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King Thadar's Catacombs

Tue, 06/27/2017 - 13:59
King Thadar's CatacombsPublisher: The Northern Realm Inc.

King Thadar’s Catacombs adventure takes our players to castle Kerthaz, where builders discovered a network of tunnels. The Baron of Kerthaz, Lord Gabriel, is offering a tenth of what is found in the underground, as a reward to explorers willing to map it. It seems Lord Gabriel is unwilling to send anymore of his people down into the tunnels after two groups did not return.

Price: $3.00
Categories: Company News

GamesOrbit #49

Tue, 06/27/2017 - 13:59
GamesOrbit #49Publisher: Pegasus Press

EDITORIAL GamesOrbit #49:


Liebe Leserinnen, liebe Leser,

Sommer! Zeit, um draußen zu sein, mit Freunden Fußball zu spielen (und EM zu
gucken), Schwimmen zu gehen, Radeln oder was „Outdoor“ sonst noch an Kurzweil
bietet. Aber Indoor? Sich an einen Tisch setzen, die Würfel rollen oder Karten kloppen?
Aber gewiss doch! Gerade diese Wochen gehören zu den spannendsten. Ein
Termin jagt den nächsten. Das merkt man auch als Redaktion. Die Druckerei steht
schon auf der Matte, denn die Ausgabe zum Jubiläum des Rollenspiels „Call of Cthulhu“
muss unbedingt zur Mega-Party der Szene, zur „Role Play Convention“, fertig
sein (Seite 6). Aber deswegen den Showdown beim „Spiel des Jahres“ verpassen?
Geht auch nicht. Und da das Motto für den Blattmacher lautet „Geht nicht – gibt’s
nicht“, stellt „Games Orbit“ ganz aktuell die nominierten Titel vor (Seite 7).

Mit spielerischem Gruß
Alexander Kraft

Price: $1.00
Categories: Company News

The Little Book Of Dungeons - Volume V

Tue, 06/27/2017 - 13:15
The Little Book Of Dungeons - Volume VPublisher: Crooked Staff Publishing

Within this volume of The Little Book of Dungeons you will find six full page dungeon maps that have been drawn in a the same art as the previous booklet (as can be seen in the preview).

Furthermore, unlabelled image files have also been supplied with this product (scaled at 70 pixels per grid square) - for use with virtual tabletops.

Price: $2.99
Categories: Company News

GamesOrbit #50

Tue, 06/27/2017 - 13:13
GamesOrbit #50Publisher: Pegasus Press

EDITORIAL GamesOrbit #50:


Liebe Leserinnen, liebe Leser,

Mit diesem Heft halten Sie die 50. Ausgabe von „GamesOrbit“ in den Händen. Ein
Grund zum Feiern. Doch da in einem Printmagazin die üblichen Hintergrundgeräusche
wie Tusch, Feuerwerk und Sektkorkenknallen etwas tonlos bleiben, machen
wir das, was wir besser können: Inhalte anbieten. Und das gleich in zweifacher Hinsicht.
Von nun an nden Sie in jeder Ausgabe eine Kolumne der Spielekritiker „Hunter
& Cron“. Die beiden Berliner gehören in einer Branche, die dem Anschein nach
vor allem von älteren, grauhaarigen Männern dominiert wird, zu den aufregendsten
Newcomern. Ihr Blog und ihre Video-Rezensionen haben in wenigen Jahren viele
Follower gefunden!Jetzt also auch „Hunter & Cron“ gedruckt, exklusiv in „GamesOrbit“
mit Gedanken rund um die Welt der Spiele. Und zweitens … aber da schauen
Sie am besten nach dem „Essen Special“ bei unseren Gewinnspielen (Seite 30)!

