The Storm Rises

Fantasy Flight Games - Fri, 06/23/2017 - 04:22
Published 22 June 2017 | The Lord of the Rings LCG The Storm Rises

Three New The Lord of the Rings Nightmare Decks Are Now Available

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"In the days of the Kings most of the High Elves that still lingered in Middle-earth dwelt with Círdan or in the seawards lands of Lindon. If any now remain they are few."
     –J.R.R. Tolkien, Appendix A

One of the greatest things about The Lord of the Rings: The Card Game is the way it reinvents itself with each new cycle and each new scenario. The structural flexibility of the game's quest and encounter decks permit a seemingly endless array of heroic quests, perilous dungeon crawls, epic battles, and sinister mysteries. From the shadows of Mirkwood, the game has delved into the heart of Khazad-dûm, traveled through the forests of Ithilien, and ventured into the tainted realms of Angmar.

Each new adventure has heralded new challenges and afforded new experiences. And each new Nightmare Deck has taken one of those experiences and rarified it into something just a little darker, a little deadlier, and a little bit more focused—filled with terrifying surprises certain to trip the unwary travelers who fall back to their tried-and-true strategies.

Now three more of these Nightmare Decks are available via FFG's in-house factory. Combined in a single package of 62 cards, The Grey Havens Nightmare Decks hit like a sudden squall, dramatically changing the course of the nautical adventures The Grey Havens expansion first allowed you to enjoy aboard the Dream-chaser and west of the shores of Middle-earth.

For a more detailed look at how these Nightmare Decks modify the expansion's three scenarios, we turn to developer Matt Newman.

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Voyage Across Belegaer

The first scenario in The Grey Havens, Voyage Across Belegaer was originally designed as a tutorial to introduce the new rules for sailing, ships, and boarding that the expansion introduced. These new mechanics changed up the ways that players quest and the ways they perceive enemies in the staging area, so it seemed natural to offer players a chance to experience these new mechanics for the first time in a scenario that was basically "what you see is what you get."

That said, the scenario had one more aspect of interest in its quest deck, which contained many different Stage 2 quests, and players needed to sail through them one by one, although they could skip one each time they completed a stage while staying on-course.

For the Voyage Across Belegaer Nightmare Deck, I had two primary goals, and they ensured the scenario would no longer—by any means—be considered an introductory tutorial.

  • My first goal was to ensure confrontation between the players and the Corsairs, since the original version made it possible—desirable, even—to try to stay under the radar and avoid enemies.
  • The second was to make Sailing tests more difficult. The gloves are off in Nightmare Mode, after all!

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To that end, two new Stage 2 quests are included in this version of the scenario, Corsair Confrontation $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 419 }; $('#12662').colorbox(opts); }); (Voyage Across Belegaer Nightmare Deck, 2) and Lost at Sea $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 419 }; $('#50E5').colorbox(opts); }); (Voyage Across Belegaer Nightmare Deck, 3), and each requires the players to deal with Corsairs or Sailing tests.

There are also new enemies, new ship enemies, and new locations that replace some of the easier cards from the original version. These cards test the players’ ability to manage their ships, their heading, their progress, and their threat simultaneously. Finally, there is a new treachery with a deadly effect that triggers not when it is revealed from the encounter deck, but when it is discarded during a Sailing test, dealing damage to every character committed to the test.

In the end, this scenario has been transformed from an introductory tutorial into a grueling and deadly voyage across the ocean that you will be hard-pressed to survive!

The Fate of Númenor

When we designed the Nightmare version of The Fate of Númenor, we knew we wanted to work with its double-sided locations, and we ultimately decided the best way was to create a whole new set of them, creating some new ones and reprinting some of the originals. The result is that you'll recognize some familiar locations, but you'll also stumble into such terrifying new locations as Desecrated Grounds $(document).ready(function() { var opts = { iframe: true, innerHeight: 419, innerWidth: 300 }; $('#F92').colorbox(opts); }); (The Fate of Númenor, 7).

Another change in this scenario comes from the Nightmare Setup card $(document).ready(function() { var opts = { iframe: true, innerHeight: 419, innerWidth: 300 }; $('#9FB9').colorbox(opts); }); (The Fate of Númenor, 1), which guarantees that players at Stage 2 cannot stumble into the Shrine to Morgoth too early. In Nightmare Mode, you must explore more of the uncharted locations in the staging area before you can find the Shrine.

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Finally, many of the new enemy and treachery cards in the Nightmare version of this quest enhance its manipulation of the bottom of your deck, and these cards tend to become more powerful the lower the cost of the cards in your deck.

While this theme was explored in the original scenario, it really reaches critical mass in Nightmare mode, with cards like Corrupted Flora $(document).ready(function() { var opts = { iframe: true, innerHeight: 419, innerWidth: 300 }; $('#B62D').colorbox(opts); }); (The Fate of Númenor, 11), which removes characters from the quest and deals damage. My personal favorite is Guardian of the Golden King $(document).ready(function() { var opts = { iframe: true, innerHeight: 419, innerWidth: 300 }; $('#FD61').colorbox(opts); }); (The Fate of Númenor, 9), a powerful opponent who can remove attacking characters from combat.

When you play this deadly new version of The Fate of Númenor, you’ll definitely want to stick close to Calphon’s $(document).ready(function() { var opts = { iframe: true, innerHeight: 419, innerWidth: 300 }; $('#B939').colorbox(opts); }); (The Grey Havens, 28) side.

Raid on the Grey Havens

The climactic scenario from The Grey Havens, Raid on the Grey Havens had players on the defensive, protecting the ships in the Grey Havens from attack by deadly Corsairs.

