For Week Mar 11, 2010
Martial Artist Class
From the publisher:
This PDF features a new class for Castles & Crusades, the Martial Artist, designed as an alternative to the ascetic monk. The class is designed to emulate the classic non-monastic
martial artists, from kensai (sword saints) to gangland street fighters to noble samurai. The class provides a simple framework for all the core abilities needed for a dedicated martial artist, and provides dozens of ideas
for additional optional abilities based on martial arts weapon styles; the exact framework of special abilities is left wide open for the individual Judge to adjudicate based on her own campaign. If you want a character
that kicks butt and takes names with open fist, bare chest, and a pair of ‘chucks, this is the class for you!
The Martial Artist class abilities include:
- Hide
- Move Silently
- Sixth Sense
- Unarmed Attack
- Unarmored Defense
- Weapon Focus
- Stunning Attack
- Ki Strike
- Battle Mind
- Fist of Fury
The PDF also includes new weapons for use with Castles & Crusades:
- Chakram
- Chigiriki
- Jitte
- Katana
- Kusarigama
- Manriki-Gusari
- Nunchaku
- Sai
- Tessen
- Shuriken
- Tonfa
- Wakizashi
The new Martial Artist class can be used with any Castles & Crusades campaign!
NOTE: The new Martial Artist class will be included in the forthcoming Wilderlands of High Adventure: Guide to the Wilderlands of the Mystic Realms product (AGP03001), where it will be expanded upon and
considered a core class for that region. If you plan on acquiring that product at a later date, you do not need this PDF.
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Aendryth's Eldritch Compendium
From the publisher:
Aendryth's Eldritch Compendium is the title of a thick black tome of spells arcane, unusual formulae, and strange magic items developed and written by a mighty wizard known as
Aendryth the Eldritch Wizard, or simply, “The Eldritch,” who knew great renown some decades ago. Hounded by his former arcane master, Aendryth has not been seen in civilized lands for nearly 20 years. Some say
he lives today as a hermit, others claim to see him now and again in disguise in far-distant ports. While many have attempted to adapt his works in that time, most have failed to capture the artistry with which he wove
these spells. His friends and well-wishers hope that someday he will return.
The tome contains the Eldritch Wizard’s unique spells, as well as formulae for creating magic items and potions using the vitreous humor and other body parts of the prysmal eye, a creature of much interest to the
Eldritch Wizard. The tome contains the following spells and formulae:
SPELLS
- Aendryth’s Volley (Level 6 wizard)
- Blood Childe (Level 6 wizard)
- Body and Soul (Level 9 wizard)
- Chirurgeon ex Nihilo (Level 7 wizard)
- More (Level 4 wizard)
- No Time for Pain (Level 2 wizard)
- Summon Mother Scarlett (Level 6 wizard)
- Swarm of Eyes Arcane (Level 6 wizard)
- Temple of Love (Level 8 wizard)
- Unseen Archer (Level 2 wizard)
- Walk Away (Level 1 wizard)
- Wave of Corrosion (Level 3 wizard)
POTIONS & MAGIC ITEMS
- Potion of Disjunction
- Potion of Enervation
- Potion of Foresight
- Potion of Harm
- Potion of Improved Flight
- Potion of Improved Polymorph
- Potion of Prismatic Potency
- Potion of Telepathy
- Potion of Teleportation
- Potion of Undead Mastery
- Prysmal Armor
Designed and approved for use with Castles & Crusades, Aendryth’s Eldritch Compendium adds a mix of new, interesting, and potent spells to a Wilderlands of High Fantasy campaign or any other campaign setting.
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100 Treasure Troves: Treasure Type 1
From the publisher:
100 Treasure Troves — Treasure Type 1 provides the Castles & Crusades Castle Keeper with 100 ready-made treasure troves for use in any campaign. The treasures included on these tables were generated using the standard method presented in the Castles & Crusades Monsters & Treasures book. If you need a Type 1 treasure, simply roll d100 and consult the table! Though designed for use with Castles & Crusades, 100 Treasure Troves can readily be used with any d20 OGL based fantasy role-playing game.
Here are some examples:
- #18: A small sack (1 sp) contains 33 gp and a potion of cure light wounds (300 gp).
- #35: An ivory draughts board (250 gp), 12 gold playing pieces (10 gp each) and 12 silver playing pieces (1 gp each), each piece depicting a dragon of the appropriate color, all contained in a specially-designed cedar case with gold and silver inlay depicting battling dragons (125 gp).
- #61: Seven large sacks each contain 491 cp, 68 sp, and 5 gp; the fourth sack contains a crown of silver with a gold centerpiece in the shape of a lion rampant (500 gp).
- #94: A small wooden chest contains 83 cp, 300 sp, 34 gp, seven pearls (25 gp each), and a magical hand axe 1 (1,000 gp).
Never get caught rolling up a whole treasure trove when a single roll will do the trick!
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100 More Calamitous Curses
From the publisher:
100 More Calamitous Curses follows the original 100 Calamitous Curses product with 100 new unusual and interesting curses the Castles & Crusades Castle Keeper can use in his campaign. These can be bestowed upon player characters through mischance and misfortune or used by player character clerics and wizards on hapless non-player enemies. While designed for use with Castles & Crusades, the curses are easily adapted to any fantasy role-playing game system.
