We close out Third Party Spotlight Week with hot new gem from my buddies at GRAmel, who are full-out supporting one of the original genres Savage Worlds was always meant to exemplify. They’ve got a whole setting and line dedicated to swords-and-sorcery, and this latest release swerves to the barbaric piratical!

Welcome back to the Dominions! In this sourcebook you’ll find plenty of info on one of the biggest tropes of Sword and Sorcery: pirates!

Among these pages you’ll find stories ancient and new of sea and sail, freedom and betrayal, gold and curses, and booze, lots of booze, by Hordan’s bloody kiss! 

In addition, you’ll find new rules to handle ships, crews and sea battles. If you like the idea of having your own crew of piratical scum and making yourself a name as the terror of the seas, this book is ideal 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!

Third Party Spotlight Week marches on with a Pathfinder sourcebook of great (and dark) power. The folks at Necromancers of the Northwest are artisans in a workshop, producing an extraordinary volume of quality content for this beloved game system, and here’s everything awesome they did last year.

Animate Your Game Today!

A Necromancer’s Almanac: 2016 is a compilation of all the material produced in 2015 for Necromancers of the Northwest’s popular article lines Best in Class, Magic Market, and Exotic Encounters, and Top Ten. With over 180 pages of gaming content, it’s not hard to believe that this book was a full year in the making.

Somehow, we’ve managed to pack nearly 40 combined archetypes, bloodlines, spirits, and other class features, as well as  five new base classes tied to specific monstrous races, nearly 120 brand new magic items, plus 25 monsters from CR 1 to 25, six new templates, 25 monster feats, and 5 new player races, plus 40 articles with flavorful content on a variety of topics, all in one single, massive tome of exciting new content for your Pathfinder game. With A Necromancer’s Almanac: 2016, you’ll have all the options to make exactly the character you want.

And what’s more, you don’t have to search through dozens of articles to find it. Everything has been collected, archived, and gathered in an organized fashion. Even better, the digital version boasts not only extensive bookmarking, but also hyperlinked tables and spell lists, allowing you to jump straight to an item, monster, or spell with a single click.

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 had the distinct pleasure of sitting in on a conversation with Rodney Thompson at OrcaCon earlier this year, discussing this innovative game idea. I am excited to see it come to Kickstarter, and you should trust me when I tell you – you will be, too. Some very interesting gameplay ideas flowing through this project.

A roleplaying game of heists & other thievery by Rodney Thompson. Play as members of 8 criminal cartels in a massive fantasy city.

Dusk City Outlaws is a tabletop roleplaying game inspired by books, TV shows, and movies like The Lies of Locke Lamora, Leverage, and Ocean’s Eleven, where players take on the roles of thieves belonging to the eight cartels that rule the criminal underworld of a massive fantasy city. The players come together to form a crew and take on a job, planning and executing a criminal scheme and earning the respect of their peers.

The game comes as a boxed set, with all the game materials needed for an entire gaming group to start playing. The game is designed to be easy to start playing, even on a moment’s notice. Once all of the players are familiar with the rules, it takes only minutes for one player to read through the scenario while the other players quickly make characters.

Dusk City Outlaws has a streamlined rules set that uses a sleek narrative dice system and player-empowering special abilities to let the players craft a story about a daring heist or a long con without slowing the game down to consult a rulebook. Everything the players need to know stays on the table in front of them for the duration of the game. For the Judge, the game’s setting is a fantasy city sandbox, and the game provides a resource system that lets the Judge easily react to player actions and providing interesting challenges and plot twists without the need for advanced preparation.

The game hits the table quickly, plays fast, and gives the players the freedom to come up with their own plan and then make it happen!

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 extremely kind, gracious, and wonderful woman and her family have helped me and mine at a serious time of need. Now it’s time for me to help her in the wake of the loss of her husband. Four children lost their father, so anything you can give is gratefully received.

