Category: Pick of the Day

Continuing the theme of the week – the Interesting and Different – here’s the grand new release from that most excellent couple I am proud to call friends, Sean Tate Bircher and Robin English-Bircher. They go alt-history (complete with horror, fantasy, and magic), dealing with the 18th Century. Attention to historical detail and the social structure makes this one sing out pretty well, and it functions as a stand-alone adventure or the anchor point for an entire campaign.

In an 18th century that never was, the island nation of Malleus writhes under the thumb of an aristocracy of vampires. A coalition of secret societies fights from the shadows to drag theses oppressors burning into the light, but the alliance is young and in dire need of a weapon that can turn the tide against the vampires and their forces.

Word comes to a cabal of heroes that Lady Clarimonde yearns for freedom from the tyranny of her debauched and cruel father, the Baron Drachenholm. Thankfully for her, she possesses the means to pay for her freedom: the Sanguinem Maledicta, a cure for the curse of vampirism!

The heroes must dare the deadly labyrinth of Mallean high society to discretely win the lady her freedom – but can they trust Lady Clarimonde herself? She is, after all, no human gentlewoman but rather the child of mortal and undead – a DHAMPIR!

  • New Hindrances!
  • New Edges!
  • New Equipment!
  • A modular adventure that can be resolved in one session or expanded into a mini-campaign!

The King is Dead: DHAMPIR requires the Savage Worlds rules to play.

Sean Patrick Fannon
Writer & Game Designer: Shaintar, Star Wars, Savage Rifts, much more
Please check out my Patreon and get involved directly with my next projects!

Today, it’s another groundbreaking game that challenges the traditional tropes and conventions of tabletop RPGs. That’s not to say it challenges what fantasy means – not for those who truly understand what the fantasy genre means for storytelling. Inclusive, expansive, beautiful, Blue Rose brings romantic fantasy to life in ways few other games ever attempted. Now available in the highly-praised Adventure Game Engine (AGE), it’s time for a new generation to discover this gem.

A decade ago Blue Rose shook up the RPG scene with its vision of romantic fantasy and inclusive gaming. Now the world of Aldea returns in a new edition using the Adventure Game Engine (AGE), the popular rules that power the Fantasy AGE and Dragon Age RPGs. This beautiful, full-color book contains everything needed to create and tell stories of heroic envoys of the Sovereign’s Finest as they protect their homeland of Aldis from threats like the shadowy Kingdom of Kern and the fanatical Theocracy of Jarzon, as well as monsters and artifacts from the cruel reign of the Sorcerer Kings. Aided by the rhydan—their psychic animal allies—the champions of the Kingdom of the Blue Rose safeguard the light of the world against the power of Shadow.

Will you answer the Sovereign’s call?

Sean Patrick Fannon
Writer & Game Designer: Shaintar, Star Wars, Savage Rifts, much more
Please check out my Patreon and get involved directly with my next projects!

One of the truly groundbreaking games of our hobby, this is the third presentation of James Wallis’ masterpiece of narrative storytelling game development that many argue heralded many current trends in RPG design. GM-less gaming? Diceless? Player-driven narrative? All within.

Baron Munchausen’s tales of his extraordinary adventures are legendary: riding cannonballs through the air, sailing to the Moon, meeting gods, escaping from the Turkish Army on half a horse, and many others.

Can you outdo the Baron? You can try!

Challenge your friends to tell the most extraordinary tale, interrupt to correct their boasts, and share your own amazing exploits in this renowned game of wit, riposte, and repartee, written in high style by the Baron himself. Expect no dice, counters, or pencils while playing, just fine wine and great merriment. Time to charge your glass and begin your tale!

This third edition of The Extraordinary Adventures of Baron Munchausen is massively expanded with new and revised material. Contained within is the original game along with Arabian style rules from Sinbad the Sailor, a simpler version for younger (or inebriated) players, and rules for online games. One of the Baron’s own descendants has also added twelve new variants of the game, allowing for stories where villains concoct dastardly schemes, ancient gods return from watery depths, heroic adventurers fight evil empires in outer space, and more!