Mit spielerischem Gruß
Alexander Kraft

Price: $1.00
Categories: Company News

GamesOrbit #51

Tue, 06/27/2017 - 13:03
GamesOrbit #51Publisher: Pegasus Press

EDITORIAL GamesOrbit #51:


Liebe Leserinnen, liebe Leser,

So viel Spiel war nie! Die weltweit größte Messe für Brett- und Gesellschaftsspiele,
die „Spiel“ in Essen, wird erstmals den Rekord von 1000 Ausstellern knacken. Mal
schauen, ob auch der Besucherrekord wackelt – 160.000 in vier Tagen, das ist
ambitioniert. Und, wie in jedem Jahr, verrückterweise auch vom Wetter abhängig.
Zu gut, dann gehen die Leute raus; zu schlecht, dann bleiben sie zu Haus. Falls auch
Sie Zweifel überkommen sollten, ob Essen in der zweiten Oktoberwoche einen
Besuch wert ist, dann emp ehlt Ihnen die Redaktion von „GamesOrbit“: Werfen Sie
einen Blick in die aktuelle Ausgabe. Denn auch da ist so viel Spiel wie nie!Mehr als
40 Seiten Spielerezensionen!Natürlich ist das bei weitem kein Überblick zu allen
Neuheiten auf der „Spiel“. Das kann aber, bei über 1200 angekündigten neuen Titeln,
auch kein Mensch schaffen. Da muss man, Wetter hin, Wetter her, schon selbst hin.

Mit spielerischem Gruß
Alexander Kraft

Price: $1.00
Categories: Company News

GamesOrbit #52

Tue, 06/27/2017 - 12:55
GamesOrbit #52Publisher: Pegasus Press

EDITORIAL GamesOrbit #52:


Liebe Leserinnen, liebe Leser,

Das eine Fest ist vorbei, das andere steht vor der Tür. Das Schöne dabei: Mit dem
einen Fest – der Messe „Spiel“ – hat man reichlich Ideen für Weihnachten einsammeln
können. Und ganz Schlaue haben sich in Essen gleich eingedeckt mit Geschenken.
Sollten Sie das eine Fest (warum auch immer) verpasst haben – an dem
anderen kommt keiner vorbei!Damit Sie von jenen Schlaubergern geschenketechnisch
nun nicht noch schneller als die Weihnachtsgans abgekocht werden, servieren
wir zum Kennenlernen einige der Messe-Highlights. Das Motto diesmal: Kurz und
knackig. Nur zwei Brettspielen gönnen wir mehr Raum – verbunden mit dem Hinweis
auf unseren Western-Aufmacher: Autor Alexander Pster ist auf bestem Wege
in den Spiele-Ernder-Olymp, weshalb wir für Sie, liebe Leser, von „Mombasa“ als
Sieger beim „Deutschen Spielepreis“ ein Verlosungsexemplar bereit halten (Seite 30).

Mit spielerischem Gruß
Alexander Kraft

Price: $1.00
Categories: Company News

Unchained

Tue, 06/27/2017 - 12:53
UnchainedPublisher: Frenzy Kitty Games

The world has changed. It's become dark. Dangerous. Terrifying. Even more than you ever thought it could be. And it all started 4 years ago with the arrival of the Prometheus Mark.

You are one of the marked.

And it ain't for the faint of heart...

UNCHAINED is a horror micro-roleplaying game for 3-­5 players. It is a game about storytelling and roleplay in a brutal and uncaring dystopian future.

Price: $1.00
Categories: Company News

GamesOrbit #54

Tue, 06/27/2017 - 12:39
GamesOrbit #54Publisher: Pegasus Press

EDITORIAL GamesOrbit #54:


Liebe Leserinnen, liebe Leser,
Wie? Wir haben uns doch gerade erst warm gespielt!Und jetzt ist es schon wieder
so weit und der Preis „Spiel des Jahres“ steht vor der Tür? Wohl wahr – manchmal
ist es kaum zu glauben, wie schnell die Zeit vergeht beim Spielen. Aber gemach:
Noch steht der Sieger nicht fest, die Auszeichnung mit dem begehrtesten Spielepreis
im deutschsprachigen Raum (und darüber hinaus!) lässt noch auf sich warten. Was
ganz einfach an der Dramaturgie liegt: Am 22. Mai hat die Jury des Vereins „Spiel des
Jahres“ die – aus ihrer Sicht – jeweils drei besten Spiele der Kategorien Kinderspiel,
Spiel und Kennerspiel des Jahres benannt. Eine kleine Übersicht dazu nden Sie auf
Seite 7. Zudem geben die Juroren Empfehlungen für weitere überragende Spiele des
aktuellen Jahrgangs. Bis zur Kür am 17. Juli ist also noch viel Zeit, um sich selbst ein
Bild zu machen, ob man mit dem (Vorab-)Votum einverstanden ist.