Few of these curses are of the immediately deadly sort, save perhaps to 1st level characters; they are all designed to fall within the parameters set by the bestow curse spell, the reverse of the remove curse spell which is useable as a 3rd level clerical spell or 4th level wizard spell.
Examples of curses include:
- #16: Curse of the Noxious Noma: The accursed one's face begins to rot away, with all flesh from the ears forward sloughing off horribly over a number of days equal to the accursed one's Charisma. Every other day of the rotting process he gains a penalty of -1 to any Charisma attribute or ability check or saving throw, to a maximum penalty of 1/2 his Charisma rounded up. As the lips and cheeks are very important in proper speech, the accursed one also develops a severe speech impediment. If the accursed one seeks to convey anything complex, or must cast a spell that requires a verbal component, he must make a level-based Intelligence check with a CL equal to the Charisma penalty, or he fails to convey his meaning/the spell fails. Though it is a painful process, unlike real sufferers of noma, the accursed one does not thereafter die; he lives on with his face rotted away.
- #30: Curse of Piratical Preoccupation: The accursed one believes himself to be a pirate of the high seas. He speaks only using pirate speak (and now knows it and its intricacies, even if utterly unfamiliar with it before), refuses to do anything else until he is dressed as a pirate and has his equipment stored in a sea chest, seeks out a parrot to wear upon his shoulder and a jug of rum to carry at his belt, and once thusly prepared, makes with all haste to the nearest pirate haven, there to find a ship on which to serve as a pirate. Once upon a pirate ship, he will seem to be the best pirate known to history or legend, able to do feats that others only ever dream (leap from mast to mast, fight sharks bare-handed, etc.). His first goal thereafter is to work the men into frenzy to follow him as their captain, mutiny against the true captain, and then lead the pirate ship into glory, hunting the largest and best-defended prize ship known to sail the seas. Once the pirate ship is engaged in battle with the defenders of the prize, the accursed one forgets everything that happened to him from the moment he became accursed, and in addition, forgets how to swim.
- #52: Curse of the Danse Macabre: All creatures the accursed one slays rise 24 hours later as skeletons and zombies; these undead never attack, even to defend themselves, for if destroyed, they simply rise again 1d10 minutes later. They reconstitute even if burned, though if disintegrated, they are destroyed permanently. They dance and pirouette, cavort and sashay, slowly but surely making their way toward the accursed one, and when they arrive at the accursed one's location, they dance continual circle around him, calling out his name with their dead voices. If he flees, they follow, forming a long conga line of death and undeath.
- #98: Curse of Rider's Ruin: Whenever the accursed one rides a horse, donkey, camel, elephant, or similar mount, or uses such to draw a wagon, cart, or other vehicle in which he rides, upon the accursed one dismounting from the steed or disembarking the vehicle, the creature(s) must make a Physical saving throw or die on the spot.
Rules for removing curses and details for including cursed scrolls in treasure troves are also included.
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100 Exciting Encounters: 1st Level Encounters
From the publisher:
100 Exciting Encounters — 1st Level Encounters provides the Castles & Crusades Castle Keeper with 100 ready-made encounters for use in any campaign. The encounters included on these tables are designed to be challenging for parties of three to eight characters where most if not all characters are 1st level. If you need an encounter for 1st level characters, simply roll d100 and consult the table! A range of numbers of creatures encountered is included; the low end for smaller parties (three to five characters), the high end for larger parties (six to eight characters). Note that some encounters are designed to be rather tough; however, at some point early in their careers all characters should learn that discretion is the better part of valor and that it is better to run away to live and fight another day!
Encounter formats should also vary by environment. The encounters listed herein assume a dungeon environment, but most of them work for other environments. No standard treasures are included with these encounters, but you can readily add treasures using the related product series, 100 Treasure Troves, of the appropriate treasure types (which are listed with the encounter).
Examples of encounters include:
- #13: Skeletons — (2-12) N Medium Undead (Com.); 1d12 HD; HP: 3x12, 11, 10, 8, 7, 6, 5, 2x3, 1; AC: 13; Move: 30 ft.; BtH: 1; Attacks: 2 Claws (1d3) or Weapon; Special: BS 120 ft., Undead; SV: P; Int: None; TR: 1 each; XPV: 10 1/hp each. There is a 25% chance that a skeleton will be armed with a random melee weapon, and a 1% chance that it is a magical weapon of random sort.