We suffered a staggering loss on Sunday, January 29th 2017, as Nickolas Temple, loving husband, father and amazing friend passed away.  

Nickolas was diagnosed with degenerative multiple sclerosis in 2010.  After many years of trying, the government would not approve his application for disability putting him and his loving family in a very difficult position.  

Nickolas had a profound impact on everyone he met and got to know.  He was an amazing person with a unparallelled charisma and imagination.   He will be deeply missed  and will continue to be an inspiration to all that knew him.  He created worlds out of nothing but his mind and set them forth for us to experience. 

I put this GoFundMe Page together to assist his wife, Rhona, and his daughters, Samantha, Aspen, Morgen, Amelia, and granddaughter Alice through their hardship and to help them take care of Nickolas’s final arrangements.  

You have our deepest gratitude for any donation provided.

– Tim

Third Party Spotlight Week continues with a book put out by my friends at Encoded DesignsChris Sniezak and John Arcadian decided to tackle one of the most infamous monsters in all of D&D history, the freakin’ tarrasque! Considered by many over the years to be a kind of joke monster (never intended for actual use), while many others simply saw it as their ultimate “time to end the campaign” challenge, Chris and John decided to delve into the matter and make it a very real, usable world-threatening entity that you can build an entire campaign around facing.

Are You Ready For The World Ender?

The Tarrasque, the unkillable challenge of Dungeons and Dragons. Do you have what it takes to fight the monster? Do you have what it takes to run the tarrasque? How do you begin to tackle something so epic, so incredible? What do you do if your players are ready for it?

With The Book of the Tarrasque, you have all the help and information you need to throw an epic and fun challenge at your players that will be talked about for years!

What’s In The Book?

Advice

  • A fully fleshed out advice section guided by real world experiences.
  • New 5e rules that restore elements from previous editions (like regeneration and trample attacks) and add new options to challenge any group, no matter how powerful or prepared.
  • An in-depth look at multiple tactics brought to the table, as well as an in-depth look at the utility of many magic items.

History

  • The most complete history anywhere of the tarrasque in mythology, D&D history, other game systems, and even where it has been used as an easter egg in other mediums.
  • A foreword by Ed Greenwood.

Resources

  • A robust set of handouts, recompiled stat sheets, paper miniatures, game logs, and large format scaled maps.
  • Interactive handouts for logging games, using optional rules, creating your own miniatures, and more.

Adventure

  • Plot hooks and advice for incorporating the tarrasque into your game.
  • A complete adventure to challenge 15th through 20th level characters and bring them against the tarrasque. Written by ENnie award winning writer Chris Sniezak (Misdirected Mark, Gnome Stew, Dracula Dossier).

What People Are Saying

Thank the gods that a great designer has souped-up gaming’s most famous kaiju. The lore and crunch contained within this tome redefine this sack of hit points as a being to build entire campaigns around.
– James Introcaso, Don’t Split The Podcast Network

Want to have a lot of fun with a tarrasque? Read this book!
– Ed Greenwood, Forgotten Realms

Wow, that history is impressively complete.
– Shannon Appelcline, Designers and Dragons

On using the tarrasque: I never did because I wasn’t sure how the frack to use it, really. I read it and went oh my god that thing is just death on wheels, holy cow it’s just a mindless horrible killing machine…
After perusing the overview Encoded Designs gave me, I want to run a ********* Tarrasque game.
– Brett Bloczyinski, Gaming and BS episode 125


This book is the best, and easiest, way to fight the often discussed, but rarely used Tarrasque.
Simply put, you need this book!
— Neal Powell, Dungeon Master’s Block Podcast

Whether you’re fighting the Tarrasque, fleeing it, or maniacally laughing as you reveal it from behind your GM screen, buy The Book of the Tarrasque. Author John Arcadian has finally crafted a tome worthy of the beast’s terrible countenance.
– J.M. Perkins – Author of the Salt in Wounds Campaign Setting