Mit spielerischem Gruß
Alexander Kraft

Price: $1.00
Categories: Company News

Jakandor, Land of Legend (2e)

Tue, 06/27/2017 - 12:31
Jakandor, Land of Legend (2e)Publisher: Wizards of the Coast

The battle for Jakandor is joined as two cultures clash--fierce barbarians and powerful wizards who both believe their destiny is to destroy the other! In such struggles legends are forged!

Jakandor, Land of Legend brings the epic struggle of the Jakandor ODYSSEY trilogy to its startling climax. The Knorr and the Charonti are embroiled in a blood feud to claim ownership of their island home: Here are the legendary battles that will either unite the two nations or destroy them.

This product presents an anthology of adventures and the tools to run an exciting campaign in this land of feuding barbarians and wizards. Additional sites, details of Jakandor's wilderness, and expanded random encounter charts are part of the package. A full-color map features the first true view of the island, combining the Knorr east with the Charonti west.

The adventures, adaptable to either society, allow players to explore both the Knorrman and Charonti cultures. Included is a scenario to help DMs add Jakandor to their existing AD&D campaigns, as well as a large adventure that explores an extensive underground ruin. Finally, rules are presented for battles between the gigantic magical constructs of both cultures.

Product History

"Jakandor: Land of Legend" (1998), by Dale Donovan, is the third in a trilogy of Odyssey supplements about Jakandor. It was published in October 1998.

Origins (I): Return to Jakandor. Jakandor was intended as a limited run of three roleplaying supplements. "Jakandor: Island of War" (1998) and "Jakandor: Isle of Destiny" (1998) were essentially players' books for the two sides in Jakandor's conflict. Now, "Jakandor: Land of Legend" (1998) finished out the series as a GM's book, providing an overview of the whole island and adventures for everyone.

Origins (II): A New Author. Kirk Botula wrote the first two supplements in the Jakandor series and planned to write the third. However, he was fatigued after the previous work and had real-life issues on top of that, and so passed, causing the book to be sent on to Dale Donovan.

Origins (III): A Missing Book. There was actually supposed to be a fourth book in the Jakandor sequence, a novel by Jakandor creator Jeff Grubb called "Jakandor: Land of Destiny", scheduled for January 1999.

Grubb wrote the whole novel, and it had even passed through editorial, but Wizards ultimately decided to cancel it. Though Grubb didn't get an advance, he did get a cancellation fee. He also was told that he could sell the book elsewhere if he changed the proper names. Grubb says that since then it's been his "'trunk book', the book that exists, but hasn't even made the rounds for publishers." He says that "even filing off the serial numbers and changing the names to protect the guilty would still leave it a relic of another era of publishing."

Origins (IV): A Missing Setting. Jakandor was the last of Jeff Grubb's settings that would see print for D&D. But, there's one that never saw print called "Storm front". He proposed it as a new campaign setting in early 1994, when TSR was looking for their next roleplaying world.

Storm front had its origin in two drawings by Winsor McCay, "Man Shall Live On Mountaintops" and "The Last Day of Manhattan". Grubb says:

"I filled the world with clouds. Above the cloud layer the land was bright and shining. Beneath the clouds it was a land of hellstorms, lightning, and the ruins of the previous civilizations. And you could sail on these clouds, in great ships made of floating wood."

The setting attracted interest at TSR and also received input from Wolfgang Baur and Roger Moore … but then someone in Sales and Marketing said it was "a lot like Heaven and Hell" and thus too similar to Planescape. So "Storm front" fell by the wayside, and TSR instead picked Birthright as their new setting.

Storm front did survive to become a short story by Grubb called "Catch of the Day", which was published in the Oceans of Magic (2001) anthology.

Adventure Tropes. The adventures in "Land of Legend" are a wide mixture of styles. Some are episodic encounter-based stories, where character go from one scene to the other, and others are location-based delves. Timed events occur in many of the adventures at specific dates. There's even a small-scale wargame, depicting a fight between the two peoples' constructs.

Expanding D&D. The rules for Jakandor largely appear in the previous two books, but "Land of Legend" has a few nice synopses of character kits and experience rules for the Charonti and Knorrman peoples.

Exploring Jakandor. "Land of Legend" fills out Jakandor with a gazetteer of the island, including "new sites" that didn't appear on either of the previous maps. There are also random encounter tables, because that's of course what D&D GMs need.

