Monthly Archives: September 2015

This line continues to pleasantly surprise me with its ever-increasing popularity, as well as how well-supported it is. Tribes of Everglow is an omnibus of information about the world and its many tribes, and includes a lot of game material as well.

Folks running more traditional Pathfinder campaigns may well see this as an opportunity for some dimensional world-hopping adventure.

A detailed look into the minds and societies of all the varied pony tribes of Everglow. See how they view each other and the other races of the world, how they handle birth, life, and death, and their unique perspectives shown in contrast with one another.

  • Over a hundred new feats
  • Class Archetypes
  • Dozens of Alchemy Discoveries
  • Rogue tricks
  • Prestige class
  • New equipment
  • New spells
  • New Lore and history
  • A whole new tribe, the short legs.

An extremely popular Eclipse Phase book (the first print run ran out completely sold through very quickly), Panopticon is now available in POD, as well as excellently hyperlinked PDF.

Panopticon surveys three areas of the Eclipse Phase setting:

  • Ubiquitous surveillance and sousveillance—living in a transparent society
  • The inner workings of space habitats—and how to hack them
  • Uplifts and smart animals—their scientific and cultural impacts
  • plus new morphs, gear, habitat rules, and more!

Panopticon is a 176-page PDF (with layers, a hyperlinked table of contents, a hyperlinked index, and internal hyperlinks) and is Creative Commons (BY-NC-SA) licensed. Also available is a hardcover print on demand book, in both Standard paper and Premium paper formats! (print on demand books do not include built-in-bookmarks.)

This one I cannot “Pick” enough. My friend and colleague, John Wick, is the definition of mad genius when it comes to game design and theory, and this book is a testament to his talent and sense of fun. The entire product is worth it just for the Flux alone!

For years, John Wick has been designing small, personal roleplaying games for conventions, friends and family. And now, a complete collection of these games is available for the first time.

The Big Book contains over 200 pages of both new games and revised editions of out-of-print classics.

The Flux (New!)

All worlds are the same world… you just don’t remember. A meta-RPG that links all RPG worlds as the same world… with the same dangers.

Enemy Gods (Revised!)

Take the role of both a hero and a god as rival deities slug it out with their mythic heroes as the ultimate weapons.

Cat (Revised!)

“A Little Game about Little Heroes” places the heroes as housepets protecting their owners from monsters they can’t see.

Byron Falls (New!)

In the lonely town of Byron Falls, beautiful and lonely high school girls fall in love with beautiful and lonely monsters.

Wicked Heroes (New!)

In a world where super powers are a curse and not a gift, the “blessed” find their worst enemies are themselves.

Sexcraft (New!)

An urban fantasy world where the ultimate weapon is not a sword or a gun, but the power of sex.

Wilderness of Mirrors (Revised!)

This classic spy game is fast and ruthless. Everything you need to play a Master Spy and nothing more.

Eldritch High (New!)

Alexander Circe’s Academy of the Eldritch Arts has prepared your class schedule but, are you prepared?

Yesterday’s Tomorrow (Revised!)

John’s classic game of Retro Science Fiction (designed for his wife) is a game of Action!, Mystery!, Romance! and Science!

All the Days of My Children Hospital (New!)

A Game about Romance, Betrayal, Deception, Dynasties and Soap Commercials.

Folks are taking a run at providing 3rd party 5e content in that way you can do if you’re clever, and this highly expanded treatment of everyone’s favorite dog-faced horde monster has a lot going for it.

Altered Beasts presents 15 new iterations and variations of classic monsters each month!  Within you will find a spectrum of challenging new variations of classic monsters designed for use at all levels.  We’ve given each new variant a chart of encounter levels and author advice as well, making use of these new creations incredibly simple.  

Add Altered Beasts to your collection each month to surprise your players with a wide array of new challenging beasts for both the Pathfinder RPG and 5th Edition Fantasy rules.

In this volume, we bring forth gnolls!  Within these pages you will find:

