon Focus and Vital Strike.

One of our goals with feats was to make them easier to choose and to use. Most feats require very few prerequisites, so you won't need to worry about picking a feat you really don't want in order to eventually get one you do. Any prerequisites build off your level, your proficiency, and any previous feats the new feat builds onto.

The Best of Your Ability

You'll also amp up several of your ability scores every 5 levels. The process might be familiar to those of you who've been playing Starfinder for the last several months! There are, of course, a few tweaks, and we made all ability boosts work the same way instead of being different at 1st level. Learn it once, use it in perpetuity.

Second Chances

So you get all these choices. Let's say you make a few bad ones. It happens!

Retraining your abilities is now in the game from the get-go, covered by the downtime system. You can spend your downtime to swap out choices you made for other ones. (Though you can't swap out ones that are a core part of your character, like your ancestry, unless you work out a way to do so with your GM.

Some classes give you ways to retrain your choices automatically. For instance, some spells get less useful as you go up in level, so spontaneous spellcasters get to replace some of the spells they know with other ones when they get new spells.

Leveling in the Playtest

The playtest adventure will have you playing characters at various levels, and tells you when to level them up (or tells you to create new characters for certain chapters). Our goal has been to make your options expansive and satisfying, but not overwhelming. We look forward to you telling us which decisions you're making, trading tips with fellow players, and agonizing over two feats when you really want them both.

Logan Bonner

Tags: Pathfinder Playtest

Categories: Company News

Arc Dream Insider

Arc Dream Publishing - Mon, 03/12/2018 - 19:17
Subscribe on this site! Look for the “Sign up for Arc Dream Announcements” form. Contents Golden Geek nominations Recent releases Pre-order A Night at the Opera Pre-order The Fall of Delta Green […]
Categories: Company News

Fiendgully: The Last Painforest

Paizo - Mon, 03/12/2018 - 19:00

Fiendgully: The Last Painforest

Monday, March 12, 2018

It's just been a bit since our delayed look at the set's creepy crawlies, but a short detour in our journey through the Jungle of Despair won't prevent me from at least trying to stay on schedule. This week we examine some of the fiends featured in the set: daemons and qlippoth!

Hailing from the desolate plane of Abaddon, daemons serve the Four Horsemen in their efforts to claim as many mortal souls as possible. Like all Outer Planes, Abaddon's primary means of soul acquisition comes from worshipers of neutral evil deities who are judged and sent there upon their mortal demise. But daemons' hunger is rarely sated, and like most fiends, they are always looking for new, less scrupulous means of growing their numbers. The terrifying astradaemon, for example, traverses the River of Souls on the Astral Plane, like a shark, plucking unlucky victims from their rightful path to the afterlife. With a life-draining touch, astradaemons speed their living victims toward death, increasing the prevalence of their prey in the River of Souls. The astradaemon is a Large rare figure.

Exhibiting cephalopod, crustacean, and humanoid features, the menacing venom daemon uses potent poison to bring low its enemies. Native to the swampy or fully aquatic regions of Abaddon, venom daemons target the strongest of their foes first, both as a tactical choice and for the emotional impact when foes see the greatest among them fall. The venom daemon is a Medium rare figure.

Older even than deamonkind are the qlippoth of the Abyss, whose hatred for the myriad demons who now rule their home plane knows no bounds. Last week we looked at the spider-like thulgant qlippoth, but it's just one of the four qlippoths Jungle of Despair has to offer. First this week is the ravenous qlippoth, whose body takes the form of a writhing ball of intertwined intestines and toothy mouths, an anatomy that serves it well as the scavenger of the Abyss. The ravenous qlippoth is a Medium uncommon figure.

The slightly more powerful infectious qlippoth is a manifestation of the Abyss's fecundity, spreading pain and suffering throughout the multiverse. The monocular, tentacle-covered beasts are capable of travel to other planes, where they spread misfortune indiscriminately. The infectious qlippoth is a Large uncommon figure.

Finally, we come to the gongorinan qlippoth, the crablike spawn of the qlippoth lord, Yamasoth, who was himself closely associated with Alaznist, the final Runelord of Wrath. A medium rare figure, the gongorinan qlippoth (along with most of the other figures in this week's preview) is sure to serve Game Masters running the forthcoming Return of the Runelords Adventure Path well.

That's all for now, folks! I hope you survived our glimpse into the Abyss (and Abaddon). Next week we'll return to the jungles of Golarion with a look at some of the mortal rivals your adventurers may encounter along their journey into despair.

Mark Moreland
Franchise Manager

Categories: Company News

Battlemap : Underground Farm

RPGNow - Mon, 03/12/2018 - 15:51
 Underground FarmPublisher: Christian Hollnbuchner

This full color battlemap is the 394th of a series featuring various terrains. This installment of the battlemap series features an underground mushroom farm.

The map is 28 x 30 squares in size, with each 1 inch square scaled to represent 5 feet. It is provided in 12 segments, which need to be assembled, in a single PDF using the letter format.