One of the things I loved about this quest was the Aflame version of the Dream-chaser that felt really tragic and personal to me. I wanted each of the players to feel this personal connection to the quest, so the first thing I did in the Nightmare version of this quest was add a new Aflame version of the rest of the Dream-chaser’s fleet—the Nárelenya $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#10F1').colorbox(opts); }); (Raid on the Grey Havens, 6), the Dawn Star $(document).ready(function() { var opts = { iframe: true, innerHeight: 419, innerWidth: 300 }; $('#789').colorbox(opts); }); (Raid on the Grey Havens, 7), and the Silver Wing $(document).ready(function() { var opts = { iframe: true, innerHeight: 419, innerWidth: 300 }; $('#11A8').colorbox(opts); }); (Raid on the Grey Havens, 8).

Each of these has a Forced effect that mirrors the ship’s original ability, dealing damage to the ship if triggered. These new locations also advance one of this Nightmare Deck's greatest goals—to burn more ships to the ground! The more Ship locations you have in play—and the more you have damage dealt to them—the more likely you are to lose from The Havens Burn $(document).ready(function() { var opts = { iframe: true, innerHeight: 419, innerWidth: 300 }; $('#1632').colorbox(opts); }); (The Grey Havens, 38), which amplifies the quest's tension and excitement.

The other major goal we pursued with this version of the quest is to make the battle with Captain Sahír $(document).ready(function() { var opts = { iframe: true, innerHeight: 419, innerWidth: 300 }; $('#16A78').colorbox(opts); }); (The Grey Havens, 76) and Na’asiyah $(document).ready(function() { var opts = { iframe: true, innerHeight: 419, innerWidth: 300 }; $('#FCA8').colorbox(opts); }); (The Grey Havens, 78) deadlier and more thrilling. The new version of Stage 2, Sahír’s Advance $(document).ready(function() { var opts = { iframe: true, innerHeight: 300, innerWidth: 419 }; $('#AD41').colorbox(opts); }); (Raid on the Grey Havens, 2), works toward this goal.

First, it does away with the ability to remove damage from locations by questing successfully, which means Aflame locations and The Havens Burn remain a huge threat during Stage 2. Second, Na’asiyah actually supports her captain during this stage, adding her resources to his throughout the battle. Finally, both Na’asiyah and Sahír must be defeated in order for the players to win. No longer can players effectively ignore Na’asiyah and go straight for Sahír; they must contend with both of them fighting in unison!

These new threats, along with those posed by its new Raider enemies, Aflame locations, and treachery cards, should make the scenario a harrowing experience even for experienced The Lord of the Rings: The Card Game players!

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Face the Raging Seas

Continuing in the greatest traditions of The Lord of the Rings: The Card Game, The Grey Havens Nightmare Decks build upon the game's versatile framework—and the thrilling adventures from The Grey Havens expansion—to offer you bold, colorful, and thematic new experiences in the world of J.R.R. Tolkien's Middle-earth.

Are you ready to face these deadly new challenges? Pick up your copy of The Grey Havens Nightmare Decks today!

Discuss this article
in our forums!

The copyrightable portions of The Lord of the Rings: The Card Game and its expansions are © 2011 - 2013 Fantasy Flight Publishing, Inc. The Lord of the Rings, and the characters, items, events and places therein are trademarks or registered trademarks of The Saul Zaentz Company d/b/a Middle-earth Enterprises and are used, under license, by Fantasy Flight Games. Living Card Game, LCG, LCG logo and Fantasy Flight Supply are trademarks and/or registered trademarks of Fantasy Flight Publishing, Inc. All Rights Reserved to their respective owners.

Categories: Company News

Black & White 8 Page Background

RPGNow - Fri, 06/23/2017 - 02:14
Black & White 8 Page BackgroundPublisher: The Knotty-Works
Black & White 8 Page Background

This pack includes a 300 dpi 2550 X 3300 pixel image that comes with both a jpeg and tiff file. See Licensing

  • This Agreement controls the licensing relationship between the Seller and the Buyer of Content made available Through One Bookshelf (OBS) family of Web sites (RPGNow, DriveThruRPG, etc).
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  • Buyer and Seller acknowledge that this Agreement is made subject to the Terms and Conditions for the Premium Content Platform.
  1. The Knotty-Works who made files available on the OBS Platform (the "Platform") is the "Seller" and the purchasing on the OBS who obtains a download of the files through the Platform is the "Buyer." The file or files made available by the Seller for download and the various elements of the content in those files are referred to as the "Content." The act of obtaining the file(s) from the Platform is referred to as the "Download."
  2. The Content is the original work of the Seller and/or Seller has all rights necessary to license the Content to Buyer as indicated in this Agreement. No other person or company has any right to control the Content.
  3. Seller grants to Buyer a non-exclusive and perpetual license to use the Content as follows:
    1. The Buyer has the right to use the image(s) for personal uses such as a public or private display in which no fee is charged for viewing the image(s) in particular; reproduction in copies for personal use; personal stationary; use on a personal website or as part of a personal website or gaming account; and, any other use of the image(s) by the Buyer for which no payment is made for use or transfer of the image(s) themselves.
    2. Commercial Use Limitations and Guidelines:
      • The images may be used for individual print or electronic commerical documents.
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  4. Seller retains and reserves all other rights to the Content under copyright, trademark or other intellectual or commercial laws and the Buyer acknowledges that Seller is the owner of the Content. Seller warrants and represents to the Buyer that Seller is the true owner of the Content and that there will be no interference by any third party making any other claim of ownership or control of the Content.
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Price: $1.00
Categories: Company News

CASTLE OLDSKULL - The Oldskull Necronomicon I

RPGNow - Fri, 06/23/2017 - 01:42
CASTLE OLDSKULL - The Oldskull Necronomicon IPublisher: Kent David Kelly

That is not dead which can eternal lie,

And with strange aeons, even Death may die.

(Al Azif, Necronomicon, Scroll 50, fin.)


THE GREATEST NECROMANCER of H. P. Lovecraft’s Cthulhu Mythos, Abdul Alhazred, comes to vivid and haunting life in this compelling first codex from the most fabled and infamous grimoire of black magic that the world has ever known: THE NECRONOMICON.