  • The Gnoll Whelp, a young gnoll eager to prove his worth (CR 1/2).
  • The Crazed Howlers, zealous maddened gnolls worshipping dark gods (CR 1).
  • The Pygmy Gnolls, small but incredibly vicious little savages (CR 1).
  • The Ravenous Gnolls, gnolls so hungry their single-minded determination drives them (CR 1).
  • Tips on how to create a Flind, and customize all the other alterations as Flinds.
  • The Winter Gnoll, a variant bred from Winter Wolves (CR 2).
  • The Cave Gnoll, a terrifyingly strong prehistoric throwback (CR 2).
  • The Gnoll Mercenary, gnolls who have learned to sell their love of killing for food and gold (CR 2).
  • Mutant Gnolls, twisted and broken gnolls who live in the wastelands (CR 2).
  • The Rageborn, gnolls bred for their combat ability and fed sheer hatred (CR 3).
  • Two-Headed Gnolls, those dangerous genetic mutants born with an extra head (CR 3).
  • Plague Bearer Gnolls, poor broken gnolls infested with disease who can spread it like a weapon, yet are unaffected themselves (CR 3).
  • Giant-Blooded Gnolls, those gnolls who were bred of desert giant stock (CR 4).
  • The Gnoll Den Mother, a fearsome gnoll protector who raises whelps (CR 4).
  • The Demon-Possessed Gnoll, a terrifying abomination of a gnoll warrior possessed by a demon as a reward for dark service and loyalty (CR 7).
  • The Gnoll Warchief, the general and right hand gnoll to the chieftain, the most venerable warrior in a pack (CR 8).
  • 13 wicked Monstrous Feats to further customize your own gnoll creations or PCs!

This PDF is extensively hyperlinked and linked to the award-winning D20pfsrd.com website for ease of use.

SUITABLE FOR PATHFINDER OR 5TH EDITION FANTASY RULES.

Carinn’s been greatly enjoying her Mage experiences lately, so naturally she brought this to my attention, as it just popped today. Congrats to my friend, Satyros Phil Brucato, and all the other amazing people involved in bringing this portal to magic unconstrained back to light.

I tell you this: We are Divinity. 

Reality is ours to bend. To subvert. To command.
We have that power – all of us. 

Not everyone knows what to do with it, or uses it well.
Most of us never realize just what it is we are or how much we can do. 

Those of us who do well, some of us are monsters.
Manipulators. Parasites. Tyrants. Fanatics. 

And the rest of us never see that monster in our own mirror, only in the reflections of those folks who are not “us.” 

Here’s the truth, though: We are ALL “us.” We are ALL gifted, 

We can ALL change the world. Most of us remain asleep. 

A blessed few Awaken. Fewer still use that power wisely.
And none without consequences. 

And so, reality is up for grabs. Where do you stand?

And will you Fall… or Ascend? 

What’s in it?

• Updated profiles of the Council of Nine Traditions, the Technocratic Union, and the Disparate Crafts… with many unexpected developments. 

• An epic history of magick and its factions.  

• A compilation and clarification of essential and optional rules, including martial arts, vehicles, hazards, cybernetics, the Otherworlds, and far more besides. 

• Overviews of paradigms, practices and tools – the focus of your Art. 

• Detailed explorations of the epic concepts involved in Mage. 

• Chilling looks at the Nephandi and Marauders. 

• The Nine Spheres, plus their Technocratic variants. 

• Old favorites and new faces from among the Awakened Ones. 

• Reality Zones, Paradox, Quiet, the “coincidental vs. vulgar magick” debate, and far, far more…  

• New full color original art by Michael William Kaluta, Echo Chernik, Steve Prescott, Christopher Shy, Larry MacDougall, and other classic Mage artists, as well as classic B&W pieces carefully chosen from the earlier editions.

It’s a two-for-one Pick day, as both Volume 1 and Volume 2 of the Savage Tales of Horror line popped up on DriveThruRPG today! Various playable tales of horror, stretching across the many settings of Savage Worlds, and all designed to ramp the creep-and-terror factors up to 11. Some of the best and brightest contributed these adventures, and this is Pinnacle’s gift to us all for Halloween.

Dare to wander the Black Forest in search of witches foul, where you may lose your soul…to the Face Snatchers!

Brave the bitter northern chill, where brain freeze is the least of your worries. At leastsomeone will keep those beautiful looks of yours in Cold Storage!

Relax for a lakeside Spring Break at The Retreat – if you can ignore the scratching at the door, and the deadly smiles of the townsfolk!

Investigate by gaslight the ghostly hauntings of the magnificent Manor of Blood. It’s very inviting, but doesn’t want you to leave!

The suspicious death of an old friend drives you to find answers somewhere in theMoonshine Blues of New Orleans, where mobsters and magic mingle!

Face Snatchers may be used in the Savage Worlds of Solomon Kanesetting. Moonshine Blues may be used in the Deadlands Noir setting.

In Love on a Mountain, the heart can be just as deadly as a gunslinger, and more tragic than a shot to the gut!

Missing livestock is blamed on wolves, but what is that sound at night, creeping from within the cracks…something that Skitters!

As part of an elite team sent to protect staff at an enigmatic Ice Hotel, there’s something evil that lurks in the frozen wastes, ancient and wanting…for Blood on Ice.