Sean Patrick Fannon
Writer & Game Designer: Shaintar, Star Wars, Savage Rifts, much more
Please check out my Patreon and get involved directly with my next projects!

This game is very popular for many reasons. It speaks to folks in a lot of ways.

Today, it speaks to me.

“We live on a placid island of ignorance in the midst of black seas of infinity, and it was not meant that we should voyage far.” —H.P. Lovecraft

Will you stand against the horrors of the night?

Whether learned professor, nosy journalist, or hard-hitting detective, investigators need all the help they can get. Let this book be your guide. The Investigator Handbook is an essential player’s aid for the Call of Cthulhu 7th edition roleplaying game

Written for those who will be playing the roles of investigators, the Investigator Handbook contains expanded rules for creating players characters, a wealth of over 100 occupations and skill descriptions, as well as guidance on getting the most from the game. What’s more, there’s a range of organizations for your investigator to belong to, detailed information about the classic 1920s setting, equipment and weapons for both the 1920s and modern day, and expert tips and advice for all budding investigators.

No self-respecting investigator of the Cthulhu Mythos should be without it!

Sean Patrick Fannon
Writer & Game Designer: Shaintar, Star Wars, Savage Rifts, much more
Please check out my Patreon and get involved directly with my next projects!

I’ve always had a soft spot for the role of anyone trying to be heroic in the World of Darkness. I’ve had many failed experiences trying in the past, along with a couple of moments where I felt like things went a bit more the way I’d hoped. I am particularly happy to see Heroes made a bit more iconic in the setting now, as this book exemplifies. Truth be told, I created the concept of Iconic Heroes a long time ago with the Triangle By Night LARP we ran in North Caroline; I’d love to think someone, somewhere along the line liked the idea enough to make it a reality here. More than likely, it’s more a case of parallel thinking, but I am OK with that, too. Regardless, the World is of Darkness… but the Primordial impulse to defend against that Darkness runs strong, too.

Sure, you can do what you want, feed from the locals, and go back to hiding in your lair when you’re done. 

You may think you’re safe there, it sure feels safe. 

But, you aren’t the only thing connected to the Primordial Dream, and no lair is safe from what lurks beyond. 

Don’t fool yourself.

— Naomi Walker, Ugalla

A Night Horrors Sourcebook for the Beast: the Primordial RPG

This book includes: 

  • An in-depth look at how Heroes hunt and what makes a Hero, with eleven new Heroes to drop into any chronicle.
  • A brief look at why Beasts may antagonize one another, with seven new Beasts to drop into any chronicle.
  • Rules for Insatiables, ancient creatures born of the Primordial Dream intent on hunting down Beasts to fill a hunger without end, featuring six examples ready to use in any chronicle.

Note: This is the advance PDF version. The final PDF and the Print on Demand versions will be available soon. If you purchase the Advance PDF you automatically receive the final version for free in your Library. You will also receive a discount on the Print on Demand version when it is ready. You _must_ have your Account set up to receive e-mails from Onyx Path here at DriveThruRPG _before_ the discount is sent.

Sean Patrick Fannon
Writer & Game Designer: Shaintar, Star Wars, Savage Rifts, much more
Please check out my Patreon and get involved directly with my next projects!

For me, the cover alone is attention-grabbing and demands this book is looked at. It harkens back to the great “collect all the info” volumes both DC and Marvel put out for their universes, allowing you to travel through the entire universe and “see all the things!” As I’m working on something very like this for a future release, I have an extra-keen interest. As well, hanging out with Steve Kenson and the excellent Green Ronin folks at OrcaCon this past weekend reminded me just how awesome they are, as are the things they do.

Visit a world not our own, but strangely familiar—a world of heroes and villains, of wonders and dangers, and limitless adventure! The Atlas of Earth-Prime is a trip around the world of the Freedom City and Emerald City settings for the Mutants & Masterminds RPG. Your heroes can explore the sites and perils of all seven continents, as well as fabled Atlantis, the Lost World, and the strange realms of Sub-Terra that lie at the center of the earth. Packed with locations, heroes, villains, and worldwide agencies, the Atlas of Earth-Prime is the campaign setting book Mutants & Masterminds fans have been waiting for!