This book is a treasure trove for any Game Master who wants to embrace the old school of Fantasy Role-Playing Games. Herein lie the terrible secrets of Great Cthulhu and his cult, of the sunken city of R’lyeh, of Alhazred’s necromantic incantations, of the Nameless City, of Nyarlathotep, and the horrible cannibalistic Ghuls who stalk the storm-wrought wastelands of Yemen and Arabia. But know this: where horrors stride from between the spheres, there rises beauty as well. Experience the wonders of the life of Alhazred: the spice caravans, the Tower of Babel, the Hanging Gardens, the unearthly paradise of doomed Sarnath within the Dreamlands, and share in his dark adventures as he seeks to resurrect his lost beloved, the murdered Adaya. What is the horrible secret of Adaya’s second life, and how did Alhazred come to be the death-sworn enemy of the Cult of Cthulhu? All of the answers are to be found in The Oldskull Necronomicon.

Part epic horror, part dark fantasy, and part tomb-delving adventure, this book is not just an FRPG supplement. (Although it is that, first and foremost, and designed to fully support the Castle Oldskull line of releases.) Further, it is a vast and ambitious chronicle, the first of an epic series of tales exploring the revelations of the Cthulhu Mythos, meticulously researched as never before. It’s all here, structured as a fascinating tale which will entertain and move you as it inspires you to use the worlds of H. P. Lovecraft, Robert E. Howard, and the World of Oldskull in your own old school FRPG campaign.

(49,500 words, 240 pages.)


Ph’nglui mglw’nafh Cthulhu R’lyeh wgah’nagl fhtagn ~

In his house at R’lyeh, dead Cthulhu waits dreaming.

Price: $4.99
Categories: Company News

RPG Review: Symbaroum Gamemaster Screen and Adventure Pack 1 (2017)

RPGnet - Fri, 06/23/2017 - 00:00
Playtest Review by Antonios S (5/4): A sturdy, luxurious screen, accompanied by two solid adventures and a guide to treasure hunting. I like it when a product makes things look easy.
Categories: Reviews

RPG Review: The Art Of Symbaroum (2017)

RPGnet - Fri, 06/23/2017 - 00:00
Playtest Review by Antonios S (4/3): You know a company is aware of the aesthetic power of its RPG when it produces an art book that early in the line.
Categories: Reviews

Pathfinder Adventures--The Tiniest Table

Paizo - Fri, 06/23/2017 - 00:00

Pathfinder Adventures—The Tiniest Table

Thursday, June 22, 2017

Hi there! I'm Ryan Rucinski, producer of Pathfinder Adventures, the digital version of the Pathfinder Adventure Card Game, and we are happy to announce that Pathfinder Adventures is now available for Windows and macOS!

Additionally, there is a rather large update to the existing iOS and Android versions that includes all the updates we have been working on in conjunction with the Windows/macOS release.


That's right, we've brought the digital version of Pathfinder Adventures to Windows and macOS... but what does that mean?

Windows & macOS: The interface has been modified for the desktop. This was no small feat. If we had released a straight port of the mobile version, we would have been flambéed. The team added hotkeys, scrollbars, and scroll wheel support. It's available now on Steam, and you'll soon be able to purchase it on GoG and the Mac App Store. (Of course, you can still buy the mobile version on Google Play and Apple's App Store.)

The pricing for the Windows/macOS versions differs from the mobile versions because we don't use in-game purchases. The base version of the desktop game includes the complete Rise of the Runelords content—all the cards and scenarios that were in the original mobile Rise of the Runelords bundle, plus all the uncommon and rare treasure cards. Two additional DLC packages are available: one with all the iconic alts and some legendary dice, and the other with the rare epic and legendary treasure cards and other legendary dice.

An Obsidian Edition is also available; it includes everything in the base version, plus the two DLC packages, and three promo cards (two of which are Edér and Pallegina from Pillars of Eternity—yeah!), as well as three legendary items and a bunch of runes, charms, and gold, and another DLC pack that will be available in the near future.

We plan on keeping content parity between all platforms in the future, meaning that new content will become available for Windows, macOS, and mobile users at the same time.

We also tackled some of the interfaces that people had issues with, including the Party Creation and Character Selection screens. While the implementation we had was functional, it wasn't making a very good impression on newer users, and was merely tolerated by current players. We've come up with a more streamlined process, reflected on all platforms.

Account Merging: All platforms can use a single PlayFab account, meaning that all of the content and your progression in the game can be shared between them.

It used to be kind rough if a user spent a lot of time on one platform: When they moved to another, they would have to start from scratch, or contact our support team. It was doubly rough if they had unlocked a lot of content on each platform. We say, no more! One account, all platforms!

The Stash: In our faithfulness to the original card game, we had the exact same valid deck check in the digital version. But that didn't work so great after we expanded the content with treasure cards (which can be ignored in Story Mode for those who want to mirror the tabletop experience). When you opened a treasure chest, you didn't actually get to use its treasure cards immediately—you just got the chance to find these cards in your adventures. Unless you were really familiar with the system, it was a hard concept to grasp. So we created the Stash, which can hold a selection of cards that you're not currently using in your decks. This means you can now keep some of the more specialized cards that you're not quite ready to use. And when you open a treasure chest, a copy of each treasure card is sent to the Stash for immediate use. This will hopefully make opening treasure chests more gratifying.

The Stash also helps alleviate the need for "mule" characters—characters that people created solely to store some of the cards that people wanted to keep, but didn't want to use just yet. Plus, it's just a bit more intuitive for the digital-verse.

The Stash is set at 10 slots right now and includes an Unclaimed tab. Unclaimed cards cannot be used by any characters until they are officially moved to the Stash. You can open up a hundred chests, and all the new cards will be waiting for you in the Unclaimed tab.

If you happen to go over your Stash limit, you will meet a happy vendor who will give you gold for your unwanted cards.

