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Arcana Cities, Hiothgar

RPGNow - Wed, 08/22/2012 - 21:41
Arcana Cities, HiothgarPublisher: Avalon Game Company

One of the greatest cities of the Arcana World, Hithgar is an active city of intrigue, magic and danger.  Fully detailed, the city can be a great destination for any adventure.

Price: $2.99
Categories: Company News

JagdPanther Magazine #3

RPGNow - Wed, 08/22/2012 - 21:14
JagdPanther Magazine #3Publisher: Amarillo Design Bureau

Take another journey with us back to 1973, when a small wargame club in Amarillo, Texas (led by Steve Cole) produced a magazine filled with articles, variants, and reviews. Production values had not improved, and we still printed on that insane 14" paper. (The pages are divided in half for this 32-page PDF version.)

ARTICLES included a puzzle, some club news, editorials, minis vs counters, armor miniatures, tactics in Diplomacy, some business experiments that never worked (command college for wargamers, PBEM games that few played and no one finished), a survey of game ideas, and some of the stupidest editorial drivel that Steve Cole ever published.

REVIEWS included Richthoffen's War, Fall of Rome, Poor Bloody Infantry, and Rifle & Saber.

VARIANTS included the British Army in Gettysburg, Black Star Blue Star, UFOs in Foxbat and Phantom, the No-Normandy Option for Anzio, Zulus for Rifle & Saber, Foxboom & Bantam, Anti-aircraft for Foxbat & Phantom, Pacific theater aircraft for Luftwaffe, Realistic Midway, Panzerblitz table of organization for the 1st Marine Division, and an Origins of Vietnam variant for Origins of WW2.

The complete game was MTB (Motor Torpedo Boat) which amounted to a PT boat variant for Panzerblitz [We haven't found the maps for that game yet but will add them when we do], and a little one-page game about British swordfish torpedo planes attacking the Italian fleet. [No copies of the game Swordfish have been found so far but they will be added when we find them.]

Price: $10.00
Categories: Company News

A Galaxy Far, Far Away...In Orlando

Fantasy Flight Games - Wed, 08/22/2012 - 21:10
Come See FFG at STAR WARS (TM) Celebration, August 23rd-26th!

Star Wars Celebration brings fans of all ages together, from all points of the globe, to celebrate the pop-culture phenomenon that is Star Wars. Casual followers, gamers, readers, costumers, or collectors — there's something for everyone at Celebration...and Fantasy Flight Games is proud to join the excitement!

August 23-26, 2012 at the Orange County Convention Center in Orlando, Florida (9800 International Drive), Star Wars Celebration is the ultimate fan experience. FFG will be on scene running demos of X-Wing™ Miniatures Game and Star Wars: The Card Game™. What’s more, both X-Wing and the beta version of our new roleplaying game Star Wars®: Edge of the Empire will be available for purchase! If you’re going to be at Star Wars Celebration, stop by booth #739 to experience FFG’s action-packed Star Wars titles.

Free the Galaxy, or Dominate It

In X-Wing, players take control of powerful Rebel X-wings and nimble Imperial TIE fighters, facing them against each other in fast-paced space combat. Featuring stunningly detailed and painted miniatures, X-Wing recreates Star Wars’ exciting space battles. Meanwhile, the beta of Star Wars: Edge of the Empire is a new roleplaying game that tells the story of life on the fringes of the Star Wars galaxy. Both of these exciting new products will be on hand and available for sale.

Card game fans will also be able to demo Star Wars: The Card Game, a head-to-head Living Card Game® of tactical combat, strategic planning, and hand management that allows two players to wage cinematic battles between the light and dark sides of the force. Designed by Eric Lang, Star Wars: The Card Game brings the characters, starships, and situations of the classic Star Wars trilogy to life.

Want to face off against the biggest fans in the galaxy? Come visit us at booth #739, and May the Force be With You!™


Categories: Company News

Live the Legend

Fantasy Flight Games - Wed, 08/22/2012 - 21:10
Announcing Legends of Andor, an Adventure Game by Michael Menzel

The land of Andor is in danger. From the forests and mountains, King Brandur’s enemies have mobilized their forces and begun their march toward the castle. Only your band of heroes stands in their way. Can you prevent the monsters from overrunning the realm?