Note: This book was originally released as a series PDFs which are still available online. This is the final PDF of the print compilation of that PDF series.

Sean Patrick Fannon
Writer & Game Designer: Shaintar, Star Wars, Savage Rifts, much more
Please check out my Patreon and get involved directly with my next projects!

All of the books for the Shaintar Kickstarter are done. That’s… kind of breathtaking, considering all that’s transpired.

I want to take a moment here to thank all the people who kept that torch going to the finish line, even after I had no choice but to pass it on or risk dropping it. Darren Pearce became Shaintar’s scribe, pouring out words at an unbelievable rate to knock out all of those books. Howard Brandon not only kept the dream of the Justice & Life shared campaign alive, he also stepped in and handled all the rules material for many of the books at the end of the project. Alida Saxon was a heroine beyond compare, handling so many of the tasks related to maintaining the quality presentation of the line, while Bien Flores handles a vast majority of the art chores. Carinn Seabolt – my Belovedest – watched over the world I created, ensuring it maintained the vision we shared for it from the beginning. Miles Kantir is the man who refused to allow the torch to drop to the ground, insisting that Savage Mojo be allowed to finish what I started.

The person who most deserves our collective love and respect, however, is the long-suffering Operations Manager (and editor), Gayle Reick. So much work done, so little reward beyond the love she always had for a world she helped build back when she was one of my players. Frankly, I put her through hell on more than one occasion, due in great part to my complicated and depression-tainted relationship with this world I crafted back when I was a child. I am not really sure how she endured all of this, except for her love for the work and all of the people involved.

So Gayle, this is my public-yet-personal thanks to you, as well as my sincere apology for all you endured. You are the true Champion of Shaintar, beyond any question or doubt. Long live Chrysalia of the Open Hand!

Savage Mojo’s been through a rough time in bringing to fruition that which we promised so long ago, and they’ve stepped up to do something extra-special for Gayle, which I hope you will consider supporting. She volunteered hundreds of hours to this project, so this tip jar is a way for fans and supporters to give something back to her for all of her incredible effort.

Here’s the very last Guidebook to come out for the KS – the Aeries of the Aevekar, the far-distant homes of the elusive winged elves of Shaintar.

“The wars of the Ground Walkers have taken their toll, too many of our people lie dead and broken on the cold hard earth. We must, for our own sake, retreat and take stock — our place is the high aeries of our forefathers, the give of Zavonis” ~ Kelos Nom Zerinian: 1741 A.C.

The history of the Aevekar is fraught with these winged fae dying on behalf of those who walk the earth. They were once found everywhere on Shaintar, yet there are now only a few thousand left hidden in secret communities in the most difficult locations. The Kal-A-Nar Empire has declared genocide upon them after the death of the Emperor’s favorite son so this may not be a bad thing. 

Even though scattered, some few leave the aeries each year to take their place among the Rangers, or fight alongside their fae brothers and sisters against any evil focused upon the land. In this book, you’ll learn the story of what happened to these folk and how they’ve survived. There’s some new gear, edges, professions and you’ll get a good look at what their lives are like within their homes. Scattered they may be, but these are among some of the best bowmen ever seen and they created aerial combat.  Take a tour of the aeries and learn a few secrets about the most hidden of them all – one no aevekar would ever admit exists.  

Learn of their food, drink, society and what they find entertaining or artistic.  It shouldn’t be surprising that wind instruments feature prominently in their music. While they aren’t militarily inclined, everyone learns to fight and serves as protection for the aerie they live in. Their death rituals are particularly beautiful given their close relationship with Zavonis, Ascended of air. 

Sean Patrick Fannon
Writer & Game Designer: Shaintar, Star Wars, Savage Rifts, much more
Please check out my Patreon and get involved directly with my next projects!