- #40: Acolytes (Humans) — (2-12) AA Medium Humanoids; 1d8 HD; HP: 2x7, 3x6, 4, 4x3, 2x2; AC: 14; Move: 20 ft.; BtH: 0; Attacks: Weapon; Special: Turn Undead; Spells: three 0th and two 1st level cleric spells each; SV: P; Int: Average; TR: 1 each; XPV: 9 1/hp each. All the acolytes will be of the same alignment and faith. Acolytes are usually armed with mace and sling, and wear ring mail and carry a medium wooden shield. If there are 10 or more acolytes, add a Priest with 3d8 HD, 12 HP, AC 15, BtH 1, TR 3, Spells: four 0th, three 1st, and two 2nd level cleric spells, and XPV 76. The priest usually wears a mail shirt and carries a medium steel shield. In addition to any other treasure, the Priest has a 15% chance of wielding a magical 1 weapon, a 15% chance of wearing a magical 1 mail shirt, and a 30% chance of possessing a potion or scroll of cure light wounds. There is a 50% chance that 1d6 Men-at-Arms (HD: 1d8; HP: 8, 7, 5, 4; AC 15; Move: 20 ft.; BtH: 1; Attacks: Weapon; XPV 5 1/hp each) serve the clerics as guards and pack bearers; these men are devout members of the faith, and are only as corruptible as their faith allows or requires.
- #60: Medium Giant Spiders — (1-4) N Medium Animals; 3d8 HD; HP: 18, 16, 15, 10; AC: 15; Move: 30 ft., 20 ft. Climb; BtH: 3; Attacks: Bite (1d6 Poison); Special: DV 60 ft., TV, Poison, Web; SV: P; Int: Animal; TR: 2 each; XPV: 52 3/hp each.
Additional products in the 100 Exciting Encounters series will cover levels 2 through 12, plus NPC Adventuring Parties!
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100 Calamitous Curses
From the publisher:
100 Calamitous Curses provides the Castles & Crusades Castle Keeper with 100 unusual and interesting curses. These can be bestowed upon player characters through mischance and misfortune or used by player character clerics and wizards on hapless non-player enemies. While designed for use with Castles & Crusades, the curses are easily adapted to any fantasy role-playing game system.
Few of these curses are of the immediately deadly sort, save perhaps to 1st level characters; they are all designed to fall within the parameters set by the bestow curse spell, the reverse of the remove curse spell which is useable as a 3rd level clerical spell or 4th level wizard spell.
Examples of curses include:
- #16: Curse of the Bull’s Eye: The accursed one becomes a target for any enemy archer within range, even if much better targets are available, and all arrows and crossbow bolts aimed at the accursed one gain a 4 bonus to hit.
- #30: Curse of the Ogre-King’s Nose: The accursed one’s nose grows to the size of a goblin’s head, regularly dripping gobbets of mucus and making hideous snorting sounds, making it very difficult to eat or speak (requiring a Dexterity save to do any of these), and especially to cast spells with a verbal component; 25% chance to miscast and lose any spell that has a verbal component. Needless to say, it is also quite a social problem, and anyone who tries to sleep nearby will fail utterly as the accursed one’s snoring is of deific proportion (though oddly the accursed one never notices it)! Even if the nose is cut off, it regenerates and expands within moments.
- #48: Curse of the Crimson Claws: The accursed one’s hands are transformed into large, crab-like claws of thick chitin. She cannot hold any tools or weapons, and cannot cast any spells requiring a somatic component. Rogues and the like cannot climb, open locks, pick pockets, or perform any other abilities that require fine motor skills of the hands. Even using a door knob requires a simple Dexterity check! The accursed one can attack with her claws, one each round, though she is considered non-proficient with the attack, and deals 1d3 points of normal damage with each hit.
- #97: Curse of the Beggar’s Bait: Any beggars the accursed one encounters recognize the accursed one as a generous type and easy touch, especially if the character most certainly is not. The accursed one rapidly acquires a following of entire mobs of beggars following him, asking for alms and assistance. Even wholesale slaughter does not deter the beggars in their quest for spare change; they follow their charitable hero wherever he goes, a great unwashed mass of hunger and privation, never once able to provide any sort of assistance to their “savior.”
Rules for removing curses and details for including cursed scrolls in treasure troves are also included.
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Dungeon #58
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The Dance and the Dawn
From the publisher:
This game tells a fable of three Ladies who came upon the Ice Queen’s court and danced with four Lords, all in the pursuit of the One True Love that could yield happiness.
The conclusion of that fable is up to you.
The Dance and the Dawn is a game for 3-5 players and is played over a chessboard. One player plays the part of the Narrator (and will control the Duke and Queen, as well as several Lords), and the other players will each control one of the Ladies.
The game is a bit of a fairy tale and a bit of a puzzle: each Lady is trying to determine the character of the various Lords, and must pick one at the end of the game. Will you choose your One True Love, or will you pick the Soulless Lord, dooming you to become the next Ice Queen?
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Time's Champions
From the publisher:
In this world, the Gods are real, and you are their Champions. Given the power to break the bonds of time by your patron Diety, how will you handle your power, and your responsibility?
Time's Champions is the first of a series of Streams for Timestream, the Cinematic Time Travel RPG. It contains an all-original background for playing as the Champions of the Gods, as well as rules modifications, example characters, and rules for Faith, a new character resource.
Requires the Timestream RPG to play.
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The Mysterious Voyage of the Auspicious
From the publisher:
Voyage of the Auspicious a Guided Play Scenario for Annalise. A copy of Annalise is required for use.
Guided Play Scenarios are short supplements that give the group an established setting, situation and cast of characters with which to play a game of Annalise. They are intended mostly for one-shot, introductory or convention play, but are also suitable for a longer-term game, depending the groups level of investment in the material.
