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Underwater exploration & Combat a game-masters suppliment

RPGNow - Sat, 12/15/2018 - 20:40
Underwater exploration & Combat a game-masters supplimentPublisher: Planet Archipelago

A Game-masters suppliment with: Details on firing a weapon at targets swimming underwater, swimming and diving skills, exploration of shipwrecks and submerged ruins. Its time to face the beasts of Archipelago on their own turf.

Price: $3.50
Categories: Company News

Pain Rage and Fear Second Edition

RPGNow - Sat, 12/15/2018 - 20:03
Pain Rage and Fear Second EditionPublisher: White Wolf

Everything that exists has a reflection in the world of the Shadow, it is said. When new ideas and technologies are introduced in the physical realm, they birth new spirits to accommodate them. Only the rarest of concepts or creations bring about the birth of a truly new spirit. Most are simply older spirit forms, redressed to fit the new iteration of their platonic state.


Pain, Rage, and Fear Second Edition explores several developments of the present day, with an eye toward creating spirits inspired by the events and trends on social media. The purpose of this book is primarily to look at modern social media through the lens of the spirit world.

Pain, Rage, and Fear Second Edition includes:

  • Seven new Spirits based on Social Media activity
  • Five new Numina for use with Werewolf: The Forsaken Second Edition

If you prefer the First Edition ruleset, you can get Pain, Rage, and Fear here.

Price: $1.00
Categories: Company News

Crushing Critical

RPGNow - Sat, 12/15/2018 - 19:07
Crushing CriticalPublisher: Ken Wickham

This is the second critical chart, following the Slicing Critical chart in the Descriptive Combat series.

[The words describing these varying violence of blunt injuries may be traumatic to some. Reader discretion advised] Descriptions are not numerical.

Looking for a discriptive critical chart?

'smashes bone, muscles, nerves of outer upper right arm', 'blow tears right bicep muscle"  ...

This is intended to be a descriptive combat tool from minor wound to critical descriptions, rather than numerical hit point based tool, for large blunt or bludgeon weapons, powers that inflict crushing wounds, or natural attacks (not for small blunt like small rocks that couldn't smash a person).

This table shows 12 hit locations: head, neck, thorax, upper left arm, upper right arm, lower left arm, lower right arm, abdomen, upper left leg, upper right leg, lower left leg, and lower right leg. In addition, there are 6 degrees of severity of the crushing wounds: minor injury, moderate injury, serious injury, severe injury, critical injury, and maximal injury to those body parts. In addition to descriptions of the wound, some have consequential effects such as becoming blind, death, or paralysis.

This is a flexible flaw generator that is meant to aid or take the place of a Gamemaster (GM) for adding slicing or slashing wounding descriptions. The wound descriptions are meant to help simulate deadly combat.

A 12x12 table optimized for 1d12 but with results for 1D6, 1D20, and 3D6 systems is included. A 1d12 location with 1d20 severity roll is suggested.

Its generic enough for any genre.

Included are a total 144 slicing wound descriptions.

2 pages: It's first page is the image shown on the cover thumbnail —  the instructions and example — and the second page is the chart turned longways 144 results.

Price: $1.00
Categories: Company News

The Adventure Crafter

RPGNow - Sat, 12/15/2018 - 19:07
The Adventure CrafterPublisher: Word Mill

The Adventure Crafter

Create Adventure outlines, seeds, and events for any RPG, in advance or on the spot!

The Adventure Crafter adds to the Crafter series of Game Master tools a system for randomly generating an unfolding story that you can use as the framework for a custom built adventure or for solo role-play.

Using a system of randomly generated story tropes, combined with Character and Storyline management and creative interpretation, the Adventure Crafter can create the structure for an entire adventure, the idea for an adventure that you can develop, an opening scene to an adventure to get you started, or it can be used as a tool to generate inspiration and ideas for your own adventures.

Unlimited worlds of adventure await!

Price: $9.95
Categories: Company News

Jackalope

RPGNow - Sat, 12/15/2018 - 18:01
JackalopePublisher: Finger and Toe Models

Finger and Toe Models announces the release of the 28mm card stock Jackalope, the prefect way to increase your skirmish forces’ reach and striking power.