Fantasy Flight Games is pleased to announce the upcoming release of Legends of Andor, a cooperative adventure board game for two to four players! Revealed last week at Gen Con Indy 2012, Legends of Andor is a unique scenario-based board game by the accomplished artist Michael Menzel. In it, a band of heroes must work together to defend the fantasy realm of Andor from invading hordes.

To secure Andor’s borders, the heroes will embark on dangerous quests in one of five unique scenarios (as well as a final scenario created by the players themselves). But as the clever game system keeps monsters on the march toward the castle, the players must balance their priorities carefully. Will their heroes roam the land completing quests in the name of glory, or devote themselves to the defense of the realm?

What Tale Will You Tell?

At the heart of Legends of Andor is its unique narrative, the linked scenarios of which tell an overarching story as the players successfully complete objectives. For each scenario, or “Legend,” a legend deck conveys the plot of an ever-unfolding in which the players are the protagonists. A wooden marker moves along the board’s legend track at key points during each scenario, triggering the draw of a new legend card, the introduction of new game-altering effects, and the advancement of the story’s plot. In the end, the players must endeavor to guide the fate of Andor through their heroic actions, bringing a happy ending to their epic fantasy tale.

Visit our website for Legends of Andor to learn more, and check back over the coming weeks as we present in-depth previews. Then, later this year, prepare to live the legend!


Categories: Company News

JagdPanther Magazine #2

RPGNow - Wed, 08/22/2012 - 21:06
JagdPanther Magazine #2Publisher: Amarillo Design Bureau

Take a second journey with us to an ancient age, just one step up from carving game rules on clay tablets. The year 1973 was at the very dawn of the independent wargame publishing companies. Typesetting was done with a manual typewriter, print-on-demand meant the photocopier at the library, counters were printed on paper (and drawn by hand), page layout was done with scissors and cellophane tape, and two guys in a garage could turn out a wargame magazine that won two Origins Awards. The point was creativity, new ideas, and imagination. Production values would have to come later.

This is a PDF scan of a copy of the magazine from Steve Cole's personal archives. It includes cover art he drew by hand, ACAV (a PanzerBlitz variant for Vietnam, basically a complete major game), Fliegenkampf (close air support rules for PanzerBlitz created by Al Hall, an Air Force pilot who flew F-4s over Vietnam), variants for several games (US troops in Stalingrad and Barbarossa, Japanese and Germans in Korean War, replacements in Anzio, Laos in Year of the Rat, Americans in France 1940, Diplomacy, night raids in Luftwaffe, naval bombardment in Guadalcanal), an article on land warfare, Principles of Wargaming (article), a Dogger Bank scenario for Jutland (with a hand-drawn counter for the Blucher), an article on naval miniatures, an article on armor miniatures, a review of Up Against the Wall, an article on private armies, a filksong to the tune of "Hawaii-5-0" (the very first filksong SVC ever published), a review of S&T back issues, a tiny game (Crazy Horse) about hunting buffalo from horseback with a bow and arrow, and a one-page game called Eban Emael about the famous airborne attack in WWII.

JagdPanther Magazine was the brainchild of Stephen V. Cole, who later went on to design Star Fleet Battles. He created a magazine that, over the next three years, produced two dozen games, 15 issues, hundreds of variants, and dozens of game reviews. While the magazine steadily improved in later years, this second issue was, clearly, a work that had made no real progress from issue #1.

This classic magazine has been out of print for decades and has been sold on eBay for over $100 a copy. Now, you can have a copy (and soon, the complete set) at a very reasonable price.

Because Steve Cole (against the advice of everyone) did this magazine on 14-inch paper, this scan breaks each of the 19 original pages into two modern 11-inch pages, plus the maps and countersheets. (This is a scan of the second printing, which had eliminated some obsolete advertisements.)