Revivals of classics is nothing new for the RPG hobby, but this is one you should absolutely pay attention to. Ars Magica changed the face of gaming for a lot of folks when it first came out. Furthermore, the team that brought that game to life went on to do huge things across the gaming sphere, taking the lessons learned and successful ideas of creating this innovative take on fantasy and magic into other powerful directions (World of Darkness, anyone?). Atlas bringing this back to the market (the 2nd Edition was originally released in 1989 and quickly disappeared from everywhere except used book stores and eBay) after all this time is exceptional news, to say the least, especially when you see two of the names involved – Jonathan Tweet and Mark Rein-Hagen!

In Ars Magica, sometimes you will play the part of a stalwart grog, guarding the wizards with your sword and shield. Flexible combat rules make each battle distinct, unpredictable, and often deadly. Your brutal life as a hired sword promises little boredom.

You can also take the role of a companion, aiding the wizards with your specialized skills and talents. Take advantage of the balanced and open-ended character generation system and design a unique character without artificial class restrictions. Be a lame but magically sensitive friar, a fugitive baron, or a contortionist thief.

Or you will be a magus, a wizard of great power, and delve into arcane mysteries. The magic system is designed to give you all the powers granted wizards in legends, not to make you a common adventurer. Use spells and magic items of your own invention, make up spells in the heat of battle, and duel other wizards.

All the characters are centered around the covenant, the fortress where a group of magi live and conduct their esoteric studies. The covenant serves as the home base for the characters and is the central “character” in the ever-developing saga.

Set down your ponderous tomes, O wizard, and ready your party of friends and warriors. Magic and peril, knowledge and power, mystery and adventure beckon you.

Released in 1989, Lion Rampant’s second or “revised” edition of Ars Magica brought this groundbreaking, award-winning game to a wider audience with clarified and expanded rules and text, a color cover, and new artwork.

Sean Patrick Fannon
Writer & Game Designer: Shaintar, Star Wars, Savage Rifts, much more
Please check out my Patreon and get involved directly with my next projects!


Dreamscarred Press continues to expand its Pathfinder support line in all directions, including the Psionics Augmented category. Those who love going nuts with psionics as an alternative to magic (a meaningful alternative, at that) will love adding this one to their collection.

Unlock new options for the iconic crystalline buddy of the psionics world – the psicrystal from Ultimate Psionics. Whether storing psionic power in the psicrystal, embedding it into a creature, or turning it into a weapon, the psicrystal gains all new options for use in the Pathfinder RPG.

Psionics Augmented: Psicrystals Expanded includes six new advanced psicrystals, eleven new psicrystal-related feats, two new psicrystal related powers, a new aegis customization, a new soulknife blade skill, and an expanded list of psicrystal personalities.

If your psionic character uses a psicrystal, this book is for you!

Sean Patrick Fannon
Writer & Game Designer: Shaintar, Star Wars, Savage Rifts, much more
Please check out my Patreon and get involved directly with my next projects!

A couple of years ago, Modiphius released an ENnie-award winning posthuman sci-fi RPG called Mindjammer. Using the Fate Core rules, it blew people away with its depth and its excellent treatment of the concepts. For those wanting a more classic, crunchy RPG system in which to play with this fascinating setting, now they’ve released it using the Traveller rules.

The Ennie Award-winning transhuman science-fiction RPG setting returns, in a brand new edition for use with the TRAVELLER roleplaying game!  

This brand new 384-page hardback book includes: 

• full rules for starships, organisations, and culture operations; 

• detailed character cultures, genotypes, and new careers—play a sentient starship! 

• new and innovative systems for describing planets, star systems, and alien life; 

• deep setting material on the New Commonality of Humankind; 

• rules for the Mindscape and virtual worlds; 

• starmaps and planet descriptions, histories and background. 


Never has there been a greater time of opportunity. The universe is in flux, and for the first time in ten thousand years no one knows what the future will bring. Charge your blaster, thoughtcast your orders to the starship sentience, and fire up the planing engines. Come and defend the light of humanity’s greatest civilisation as it spreads to the stars! 

Requires the use of the TravellerTM Core Rulebook, available from Mongoose Publishing. High Guard and the Central Supply Catalogue, available from Mongoose Publishing, are also recommended.

Sean Patrick Fannon
Writer & Game Designer: Shaintar, Star Wars, Savage Rifts, much more
Please check out my Patreon and get involved directly with my next projects!