When commanders of light troops such a rangers, special operations, and scouts voiced a need for a multi-mission but light STOL aircraft to provide both fire and logistical support for their troops, MiB (Mikoyan-Bell) began a five year development effort to fill that need.  The result was the agile and versatile MiB-44 LAV(S) Jackalope.  The Jackalope was manufactured in four versions: (1) the two crew scout for targeting and nap of the earth reconnaissance; (2) the two crew ELINT for cyber warfare support; (3) the gunship; and (4) the transport.

The package includes all four variants of the MiB-44 LAV(S) and comes in four color schemes: dark green, dark gray, sky blue, and Martian red.

Remember, every Finger and Toe model comes with SMOOSH ASSURANCE: if ya’ll smoosh your Jackalope, a new one waits your summons from hard drive and printer.

Price: $4.00
Categories: Company News

Mystic Armory

RPGNow - Sat, 12/15/2018 - 16:44
Mystic ArmoryPublisher: White Wolf

The Tools of Magick

When Mages need some extra power, to equip their allies or to show off their craft, they create Wonders, items either defined by or containing a bit of Awakened magick. They come in all shapes and sizes, the physical embodiment of the Paradigms that dictate so much of Awakened life.

The Implements of Science

Twenty-Five years of Artifcats, Talismans, Inventions and Devices and more are gathered here: every Wonder of any sort presenting in a Mage: the Ascension book or supplement. From nanotech to Voidships, good luck charms to magic swords, they can all by found inside the Mystic Armory.

Price: $14.99
Categories: Company News

The Shipyard

RPGNow - Sat, 12/15/2018 - 16:28
The ShipyardPublisher: Skirmisher Publishing

“The Shipyard” is a rules-free description of a specific sort of place that might be found in many different sorts of communities and cultures. It is formatted like the more than 70 places found in Skirmisher Publishing's Platinum bestselling sourcebook City Builder: A Guide to Designing Communities and intended to stand by itself or serve as bonus content to that volume. 

Shipyards are places devoted to the construction of vessels of all sorts, including rowboats, keelboats, longships, sailing ships, warships, and galleys. Such places might be very specialized and used only for construction of one or a few sorts of ships or boats, or more comprehensive and used variously for multiple purposes, to include building many sorts of watercraft, repairing and maintaining them, and possibly even breaking up decommissioned vessels. Adventurers might end up in shipyards for any number of reasons, to include commissioning construction of vessels or having existing ones repaired; serving as security personnel; posing as workers or otherwise gaining access to facilities to gather information or steal things; or being hired to oversee transport of completed vessels to clients in other places.

Both this title and City Builder overall are intended to be compatible with the needs of almost any ancient, Dark Ages, Middle Ages, Renaissance, fantasy, or other role-playing milieu. It was developed by Jim Clunie, Michael O. Varhola, and the Skirmisher Game Development Group. This comprehensive, fully-illustrated manual is specifically designed to help guide Game Masters through the process of creating exciting and compelling urban areas and other sorts of communities and places within them for their campaigns. 

Price: $0.00
Categories: Company News

Counter Wars, the Fringe, Mercenaries, Avalon Mini-Game #211

RPGNow - Sat, 12/15/2018 - 15:16
Counter Wars, the Fringe, Mercenaries, Avalon Mini-Game #211Publisher: Avalon Game Company

All new counter wars fun with mercenaries bringing war for those who pay them well.

Price: $2.99
Categories: Company News

Arcana Journal #115

RPGNow - Sat, 12/15/2018 - 15:15
Arcana Journal #115Publisher: Avalon Game Company

The true wonders of Arcana are explored in the monthly journals. Each issue focuses on a hex or faction within the game world, offering rumors, hidden lore, and detailed descriptions of all the important sites and people. Full-color maps (also offered in print-easy black and white) are provided, plus all sites of worthwhile note, such as towns and major adventure sites. Floor plans of castles and other locations are also offered.

 

In addition to this detailed write-up, each issue will also focus on other aspects of the game world, its history, important people, the Magi and gaming classes. When you add it all up, these journals take the mundane and make it magical. It is through the journals that the Arcana game world will grow, expand, and become a living place of adventure.