Price: $10.00
Categories: Company News

The Market of Asan: 100 Merchants, Shops and Stores

RPGNow - Wed, 08/22/2012 - 18:29
 100 Merchants, Shops and StoresPublisher: Art of War Games

This PDF gives the Information for 100 different Merchants, Shops and Stores so you can drop one right into the action and not have to worry about creating one from scratch. Such dives as :

Xera's Staff's and Stones
Enchanted items, charms and protective magic items
Quality: average
Price: above average
Variety: very high
Owner: Chens, male, apathetic, many scars
Haggling: goes much better for males
Structure: medium-sized wooden building

Byrt's Wardogs
Riding equipment and dogs
Quality: high
Price: high
Variety: average
Owner: Nead, female, elderly, overuses a certain word/phrase
Haggling: only for the expensive items
Structure: medium-sized wood and stone building

Price: $2.00
Categories: Company News

In the Event of My Untimely Demise

Paizo - Wed, 08/22/2012 - 17:00

In the Event of My Untimely Demise

by Robin D. Laws

Chapter Two: Treasure

"Where is what?" Luma asked, withdrawing her hand from her trickbag. If it came to a fight, she could reach out to Magnimar's spires and towers, gather their memories of the lightning that struck them with every thunderstorm, and from this summon a bolt of energy to strike the dwarf down. Unlike some of her other magics, it required no props, just concentration, a gesture, and a few words of entreaty to the city. But she was here to learn, not to do battle.

"Don't play stupid with me." The dwarf showed a mouth full of jagged, rotting teeth. "You know very well what." He shook his axe for emphasis.

"I would like nothing more than to understand what you're talking about." Luma edged in front of the cabinet behind which Seriza cowered. "Start at the beginning, maybe?"

The dwarf peered past her at the widow. "You aren't Aruhal's wife?"

"I am Luma of House Derexhi, hired to perform a service on his behalf."

The intruder elevated an eyebrow. He pointed his weapon at the cabinet. "She's the widow?"

"Lay out your grievance, dwarf." Luma spoke evenly, her confidence steady, as it always was when her siblings weren't watching. She'd sooner face this frothing dwarf, outweighing her by two to one and bristling with menace, than a single exasperated glance from one of her sisters. "Perhaps I can sort it out."

"You address Jordyar, warrior of the First Stone, son of Jordgar, true inheritor of the axe of Skrellim." He hefted it again, this time as an expression of pride. "To speak ill of the dead is not my wont. But that woman's husband was a liar, a cheat, a betrayer, and a thief from his own friends. Did you know Aruhal?"

Luma shook her head.

"Then you missed the chance to acquaint yourself with a kill-stealer and a credit-grabber. A blasphemer against the gods, a drunkard on watch, a coward in a scrap, and a tent-farter of the worst order."

"So you were comrades."

Jordyar stalked over to the divan, as if wondering whether sitting would show weakness. "For three years, two decades ago, we strove together as treasure-seekers. We plumbed the depths of the Riddle Canals, scoured the Haunted Hills, and stormed the Citadel of Xerkas Xaan. But the day after our greatest triumph, he deserted us—taking the treasure with him."

"And this treasure is what you think he had when he died?"

Warming to the subject, the dwarf puffed out his chest and paced the room, gesticulating with the axe. "Oh, what that cost us! We fought giants, demons, mind-eaters. Upon entering the Demonsweald's innermost crypt, the best of us all, Corin the Bright, was beheaded by a trap. Which Aruhal thereupon disarmed." Jordyar stomped into the hallway, then returned, holding aloft the strange doorknocker that had tweaked Luma's curiosity on her way in. "This! This is the flying ring that sliced through Corin's neck. I can't believe that he would take that and display it on his door, as if mocking the memory—" A frustrated groan caught in Jordyar's throat. He backhanded the ring away; it lodged, quivering, in the wooden lintel of the sitting room's doorway. A fresh flush of crimson rose through his face. "So yes, Aruhal owes me. This treasure, we had a deal to sell it for a wagonload of gold. Enough to forever conclude my grubbing and sweating, sleeping in cold crypts with the doors spiked shut, fighting for rest as ghouls and bloodsuckers scratch at the sill. To retire for good and all, on the one great score every looter dreams of. That is the life Jordyar deserved. The life that Aruhal plucked from my grasp!"

He lunged at the cabinet where Seriza quietly wept.