As players in a roleplaying game you love to fight demons and monsters as wizards and warriors. But what about when the LARP of Horror becomes all too real?

When the terraforming colony of Rosewood loses contact, your specialist team is sent to investigate. But what is this strange, creeping flora grown by the elusive colonists, and what is their dark secret?

Love on a Mountain may be used with the Deadlands setting.  Rosewood may be used with The Last Parsec or Slipstream settings.

I gratefully acknowledge that folks are eagerly awaiting Savage Rifts. In the meantime, there is a ton of material already out there for this massive, Megaverse-spanning game setting, including this recent addition to the digital bookshelves.

Hades revealed like you never imagined. Demon society, the demon hordes, new demons, Netherbeasts, other monsters, and notable locations and kingdoms are all described in deliciously horrifying detail. Even the demons you may think you know are given updated profiles and information.

The Minion War™ begins here with Hades’ plans for dimensional conquest of their arch-rival in the Hell known as Dyval.

As a sourcebook, dimensional travelers and bold adventurers can literally go to the very pits of Hades! Or they can battle the demon and Deevil combatants as the Minion War spills across the Megaverse®.

  • 30 demons and Sub-Demons described; six completely new.
  • Demon High Priest O.C.C. for use as an NPC.
  • Demon Bone Weapons and Soulmancy.
  • Netherbeasts – demonic riding animals.
  • Hades mapped and described.
  • World information and many adventure ideas.
  • S.D.C. and M.D.C. stats and conversion notes.
  • A stand-alone sourcebook suitable for Rifts®, Phase World®, Heroes Unlimited™, the Palladium Fantasy RPG®, and the entire Megaverse®.
  • 224 pages, written by Carl Gleba. Additional text by Kevin Siembieda.

More source material from Ryan Chaddock for the Cypher System, and specifically for the Strange. Your heroes may gallivant all over potentiality, but it all starts on Earth, right?

EARTH IS DEADLY!

Create characters and discover intriguing story ideas for Earth-based campaigns in The Strange.  The Earth Codex is a guide to player options and cyphers for games centering or beginning on Earth, as well as a useful resource for GMs looking for inspiration and guidance for starting stories back on Earth.  

The Earth Codex Includes:

  • Progress and Innovation:  A chapter on academic, industrial, and technological character concepts and games.
  • International Affairs:  Playing The Strange characters from battlefield and intelligence gatherine backgrounds.
  • High Society:  Character types and campaign ideas centering on politics and big business.

Each chapter includes Foci, Descriptors, and 36 Cyphers customized to that particular style of play.

Haven’t done one of these in a while – here’s another fantastic, imminently useful and flexible map set from the good folks at Dramascape. Looking for a lost island for some adventure?

“This island seems to have everything from Greco-Roman ruins to a crashed ship. We aren’t the first people to be stranded on this island in any case. But why have all these people been lost here?”—Stranded Survivor

 Island of the Lost is an exterior map of an oval-shaped island. The west part of the map has a mountain with a ruined structure at the top and several stone stairs built into the cliff faces to ascend the mountain. The mountain surrounds a small waterfall and pool in the west center of the island. The plains in the center have some additional ruins. There is a crashed and submerged sailing ship in the southeast.

Island of the Lost is intended for use in fantasy, pulp, and modern settings. The ruins make for an interesting location for relic hunters and archaeologists to investigate.

 Adventure hook for use with this map:

 Lost at Sea: Vacationers are enjoying a calm summer day onboard a modern sailing yacht when suddenly a storm roils through the area. The storm throws the vessel off course and they crash into a mysterious island covered in mist and fog. As the fog lifts, they see a partially submerged sailing ship and ruined structures scattered throughout the island. Stone stairs ascend to the top of the western mountain and a smaller stone stairway ascends to the top of an eastern hill. In the center of the mountain, rivulets of water form small waterfalls cascading down the cliff faces and aggregating into a small pool of fresh water.

 Is there shelter somewhere inside the mountain? Is it possible to cut down the trees and fix the old sailing ship to escape?

 After giving the group a chance to investigate the island and become familiar with the terrain, the sun sets and it becomes dusk. They hear bizarre howling noises coming from the wooded areas of the island on top of the plateaus. The group finds themselves hunted by barbaric creatures with the heads of bulls but walk upright with primate-like hands that have emerged from their caves. The creatures hold primitive rusted swords of varying types like spatha, gladius, rapier, cutlass, etc. The monsters try to kill all the survivors. A twist might be that the creature’s bite turns them into like creatures.