 

This issue contains…

House Dummid

Cult of the Magi

Yith Hounds

Price: $2.99
Categories: Company News

It’s Samurai Saturday… now on a Friday! And the FINAL Mythic weekend!

Legendary Games - Sat, 12/15/2018 - 14:28
We are excited to debut the latest of our incredible collection of class cyclopedias for Pathfinder with the amazing Legendary Samurai by N. Jolly, Siobhan Bjorknas, Adam Ricks, and Wren Rosario! Consigned by some as the poor cousin of the cavalier, the samurai should be an iconic warrior of honor, strength, skill, and subtlety, and this terrific team […]
Categories: Company News

A Baker's Dozen of Noble Families

RPGNow - Sat, 12/15/2018 - 13:58
A Baker's Dozen of Noble FamiliesPublisher: Azukail Games

In any fantasy setting that is remotely medieval or feudal in base, noble families wield a great deal of power and are of great importance. They can become patrons, allies or foes of player characters, a source of quests and help or a constant pain in the characters' side. It's useful to have some families that can be dropped into a campaign.

This is a collection of thirteen different families to use. Individuals in the families aren't given; instead, the family itself is described, as well as such as its history, interests and power, behaviour and habits.

This PDF supports Adobe layers and the page backgrounds and images can be disabled to make printing easier.

Here are the families:

  • Dredger
  • Tercel
  • High Hall
  • Storvall
  • Stargazer
  • Far Walker
  • Crowbeak
  • Silver
  • Blackbriar
  • Flinders
  • Causeway
  • Hathway
  • Stonejaw


One page is the front cover and one page the front matter.

Price: $1.49
Categories: Company News

December 15, 2018: My Paladin

Steve Jackson Games - Sat, 12/15/2018 - 11:28
We now have a rapper in the family. SJ Games alumnus Andy Hartsock, in his persona as D20, will tell you all about his paladin. Very mildly NSFW (but this is the radio edit - no big bombs). There is, however, definite danger of an earworm; I'm still humming the refrain. Check it out here. Let's see if this goes viral . . .

Steve Jackson

Warehouse 23 News: Blob Lobbing!

Blob Lobber is a fast-paced card game for 2 to 4 players where everyone take turns flinging Blob cards. If your card lands with a Bomb showing, you claim all the enemy Blobs beneath it . . . but if more Blobs turn up, your opponents may be able to Bomb more Blobs than you! Grab your friends and lob some cards! Order now on Warehouse 23!
Categories: Company News

Faith in Signs

Fantasy Flight Games - Sat, 12/15/2018 - 05:28
Published 14 December 2018 | A Game of Thrones: The Card Game Faith in Signs

Enjoy the Rookery Variant at a Great Hall Event Near You
 

She had heard the talk in the yards; a direwolf dead in the snow, a broken antler in its throat. Dread coiled within her like a snake, but she forced herself to smile at this man she loved, this man who put no faith in signs.
     –George R.R. Martin, A Game of Thrones

How much faith will you place in the signs before you? Will you believe they carry meaning and that you can understand them? Will you change your behaviors as a result of the signs you discover? Or will you place your faith not in the signs of a changing world, but within your ability to forge ahead and master all that you encounter?

Thanks to the introduction of the Rookery variant for A Game of Thrones: The Card Game, these are questions that carry an unprecedented weight, especially as we celebrate the flexibility it brings to the ongoing series of Great Hall events!

In the Rookery variant (pdf, 3.1 MB), you bring not only your draw deck and plot deck, but also a Rookery that contains as many as twelve cards, which you can swap for the cards in your draw deck or plot deck as soon as you see your opponent's faction and agenda.


A hint of The Wars to Come? Time to visit the rookery!

In this way, you can respond to the early signs of your opponent's strategy. But will you? When you play with the Rookery variant at your Great Hall event, will you put your faith in signs? Will you expect duplicity and treachery? How will you respond?

The Great Hall Event

The year's greatest showcase for the game's Rookery variant, the Great Hall event is your chance to demonstrate your ability to read signs—and to discern false signs from the true ones. There's plenty of reason to play with the Rookery variant throughout the year, but the Great Hall event adds yet another: prizes.