Luma stepped up, her sickle drawn. After a moment of tension, the dwarf relented, sticking his axe in his belt. He stretched out open hands, as if ready to grab Luma by the front of her tunic. His eyes glistened. "You must let me question her. He must have told her. Our customer never bought it from him."

"Or so they told you," Luma ventured.

Jordyar wiped his nose with the back of his liver-spotted hand. "Or so they did. But they say that even now they will buy it, if I can produce it. It changes nothing—he either sold it and has the gold, or kept it. And it is mine."

"And if he did keep it, what is it, exactly? A magical relic?"

"Scarcely. A historical curio—a reliquary containing the ashes and bones of a saint: the holy warrior Lovag. A globe of gold, studded with gems. It would be worth much to a collector, but more to the church."

"Which church?"

Jordyar's glory days are behind him.

Jordyar's snort sent spittle flying. "So you can sell it to them when you find it? You take me for a fool, girl." He twitched, as if realizing he'd given away too much already by naming the saint.

"I'm not here for this treasure," Luma said. "I'm here to find out who killed Aruhal."

"No one killed Aruhal," Seriza sobbed, white fingers clutched around the cabinet. "I told you that already. It was pleurisy—a pain when he breathed. It just got worse, until..." She trailed off into another burst of tears.

Jordyar angled for a better view of her. "You look a pretty creature. You don't propose to tell me a wretch like Aruhal caught a wench like you without a great bag of gold swinging over his shoulder?"

The widow's face froze into a wordless plea directed at Luma. Its meaning was clear: please get him out of here.

Luma again stepped between the widow and the dwarf. "It sounds like you had all the reason in the world to kill Aruhal."

"You speak truth there." He spat onto the bare floor, just missing the boar's hide rug.

Luma crossed her arms. "But you want me to believe you didn't."

"I'm done answering your questions. That one will tell me where it is—gold or relic, I'm taking it now."

"I don't know anything about any relic," Seriza sniffled. "And as for gold—look around you. I can't see how I'll afford to fix that door."

"Aruhal never had money?" the dwarf asked.

"A little. At first. He worked as a locksmith. It wasn't money I loved him for."

Jordyar bellowed out a laugh. "Then he was holding out on you, too."

Luma crowded him. "So why didn't you?"

"Why didn't I what?"

"Kill him."

Trepidation flashed across the dwarf's face. "I'm not the swine he was." He flexed his shoulders, regaining his composure.

Luma twined a lock of her hair between her fingers—a habit her family's scolding had never quite cured her of. "I don't think that's it."

"Matters not to me what you think." Jordyar knocked on the nearest wall. "I should tear this place apart."

"You're not going to do that," Luma said.

Jordyar stiffened. "Is that so?"

Luma let her fingers brush against her trickbag.

The dwarf took it in. "A magicker, are we? What kind?"

"You don't want to find out," said Luma. Depending on how tough the dwarf was, it was either a well-calibrated act of intimidation, or a reckless bluff.

Jordyar wove past her to address Seriza. "This is all a shock to you. Your husband dying and now this." He gestured to the broken door as if it were a catastrophe unconnected to himself. "I approached this too strong, didn't I? I believe you when you say you had no inkling of the relic. Or the gold your rodent of a spouse sold it for. So I'm telling you this." He jabbed his leather-gloved finger at her. "You cogitate long and hard on where Aruhal might have stashed a pile of gold, or a treasure about yay big." With open hands about a foot apart, he mimed a roughly globular object. "Because there's no chance in hell that he doesn't have it. Maybe he tried to tell you, when he was sick. Search your mind for clues of that nature. Because in forty-eight hours, I'll be back, and I'll take what Aruhal stole from me. Or you'll have more to mourn than your husband. Understand?"

Seriza said nothing—a rabbit transfixed by a snake.

He poked Luma's shoulder. "And if you want to test your spells against my axe then, you're welcome to try." He stamped for the door, reclaiming the sharpened ring from the lintel on the way out.

Luma rushed to the window. Jordyar had turned westward, toward a main thoroughfare, the Avenue of Honors. He proceeded with the attentive uncertainty of a visitor. Consulting her mental map of the city, Luma plotted a route of alleyways. If she got going right away, she might well beat him to the high street, and trail him unseen from there. She plunged into Seriza's kitchen and out the back exit. The widow called after her, either asking why she was following the dwarf, or asking who would pay for the door. Luma didn't attempt a reply.