About the Creators. Donovan was an author and editor at TSR and Wizards in the late '90s and early '00s. In 1998, most of his work was focused on the Realms, including Empires of the Shining Sea (1998), For Duty and Deity (1998), and Villains' Lorebook (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: $7.99
Categories: Company News

GamesOrbit #53

Tue, 06/27/2017 - 11:06
GamesOrbit #53Publisher: Pegasus Press

EDITORIAL GamesOrbit #53:

Es sind spannende Zeiten in der Spielebranche. Die „Spiel“ in Essen und die Spielwarenmesse in Nürnberg haben gezeigt: Noch nie gab es so viele Aussteller, noch nie so viele Neuheiten, und noch nie tummelten sich so viele Verlage hierzulande. Zahlreiche neue Namen aus dem Ausland sind zu entdecken. Wobei man bei genauem Hinschauen merkt: Viele von den „Neuen“ sind lange nicht so präsent, wie die Logos auf den Schachteln glauben machen. Denn zur Zeit sind Kooperationen der große Trend. Kleine pfifie Verlage sammeln sich unter dem Dach weniger „Großer“. Die besorgen den eher langweiligen Part, das Backoffie mit Buchhaltung, Vertrieb usw. Für uns Spieler dennoch ein Glücksfall: Die Ideenschmieden können dann um so kreativer sein. Beweise? Mit „Cottage Garden“ (Spielwiese) und „Railroad Revolution“ von What's Your Game fiden sich zwei Prachtbeispiel auf den nächsten Seiten.

Mit spielerischem Gruß
Alexander Kraft

Price: $1.12
Categories: Company News

DunJon Poster JPG #141 (Galaxzina)

Tue, 06/27/2017 - 08:02
DunJon Poster JPG #141 (Galaxzina)Publisher: Stainless Steel Dragon

From the pages of DunJon eZine we humbly offer up this cosplay style image as a poster-sized jpg for those who would like to display it on their character sheets, walls, desktop, or as part of a self-made screen saver. (Collect Them All!)

FYI: This image is primarily being offered for those who like it well enough to hang it on their wall. The buyer of this JPG is licensed to create prints for personal use with it. (Such prints may be gifted to a friend, but not resold in any format.) This image is large enough to create a High Definition gallery quality 24x18/18x24 inch print at 250DPI -HD quality.) The cost for doing so is generally around $20 at your local copying center.  Thus for under $25 total you can create your own a gallery quality print that usually sells for twice as much at most generic online galleries and 5-10 times as much in walk-in fine art galleries, conventions and/or famous artist websites. 

  Here is your chance to “legally” own rare quality fantasy art at an affordable price. The perfect gift for the gamer who everything else.  

Price: $0.95
Categories: Company News

Rifts® Adventure Guide

Tue, 06/27/2017 - 08:02
Rifts® Adventure GuidePublisher: Palladium Books
Rifts® Adventure Guide™ The ultimate Rifts® reference on creating and running adventures

Over 150 adventure ideas. How to create, design, plot and run role-playing game adventures by Palladium’s top game designers and writers Kevin Siembieda, Erick Wujcik and Bill Coffin. From finding ideas and getting started, to adventure structure and character archetypes. Examples galore. Much of it suitable for any kind of role-playing game.

  • Finding and building on ideas.
  • Approaches to adventure design and running the game.
  • Player tips and suggestions.
  • Tables for generating towns and cities.
  • Tables for generating syndicates and secret organizations.
  • Tables for creating mercenary companies and traveling shows.
  • Creating names and finding the big ideas.
  • The Chi-Town ‘Burbs and more on the Rifts themselves.
  • Post-Apocalyptic Rifts Earth.
  • “101 Adventure ideas” and a more.
  • 192 pages.
Price: $12.49
Categories: Company News

Sea of Blood (2e)

Tue, 06/27/2017 - 08:02
Sea of Blood (2e)Publisher: Wizards of the Coast

"Every land to drown in the avenging sea of blood" -Prophecy of the Deep Mother

The deep sea holds many perils - some known, some secret, some merely hungry . and some evil. Those who live on dry land speak in whispers of the dreadful City of Abiding Hunger, where sea devils cavort in the court of their king, awful rites pay homage to a brutal shark god, and desperate refugees from above the waves dream of the sun they will never see again.