The Great Hall prizes are themed around the event's four featured factions—Baratheon, Greyjoy, Martell, and Tyrell—and were announced back in April when we introduced the Rookery event. Now, at last, you'll be able to go to your favorite local game store and compete for the alternate art Great Hall, custom faction cards, acrylic faction tokens, and winner's playmat.

It's worth a reminder, as well, that the Great Hall event comes with one additional wrinkle. Not only does it use the Rookery variant, but it also comes with additional deckbuilding requirements focused around the event's four featured factions.

At a Great Hall tournament, your deck must represent one of the four featured factions in one of two ways:

  • You may bring a deck for one of the four featured factions (Baratheon, Greyjoy, Martell, or Tyrell) and cannot use a banner agenda from the other three featured factions.

OR

  • You may play one of the four non-featured factions (Lannister, Night's Watch, Stark, or Targaryen) and must use a banner agenda from one of the four featured factions.

These deckbuilding restrictions are central to the event's identity and tie directly into the prize distribution. At the Great Hall event, prizes are awarded to the Top 32 participants and the winner, as you would expect at any tournament. But from there, things take a twist.

The remaining prizes are not awarded according to players' overall status, but to their support of the four featured factions. The Top 2 players representing each faction gain the tokens, and the Top 4 players representing each faction gain the alternate faction cards.

This means the Great Hall event is more than a chance to plot and scheme with all the tools at your disposal—and a few you've kept set aside for just such an occasion; it's one of the year's best chances to raise your banner in support of your favorite faction—and to be rewarded for your fealty!


To which faction will you lend your banners?

Dark Wings, Dark Words

The plots at the Great Hall event run deeper and darker than ever, making it all the more important to identify your opponent's strategy and react accordingly.

Explore the challenges of the Rookery variant, raise your banner for one of the four featured factions, and compete for exclusive prizes. The Great Hall event is your chance to enjoy a novel take on the only game that matters, so review our list of participating retailers to find a Great Hall event near you!

Discuss this article
in our forums!

The copyrightable portions of A Game of Thrones: The Card Game Second Edition is © 2015 Fantasy Flight Publishing, Inc. Licensed by George R.R. Martin. The names, descriptions, and depictions applied to this game are derived from works copyrighted by George R.R. Martin, and may not be used or reused without his permission. A Game of Thrones: The Card Game Second Edition, its expansion titles, Living Card Game, LCG, the LCG logo and Fantasy Flight Supply are trademarks and/or registered trademarks of Fantasy Flight Publishing, Inc. All rights reserved to their respective owners.

Categories: Company News

Secret Agents of CROSS Character Sheet (Savage Worlds)

RPGNow - Sat, 12/15/2018 - 03:30
Secret Agents of CROSS Character Sheet (Savage Worlds)Publisher: Blessed Machine

Secret Agents of CROSS Fillable Character Sheet


What is CROSS?

CROSS is a clandestine spy agency also known as the Catholic Response Organization to Strategize and Strike. CROSS was created by rogue Cardinal James McDonnell to take the Pope's prayers and convert them into actions.  He and his command staff create missions to protect the flock from evil using cutting-edge technology coupled with saintly magic honed over 2000 years of history.

Price: $0.00
Categories: Company News

Engineering 24" x 24" RPG Encounter Map

RPGNow - Sat, 12/15/2018 - 03:22
Engineering 24Publisher: BattleMats

Engineering-24x24-AD.jpg

Engineering - RPG Encounter Map

24" x 24" image of high tech power plants with 1" floor tiles 

Files included:


For Large Format Printing

300 DPI JPEG

For Virtual tabletop

VTT optimised JPEG


Warning: for personal use only, commercial usage or printing for re-sale is not allowed.


Price: $0.99
Categories: Company News

Mythos Horror [BUNDLE]

RPGNow - Sat, 12/15/2018 - 02:55
Mythos Horror [BUNDLE]Publisher: Skirmisher Publishing
This special 61% off bundle product contains eight titles tying in with the theme of Mythos Horror, including the Platinum-bestelling Cthulhu Live, the Mythos Society Guide to New England universal sourcebook, two works of short fiction, and more.