On the second question, it was not up to the Derexhi family to pay Jordyar's reparations. As to the first, the old adventurer knew more than he was saying. Were there anything here to investigate, the path to it could well lead through him. Missing treasure certainly sounded like a motive for murder.

There was more to hear from the widow, too, but that would have to wait. Luma knew where to find her.

Reaching the Avenue, she spotted Jordyar's head bobbing between a pair of laggardly porters carrying wine crates for a doddering master. Luma wished she had her brother Ontor with her—shadowing was both safer and easier with two. Still, her street-honed instincts kept the dwarf in sight, and he showed little propensity for looking back. The fat-purses and liveried servants who populated the street at this hour gave wide berth to her battle-ready, fuming subject. Picking up speed as he stomped along, he passed hawkers, criers, and store guards, merchants, traders, and grandees. He traversed the length of the avenue, turning at the Pediment Building and continuing down the long stone slope that served as the bypass for the Seacleft, the great cliff dividing the city into high and low, the Summit and the Shore.

From its base, the dwarf wended through the clamorous Bazaar of Sails, bypassing stalls and skirting around tents. A trio of urchins, in the sparkling glad-rags of the Varisian minority, chased a fist-sized jewel bug into his path. Jordyar roared at them, sending them scattering. Luma halted; his swivel to shout curses at the children placed her in his line of sight. But he seemed not to notice her, and continued on. Heedless of Luma's pursuit, he plunged into Dockway's narrow streets, lined by salt-crusted depots and sturdy taverns.

Abruptly abandoning her chase, Luma darted into an alleyway between an alehouse and a whorehouse and drew her sickle. As soon as she was past its threshold, she pressed her back against the crumbling brick of the tavern wall. A rake-thin man clad all in black, from boots to leggings to tunic to skullcap, hustled in after her. She thrust out the sickle, wrapping its curving edge around his ankle. As she pulled it up, she twisted the blade, so that it would trip him without cutting into his leg. He fell into the wall, bashing his snowy-bearded chin against the brick, and tumbled to the ground. Luma leapt onto his back, pinning him with her knee, and pressed her blade around his throat, positioned for a slaughtering cut.

"Who are you?" she asked, "and why are you following me?"

Coming Next Week: Wheels within wheels in Chapter Three of Robin Laws' "In the Event of My Untimely Demise."

If you like this story, consider picking up the further adventures of Luma and her family in Robin D. Laws' Blood of the City!

Robin D. Laws is the author of the Pathfinder Tales novels Blood of the City and The Worldwound Gambit, as well as the Pathfinder's Journals for the Serpent's Skull Adventure Path and the Skull & Shackles Adventure Path. In addition, he's written six other novels; various short stories, web serials, and comic books; and a long list of roleplaying game products. His novels include Pierced Heart, The Rough and the Smooth, and the Angelika Fleischer series for the Black Library. Robin created the classic RPG Feng Shui and such recent titles as Mutant City Blues, Skulduggery, and the newly redesigned HeroQuest 2. Those interested in learning more about Robin are advised to check out his blog.

Illustration by Mike Capprotti.

Tags: Mike Capprotti, Robin D. Laws, Web Fiction

Categories: Company News

Inkwell Stock Art: Werewolf

RPGNow - Wed, 08/22/2012 - 16:26
 WerewolfPublisher: Inkwell Ideas

This stock art product features the talent of Ryan Sumo!  The file is a 750x1050 pixel PNG. The image shows a werewolf creeping its way forward.