The Voyage of the Auspicious takes place on board the Auspicious, an East India Company vessel sailing home from Calcutta, 1798. The ship has been rebuilt from a catastrophic fire, and the crew is ill at ease. What else has come on board with the cargo? What fate will befall you on the high seas?
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Dracula: Reloaded
From the publisher:
The year is 1897. Lucy Westenra is joined by her friend Mina Murray, a schoolteacher, to spend summer holiday with her guardian Dr. Edward Seward. Dr. Seward has opened a sanatorium on the grounds of his ancestral estate. He is busy with his patient Renfield, who he hopes will make a full recovery, thereby proving that Dr. Seward’s revolutionary methods for dealing with madness are successful...
This is a Guided Play Scenario for the Annalise role-playing game. A copy of Annalise is required to play.
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The Wake of Zenas Quantum
From the publisher:
When Zenas Quantum, the Superpositioned Man, dies in Oubliette Asylum, the Heroic Agency breathes a collective sigh of relief. No longer do they have to protect Saga City from a man who can be everywhere at once. But not long after Zenas’s death, strange goings-on remove any ease the heroes might have. Is it a copycat, a clone, a government plot, an alien? Or merely coincidental? Is Zenas Quantum dead after all, or are the members of the Heroic Agency merely jumping at shadows?
This is a Guided Play Scenario for the Annalise role-playing game. A copy of Annalise is required to play.
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Valley Of Eternity (Ikuisuuden laakso)
The philosophical Ikuisuuden laakso (”Valley of Eternity”) is Juhana Pettersson’s first roleplaying game. It is a tragic RPG set in the Antarctic, in which the players take on the roles of hero penguins living on the borders of penguin society. The life of a hero is not an easy one, even if they are penguins: she must sacrifice everything in her battle against skua gulls and leopard seals, but will always remain a stranger in the eyes of her fellows. The anthropomorphic animals are a cleansing, distancing element in Ikuisuuden laakso, but obviously they also provide comedy.
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Annalise
From the publisher:
A dark-haired woman, staring out of stained glass, watching faces form in the rain. An ancient evil, unearthed for the first time since antiquity, re-learning the limits of its power. A hero, noble and pious, unable to accept the responsibility that is his birthright. A child, shedding a single tear while waiting for her mother to return. Two lovers, intertwined in a bower, each speckled with red, red blood.
The Vampire is out there. You are it’s enemies, its lovers and its servants. How will you confront the darkness awaiting you?
Annalise is a game about making Vampire stories. Each player takes on the role of a protagonist in the story you are about to create together, with the understanding that these characters are the victims, hunters and tools of the Vampire. The best example is that you are playing the story of Dracula with one person in the role of Mina Harker, one as Van Helsing, one as Renfield. The Vampire in your game, like Dracula, is what drives the plot, but it is not a protagonist. Every game of Annalise involves the characters discovering the influence of the Vampire in their lives, and builds up to a confrontation with the creature, for good or ill.
This is a game about pain, hunger and redemption. Pain, because the Vampire is only attracted to the vulnerable, those people who have experienced pain, suffering or loss in their lives. Hunger, because the Vampire hungers for that pain. Redemption, because there is always the possibility of redeeming your actions and desires – if you wish it.
Annalise is a game for two to four players, and can take a variable amount of time to play. A short, intense game can be played in four hours. A long, languid, slow-burning game can take up to 20 hours, broken into 3 or 4 hour sessions. The game is suited for people with no experience with this kind of game (often called a role-playing or story-game), as well as those who are familiar with the form.
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Harvesters
Begin an epic journey in the rugged boots of the most unlikely heroes. Enter the world of the Harvesters where badgers, rabbits, squirrels, and otters launch into adventures of epic wonder. Here the smallest of creatures take on the roles of the greatest heroes: knights, druids, clerics, rogues, wizards, and fighters. Together they tackle the greatest of adventures, from rescuing the princess to find a lost treasure. Harvesters is a game for the child in all of us!
Harvesters is a role playing game designed for play by the whole family. Players choose any one of the listed animals to play, in any of the classes provided, and with them begin a long journey of adventure. Designed for children ages 6 and up, Harvesters is the perfect game to bring everyone together. Children delight in taking on the roles of their favorite animals and parents find the role of Castle Keeper easy and fun!
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Halt Evil Doer!
A detailed guide to the Heroic Earth setting for all your superhero gaming needs! Containing new alien races, new cities, new foreign countries, new planets, new dimensions, new secret societies, a host of new super heroes, and new villains! Halt Evil Doer! contains an in-character guide to crime fighting written by one of the setting’s super heroes and Game Master’s section for running adventures! Halt Evil Doer! is a a ready setting guide for any Game Master who wants to place their super heroes at the forefront of adventure.
Halt Evil Doer! is a complete setting that contains all the necessary information to run games set on the world of Heroic Earth, a alternate history where superpowers are real. Embodying the comic book sensibilities of the Modern Age, Halt Evil Doer! is about player characters becoming part of a legacy of heroics stretching back to the Victorian Era. The world of Heroic Earth is imperiled by countless evil organizations, racism against Metamen, and terrifying extra-dimensional evils. These forces overwhelm the relatively limited number of superheroes that currently exist.