In Sea of Blood, adventurers attempt to overcome the mortal threats contained in the City of Abiding Hunger and the Throne of Teeth before finally coming face to face with their true enemy - the Deep Mother. Sea of Blood can be played as a stand-alone adventure, or it can serve as the finale of the sahuagin adventure trilogy that started with Evil Tide and continued in Night of the Shark.

Product History

"Sea of Blood" (1997), by Bruce R. Cordell, is the third Monstrous Arcana adventure for The Sea Devils (1997). It was published in December 1997.

Origins: Continuing the Arcana. Each annual Monstrous Arcana series consisted of a coffee table sourcebook, two 32-page adventures, and one 64-page adventures. "Sea of Blood" (1997) is the 64-page adventure that finishes off the sahuagin arc begun with The Sea Devils (1997).

Adventure Tropes: Sudden but Inevitable Betrayal. In the previous adventure, "Night of the Shark" (1997), the characters were saddled with an NPC who is scheduled to betray them in "Sea of Blood". This a variation of the "necessary failure" trope popular in '90s D&D adventures, which had previously been used in "Night of the Shark". It also leads to the inevitable imprisoned trope. It's rather striking that these classic railroad tropes were so important to the Sea Devils adventures, but the majority of the scenarios are still very open sandboxes.

Adventure Tropes: The Enemy City. The earlier Sea Devils adventures were all variants of dungeon crawls, but "Sea of Blood" instead focuses on the enemy city trope, where characters must travel incognito through a monstrous city. The idea dates back to D3: "Vault of the Drow" (1977) but appeared several times in the '90s. (When the characters penetrate to the Throne of Teeth, they might have a more typical palace crawl ahead of them.)

Adventure Tropes: Let Slip the Gods of War! "Sea of Blood" is another D&D adventure that ends with the attempted summoning of a god: Angueleusis.

Genre Tropes: Lovecraftian Horror. The spectre of Lovecraftian horror appears once more here in the form of: the anguillians; their rulers, Deep Father and Deep Mother; and their god Angueleusis. It feels a lot like the story of the Deep Ones, with their rulers Father Dagon and Mother Hydra, and their god Cthulhu.

Exploring Neverness. Racial details again lead back to the world previously depicted in The Gates of Firestorm Peak (1996), but the world is only detailed here through the underwater realm of The City of Abiding Hunger.

Monsters of Note. "Sea of Blood" provides the origin story of the sahuagin — how they evolved from the anguillians after the interference of the elder elves.

This largely contradicts the various origin stories proposed in The Sea Devils. It does however build nicely on the hints found throughout this adventure arc and also adds more details on the elder elves who were first mentioned in The Gates of Firestorm Peak, where they created the Vast Gate.

About the Creators. Cordell started working at TSR in 1995 and would stay with Wizards of the Coast until 2013. His major previous work was The Gates of Firestorm Peak (1996). His successful work on the sahuagin adventures would lead to him being picked to write The Illithiad (1998) and the three companion adventures.

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 Bestiary (SAGA)

Tue, 06/27/2017 - 08:02
The Bestiary (SAGA)Publisher: Wizards of the Coast

The Bestiary provides readers with an ultimate guide to the animals and creatures of the DRAGONLANCE Saga - beasts from the classic tales set during the War of the Lance, as well as newer monsters from the Fifth Age of Krynn. This beautifully illustrated reference, penned from the viewpoint of Caramon Majere, a Hero of the Lance, details the habits, diets, lairs, and legends of these fantastic creatures.

Caramon's narrative will inform and enchant all fans of the DRAGONLANCE setting. In addition, players of the DRAGONLANCE: FIFTH AGE game can use the creature descriptions, creature catalog, habitat guide, and dozens of story suggestions within this tome to expand their current campaigns.

Product History

The Bestiary (1998), by Steven "Stan!" Brown is a monster manual for Dragonlance: Fifth Age. It was published in September 1998.

Origins (I): A Deluxe Supplement. The Bestiary was a big change for the Fifth Age line. To date, the line had been published in digest-sized boxes and books that were simply produced. The Bestiary was instead seen as a "special, deluxe" release. It features full-color artwork throughout most of the book and is visually notable for the line.

Wizards designer Steve Miller hoped that The Bestiary would become a core reference book like Atlas of the Dragonlance World (1987) or The Art of The Dragonlance Saga (1987). He said "I personally think it was a successful [release], even if a bit pricey", referencing the fact that the book sold for $25, or about $37 in modern dollars.