Below is the license in plain English:

  • The art may not be sold as part of a stock art or clip art product. Further, Inkwell Stock Art may not make up over 25% of any product where it is used.  (So if you want to do your own bestiary using a 1/4 page image of each monster, you're at the limit, but that's OK.)
  • The licensee may modify the image as he sees fit as long as it does not affect the artist's moral rights. (Purposely make the art look bad.)
  • The image can appear in advertisements for products which use the image.
  • The artist’s name must appear in the product’s credits.
Price: $4.95
Categories: Company News

Episode 92 - GenCon 2012: Werewolf 20th

RPGNow - Wed, 08/22/2012 - 16:26
 Werewolf 20thPublisher: White Wolf

Episode 92 - GenCon 2012: Werewolf 20th

A recording of the "Werewolf 20th" panel at GenCon 2012


Price: $0.00
Categories: Company News

Episode 91 - GenCon 2012: Mummy the Curse

RPGNow - Wed, 08/22/2012 - 16:24
 Mummy the CursePublisher: White Wolf

Episode 91 - GenCon 2012: Mummy the Curse

A recording of the "Mummy the Curse" panel at GenCon 2012


Price: $0.00
Categories: Company News

Inkwell Stock Art: Wight

RPGNow - Wed, 08/22/2012 - 16:23
 WightPublisher: Inkwell Ideas

This stock art product features the talent of Malcolm McClinton!  The file is a PSD of 2400x3300 pixels. The image shows a wight hissing at you while standing on a gothic pillar.

Below is the license in plain English:

  • The art may not be sold as part of a stock art or clip art product. Further, Inkwell Stock Art may not make up over 25% of any product where it is used.  (So if you want to do your own bestiary using a 1/4 page image of each monster, you're at the limit, but that's OK.)
  • The licensee may modify the image as he sees fit as long as it does not affect the artist's moral rights. (Purposely make the art look bad.)
  • The image can appear in advertisements for products which use the image.
  • The artist’s name must appear in the product’s credits.
Price: $4.95
Categories: Company News

Episode 90 - GenCon 2012: What is the Onyx Path?

RPGNow - Wed, 08/22/2012 - 16:22
 What is the Onyx Path?Publisher: White Wolf

Episode 90 - GenCon 2012: What is the Onyx Path

A recording of the "What is the Onyx Path" panel at GenCon 2012


Price: $0.00
Categories: Company News

Episode 89 - GenCon 2012: What's Up with White Wolf

RPGNow - Wed, 08/22/2012 - 16:20
 What's Up with White WolfPublisher: White Wolf

Episode 89 - GenCon 2012: What's Up with White Wolf

A recording of the "What's Up with White Wolf" panel at GenCon 2012


Price: $0.00
Categories: Company News

Tavern Kit - Part 1 : Names & Symbols

RPGNow - Wed, 08/22/2012 - 07:54
 Names & SymbolsPublisher: Ennead Games

The tavern, according to some scholars is a place of business where people gather to
drink alcoholic beverages and be served food, and in some cases, where travellers receive lodging.

Inn’s are basically taverns that specialise in lodgings, but also have facilities for drinking of beverages and food consumption.

For many RPG’s it is also the starting place for their adventures. It is also a place to relax after slaying the dragon or simply somewhere to unwind after defending the village from vampires for the 5 th time this month.

Chances are, for whatever reason, your party is going to spend some time in one of these buildings.Almost every village has one. Towns have several. Cities normally have quite a few. They serve as gathering places, rumour mills and places of adventure. In some towns, they act as restaurants, social hubs or places to go
for those who require people of a certain persuasion for daring deeds or nefarious

And you as the GM have got to design all this.

But worry not, that’s what this pack is for. Use as much or as little as you like to help you  in the design process. You may simply need a name, or stuck for how many floor there might be, or even just what does a swanky up-market tavern have on its menu

This is one part of the Tavern Kit, a series of charts to help design and build up a Tavern and Inn Random charts will include (but not limited to):

 Tavern Names and symbols
 The owner and staff
 Food & Drink
 Lodgings
 Tavern Features
 Rumours
 The typical clientele
 Plot hooks
 Sample Inns
 Events that may occur, from card games to full-on bar-fights!

Price: $0.50
Categories: Company News

August 22, 2012: GURPS, Steampunk, And Tea

Steve Jackson Games - Wed, 08/22/2012 - 07:14
GURPS SteampunkThe Geisel Library at the University of California San Diego has scheduled a steampunk tea for Saturday, August 25, starting at 2:00 P.M.

GURPS Steampunk author William H. Stoddard will be in attendance, along with Anastasia Hunter, director of programming for San Diego's annual Gaslight Gathering, who will speak on steampunk literature from the nineteenth century to the present day. Attendees may watch classic steampunk films and look at exhibits, including several GURPS books in the steampunk genre—or meet and talk with Bill.