Charms and Runes: Ever have that roll you really, really needed to succeed at, lest your permadeath character bite it? Or maybe you're a turn or two away from kicking Ghlorofaex to the curb, but the blessings deck is on empty? We might just have the charm you are looking for.

Charms are one-time-use consumables that have an immediate effect on your current action. They vary from adding a bonus to a check to adding a card to the blessings deck. They have a gold cost associated with their power: adding an extra d4 to a roll might cost only 50 gold, while adding to the blessings deck would run you 500 gold.

Runes differ from Charms in that they have a time limit associated with them; they almost act like a pseudo scenario power. The Rune of Wealth doubles your gold acquisition while it's in effect, while the Rune of Shielding will reduce damage by 1 for four hours.

These will be available in the store and during play for in-game gold (though runes have to be set up prior to starting a scenario).

Tutorial: The tutorial was previously required when starting the game, and a good three-quarters of the people who were forced to play it were never seen playing our game again. No kidding.

The tutorial is now 100% more skippable. Yes, that's right, if you don't want to play the tutorial, or your are already familiar with the game, we have a skip button that is just right for you.

This new super-rad version of the tutorial is also cut up into five bite-sized scenarios that each teach specific elements of the game in a clear and concise way. You'll even get special rewards for completing all of them. (And we don't consider just being allowed to play the beginning scenario a reward.)

Other Stuff: Our dice really are random!

See that? We're now showing you your chance of success at each check. Sure, I still sometimes fail checks where I have a 97% chance of succeeding, but at least I no longer go confidently into situations where a 20% chance is glaring at me.

It's a minor feature but it really does make your decisions a little more clear: you can really see that one additional d4 that Lini can throw in is actually a huge improvement.

These are just some of the things we have been working on—expect to hear more announcements in the near future!

Thanks for taking the time to read my ramblings, and happy adventuring!


Ryan Rucinski
Producer, Pathfinder Adventures
Obsidian Entertainment

Tags: Obsidian Entertainment, Pathfinder Adventure Card Game, Pathfinder Adventures

Categories: Company News

Paragon Hags and Occult Covens

RPGNow - Thu, 06/22/2017 - 22:23
Paragon Hags and Occult CovensPublisher: Zenith Games

Witches gathered in occult circles. Crones tossing human eyes into a cauldron. Cultists raising kings from the dead.

This is the life of a paragon hag. It is a dark life, overflowing with mysterious power and evil pacts. These stooped crones will do anything for power. Their terror and cruelty are legendary.

Master occult rituals! Transform children into changelings! Broker lopsided deals with mortals!

Become the Hag.

Contained inside Paragon Hags and Occult Covens:

  • Rules for forming Occult Covens both as a hag and as a mortal.
  • The Hag Race, immortal and twisted beyond repair.
  • The Paragon Hag class, complete with fearsome claws, ritual spells, 10 family bloodlines, mastery of occult rituals, and three archetypes.
  • 19 New Feats, including Coven Training, Grandmother's Teeth, and Sympathetic Spell.
  • 6 New Rituals, including Crone's Walk, Embrace Changeling, and the terrible Exact Price
  • 3 New Spells: Hag's Ride, Hag's Touch, and Greater Hag's Touch.
  • 3 New Hag Creatures: The Bone Hag, Hearth Hag, and Moon Hag.
      Price: $2.99
      Categories: Company News

      Taking Risks

      Fantasy Flight Games - Thu, 06/22/2017 - 22:22
      Published 22 June 2017 | Android: Netrunner LCG Taking Risks

      Blood and Water Is Now Available for Android: Netrunner

      “Taking risks is what makes it fun!”
      –Kabonesa Wu

      Life on Mars is defined by hardships. Mining accidents, radiation poison, and ancient grudges keep the life expectancy down. There’s simply not enough water to go around, and too much blood has been spilled over the planet’s red deserts. 

      An outsider—someone accustomed to the on-demand comforts of life in New Angeles—might expect to find the citizens of Mars downtrodden and depressed. But unless you’re actually two klicks deep in one of Whampoa’s infamous mines, you’ll probably see more than a few smiles on the faces of the Martians around you that could rival the famous grin of Haarpsichord’s latest star.

      Blood and Water, the fourth Data Pack in the Red Sand cycle for Android: Netrunner is on sale now and introduces sixty new cards (three copies each of twenty unique cards) that explore not only the everyday hardships of life on Mars, but also the exciting new thrills that can't be found anywhere else in the galaxy!

      Come for the Tech

      The challenges of Mars can prove irresistible to runners with an innovative streak. And the hardware developed by these runners reflects the joy they take in overcoming obstacles. Both Los' preferred console, Maui $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#B0F8').colorbox(opts); }); (Blood and Water, 63), and the mysterious Daredevil $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#234E').colorbox(opts); }); (Blood and Water, 66) console, reward players for running against servers protected by multiple pieces of ice. 

      Criminals have always presented a significant threat to the Corp's HQ. While cards like HQ Interface $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#F9F8').colorbox(opts); }); (Humanity’s Shadow, 85) and Legwork $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#16182').colorbox(opts); }); (Honor and Profit, 35) offer them multiple chances at finding an agenda, other cards, including Political Operative $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#2E9B').colorbox(opts); }); (Democracy and Dogma, 43) and Emergency Shutdown $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#14F01').colorbox(opts); }); (Cyber Exodus, 43), let them wreak havoc on the Corp's board state after they've made a successful attack. It's no surprise, then, that most Corp players defend HQ as heavily as they can when they see a Criminal ID hit the table. 

      Maui tilts this strategy against the Corp by giving the Runner a recurring credit for each piece of ice protecting HQ. These credits can only be used while running against HQ—and if you're playing blue, you were going to do that anyway, right?—but advantageously, they can be used for anything, even if the ice protecting HQ isn't rezzed. So, if your opponent can't afford to rez those three pieces of ice you just Exploited $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#1063F').colorbox(opts); }); (Daedalus Complex, 4), you have three credits for your first Psi-game to steal The Future Perfect $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#C9BF').colorbox(opts); }); (Honor and Profit, 7) or to pay for trashing any assets you find there.