Cthulhu Live 3rd Edition (LARP)
Regular price: $9.99
Bundle price: $3.99
Format: PDF
This newest and best edition of Cthulhu Live includes a richly detailed and uniquely playable rules system that incorporates decades of best practices and refinements from hundreds of gamers worldwide. Features of this self-contained live-action roleplaying game include:  All-new rules for skills, combat, Sanity, Magic, and Psychic powers. Extensive information on organizing events, stagecraft and special effects. Guidelines on role-playing Outsiders tainted by the touch of the Mythos. New and improved photographs, graphics, and other images, including works by renowned Cthulhu Mythos artist Richard Alan Poppe. A screen-friendly lo-res version of the book that includes the "parchment" background of the original print edition and red blood spatters that had to be printed blac...

Mythos Society Guide to New England
Regular price: $4.99
Bundle price: $1.99
Format: PDF
The Mythos Society Guide to New England is an expansive universal sourcebook by veteran game designer Clint Staples that can be used to enhance any horror, mystery, or adventure roleplaying scenarios set in New England. It is particularly suited for Mythos-oriented games like Call of Cthulhu and Cthulhu Live. It is also a fun and provocative read for anyone interested in the esoteric history of New England, and a resource for stories or other projects that have horror or the weird as themes; are based on or inspired by the works of H.P. Lovecraft or other Cthulhu Mythos authors; or are set during the period between the two World Wars.  The Mythos Guide to New England provides a record of the land and its inhabitants, its prehistory and history, and its n...

10 Reflections on Lovecraft (Pathfinder Roleplaying Game)
Regular price: $1.99
Bundle price: $0.78
Format: PDF
Some time ago, author Michael O. Varhola acquired a comprehensive edition of H.P. Lovecraft’s works of fiction and set out to re-read everything he had previously, see what had slipped through the cracks for him, and gain a different perspective on the stories by reading them in the order in which they had been written. As part of this pursuit, he began selecting one element from each of his stories and putting them into game terms. "Identifying something fresh or interesting from each story to put into game terms was more of a challenge than one might have thought, especially as I wanted to capture the feel of the author’s stories, not just create more things that players could roll initiative against and then have their characters either hack ...

Cthulhu Live’s Mysteries of the Mythos: Murder at Miskatonic
Regular price: $2.99
Bundle price: $0.99
Format: PDF
Miskatonic University, that ivy league institution of higher learning that has produced many a fine young adult ready to shape the world the way they see fit. With diverse courses such as Peruvian Basket Weaving, Modern Occult Legends, and Ancient Languages, Miskatonic has a class for any student. And with the award-winning sports team, the Fighting Cephalopods, even the athletic scholar can find his path to a brighter future among these hallowed halls.  There is, however, a class not in the curriculum that one person on campus is about to earn a masters in. That class is Murder 101. This class has only one test, but the final is a real killer. Who will pass this course? Will it be the jock? What about the bookworm? And let us not forget about the professional rival! Only time an...

Sex Cult of Cthulhu (Cardstock Characters™)
Regular price: $2.99
Bundle price: $1.18
Format: PDF
Iä! Iä! Cthulhu fhtagn! Inspired by the fevered imagination of H.P. Lovecraft and the Cthulhu Mythos tradition he began, this set of 15 paper miniatures includes eight different alluring female cultists, three delectable victims in varying states of undress, an idol (in two sizes), and a magic circle (also in two sizes). These miniatures are designed to be compatible with other 25/30mm figures and can be printed out and assembled, as many times as desired. Two versions of each miniature are provided, one in full color and the other in black-and-white. The Sex Cult of Cthulhu is part of Skirmisher's Cardstock CharactersTM line of figures that can be downloaded, printed out, and used in a variety of different sorts of games. Other currently-available sets include...

The Cthulhu Conspiracy
Regular price: $0.50
Bundle price: $0.28
Format: PDF
“The time is drawing near … we have been reading the signs in the stars, tracking their progress for centuries … we must advance our plan to hold back the darkness … the Horror.”  In “The Cthulhu Conspiracy,” fantasy artist Amanda Kahl takes a whimsical look at the modern infatuation with the most famous of the Great Old Ones and one approach to battling the effects of his imminent awakening. ...