Do you have what it takes to save the world?
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The Corrupt Crypt of Ilmater
The Corrupt Crypt of Ilmater is an adventure designed for 4th to 6th level characters from either first or second edition
Advanced Dungeons & Dragons. The crypt is set in the middle of a wooded area, and encounter keys detail both the surrounding area, and a dungeon with two small levels underneath. New magic items include the half blade and the cup of healing, and new monsters include the vampire youngling and vampire spawn.
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HS1: The Village of Rashtan
The Village of Rashtan details a hamlet that has been transformed by an economic book caused by the opening of a gold mine, after the lurking monster was slain by adventurers. Provides maps of the village and selected locations, details on more than 20 key locations, rumors, and NPCs.
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HM3: The Chaos Halls of Belzir
The Chaos Halls of Belzir is an adventure module set near the hamlet of Rashtan, which is experiencing an economic boom after a nearby gold mine was cleared of monsters, and reopened. The local sage sends the PCs on a quest to find the the amulet of Belzir under the ruins of the wizard/priest's tower. For four to six 4th to 6th level characters.
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Dungeon #5
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MyD20 Lite Player's Guide
From the publisher:
Conceived as the Second Generation of Old School gaming, MyD20 Lite combines the simple, rules-light rules of the original edition of "the World's Most Popular Roleplaying Game" with innovations from the last decade of the Open Gaming movement to create a lightweight and enjoyable gaming experience.
Inside this book, you'll find everything you need as a player, including details on character creation, five individual races, four archetypal classes, a simple skill system, an equipment list inspired by actual medieval prices, advanced combat options that still provide a streamlined gaming experience, a complete selection of spells and more. MyD20 Lite provides a lightweight gaming system that lets you use modules and material from any edition of your favorite roleplaying system.
If you're looking for the next generation in Old School Gaming, then MyD20 Lite is your portal to a multiverse of fantasy gaming!
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Dark Fate
From the publisher:
The book you hold is a testament to the epic worlds of adventure. In these pages you’ll learn the Dark Fate of a land that is recovering from the death of the Goddess of Magic, where mystical and fantastic creatures no longer live alongside the mortals—trying to survive the ravaging undead creatures of the dreadful Necropolis is not only a matter of hope, but also of luck.
So grab your pen and paper, be ready to roll your dice, and discover the world of Dark Fate!
This roleplaying game is a Swords & Wizardry™ Campaign Setting (but may be used with other retroclones too!), and also contains some variant rules specially designed to enhance your adventures.
Forward by James Maliszewski (of Grognardia).
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DC-1: The Outpost on the Edge of the Far Reaches
From the publisher:
An ancient outpost, abandoned centuries ago by a empire in decline, sits atop a lonely hill overlooking a bleak wilderness. Why was it deserted and left unattended all those years? Surely treasures that once littered the courtyard must have been claimed long ago. But still... vague murmurings of a hidden cellar have been overheard as well as visions of long dead veterans still haunting the battlements. Surely tales told in the evening in front of a fire to frighten gullible travelers. Perhaps there is something more here than meets the eye? The elements in this adventure module have been left open enough to be adaptable with most old-school style fantasy role-playing game rules and worlds and should fit easily into any GM's sandbox with but a few alterations and modifications.
For six to eight 1st to 3rd level PCs.
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Book of Wizardry
From the publisher:
Enhance you gaming table and give your players this hands on Spell Book for their Spell-casting characters. Compiled from the existing spell descriptions in the fantasy RPG Swords & Wizardry Core Rules. With a few modifications this book can be used with most old style fantasy RPGs.
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Book of the Divine
From the publisher:
Enhance you gaming table and give your players this book of divine spells for their Cleric or Druid characters. Compiled from the existing spell descriptions in the fantasy RPG Swords & Wizardry Core Rules and Supplemental Lore by Skathros. With a few modifications this book can be used with most old style fantasy RPGs.
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The World of Onn: Core Rules
From the publisher:
Enter the World of Onn™, a land blasted by a mysterious cataclysm long ago that still affects the land and people thousands of years later.
The lands of Ossus and Var-Ultar are laid out for you to set your adventures in, with maps of the lands provided as well as information on the major places and realms.
The World of Onn: Core Rules™ is a complete game system expanding on the award-winning Swords & Wizardry Core Rules™ system and is compatible with Original, ‘Red’ Basic, ‘Blue’ Expert and Advanced Edition old-school games and the Swords & Wizardry line. Inside you will find new races, classes, spells and equipment for players to choose from and a wealth of monsters and treasures to make exciting adventures, as well as guidelines and advice for Referees. Players and Referees will find rules to take adventurers from 1st to 15th level, found their own personal holdings or become wandering legends.
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Ashcan Edition #5
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Dungeon #4
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Swords & Wizardry WhiteBox Book IV of IV: Treasure
Book IV of IV: Treasure from the
Swords & Wizardry WhiteBox set is available separately, and covers magic items and other treasures. Also available as part of the Complete Set (all four booklets) or the Referee Bundle (5 each Books I and II, 1 each Books III and IV).
