Monthly Archives: November 2014

Late start today, but it’s high time I give both Pathfinder and Jon Brazer Enterprises some love.

Go beyond elves and dwarves with the Book of Heroic Races Compendium. Inside you will find eight brand new races. From the tree-kin seedlings to the wacky half-faerie dragons, these amazing races will bring something fresh and exciting to your game. Each of these new races comes complete with new class options, spells, equipment and much more. In addition, many existing races receive new favored class options, greatly expanding your enjoyment of them. Take your Pathfinder game to the next level with these exciting new races!

This 117-page supplement features:

  • 8 playable races, balanced with the Pathfinder Core Rulebook races
  • 30 class archetypes and class options and 4 prestige classes
  • 46 feats, 14 spells, 16 magic items, and 5 artifacts
  • Favored class options for all races included as well as 11 races from the Advanced Race Guide

If you’re running the latest iteration of Werewolf, Book of the Wyrm is pretty much a must-have. It’s all about the greatest source of conflict in that setting.

Coils of the Corruptor

From the Umbral realm of Malfeas to the boardrooms of Pentex and its subsidiaries, minions of the Wyrm plot to kill Gaia. Warped fomori, monstrous Banes, and Wyrm-tainted shapeshifters lash out at the world with acidic claws. The Maeljin Incarna steals the easily forgotten, ignored, or missed to populate their perverse realms. Factories belch smoke that blackens the sky, and toxic waste floods into rivers and seas. The heads of the Hydra see what they have done to the world and know that it is good.

Strangling the World

Once long ago, the Wyrm was an agent of Balance. Now, strangled by the Weaver’s webs, it strikes out in madness and pain. If it can poison the world, sow cancer and disease throughout all that is, it might finally be free.

Something I was very proud to be a part of originating while working for DriveThruRPG, and I remain a proud supporter every year. Teach Your Kids to Game Weekas described by Scott Holden

November 14 is the beginning of our annual Teach Your Kids to Game week, highlighting all sorts of games designed for kids and for families. If you have children in your life who might enjoy an evening of games, then this is a great chance to introduce them to your favorite hobby.

Or if you already play games with your kids regularly, maybe this is a good time to try a new game, setting, or play experience you haven’t seen before.

All week, November 14th until the 21st, select kids’ and family-friendly game titles are on sale for 50% off.

Looking for that perfect present for that Special Someone this holiday season? And by special, I mean Twisted and Odd.

In the light of
the stars,
a little tomb lay
in drowned R’lyeh

On Sunday morning, the stars came almost right, and—boom!—out of the crypt
came a big and very hungry cthulhupillar.

The Very Hungry Cthulhupillar features full-color illustrations by Ben Mund and a bonus short story by Jamie Chambers, and will call back fond memories of childhood along with the maddening knowledge of our cosmic insignificance and forthcoming doom. This book is not intended for young children.

Another trip back today as I spotlight a very cool, Ennie Award winning game from Basic Action Games called Honor + Intrigue. Based on an updated version of Simon Washbourne’s Barbarians of Lemuria.

Inspired as much by Hollywood as by history, Honor + Intrigue pays homage to the swashbucklers of the silver screen as well as great works such as those of Dumas and Sabatini. Game Masters should feel free to use history as a source of inspiration, not a restriction. True to its inspiration, Honor + Intrigue plays fast and cinematic, leaving the focus on drama and action unfolding.

Another trip in the D&D Wayback Machine takes us to the First Edition iteration of the World of Dragonlance. It’s the windup to the DL series, intended to take players and DMs into the world of the Weis & Hickman novels, and it’s notable for being a particularly well-done release for the setting. As per Shannon Appelcline, who comments on all of the DriveThru D&D official releases –

DL16: “World of Krynn” (1988), by Michael Gray, Harold Johnson, and Douglas Niles, is the sixteenth in the Dragonlance “DL” series of adventures. It was published in December 1988.

Concluding the “DL” Series. Like its immediate predecessor, DL15: “Mists of Krynn” (1988), “World of Krynn” is an anthology of Dragonlance adventures. However, unlike its predecessor, it’s much more coherent: there are just four adventures and they’re all set in the same time period, after the War of the Lance.

Also unlike its predecessor, “World of Krynn” was largely produced by members of the “Dragonlance series design team”. Editor Mike Breault and authors Harold Johnson and Douglas Niles were all important members of this team, which produced Dragonlance supplements from 1984-1987. As a result, “World of Krynn” had the potential to be more canonical than the previous “Mists of Krynn” … but it didn’t turn out that way.

“World of Krynn” was also the last book in the “DL” series — marking the end of TSR’s longest running adventure series ever. This was a result of AD&D 2e (1989) being just around the corner, and most of TSR’s lines being revamped as a result.

Whether you’re a (likely new) player, looking for great examples of good builds for your PC, or a GM looking for interesting and fully-fleshed characters for your players to interact and struggle with, this is a solidly put-together and nicely presented product that you will want to explore. The part that impresses me most is how Jim Davenport (with the expert help of Norm “No Relation” Hensley) goes through each step of the build for each character, which I think will be particularly helpful for those learning the system or looking for ways to improve their approaches to running the game. The settings suggested are also intriguing.

Oh, these can also serve as excellent grab-and-go pre-gens!

The Savage Characters series utilizes the Savage Worlds Deluxe game engine to present TWENTY ORIGINAL CHARACTERS. Each character is defined with a rich background, full body portrait, full stats as a Legendary figure, the complete build path to play them at whatever experience level you choose, and five adventure ideas (one for each rank). Used together, these friends and foes, PCs and NPCs present entwined histories and related adventures.

The characters are grouped into four Dragonlaird Gaming settings with five characters in each setting. The settings are original but the characters could be easily used in other games of the haunted west, fantasy, modern horror, or space opera genres.

Kobold Press has an increasingly-impressive track record for bringing together some of the finest minds and writers in gaming for excellent how-to guides and collections of writings about key topics for our hobby. Their latest, the Kobold Guide to Combat, promises an extraordinary font of wisdom and creative advice for game masters and writers alike.

At the heart of every adventure lies conflict, whether it’s between a cursed knight and a half-elf prince at swordspoint, a troupe of adventurers facing down an ogre, or the armies of two great nations clashing for ultimate power.

Between these covers, 20 master game designers and storytellers get into the thick of it. With essays that cover everything from strategy and tactics to the history of military systems at war, from increasing the tension in a conflict to using monsters, magic, and war machines on the field, these creators show you how to bring together the elements to create great combat on the tabletop and in your storytelling.

The list of contributors includes: Ed Greenwood, Jeff Grubb, Chris Pramas, Elizabeth Ann Scarborough, and Steve Winter, among many other great folks.

Onyx Path is truly living up to the promise of continuing to bring Storyteller fans of all the concepts more and more content. This one is for their 20th Anniversary Edition of Werewolf the Apocalypse.

Everyone knows the story of the White Howlers. Garou so prideful they threw themselves into the maw of the Wyrm, hoping to kill it from within. They didn’t kill it, and it didn’t kill them. However, the White Howlers should be remembered for their past as well as what they became.

But that isn’t their story.

The White Howlers suffered through the Great Winter, through rebuilding and invasion, through an uneasy peace and a horrific war. They fought for their Kin and their lands. They were proud, but all Garou are proud. Theirs is a story too many Garou do not know. Come closer, and let me tell it.

White Howlers Tribebook includes:

  • The story of the White Howlers from the ancient times to their great sacrifice.
  • Details on the tribe’s culture and history, with enough information to run an entire chronicle in the time before their fall.
  • Ideas for using the White Howlers in a story set in the modern nights.