      Meanwhile, Daredevil rewards Shapers with two cards for running against any server protected by at least two pieces of ice. Although it only offers them this reward once per turn, the tempo advantage is significant for players who want to dig up some Dirty Laundry $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#14996').colorbox(opts); }); (Creation and Control, 52) and find their next Sure Gamble $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#9897').colorbox(opts); }); (Core Set, 50) simultaneously. It may be even more significant for Shapers like Smoke $(document).ready(function() { var opts = { iframe: true, innerHeight: 419, innerWidth: 300 }; $('#58BC').colorbox(opts); }); (Intervention, 66) who can use recurring stealth credits for their first run each turn. 

      Stay for the Challenge

      Runners aren't the only ones having fun on Mars. Without the suits from Central breathing down their necks, corporate sysops are free to get creative too. And any sysop with the skill and free reign to do so would want to create a piece of ice like Loki $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#14AD6').colorbox(opts); }); (Blood and Water, 69). 

      Like Mother Goddess $(document).ready(function() { var opts = { iframe: true, innerHeight: 418, innerWidth: 300 }; $('#99E7').colorbox(opts); }); (Upstalk, 10), Loki gains the subtypes of another piece of rezzed ice. Unlike Mother Goddess though, it only gains the subtypes of a single piece of ice, and it gains the subroutines of that ice! 

      Of course, this means that some trickster playing HB could protect R&D with Mother Goddess and HQ with Loki—and no fracter, decoder, or killer would be sufficient for accessing those key servers. 

      So, pick up your copy of Blood and Water (ADN46) today and start getting creative! 

      Discuss this article
      in our forums!

      Netrunner is a TM of R. Talsorian Games, Inc. Android is TM & ©2017 Fantasy Flight Publishing, Inc. All rights reserved. Netrunner is licensed by Wizards of the Coast LLC. ©2017 Wizards.

      Categories: Company News

      Pilots' Almanac: Maritime & Piloting Rules

      RPGNow - Thu, 06/22/2017 - 22:14
       Maritime & Piloting RulesPublisher: Columbia Games Inc.

      The vocation of pilot is a perfect career for roleplaying. It provides an excellent and natural rationale for travel, exploration, and adventure. With this module, it becomes possible for PCs to go to sea and follow a career as pilot, pirate, or maritime trader. Of course, the distinctions between these occupations may be academic, since many PCs will dabble in all three.

      This module, a republishing of the 1988 classic, contains the following sections:

      • Pilot (16 pages): Pilots' Guild, vessel profile, piloting routine
      • Crew (10): Seamen's Guild, crew positions, crewing a vessel, life at sea, law at sea, crew list, crew routines, crew fatigue
      • Shipwright (12): Shipwrights' Guild, shipyards, ships (data on 12 types of ship), shipbuilding
      • Maritime Trade (6): Trade goods, maritime trade routine, buying and selling cargoes, longshore operations, port encounters, cargo manifest
      • Port Almanac (10): data on ports of Hârn, Ivinia, Shorkyne, and Trierzon.
      • Glossary of maritime terms (6)
      • Maps of Hârn, Ivinia, Shorkyne, and Trierzon regions

      Although these rules are designed for HârnMaster, they can be easily converted to other systems. About all that will be necessary is to convert the HârnMaster skill system to your own system. Or convert to HârnMaster; you will not regret it.

      Price: $39.98
      Categories: Company News

      The Darkic Language

      RPGNow - Thu, 06/22/2017 - 20:38
      The Darkic LanguagePublisher: DRAKAT Games

      Need a fictional language for your RPG? The Darkic Language is a resource that allows GMs to throw a totally unfamiliar language at their players. Designed for use in a Cthulhu Mythos setting, the resource is flexible enough to be used in a wide range of games, including fantasy RPGs. As well as an extensive dictionary there are learned notes about the history and development of the language: you can even, if you like, learn the basic grammar and construct your own Darkic phrases. Comes with a link to free TrueType Darkic Runic font that you can download. T'oo cosnu unsagh jeh Beearl-Timwil, as they say on Darkisle!

      Price: $2.95
      Categories: Company News

      A Few More Answers

      Paizo - Thu, 06/22/2017 - 20:00

      A Few More Answers

      Thursday, June 22, 2017

      Hi Pathfinders!

      Familiars and animal companions are loyal allies that can be of great assistance to your PCs. Adjudicating rules around them can get messy, however, particularly in an organized campaign like the Pathfinder Society Roleplaying Guild. When we updated the Pathfinder Society FAQ a few months ago, we left a big "We'll get back to this" at the top of the question regarding familiars and magic item use. We knew this was going to be a hugely time-consuming project, so we enlisted help from a team of community members: Lau Bannenberg, Steven Lau, Bradley McTeer, and Roger Sidebotham. Thanks to their efforts, we were able to pull together a comprehensive guide to every magic-item related question we could think of for familiars. In addition to updating the list of who can use wands, we tackled the thorny question of magic item slots. Many hours of "Does a floating head have different magic item slots than a floating helmet?" later, we created a magic item slot chart for every familiar that it is possible to acquire in the Pathfinder Society Roleplaying Guild.

      All of this information will appear on the FAQ soon, along with a few other smaller updates. For now, here it is, spoilered for length.

      Can my familiar wield weapons or use magic items?

      By default, familiars do not have any magic item slots, but they can unlock magic item slots associated with their respective body shape. See below for a list of which body slots each familiar is eligible to unlock. To unlock a magic item slot, a familiar must take the Extra Item Slot feat, which appears in Pathfinder Player Companion: Animal Archive and will be reprinted in the Pathfinder Society Roleplaying Guild Guide as of version 9.0. In the Pathfinder Society Roleplaying Guild, familiars of all body shapes may take this feat, including humanoid-shaped familiars. When you gain a familiar, you may exchange one of its feats for Extra Item Slot for free. Familiars may also carry slotless magic items and activate ioun stones.