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Swords & Wizardry WhiteBox Book III of IV: Monsters
Book II of IV: Monsters from the
Swords & Wizardry WhiteBox set is available separately, and includes the bestiary. Also available as part of the Complete Set (all four booklets) or the Referee Bundle (5 each Books I and II, 1 each Books III and IV).
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Swords & Wizardry WhiteBox Book II of IV: Spells
Book II of IV: Spells from the
Swords & Wizardry WhiteBox set is available separately, and contains the list of spells. Also available as part of the Player Bundle (Books I and II), the Complete Set (all four booklets) or the Referee Bundle (5 each Books I and II, 1 each Books III and IV).
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Swords & Wizardry WhiteBox Book I of IV: Characters
Book I of IV: Characters from the
Swords & Wizardry WhiteBox set is available separately and deals with the basic rules of character creation. Also available as part of the Player Bundle (Books I and II), the Complete Set (all four booklets) or the Referee Bundle (5 each Books I and II, 1 each Books III and IV).
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Archipelago
At the start of a session in
Archipelago: A story game of destinies, a "point of destiny" is chosen for each character. This is an event that will happen, and toward which the player will guide the character. During their turn, a player creates and directs a scene featuring their character. Other players narrate the elements beyond the main character's control. Fate cards are used to add random elements. Players may have limited narrative control over certain elements in the fictional world.
From page 2:
I wrote this game trying to capture the feeling of Ursula K. LeGuin's «Earthsea» books. I wanted a game of grand destinies, that at the same time had time to dwell on the details of plants, words, everyday lives. I wanted a game that was about great conflicts, but at the same time treated its characters' stories with respect. I wanted not a steel framework, but a spider web of thin threads creating subtler stories.
This game works best if you play it slow. Sometimes, the best thing to do is wait a little and see how things unfold. Ged stayed with Ogion for years, learning about the old language, the names of flower petals and bugs. There's time to let the characters evolve.
Breathe in. Breathe out. Take your time.
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Drowning & Falling
Drowning & Falling is a light-hearted spoof of
Dungeons & Dragons. Characters are defined by 10 helpful and 5 harmful traits (both types range from 1 to 6) , alignment, and class (or race). Task resolution ("challenges") involves rolling 2d6 three times against a target number (set by adding two helpful and subtracting one harmful trait), with the difficulty determining the number of successes needed to succeed. The same trait cannot be used more than once in a challenge, and all challenges involve a chance of drowning or falling.
From the publisher:
Drowning and Falling is a BPG charity project illustrated by five amazing indie comic artists. The Drowning and Falling Role-Playing Game includes everything you need to slip and plunge into a world of mystery and adventure!* With five character classes, two alignments, over twenty three spells and prayers and fifteen statistics unlike any seen in the history of role-playing, you and your friends will be tossed head-first into thrilling tales limited only by your imagination and certain rules!
The Drowning and Falling Role-Playing Game— play it once and you'll never look at drowning and falling in the same way ever again!
*Everything you need not included.
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Fiasco
From the publisher:
THINGS CAN GO WRONG, FAST…
…Maybe some dude from youth group talked you into boosting a case of motor oil, but now your cousin is dead in a swamp and you killed him. Maybe you and your girlfriend figured you could scare your wife into a divorce, but things went pear-shaped and now a gang of cranked-up Mexicans with latex gloves and a pit bull are looking for you.
It seemed like such a good idea at the time.
Fiasco is inspired by cinematic tales of small time capers gone disastrously wrong – inspired by films like Blood Simple, Fargo, The Way of the Gun, Burn After Reading, and A Simple Plan. You’ll play ordinary people with powerful ambition and poor impulse control. There will be big dreams and flawed execution. It won’t go well for them, to put it mildly, and in the end it will probably all go south in a glorious heap of jealousy, murder, and recrimination. Lives and reputations will be lost, painful wisdom will be gained, and if you are really lucky, your guy just might end up back where he started.
Fiasco is a GM-less game for 3-5 players, designed to be played in a few hours with six-sided dice and no preparation. During a game you will engineer and play out stupid, disastrous situations, usually at the intersection of greed, fear, and lust. It’s like making your own Coen brothers movie, in about the same amount of time it’d take to watch one.
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The Bloody Forks of the Ohio
The Bloody Forks of the Ohio is a roleplaying game focused on a very specific scenario: in 1754, British and French are squabbling over Fort Duquesne, located on a strategic branch of the Ohio River. The players choose a faction, and each chooses one of the pre-generated characters belonging to their side, including (Colonel) George Washington, Benjamin Franklin, and other historical luminaries. Each character is defined by descriptive traits, keys, and secrets any of which can to a dice pool used to resolve actions. In addition to a summary of the rules and the character sheets, there is are two short background handouts for the players (one for each faction), a summary of the rules, a list of resources belonging to each faction, and a list of difficulties associated with the various obstacles they may face.
Inspired by the
Lady Blackbird roleplaying game.