If you are going high level in 5th Edition, you owe it to yourself to GO COMPLETELY EPIC with The Book of the Tarrasque.
— Wolfgang Baur, Kobold Press

These guys have finally given the Tarrasque some teeth!
– Mike Shea, Sly Flourish

John Arcadian’s The Book Of The Tarrasque looks fabulous!
– Bruce Cordell, D&D Designer, The Strange

The Tarrasque is one of my favorite monsters that I’ve never used in a game. I like the story elements it brings, but managing the mechanics is daunting. The Book of the Tarrasque delivers more than just practical advice. It delivers confidence, which is one of the most important things a GM needs.
– The Caleb G, The RPG Academy

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!

Looks like I’ve hit upon another Theme Week – Third Party Spotlight, supplements for core, popular systems from third parties you might be missing out on. I’ve pointed at Fat Goblin Games a few times here on the PotW, and it’s time to remind you again that they’ve got a lot of talent and experience in providing great material for some of your favorite games (Pathfinder, Castle Falkenstein, OGL), and now they’ve delved into the 5e market with a whole line of support. A friend of mine recently opined “You know what we need more of? Gnolls! Love me some dog boys!” Well, here you go.

Best-selling DMSGuild author Tony Petrecca (Journey Through the Center of the Underdark Volumes 1 and 2!) is at it again with another book in our popular 5th Edition Races line! This time out… Gnolls!

Gnolls are a horrific predatory race of hyena-like humanoids bent on pillage and destruction. They prey on the weak, using overwhelming odds and fiendish fury to wreak havoc where they may.

Explore the world of 5th Edition Fantasy Gnolls and find out all you need to know to bring these popular brutes out of the bestiary and on to your game table as a playable race.

What does this book have to offer?

– Subraces like the Abyssal Gnoll, Clan Gnoll, and the FLIND!

– New Weapons such as the flind bar!

– Two new magical items, the Howling Flail and Blood Fangs!

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!

Yes, it’s spelled that way (and I am not entirely sure why, but it does stand out, so that may be a bit of clever marketing there). There aren’t that many third-party adventures for Numenera, and this one has a great deal of buzz surrounding it for a few reasons – excellent work, fully campaign-length experiences, and most importantly – directly challenging the players to consider the consequences of being adventurers in a world that’s trying to build a civilization upon the ruins of countless others that came before.

The Ninth World is full of wonders and dangers. Just how far will your heroes go to explore them all? How many traps will they disarm, how many ancient tombs unearth? And while doing so, will they ever stop and think about the consequences of their actions? How many bridges will they burn to get treasures, knowledge and glory?

This campaign consists of 5 linked scenarios that can be also played separately. They are designed for Tier 3 characters and offer a variety of challenges: a grand ball and mingling with nobles, investigation, exploration of a strange fortress and finally – battling a powerful monster and its minions to save a city.

The campaign provides 25-30 hours of play, but can be easily expanded and built upon for even more fun! It takes place in the city of Uxphon, which featured in “The Devil’s Spine,” and serves as an excellent follow-up set of new adventures. But fret not, knowledge of “The Spine” is not required!

Includes never-before seen art to inspire your imagination. And yeah – it is gorgeous.

This is an adventure module for Game Masters and requires the Numenera Corebook from Monte Cook Games.

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!

“Eastern Fantasy Noir Steampunk?” Yeah, I think this one is a fitting finale to my Interesting and Different Week. I’ll let the cover and the sales text do the rest of the talking (while I see if I can find someone to run this for me).

Almost two centuries ago the lightning-powered ships of Ceramia pierced the skies of Soburin heralding an age of oppression that still marks the lands with the resources stripped from the countryside. Ripped away from a long age of peace and broken by soldiers wielding scientifically advanced weaponry, the warriors of the prefectures were drafted into a distant conflict across the edge of the world and ancient traditions of violence have reawakened a thirst for blood in those few that survive in the decaying world. Emperor Hitoshi’s rebellion a decade ago threw down foreign rule but an ancient danger has reappeared to push society to the brink of collapse: the Mists of Akuma.