      The following chart specifies the magic item slots that each familiar can unlock. Available slots followed by either (saddle) or (horseshoes) denote that creatures of that body type can only wear magic items in those slots if they are saddles or horseshoes, respectively. Creatures without these notes cannot wear saddles or horseshoes. Celestial, entropic, fiendish, and resolute familiars use the same slots as typical animals of their kind.

      All familiars can activate the abilities of their use-activated magic items, so long as these abilities do not require a command word. The following familiars can use spell trigger and spell completion magic items, including wands and scrolls, as well as magic items with a command word: arbiter, brownie, cassisian (in small humanoid form), faerie dragon, imp, leshy (any), liminal sprite, lyrakien, mephit (any type), nosoi, nuglub, pooka, pyrausta, quasit, shikigami, soulbound doll, sprite, and zhyen. For more information on these magic item categories, see page 456 of the Pathfinder RPG Core Rulebook.

      Familiars in categories marked with an asterisk (•) are able to grasp and carry one object at a time in their paws, claws, or hands, including weapons, rods, wands, and staves, as long as their carrying capacity is sufficient. Most familiars cannot wield weapons in combat. The following familiars can wield weapons: arbiter, brownie, cassisian (in small humanoid form), imp, leshy (any), liminal sprite, lyrakien, mephit (any), nuglub, pooka, quasit, shikigami, soulbound doll, sprite, and zhyen.

      Some familiars have natural shapeshifting ability. One of the most striking cases is the cassisian familiar, which is listed below in both its humanoid form and its helmet form. Whenever a familiar changes from a form that has access to a magic item slot into a form that does not, the item melded into its body. A melded item provides no benefits. For familiars that can take the shapes of animals, use the standard item categories for that animal listed below.

      Please review Additional Resources before selecting a familiar. Some of the listed familiars are only legal choices if your character has a Chronicle sheet boon or an archetype that grants access to them.

      Arbiter• (eyes, hand, headband, wrist): Arbiter

      Auger (eyes, headband): Auger

      Avian• (armor, belt, chest, eyes, headband, neck, ring, wrist): Archaeopteryx, arctic tern, bat, chicken, clockwork familiar, dodo, dove, flying fox, hawk, kakapo, mockingfey, nosoi, osprey, owl, parrot, peacock, penguin, pseudowyvern, ptarmigan, puffin, raven, rhamphorhynchus, snail kite, snowy owl, thrush, toucan

      Biped [claws/paws]• (armor, belt, chest, eyes, head, headband, neck, right, shoulders): Compsognathus, petrifern, wallaby

      Biped [hands]• (all item slots): Brownie, cassisan (Small humanoid form), coral capuchin, faerie dragon, homunculus, imp, leshy (any), liminal sprite, lyrakien, mephit (any type), monkey, nuglub, pooka, pyrausta, quasit, shikigami, soulbound doll, sprite, xiao, zhyen

      Cassisian (headband): Cassisian (helmet form)

      Doru (eyes, head, headband): Doru

      None (no item slots): Eyeball, harbinger, paracletus, wysp

      Piscine (belt, chest [saddle], eyes): Popoto dolphin, pufferfish, seal

      Quadruped [claws/paws] (armor, belt [saddle], chest, eyes, head, headband, neck, shoulders): Almiraj, arctic fox, arctic hare, armadillo, brain mole, calligraphy wyrm, cat, cat sith, caypup, chuspiki, dire rat, donkey rat, ermine, flying squirrel, fox, hedgehog, koala, lemming, mole, mongoose, otter, platypus, pseudodragon, pseudosphinx, rabbit, raccoon, rat, red panda, silvanshee, skunk, sloth, squirrel, weasel

      Quadruped [hooves] (armor, belt [saddle], chest, eyes, feet [horseshoes], head, headband, neck, shoulders): Goat, pig

      Quadruped [squat body] (armor, eyes, head, headband, neck, shoulders): Snapping turtle, toad, turtle

      Saurian (armor, belt [saddle], chest, eyes, head, headband, neck): Dwarf caiman, lizard, marine iguana, tuatara

      Serpentine (belt, eyes, headband): cacodaemon, leopard slug, mamiwa, nehushtan, nycar, pipefox, raktavarna, sea krait, viper, voidworm

      Verminous (belt, eyes): Blue-ringed octopus, clockwork spy, elemental (any type), giant flea, giant isopod, greensting scorpion, house centipede, katroome, king crab, octopus (young template), scarlet spider, stirge, trilobite, typhilipede

      After finishing this entry, we decided to update the animal companion magic item slot chart from Pathfinder Player Companion: Animal Archive to include every possible animal, plant, or vermin companion.

      Can my animal companion, plant companion, or vermin companion wield weapons? Can it wear or use magic items?

      An animal companion has access to the armor and neck magic item slots automatically, as long as its body shape is eligible for these slots. They can also unlock additional magic item slots that their shape allows. See below for a list of which body slots each companion is eligible to unlock. Plant and vermin companions do not gain automatic magic items slots. All three kinds of companions may carry slotless magic items.

      To unlock an additional magic item slot, the animal, plant, or vermin must take the Extra Item Slot feat, which appears in Pathfinder Player Companion: Animal Archive and will be reprinted in the Pathfinder Society Roleplaying Guild Guide as of version 9.0. In the Pathfinder Society Roleplaying Guild, companions of all body shapes may take this feat, including humanoid-shaped companions.