Origins (II): Telling the Stories. Author Stan! Brown originally didn't want to work on The Bestiary. He saw himself as a "storyteller" and so he didn't want to write a "monster catalog". Fortunately, Brown's friends talked him into taking the assignment, and he soon discovered it was all about telling stories: the stories of Krynn's monstrous races.

Origins (III): Entering the World. In fact, The Bestiary turns out to be mostly about stories. The front and back of the book addresses the SAGA game rules, but the middle of the book is all in-character descriptions written by Caramon Majere, with help from Bertrem. This would not be the only such in-character Dragonlance reference book: Bertrem's Guide to the Age of Mortals (2000), Bertrem's Guide to the War of Souls (2001), and Bertrem's Guide to the War of Souls, Volume Two (2002) would follow.

Expanding SAGA. Dragonlance: Fifth Age had a very minimalistic style for describing monsters. Four characteristics (coordination, physique, intellect, and essence) were supplemented by two combat stats (damage and defense). Special abilities were detailed in generic lists so that individual stat boxes could just cross-reference standard abilities like "musk", "pounce", and "web". These standardized abilities feel like a foreshadowing of the standardized feats of the D&D 3e (2000) system, which was already in development.

As a result of the very simplified monsters stat blocks, the original Dragonlance: Fifth Age (1997) box had already listed most of the Fifth Age's monsters. They're largely repeated here — which makes it all the more obvious that the purpose of The Bestiary is to tell the stories behind these monstrous races, not just to detail their combat abilities.

Exploring Krynn. The Bestiary has the occasional explicit reference to the people and places of Krynn, but it's most valuable for laying out the ecologies of many of its races.

Monsters of Note. The bestiary of Krynn turns out to be mostly a bestiary of D&D monsters, from aarakocra and basilisks to purple worms and zombies. However, it contains classic Dragonlance monsters too, like draconians, spectral minions, and thanoi. There are also Fifth Age monsters like daemon warriors, fire dragons, and dragon spawns and even extremely new races like the brutes. The Bestiary even contains largely unknown creatures like nature elementals and the wyndlass.

Blowing Up the Canon. One of the problems with having Caramon narrate the book is that it introduces canon questions about whether he could have been certain places at certain times. As a result, the book is filled with possible canon problems — but they're not particularly important to the usage or understanding of this book.

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: $9.99
Categories: Company News

The Smuggler's Seal

Tue, 06/27/2017 - 08:02
The Smuggler's SealPublisher: Legendary Games

Counterfeits and Contraband

A windfall of a potential inheritance drops in your lap but before you can claim it you must sneak into the City Archives to plant the forgeries that cement your claim to this illicit legacy. Your sudden gift comes with hidden strings attached, however, leaving you entangled with a web of smugglers and dodging the city guard and an array of the rich and powerful. When a nefarious rival sabotages a lucrative deal and confiscates your goods, you must take matters into your own hands to get back what you have rightfully stolen, and only the mark of a ministerial seal can make it happen. Are you clever and daring enough to purloin The Smuggler’s Seal and secure your fortune and fame in the underworld?

 

The Smuggler’s Seal is a Pathfinder Roleplaying Game adventure for a 2nd or 3rd character. It can be easily expanded for a small or standard group of PCs, but is ideally suited for use as a one-on-one adventure with a single PC and GM. It can be run as a standalone adventure or side trek, as an accompaniment to the “Red Queen Adventure Path,” or to continue the tale started in Orphans of the Hanged Man as the first full-scale one-on-one adventure saga, the Guildmaster One-Player Adventure Path! However you use it, this daring urban escapade will help Make Your Game Legendary!



Price: $9.99
Categories: Company News

The Sylvan Veil (2e/SAGA)

Tue, 06/27/2017 - 08:02
The Sylvan Veil (2e/SAGA)Publisher: Wizards of the Coast

For centuries, the Silvanesti elves remained aloof from the rest of Krynn. Many times they retreated to their sacred forest, taking no part in world events until some outside force invaded their sanctum. Soon after Chaos ascended to power on Ansalon, the Silvanesti took extreme measures--magically shielding themselves from humans, dwarves, dragons, and even other elves.

As the years passed, those outside the Silvanesti Shield wondered what was going on behind it. Some even attempted to penetrate the barrier or bring it down. But the shield never yielded.