The corrupting fog transforms those within it into bloodthirsty adeddo-oni, monsters that seek only the rending of flesh and the taste of living meat. Nobles have retreated to the cities dotting the countryside leaving the common folk to face the supernatural haze alone, adding to the undead horde. Nature itself has been perilously wounded and the technology that might save the prefectures is shunned and feared by the Masuto Dynasty and Emperor Hitoshi’s subjects.

Mists of Akuma is an eastern fantasy noir steampunk campaign setting for use with the newest edition of the world’s most popular tabletop roleplaying game. Using new mechanics steeped in eastern lore, the book focuses on providing in-depth urban settings and a diverse array of character options to make truly unique parties of adventurers perfectly suited to survive the decay and desperation in Soburin. Bengoshi (governmental agents) empowered to deputize individuals in service of the Masuto Dynasty are attempting to hold the apocalypse at bay but intrigue and graft are as common and deadly as the corrupting fog, and the ancient threat’s influence is spread all the further by the despair of Emperor Hitoshi’s subjects.

In the 275 page Mists of Akuma rulebook you’ll find…

  • An overview of the recent history of Soburin and basic information about the world including the dangerous Mists of Akuma, rules for traveling the prefectures, and what rigors maddened explorers must overcome to visit the apocalypse that has become of the other continents.
  • Over 100 NPCs and monsters ranging from foreign generals to eastern dragons, powerful bengoshi and underlings from each of the 24 unique clans, and more than two dozen kami, oni, and tsukumogami!
  • Cultural practices and traditions for Soburin inspired by and drawn from eastern lore.
  • Gorgeous cover artwork by Claudio Pozas, interior scene illustrations by Indi Martin and Sara Shijo, and character illustrations by Jacob Blackmon and Nathanael Batchelor!
  • A chapter each detailing three different cities: the capital of the Imperial Prefecture, Sanbaoshi, the advanced mechanical metropolis of Kyofu, and the traditionalist magic-steeped settlement of Nagabuki.
  • Short stories with gorgeous half page illustrations at the start of each chapter to firmly posit the desperation and diversity inherent to adventuring in Soburin!
  • Details on each of the two dozen clans of the prefectures, including the bengoshi that negotiate on the behalf of each ruling family’s lady or lord and how the Kengen Occupation affected each region of Soburin.
  • 7 new character backgrounds and guidelines for adapting existing character backgrounds when playing in Soburin as well as new conditions, the Culture skill, and 6 maps for the continent and its settlements by cartographers Michael McCarthy, Mike Myler, and Tommi Salama!
  • 19 different archetypes that provide exciting theme-appropriate character options for every class! Take the paladin samurai oath or the fell pact of the warlock wu-jen, grab some ninja rogue levels, or even become a bardic gun priest!
  • 14 new races to breathe life into Soburin, making it an exotic and unique world that is eager to shrug off the shackles of western imperialism: a trio of human subraces, bakemono goblins, ape folk enjin. 11 different kinds of hengeyokai, kappa turtle folk, gigantic mutants, undead necroji, corrupted oni-touched, psionic psonorous, frog-like pyon, hobgoblin shikome, automaton steametics, wily tanuki, soaring tengu, and the umibo water people!
  • 32 new character feats, over 10 pages of equipment that ranges from new armor and weapons to steampunk prostheses and vehicles, and 22 new eastern-themed spells!
  • Revenge of the Pale Master, an epic 25 page mystery adventure set in the industrialized city of Kizaki beneath the shadow of an ancient, evil necromancer that has the settlement firmly within his ethereal grasp.

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!