The product has been updated to include a large gridless JPG image of the map, intended for use with VTT software. It is 2016x2160 pixels in size at 72dpi.

Price: $1.48
Categories: Company News

Rivendell Region Guide pre-order opens tomorrow!

Cubicle 7 - Mon, 03/12/2018 - 15:43

Tomorrow sees the opening of the pre-order for the Rivendell Region Guide, along with the PDF release!
This invaluable guide contains new setting material for the region of Eastern Eriador, a history of the region, as well as new rules for powerful adversaries, the magical treasure index, the rising threat of Sauron and an additional playable culture - the High Elves of Rivendell!

It’s a supplement packed full of useful material for players and Loremasters alike, all presented with the production quality you've come to expect from Adventure in Middle-earth.
Get yours tomorrow. All pre-orders from our web store come with the pdf for free!

Adventures in Middle-earth

Smaug has been defeated, the Battle of Five Armies has been won, and Bilbo has returned to the Shire. But much danger still remains, and from the Orc-holds of the mountains to the dark and corrupt depths of Mirkwood a darkness waits, recovering its strength, laying its plans, and slowly extending its shadow…

In Dale, King Bard sends out a call for brave adventurers to journey to Laketown and assist him in restoring the glory of the North.

Adventurers come from all the Free Peoples of Wilderland and beyond, all heeding the call to adventure. Spurred on by diverse callings – whether it be the lure of the road, the hunger for ancient lore, or the simple urge to defend hearth and kin, adventurers from across Wilderland are preparing to explore Middle-earth and to battle the rising threat of The Shadow wherever it may be found.

Adventures in Middle-earth is an officially licensed 5e OGL setting, bringing Middle-earth to your 5e games. It provides an unparalleled handling of the source material, gorgeous art and bespoke rules that bring the feel of Middle-earth to your gaming table without the need to learn a new rules set!

Find out more here.

Categories: Company News

Interview With A Designer: Cursed Court's Andrew Hanson

Atlas Games - Mon, 03/12/2018 - 15:30
When we playtested Cursed Court at our Atlas staff retreat, I was struck by how different the game was from anything I'd previously played. So I went to Andrew Hanson, designer of Atlas' newest board game, for some insights on his creation.

Most people have played bidding and betting games of some kind, like poker or casino games. What changes did it require to turn that into a board game?

"My first attempts at making the game were similar to a normal game of poker. The big inflection point was when I added the game board and the 3x3 grid of characters. Almost all of the other changes came as a result of that shift. I described some of those challenges in another article."

Why did you go with the theme of palace intrigue?

"The palace intrigue really centers around the characters. When I first created the characters, I wanted them to feel familiar to players of traditional card games. The intrigue part of the theme is meant to go with the secrets and stakes atmosphere I wanted the game to have."

You made the connection with Atlas at a Protospiel event. What role did spaces like Protospiel play in Cursed Court's development?

"Protospiel events were a huge part of Cursed Court's development. The feedback you get from other designers is invaluable. In addition to Protospiel events, there is a local group of designers near me that meets regularly to playtest each other's games. If you're at all interested in board game design, I suggest you search or ask at your local game store and see if there are any design groups in your area."

Are any strategies unique to this game that differ from other betting/bidding games?

"The most successful strategies in Cursed Court require you to forget about other bidding and betting games. You only have a limited number of chips, and the board ends up having a small aspect of territory control. Players seem to enjoy that shift in thinking as they learn to do better at the game."

What exactly is the curse of Cursed Court?

"The original title of the game was Unlucky Kingdom. That was back when there were only 13 cards in the deck, and the game board wasn't even part of the game yet. Once the game got closer to its final form, it felt like it needed a new name. The alliteration of Cursed Court rolls off the tongue nicely.

"The other main reason for the curse was the different bidding spots on the board. Each of the sets of three or four cards has a name. For example, the Assassin, Sorceress, and Duke is called the Revolt. In fact, all the names involving the Assassin seem to end poorly for at least one of the other characters. Maybe we should have called the game Assassin's Court."
Categories: Company News

Codex - Dark (Jan 2017)

RPGNow - Mon, 03/12/2018 - 15:24
Codex - Dark (Jan 2017)Publisher: The Gauntlet

Codex is the monthly RPG fanzine published by the Gauntlet gaming community! Each issue features a variety of original articles organized around a theme, loads of original artwork, and a custom layout.

Inside Codex - Dark:

Called Summon a demon into the world in this candlelit LARP by Wendy Gorman.

The Conjuration A Final Girl scenario by Oli Jeffery, inspired by the films Insidious and The Conjuring.

Pizza Time! Explore the dark corners of a Chuck E. Cheese’s style restaurant in this Lovecraftesque mystery by Jason Cordova.

Plunged Into Darkness A superhero scenario by Jaye Foster for the 6d6 system.

Three Dozen Seedy Taverns

Six original illustrations.

A custom layout by Oli Jeffery.

Price: $4.00
Categories: Company News