Let your heroes be the first to set foot into lands newly exposes by the mysteriously retracting shield and find out secrets of the Silvanesti Forest heretofore known only to the elves. Life has not been idyllic for those inside the sylvan veil. In fact, your heroes find themselves on a desperate quest to save an elven city from extinction.

More than just an adventure, this book also details Silvanesti culture and politics, geography and places of interest, important individuals, and elven magical items and artifacts. Players can use The Sylvan Veil to flesh out their Silvanesti heroes, while Narrators will find an abundance of ideas for further adventures in the forest and its environs.

Discover the Mysteries Behind the Veil!

Featuring a story concept by Margaret Weis and Tracy Hickman

Product History

The Sylvan Veil (1999), by William W. Connors and Miranda Horner with Stephen Kenson, is the first Battle Lines adventure for the Dragonlance: Fifth Age RPG. It was published in February 1999.

Sources. The authors aren't hesitant in listing their prodigious sources, which reveal a wealth of knowledge about the elves of Krynn. They include: the Elven Nations trilogy (1991); DLS2: "Tree Lords" (1991); "The Sacrifice" in The Second Generation (1994); and The Dragons (1996). DL10: "Dragon of Dreams" (1985) isn't mentioned, but as the primordial reference for the Silvanesti it was clearly another reference.

Origins (I): A Line of Chaos. The June 1998 Dragonlance Summit changed everything. It solidified the idea of a new Dragonlance event called the "War of Souls", leading the Fifth Age team to revamp their line, moving it away from its early Fifth Age setting.

The first sign of that was Seeds of Chaos (1998), the first new AD&D Dragonlance book in five years, set during the Summer of Chaos. Now The Sylvan Veil appeared as a new Fifth Age supplement, but it was trending in the opposite direction: it moves beyond the "Dragons of a New Age" novels (1996-1998) and adventures (1996-1998) to what comes next.

Origins (II): The Battle Lines. When The Sylvan Veil was first envisioned in Spring 1997, it was probably seen as the next incremental step in the story of the Fifth Age. After the June 1998 Summit it instead became a "prelude to the War of Souls novels". This can be seen in its new branding: "Battle Lines". Probably, it was intended to suggest that "The Battle Lines are being drawn for the War of Souls."

Origins (III): Supporting the War of Souls. Steve Miller says that Wizards wanted the "Battle Lines" adventures "to make DL gamable instead of just a backdrop for novels". Thus this supplement takes a major plot device of the Fifth Age, the Silvanesti Shield, and writes a whole adventure about it.

This was also a strong setup for the first War of Souls novel, Dragons of a Fallen Sun (2000), which is largely about the Silvanesti Shield (and its fall).

Origins (IV): The AD&D Line. Though The Sylvan Veil isn't a full AD&D supplement like Seeds of Chaos, it does include AD&D conversions. This was a big change for the Fifth Age line. A TSR staffer explained, saying, "Pre-orders on 'Seeds of Chaos' were such that we're looking into supporting both systems in all future products", suggesting that the AD&D book had done better that the Fifth Age supplements of recent years.

The trade dress heavily promotes this dual-statting, with the AD&D logo big and at the top and the SAGA logo small and at the bottom. The words "Fifth Age" don't appear at all — which was pretty much false advertising, as the AD&D conversion was clearly an afterthought for what's predominantly a SAGA book.

Origins (V): An RPGA Prelude. As with many of the supplements of this time period, The Sylvan Veil received support through an RPGA "Adventurer's Guild Module", available only at tournaments in stores. "The Spawn of Sable: A Prelude to the Sylvan Veil" (1999) was a 16-page adventure by William W. Connors, Duane Maxwell, and Steve Miller.

Adventure Tropes. Like most of the Fifth Age adventures, The Sylvan Veil is carefully divided into Acts and Scenes, resulting in pure episodic encounter play. However, there's a bit of a change from the older adventures: though the Scenes are still carefully organized, the sections for Actions, Atmosphere, and Characters are now gone!

The adventure itself is a MacGuffin Quest for an artifact; in fact, the players have to track down the Heart of Irda twice!

Ages of Krynn: 417 AC (34 SC). The Silvanesti Shield has been raised for twenty years but now is contracting, a major change in the area.