      Animal, plant, and vermin companions in categories marked with an asterisk (•) are able to grasp and carry one object at a time in their paws, claws, or hands, including weapons, rods, wands, and staves, as long as their carrying capacity is sufficient. No animal, plant, or vermin companions can wield weapons or activate magic items, with the exception of the imp granted by the diabolist prestige class, which uses the rules for an imp familiar (See "Can my familiar wield weapons or use magic items?"). Specifically, they cannot use spell trigger, spell completion, command word, or use-activated magic items (Pathfinder RPG Core Rulebook 458). An animal companion with an Intelligence score of 3 or higher may use ioun stones.

      Available slots followed by either (saddle) or (horseshoes) in the table below denote that creatures of that body type can only wear magic items in those slots if they are saddles or horseshoes, respectively. Creatures without these notes cannot wear saddles or horseshoes.

      Please review Additional Resources before selecting a companion. Some of the listed companions are only legal choices if your character has a Chronicle sheet boon or an archetype that grants access to them.

      Avian• (armor, belt, chest, eyes, headband, neck, ring, wrist): Axe beak, blackwisp egret, dimorphodon, dire bat, eagle, giant raven, giant vulture, hawk, impaler shrike, moa, owl, pteranodon, quetzalcoatlus, roc, trumpeter swan, whisperfall vulture, yolubilis heron

      Biped [claws/paws]• (armor, belt, chest, eyes, headband, neck, right, shoulders, wrist): Ceratosaurus, chalicotherium, deinonychus, gigantosaurus, kangaroo, pachycephalosaurus, theriznosaurus, troodon, tyrannosaurus, velociraptor

      Biped [hands]• (all item slots): Ape, baboon, devil monkey

      Piscine (belt, chest [saddle], eyes): Blue whale, dolphin, dunkleosteus, manta ray, narwhal, orca, plesiosaurus, seahorse, shark, stingray, tylosaurus, walrus

      Quadruped [claws/paws] (armor, belt [saddle], chest, eyes, head, headband, neck, shoulders): Badger, bear, cheetah, digmaul, dire rat, dog, giant weasel, goblin dog, hyena, leopard, lion, panda, thylacine, tiger, wolf, wolverine

      Quadruped/Hexapod [feet] (armor, belt [saddle], chest, eyes, head, headband, neck, shoulders): Baluchitherium, camel, deinotherium, elasmotherium, embolotherium, elephant, giant ant, giant mantis, giant wasp, hippopotamus, mastodon, megatherium, pygmy hippopotamus, rhinoceros, triceratops, uintatherium

      Quadruped [hooves] (armor, belt [saddle], chest, eyes, feet [horseshoes], head, headband, neck, shoulders): Antelope, aurochs, boar, bristle boar, elk, giraffe, horse, llama, megaloceros, mindspin ram, moose, pony, ram, shissah, skittergoat, stag, styracosaurus, yzobu

      Quadruped [squat body] (armor, eyes, head, headband, neck, shoulders): Elasmosaurus, giant frog, giant snapping turtle, glyptodon, tortoise

      Saurian (armor, belt [saddle], chest, eyes, head, headband, neck): Alligator, crocodile, amargasaurus, ankylosaurus, brachiosaurus, dimetrodon, kaprosuchus, kentrosaurus, stegosaurus, giant chameleon, giant gecko, megalania, monitor lizard

      Serpentine (belt, eyes, headband): Basilosaurus, constrictor snake, electric eel, gar, giant leech, giant moray eel, giant slug, titanoboa, viper

      Plant/Verminous (belt, eyes): Cameroceras, carnivorous flower, crawling vine, giant beetle, giant centipede, giant crab, giant scorpion, giant spider, octopus, puffball, sapling treant, squid

      Do you have any questions about familiars, animal companions, or other companion creatures that we haven't answered yet in the FAQ? Let us know in the comments below.

      Linda Zayas-Palmer

      Tags: Organized Play, Pathfinder Society

      Categories: Company News

      Unearthly Thanks to Our Yellow King RPG Backers

      Pelgrane Press Ltd - Thu, 06/22/2017 - 18:40

      A big Carcosan shout out goes to our backers of the Kickstarter for The Yellow King Roleplaying Game. Their fast and frankly overwhelming support got us over the top in four hours. Now their ravening enthusiasm has led them to crash through what I planned as days worth of stretch goals on an equally surprising day two.

      If you belong to that exalted host, I, the entire team at Pelgrane Press, and our roster of artists and visual wizards, all express our black-starred regards.

      You’ve certainly kept me hopping keeping the stretch goal boiler bubbling. On one hand, this delightful early frenzy delayed my morning coffee intake today. On the other, it gives me the wiggle room to tighten up future thresholds between goals once we exit this eye-popping initial period and discover what a normal pace for this campaign looks like.

      I’d stick around and chat but the stars are turning black again, which means it’s time to return to the stretch goal mines.

      Thanks again, not only for your backing, but for the signal boosting so many of you have been doing out there in Social Media Land. (This is only fitting, as that kingdom clearly lies near the lake of Hali.) Together we can continue to build additional awesomeness and terror into YKRPG. —RDL

      Categories: Company News

      Sword Dice

      RPGNow - Thu, 06/22/2017 - 18:06
      Sword DicePublisher: Severed Books

      Use these stickers to transform any old six sided dice into Sword Dice.

      Price: $0.99
      Categories: Company News

      Great Axe Dice

      RPGNow - Thu, 06/22/2017 - 17:49
      Great Axe DicePublisher: Severed Books

      Use these stickers to transform any old six sided dice into Great Axe Dice.

      Price: $0.99
      Categories: Company News

      A Delve in the Cave

      RPGNow - Thu, 06/22/2017 - 17:37
      A Delve in the CavePublisher: Signal Fire Studios

      Early Access Edition - PDF Only: This is the pre-release version of the product that doesn't reflect all the final additions, artwork, and changes that will be in the in-store version. However, anyone who purchases the early access edition be automatically upgraded to the final version.