For more information, read: The Arts Library Presents a Steampunk Tea.


Monica Valentinelli

Warehouse 23 News: The Secret Of The Black Monks

Wait . . . an adventure that isn't in a dungon? That isn't about slaughtering your way to the chest on the bottom floor? That actually has more than a little bit of English history in it? What kind of adventure is The Black Monks of Glastonbury? Discover the truth, only at e23 . . .
Categories: Company News

Outbreak: Undead - FCF Annual 02

RPGNow - Wed, 08/22/2012 - 05:58
 Undead - FCF Annual 02Publisher: Hunters Books

Another year of compiled digital content! 

Hunters Books has continued its tradtition of providing all of digital content distributed as part of Free Content Friday into one volume. From August 2011 to August 2012, this contains another 12 issues of unique and inspiring content only from the gang at Hunters Books.

This Annual can benefit new players to catch up on what they’ve been missing. While it allows veteran players to have a quick reference of the material they’ve faithfully downloaded each month, re-edited and categorized for ease-of-reference.


This new Annual includes:

-New Missions

-New Types

-New Opponents

-New Hazards


Price: $7.99
Categories: Company News

Fall of Granada

RPGNow - Tue, 08/21/2012 - 23:00
Fall of GranadaPublisher: Kendarra Publications

In 1492, Castilians and other Europeans destroyed Granada, the last of the Berber Muslim kingdoms on the Iberian Peninsula, collectively called Al-Andalus. The ‘great’ Reconquista of Spain was complete. As the kingdom fell, many Muslims escaped. Some fled by sea, some by land. Now it’s your turn to play through their story. Pick from one of four archetypes and work your way through the deserts of Northern Africa, trying to reach the seat of friendly Muslim power in Cairo. You will forge ahead to find hope, but remember your past and seek revenge. Can you change history, or will the memory of doomed Granada be too much?

Price: $9.99
Categories: Company News

One Mission Ends, and Another Begins

Fantasy Flight Games - Tue, 08/21/2012 - 22:54
Sincerest Thanks From The Only War Team

Hello Only War Beta Testers!

This Friday will mark the conclusion of the Only War Beta, and it has been an awesome success. Over the course of the past few months, you have tested every corner of this RPG, and I am confident in saying that it is the best game it can be thanks to all the work you have put into it.

On behalf of of the entire Warhammer 40,000 Roleplay team here at Fantasy Flight, I would just like to say thank you to everyone who participated in Only War Beta. It has been a blast reading your reports and discussions, and getting to immediately see your feedback on changes we were making to the system week by week. I was consistently impressed by the dedication and thoroughness you brought to testing this game, and by your passion for both this roleplaying game and for Warhammer 40,000.

We will stop accepting official feedback regarding the Beta this Friday, but that is no reason for you to stop playing and discussing the game. Feedback and discussion on Only War any of our RPGs is always welcome. The more we hear from you, the more we know about what you want to see in the future. So keep on playing, and keep your eyes on the website for more news regarding the final release of Only War and other upcoming projects.

Thank you again for all your hard work and dedication,

Andrew Fischer
Only War Lead Designer


Categories: Company News

Heirs of Númenor

Fantasy Flight Games - Tue, 08/21/2012 - 21:54
Announcing the Second Deluxe Expansion for The Lord of the Rings

“Believe not that in the land of Gondor the blood of Númenor is spent, nor all its pride and dignity forgotten. By our valour the wild folk of the East are still restrained, and the terror of Morgul kept at bay; and thus alone are peace and freedom maintained in the lands behind us, bulwark of the West.”
    –Boromir, The Fellowship of the Ring

Fantasy Flight Games is proud to announce the upcoming release of Heirs of Númenor, a new deluxe expansion for The Lord of the Rings: The Card Game!

Its 165 new cards (three copies of each of player card) transport players to the realm of Gondor, where new heroes and allies stand firm against the armies of Mordor in thrilling battles, sieges, and three new scenarios!