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Noteworthy
From the Overview of
Noteworthy: A blogger's roleplaying game:
In Noteworthy each player maintains his or her own blog as by one invented game character in a shared setting. All player characters (PCs) should be contentious, ambitious, combative, and eager to advance their own situation at the expense of other PCs. The blogs are themselves part of the setting, and all PCs can read each other's blogs. All PCs' entries chronicle remarkable developments in this setting, as witnessed or directly experienced by the characters.
A nonplayer referee periodically describes these noteworthy events to players in general terms. The PCs' entries, and their notes on each other's entries, elaborate and embroider the referee's description, and offer their own responses to these events. The events inevitably draw PCs into conflict. Inter-character conflicts are handled by challenge entries and by other PCs' support of these challenges. Losing PCs become outsiders, unaffected by ongoing events, though they can still post entries normally. The last PC left wins.
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Valence Tiny
From the publisher:
Change the world... or someone will change it for you.
This is a tiny, folded science fiction roleplaying game. Valence is a game of starships and space, of rebuilding empires and megacorporations, set against a backdrop millions of years old. It's laser pistols and photon blades, mystical powers and bizarre aliens. It's hope and change, and a whole lot of space opera. We hope you have fun.
Print it out double-sided. Fold in half, then in half, then in half, keeping the game's title visible after each fold. Heck, you can even make copies and hand them out at your local gaming store! The whole thing is covered by a Creative Commons license, so as long as you don't sell it or remove the author's name, you can do whatever you want with it.
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Valence
From the publisher:
The year is 3029 AD - Galactic Year 592. The Human Empire fell 125 years ago, and it is a time of rebuilding. Sharing the galaxy with the delicate Inuueliting, the massive Caractingessen, the supremely intelligent Valorians and others, Humanity has had to find its place in this time of flux. A time when a few dedicated men, women, and Nesti can truly make a difference.
Inside this book you will find a complete role-playing game, with...
- A detailed character creation system — some characters are even be created gene by gene!
- Ten major species, eight galaxy-spanning cultures, eighteen classes, dozens of Walks of Life, advantages, disadvantages, and over a hundred skills give your characters depth and detail.
- A mystical power known as the Lording that influences physical forces, but not living beings.
- Religions, megacorporations, a look at love and entertainment in the 31st century, and a setting that’s more than just a generic space game.
- A universe where your species does not dictate your culture.
- A balanced and detailed combat system.
- A sytem for social conflicts that mirrors the combat system, giving social characters more to do than simply sit on the sidelines and make the occasional contested roll.
- Dozens of high-tech weapons and suits of armor, from gatling lasers to entropy beams.
- Over one hundred plot seeds, and extensive advice for game masters.
- Your characters don’t start off at the bottom of the barrel; they have real experience and power in the world.
The fate of the galaxy is in your characters’ hands. Will you act to preserve the status quo, or will you work for a better tomorrow? The choice is yours.
Valence: Change the world — or someone else will change it for you.
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4C Super Agents
From the publisher:
Seraphim Guard is pleased to present our latest offering for 4C -- 4C Super Agents
Costumed superheroes with larger than life powers can be a lot of fun, but so can heroes a little lower on the power scale. Super Agents provides rules for role playing secret agent characters (like James Bond and Jack Bauer), pulp-era heroes (like Indiana Jones and H.P. Lovecraft’s investigators), characters with a handful of minor super powers (like Luke Skywalker and Buffy the Vampire Slayer) and vigilantes who get most or all of their abilities from training, not supernatural powers (like the Phantom and the Punisher).
Written by Andrew Domino 4C Super Agents is his take on playing less 'fanciful' Super Agent characters in 4C. Set in a world where P.A.R. (Private Action Response), a special operations organization is devoted to solving the world’s problems while keeping a low profile. Players take on the persona of Super Agents fighting Evil Dictators and Greedy Corporate Tycoons.
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4C Super Teams Super Bases
From the publisher:
An exciting new book from Seraphim Guard and Scott Moore. For the open source 4C (Four Color) game system, but equally great for any system.
Super Teams Super Bases gives players and GameMasters the resources to develop cohesive Hero Teams and well designed Bases.
While created for the 4C system the information contained in the 33 page supplement is easily converted into whatever system you are using to power your Super Hero campaign. Scott took a higher level look at Super Team and Super Base building and fills in the blanks that most games leave empty.
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Heroic Moments #6: Dreams & Nightmares
From the publisher:
Highmoon Media Productions is proud to present Heroic Moments #6: Dreams & Nightmares.
A young girl with an overactive imagination, a huge amount of candy and soda, and an uncontrolled mutant power have combined to unleash four classic monsters to wreak havoc on trick-or-treaters in the suburbs. Can the heroes find the source of the dream monsters and save Halloween?
Heroic Moments is the ashchan series of single action scenes for four-color superhero games. This series is designed to be dropped seamlessly into any existing superhero campaign. No prep: just a set-up, some bystanders & a villain for your heroes to clobber.
Heroic Moments uses the free 4C System of Marvelous Superheroics.
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Heroic Moments #5: SEPULCHRE Strikes
From the publisher:
Highmoon Media Productions is proud to present Heroic Moments #5: SEPULCHRE Strikes.