Exploring Krynn: The Silvanesti Forest. The Sylvan Veil contains some of the best details ever on the Silvanesti Forest, including its peoples, its houses, and its geography, especially the city of Silvanost.

NPCs of Note. The Sylvan Veil is full of notable NPCs. Alhana Starbreeze is featured in the adventure, while other important elves appear in the source material, including Kiryn Starbreeze, Military Governor Konnal, and Rillion Dawnbringer. Finally, Dalamar can be found wandering the forest.

On the adversarial side of things, the evil green dragon Cyan Bloodbane is back, while the dragon overlord Onysablet appears through some of his minions.

About the Creators. Connors was an experienced member of the Fifth Age team, with previous works including Dragonlance: Fifth Age (1996) and A Saga Companion (1998). Horner worked more extensively as an editor at TSR, but had also contributed to Citadel of Light (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: $9.99
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100 Oddities for an Enchanted Forest

Tue, 06/27/2017 - 07:40
100 Oddities for an Enchanted ForestPublisher: Skirmisher Publishing

Welcome to "100 Oddities for an Enchanted Forest," the eighth entry in Skirmisher Publishing’s popular "Oddities" series! This publication includes 100 unique things characters might encounter in a sylvan setting and includes guidelines for introducing the Wild Hunt into your game sessions. 

Your players are traveling from one region to another, such as from the keep they call home to a distant ruin, a frontier outpost, a battlefield, or the like. Making their way through the forest that lies between their point of origin and destination can be a simple matter of a couple of nights camping out and an encounter with a wandering monster ... or it could be so much more. 

Oddities are intended to aid GM creativity, turning possibly bland areas or gaming episodes into something more, and the goal of this publication is to make things more fun and to take your imagination in directions it might not otherwise have gone. They fill in the corners of a bookshelf, a room, a level, a scenario, with all the sorts of things that add interest but take loads of time to come up with. 

Price: $1.99
Categories: Company News

Rats & Rabbits

Tue, 06/27/2017 - 07:32
Rats & RabbitsPublisher: Nine Dragons

This is a very simple tabletop RPG designed to be played by 5-7 year olds with an adult supervising.

Al that is needed to play is a set of 6, 8, 10, 12 and 20 sided dice and some note paper.

The players are either a rat or a rabbit with 5 core skills.  The children assign a dice to each skill, the d20 to the skill they wish to be most proficient in and d6 to the skill they wish to invest the least in.

The children then choose a fear for their character, a name and a background story and they are ready to go.

The play is relatively structured, adventures are a series of complications which the children overcome through communication and collaboration.

We shall be releasing quick and easy expansion sheets regularly.

Price: $1.00
Categories: Company News

Broken God's Pain: Labyrinth Lord Edition

Tue, 06/27/2017 - 02:14
 Labyrinth Lord EditionPublisher: Unbalanced Dice Games

Labyrinth Lord vs The New God.  Another dusty tome dusted off the shelf and rewritten for the Labyrinth Lord enthusiast.  The old description is still true:

"The Old God has awoken.  He feels the pain of being broken and wants to be free again.  He has cursed the party to find his body and make him whole again.  They must venture into the caves and face foes who will thwart their every move.If the party has the wits and the will they will succeed.  The Old God demands success!Broken God's Pain, a low level OSR adventure brings challenge to your players.  No Orcs or goblins will they face.  Will they let the cult of the new god defeat them?  The old god thinks not!"

But now it has stats in Labyrinth Lord style, fresh maps, new art, some more text stuff.   It's The Labyrinth Lord Edition! Just as bad and nasty as before but a little prettier. Ha ha heh.  Onward Labyrinth Lordians! Price: $6.00
Categories: Company News

Shadowcraft: Mission Folio

Mon, 06/26/2017 - 23:57
 Mission FolioPublisher: Reroll Productions

Featuring a unique mission development system, the Shadowcraft: Mission Folio is an excellent Fate Core supplement, even if you don't use it for the Shadowcraft setting.

Inside, you'll find:

  • An easy-to-use mission template that works for any game you'll ever play.
  • Random rolling tables for mission elements to help make your Shadowcraft missions unique every time.
  • 20 pre-designed missions to run your Shadowcraft mission team through.
The system used in this supplement has changed how the Reroll Productions crew sets up and plays games, and we know it'll be just as revolutionary for you, too. If you don't have Shadowcraft: The Glamour War yet, check it out today!Price: $4.99
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