      Something lurks in the shadows inside the caverns under the hill called Brin Brenin. Ancient enemies of mankind have returned for revenge, starting with the tomb of a long-forgotten hero. Somewhere inside are answers to forgotten questions, deadly monsters, and hidden treasures. This adventure contains everything needed to run a group of four or five 1st-level characters through the scenario in one to three sessions of play using the 5th Edition rules of the world’s original fantasy roleplaying game! You will need the core rulebooks or the free basic rules that can be found online. This purchase gets you the digital PDF edition. Signal Fire Studios LLC grants permission to copy, print, and use these files for personal use only.

      Price: $4.99
      Categories: Company News

      The Samurai - A Dungeon World Playbook

      RPGNow - Thu, 06/22/2017 - 16:34
      The Samurai - A Dungeon World PlaybookPublisher: Sandy Pug Games
      Today is victory over yourself of yesterday; tomorrow is your victory over lesser men.

      The sun fades on the horizon, washing the shore in a soft orange red glow. You face your opponent, a worthy foe, and grant the other the smallest of nods in respect for what is to come.

      You grip the hilt of your blade, taking a deep breath to steel yourself before the split second of violence that will decide it all. Your foe does the same. Somewhere, a crane caws.

      The Samurai is a new and complete playbook for Dungeon World, take on the mantel of one of history's greatest warriors, stick to the path of the warrior and inspire greatness in your allies, master bladework and art to become the greatest samurai in the land!

      Price: $1.99
      Categories: Company News

      Battlemap : Abandoned Village

      RPGNow - Thu, 06/22/2017 - 16:03
       Abandoned VillagePublisher: Christian Hollnbuchner

      This full color battlemap is the 358th of a series featuring various terrains. This installment of the battlemap series features a small abandoned village.

      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 4032x4320 pixels in size at 144dpi.

      Price: $1.34
      Categories: Company News

      Six of Swords

      RPGNow - Thu, 06/22/2017 - 16:01
      Six of SwordsPublisher: Green Ronin

      Six of Swords is an adventure anthology for Blue Rose: The AGE RPG of Romantic Fantasy. Set in the fantastic world of Aldea, these six adventures provide Narrators with ready to go scenarios for characters of various levels. They include ruined mansions, masquerade balls, vampiric curses, mysterious masks, sorcerous secrets, ghostly hauntings, lost loves, looming threats, and tragic quests where heroes are called upon to make the right choices. Six of Swords has hours of adventure, excitement, and entertainment for your Blue Rose game. The Kingdom of the Blue Rose needs heroes, will you answer the call? 

      Price: $16.95
      Categories: Company News

      Ddraig Goch's Tyranny Pack 8

      RPGNow - Thu, 06/22/2017 - 15:56
      Ddraig Goch's Tyranny Pack 8Publisher: Ddraig Goch 3D Renders

      This product depicts 61 uniquely designed, 3D rendered tokens to be used in your fantasy role-playing games. The pack consists of both good and evil forces. Adult White Dragon, Air Elemental, Bar Keep, Cloud Giant Leader, Dragonborn leader both dead and alive, Dragonclaws both male and female, Dragonwings both male and female, Griffon, Guards both male and female, Guard Drakes, Gargoyles  both whole and smashed, Kobolds, Ogres, Red Wizards, Rug of Smothering, Stone Giants, Vampire Countess in normal form, wolf, bat and mist form, Wyverns both alive and dead. Plus as a bonus I have added Ballistas, 2 wagons full of goods, Dragonborn Leader from Pack 2 and the Red Wizard from Pack 6.

      Feedback welcomed.

      Price: $5.99
      Categories: Company News

      Portes, Monstres & Trésors - Règles avancées - Livre du Joueur

      RPGNow - Thu, 06/22/2017 - 14:52
      Portes, Monstres & Trésors - Règles avancées - Livre du JoueurPublisher: Le Scriptorium

      PMT Avancé est une adaptation de l’Advanced Edition Companion (AEC) de Labyrinth Lord (LL) avec quelques ajouts et modifications. L’idée est de pouvoir bénéficier des nouvelles classes, races, magies et monstres de la première édition des règles avancées originales de 1978 tout en conservant la simplicité des règles B/X.

      Voici un récapitulatif des points importants de PMT Avancé :

      • C’est un jeu complet qui ne nécessite pas de posséder les règles de base de PMT, contrairement à l’AEC qui n’est qu’une extension et nécessite les règles de base de LL pour jouer.
      • A la différence des règles de base, les races et les classes sont séparées. Par exemple, on ne joue plus un nain, mais un guerrier nain.
      • 6 races sont proposées : humain, elfe, gnome, halfelin, nain, semi-elfe et semi-orc.
      • 11 classes sont disponibles : assassin, barbare, clerc, druide, guerrier, illusionniste, magicien, moine, paladin, rôdeur et voleur.
      • Alors que les règles de base étaient limités au niveau 14, vous pourrez jouer vos personnages jusqu’au niveau 20.
      • Par rapport à l’AEC, la présentation des classes a été revue avec une meilleure mise en évidence des capacités spécifiques à chaque classe.
      • Ajout de la classe du barbare, mais dans dans un style plus proche des héros de Sword & Sorcery (Conan) que des Berserkers.
      • Les équipements ont désormais droit à leur propre chapitre. Vous y trouverez plus de détails avec notamment l’ajout d’illustrations et de courtes descriptions des armes et des armures.
      • Tous les sorts de la version avancée sont présents, soit plus de 200 sorts allant jusqu’au mythique niveau 9. Certains sorts et objets magiques se basent plutôt sur les descriptions d’OSRIC que sur celles de l’AEC.
      • Le chapitre sur les sorts a été réorganisé pour plus de clarté, avec notamment l’ajout d’une explication sur les plans d’existence (qui sont évoqués par certains sorts) et un classement des sorts par ordre strictement alphabétique plutôt que par liste. Cela facilitera la vie des bricoleurs qui aiment créer leurs propres listes de sorts.
      • Ajout des règles de combat de masse.
      Price: $11.17
      Categories: Company News