Bulwark of the West

Evil stirs in the lands of Mordor. Smoke rises from the mouth of Mount Doom, the Dark Lord’s power grows, and his armies push outward. Against this shadow growing in the East, the Men of Gondor form the first solid line of defense. Can they stand fast against the onslaught from the East?

Heirs of Númenor gives you the opportunity to command some of Middle-earth’s greatest heroes in a region at war against the forces of evil. Three new scenarios lead you from the relative safety of the streets of Pelargir to the heat of an epic battle with an army of Orcs and Southrons.

True-hearted Men

Descended from the Dúnedain of ages past, the Men of Gondor are the heirs to traditions of noble wisdom and wealth, but also of fantastic ambition and a bitter enmity with the Dark Lord of Mordor, who was once overthrown by the Dúnedan, Elendil, and the Elf, Gil-galad, during the Last Alliance of Elves and Men.

Heirs of Númenor introduces players to the great cities of Gondor and its people. Two new Gondor heroes, a cast of Gondor allies, and several new events like Behind Strong Walls (Heirs of Númenor, 8) reinforce the Gondor trait, so that for the first time in The Lord of the Rings: The Card Game it can serve as the thematic focus of whole new deck designs.

Stand Fast Against the Shadow

“If Gondor falls, or the Ring is taken, then the Shire will be no refuge.”
    –Gandalf, The Return of the King

The realm of Gondor is the shield wall that stands between the hosts of Mordor and the free lands to the West. The massive walls of its fortresses are for defense, not for show, and its merchants’ prosperity is won by the sweat and skill of its Rangers, who search the outlying lands for bands of Orcs and dispatch the threats. Even so, the strength of its walls and the skill of its Rangers may not be enough to keep Gondor safe from the nearby forces of evil.

Through the years, Gondor has known many battles and sieges, and Heirs of Númenor represents these momentous confrontations through new keywords that will change the way players approach the quest phase by forcing characters to use attributes other than Willpower to make progress on their quest. After all, a battle cannot be won by the power of will alone, but needs hearty soldiers, great commanders, and the strength of steel.

Moreover, the battles of Heirs of Númenor will spill over into Against the Shadow, the following cycle of Adventure Packs.

As with the game’s first deluxe expansion, Khazad-dûm, Heirs of Númenor transports The Lord of the Rings: The Card Game to a new region, filled with enemies, locations, and treacheries that differ greatly from those in the game’s Core Set. Accordingly, Heirs of Númenor introduces ten new encounter sets that give life (and teeth) to the region’s foes. These encounter sets build the encounter decks for the expansion’s scenarios and lay the foundation for the upcoming scenarios from Against the Shadow.

This means that while Heirs of Númenor is an epic narrative experience in its own right, it’s also the introduction to a full cycle of adventures set in a realm bordering the land of shadow!

A Gathering Storm

Dark clouds hang over the lands of Mordor and pose an ever-present threat to the lands of Gondor. Amidst this setting, your heroes will embark upon a journey that takes them from the streets of Pelargir to the heart of a desperate defense against waves upon waves of Orcs and other foes. Visit our Heirs of Númenor website to learn more about the struggles that lie ahead, then prepare your fellowships for battle. Heirs of Númenor is scheduled to arrive at retailers everywhere by the fourth quarter of 2012!


Categories: Company News

The FAQ for Descent is Online

Fantasy Flight Games - Tue, 08/21/2012 - 21:47
Visit our Support Page for Answers to Your Dungeon-Delving Questions

Hello Descent fans! I gladly present to you the FAQ for Descent: Journeys in the Dark Second Edition. This document is separated into two sections, Errata and Frequently Asked Questions. The errata section is brief and lists a few clarifications from the Quest Guide and Class cards. Players will note changes to both Grisban the Thirsty and the Elemental. While these are both fairly big changes, we think they will give players a much more balanced and fun game.

The rest of the document contains Frequently Asked Questions. This includes rules that needed further clarity as well as simple explanations about specific game situations. This section also includes many questions that you, the players, submitted to us in our forum. We appreciate the feedback and will continue to update this FAQ when needed.

Descent: Journeys in the Dark Second Edition FAQ (pdf, 659 KB)

We hope that this document answers your questions, and provides you with a better play experience.

Thanks for your continued support!
–Adam Sadler


Categories: Company News