The international terrorist organization known as SEPULCHRE has its target set on disrupting the gubernatorial elections in The City. Can you stop twin agents Tom and Godiva from eliminating the candidates and thus throwing The City into turmoil?
Heroic Moments is the ashchan series of single action scenes for four-color superhero games. This series is designed to be dropped seamlessly into any existing superhero campaign. No prep: just a set-up, some bystanders & a villain for your heroes to clobber.
Heroic Moments uses the free 4C System of Marvelous Superheroics.
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Heroic Moments #4: Easter Mayhem
From the publisher:
Highmoon Media Productions is proud to present Heroic Moments #4: Easter Mayhem (Special Edition).
The yearly Easter Egg Hunt at the Mayor's mansion, a group of orphans, and a well-bred villainess intent on giving the orphans a "proper education." Can you stop Ms. D. Meanor from kidnapping the children and turning them into well-mannered zombies?
Also includes two new powers.
Heroic Moments is the ashchan series of single action scenes for four-color superhero games. This series is designed to be dropped seamlessly into any existing superhero campaign. No prep: just a set-up, some bystanders & a villain for your heroes to clobber.
Heroic Moments uses the free 4C System of Marvelous Superheroics.
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Heroic Moments #3: St. Patrick's Day Parade
From the publisher:
Highmoon Media Productions is proud to present Heroic Moments #3: St. Patrick's Day Parade (Special Edition).
A joyous parade celebrating St. Patrick's Day, a jealous Celtic goddess seeking revenge, and a gigantic, nightmarish creature straight from myth. Can you save the St. Patrick's Day Parade and its spectators from certain doom?
Also includes two new powers, a new Origin, and a bonus appendix with two ready-to-play Celtic-themed heroes.
Heroic Moments is the ashchan series of single action scenes for four-color superhero games. This series is designed to be dropped seamlessly into any existing superhero campaign. No prep: just a set-up, some bystanders & a villain for your heroes to clobber.
Heroic Moments uses the free 4C System of Marvelous Superheroics.
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Heroic Moments #2: Unregistered Mutant
From the publisher:
Highmoon Media Productions is proud to present Heroic Moments #2: Unregistered Mutant.
A nice afternoon at the Farmer's Market, a potentially dangerous young mutant, a powered-armored group of genetic purists. Can you help the young mutant face off the Guardians of Genetic Honesty?
Also includes two new powers, two new pieces of equipment and a new optional rule, the Unexpected Event.
Heroic Moments is the aschan series of single action scenes for four-color superhero games. This series is designed to be dropped seamlessly into any existing superhero campaign. No prep: just a set-up, some bystanders & a villain for your heroes to clobber.
Heroic Moments uses the free 4C System of Marvelous Superheroics.
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Heroic Moments #1: My Favorite Charity
From the publisher:
Highmoon Media Productions is proud to present Heroic Moments: My Favorite Charity.
A charity fundraiser, a multi-million dollar movie, a villain intent on stealing from the needy. Can your heroes stop Dr. Nightmare before he gets away with the crime?
Also includes two new powers and a new optional rule, the Fortune Fund.
Heroic Moments is the aschan series of single action scenes for four-color superhero games. This series is designed to be dropped seamlessly into any existing superhero campaign. No prep: just a set-up, some bystanders & a villain for your heroes to clobber.
Heroic Moments uses the free 4C System of Marvelous Superheroics.
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The Crypt of Kur-Ka
The Crypt of Kur-Ka is a free introductory adventure for Goodman Games' retro-styled
Eldritch RPG. A local hunter and his two friends have set out to loot a dwarven crypt. The PCs are brought together by the village elders to stop the foolish band before they get hurt. For 2 to 4 low-level characters.
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The Pirate Kingdoms: Basic Rulebook
From the publisher:
Welcome to the Pirate Kingdoms.
The D20 fantasy campaign world that has little to do with actual pirates!
With this book you can play a game where Cat Jugglers and Donkey Masters face off against Assisstant Zookeepers and Clockwork Virtuosos, and when it is all over with they can have a drink at the Rusty Pipe, or enjoy the food at Pancake on a Stick.
This book contains all the rules portion of the campaign setting, including campaign specific classes, spells and feats. This is everything you need to be able to play the various adventures set in the Pirate Kingdoms, not to mention the fact that the included rules can breathe new life into any game.
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Red Box Fantasy: Big Book of Baddies
From the publisher:
The Big Book of Baddies is the first book of monsters for the Red Box Fantasy roleplaying game.
Inside you will find over 300 monsters. In fact this book contains all the monsters you will ever need for countless game sessions of Red Box Fantasy (this book will also work with many other fantasy games with little modification).
Learn about old favorites like rust monsters and goblins, or challenge brand new monsters like the fearsome Mage Worm, the beautiful but deadly Vampiric Sylph or the mysterious Tiger of Happiness.
Gone are the legions of good aligned monsters, or the unimaginable hoards of worthless undersea creatures, this book is filled with actual opponents that can actually be used. The good aligned monsters are few and far between, and even unicorns are valid enemies now.
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