 

Continuing with the Interesting and Different theme of the week, we now look to the Tesla-inspired “electrotech” fantasy gaming material from Radiance House. While the core Players Guide is just straight-up free, they’ve come out with this major expansion that’s got a lot of fans very excited. They’re calling it “d20-lite,” which means it’s meant to run on the D&D engine via OGL. There’s a focus on late 19th and early 20th Century, but the material is meant to expand to multiple genres… and today’s Pick is especially driven by that goal.

Blast off to new adventures!

This supplement for Radiance RPG is a trove of options for any age: ancient, medieval, industrial, or science fantasy. Play a batfolk dragoon, cyborg spriggan, elan technomancer, ghost samurai, sha’ir magus, or vodron rocketeer. New classes, races, and themes yield over 8,000 options.

Inside, you will discover 262 pages of crunchy goodness:  

  • Classic and strange races such as elans and woodlings.  
  • 21 new classes like the alchemist, chronomancer, and voidmage.  
  • Add impactful downtime between adventures with 48 1-level kits.  
  • Play an angel, devil, ghost, werewolf, or other immortal.  
  • 36 new themes from adept and assassin to totemist and voidmain.  
  • Occult spirit binding, mass combat, magic items, businesses, space-age magitech, and voidcraft.
  • 24 new deities, 100 townies, and more…

Radiance RPG blends the best of editions of the world’s most popular role-playing game. It lets you focus on a fantasia of the late-19th century. Yet it is meaty and flexible to support any campaign setting you may imagine.

This supplement requires the Radiance Players Guide, available for free here at DriveThruRPG.

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!

It’s taken me a bit to get into the swing of things again, but I am back to Picking Kickstarters to share as well, and I wanted to open with this one. It’s a fantasy setting, but it’s got some very interesting twists that will please Savage Worlds and fantasy fans alike.

I readily admit that I have a personal bias here. Not only do I genuinely like the folks at Obatron, but my Belovedest, Carinn Seabolt, is one of the more recently announced stretch goals for this project. Folks know she’s a great proofer and editor; now they’re going to discover just how good a writer and designer she is!

Supernatural fantasy offering atypical character options and the possibility that your character can be played as a spirit after death.

Retribution is a supernatural fantasy setting for Savage Worlds, requiring a copy of any edition of the Savage Worlds rulebook. With some patience and creativity, it can be ported over to other Savage Worlds settings.  

Traditional fantasy elements, such as classic races, ancient lore, and magic and mysticism, are intertwined with those things from beyond the natural world of Agador, namely spirits, the undead, and extraplanar entities. 

Key Points of Interest  

  • PCs can be any of the six primary races (human, elf, dwarf, orc, gnome, half-folk), hybrids of them, or a spirit of a formerly living person (ghost).
  • If a non-spirit PC dies, there is a chance she will be transformed into a playable spirit, which would require some stat adjustments and alter the character’s abilities, but not be an entirely different character.
  • Fighting entities who are not part of the mortal world utilizes Spiritual Parry and Spiritual Toughness, complements to the standard Parry and Toughness native to Savage Worlds.
  • Spiritual combat is presented with two options for play, explained in Choose Your Level of Grit.
  • Rules governing how supernatural being can affect the mortal world are included.
  • Retribution offers Edges and Hindrances to create specialized characters such as unjailers who work to free entities who have been bound to this plane unwillingly, necromancers who study mastery of the dead, and exomancers who have the power to summon extraplanar beings. 
  • Unjailing is the specialized study of identifying and untethering usually unwillingly bound spirits who might be attached to people, places, or things. Necromancy is more than just animating skeletons or raising the dead as zombies, covering also medium arts, binding spirits, and working with other aspects of death. Exomancy applies only to those who come from beyond the mortal realm, allowing for beings to cross planes or their power to be harnessed.
  • Spirits and extraplanar entities are not automatically evil, malevolent, or violent, so freeing them or otherwise interacting with them could have a variety of effects from being local heroes for helping trapped ancestors to proving your honor and gaining a spectral ally to making enemies of those who want to stay unhindered.

As always, hit the link for more details!

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!