The Jester Dragon's Random Cult Generator
Regular price: $0.99
Bundle price: $0.39
Format: Watermarked PDF
Cults threaten adventurers, civilization, and the existence of the universe itself. Whether they are sacrificing virgins, summoning tentacled horrors, or infiltrating every level of society, it is inevitable that your heroes are going to have a run-in with cultists at some point in their adventuring careers. And, after all, hidden temples hold the best treasure and no one builds them like a cult. But you’re a busy Game Master and have more important things to do than agonize over creating a new secret religion every week. So, once again, the Jester Dragon is ready to do all the hard work for you, with a series of tables allowing you to quickly roll up every aspect of a sinister cult, from the god it worships to the color of the priest’s robes. Grab your d100s, say a quick pray...

Their Blood Is the Sea
Regular price: $0.99
Bundle price: $0.39
Format: PDF
"North Sea, in the 22nd year of the reign of blessed Honorius, Imperator Romanorum ..." Set on the cusp of civilization during the final years of the Roman Empire and the onset of the Dark Ages, "Their Blood Is the Sea" explores the horrors encountered by the crew and passengers of a vessel that runs aground on a hostile shore. It was written by game developer and historian Clint Staples, who has extensively researched the period in which this story takes place and sailed through the waters where it is set. ...

Total value: $25.43 Special bundle price: $9.99 Savings of: $15.44 (61%) Price: $25.43
Categories: Company News

Endless Realms Core Bundle [BUNDLE]

RPGNow - Sat, 12/15/2018 - 02:43
Endless Realms Core Bundle [BUNDLE]Publisher: Lunar Games Inc
This special bundle product contains the following titles.



Endless Realms: Corebook
Regular price: $24.99
Bundle price: $18.74
Format: Watermarked PDF
Open the book, step through the gate and enter Lumis – a world where reality is torn, where portals to other dimensions have woven a tapestry of different cultures, beliefs, personalities, and conflicts. The rich earth is an excellent place to harvest stories – your stories, populated by characters you build and live through. As gamers, we do not live one life. We live many.   For storytellers, we appreciate that your skill is narrative architecture. We've got solid and consistent mechanics here to make your stories impactful and tangible, full of relatable dangers to challenge players and hundreds of items to spark creativity. For players, we present a world of limitless possibilities. The depth of this book allows for two characters of the same race and class to ...

Endless Realms: Game Screen
Regular price: $4.99
Bundle price: $3.74
Format: PDF
A Must have Reference for all Game Masters playing Endless Realms! This Game Master Screen is filled with References, Charts, and Tables to make your life at the table easy!   Four Panels Including information on: Common Actions, Universal Skills, and spells, Improvised Weapons, Actions. Senses & Awareness, Illuminations, Water conditions, Locks & Locking Seals, collisions. Flanking, Targeting, Random Direction, Penalty Blows, Engagements & Disengagement Conflicting Emotions, Random emotion table, Random Chaos Effects Table, Emotion references.  ...

Endless Realms: Creature Compendium
Regular price: $24.99
Bundle price: $18.74
Format: Watermarked PDF
WARNING – this book will lead to the deaths of many adventurers! Contained herein are some of the realms’ most twisted, corrupt, and conniving creatures – fearsome foes to test the strength of those unfortunate enough to encounter them. The realms are not all death and danger, however; this tome also contains cute critters, interesting animals, and plenty of helpful and intelligent denizens with communities and history of their own. Wherever your adventures take you, something from the Creature Compendium will be there to greet you!   The Endless Realms Creature Compendium contains: Over 250 creatures Many alternate creature variants to keep players on their toes Rules for creating custom creatures Rules for adjusting the strength of creatures ...

Big Trouble, Little Dengu!
Regular price: $4.99
Bundle price: $3.74
Format: Watermarked PDF
***If you purchased the Endless Realms Starter set, do NOT purchase this adventure!! This is the same adventure from the starter set!!!*** This is the Endless Realms Adventure Big Trouble, Little Dengu! Designed for level 4 characters.  Synopsis for “Big Trouble, Little Dengu”  A FAMED ARCHAEOLOGIST HAS GONE MISSING An'Heya was looking into a forgotten cult below the earth, down in a hidden place called the City of the Stars.  Far below the surface, surrounded by terrifying undersharks and haunted by feral cultivars, the city waits under a sparkling canopy of flickering lights.  Are you and your friends brave enough to journey down to this Dengu megapolis?  Can you sort through the political machinations, wild ambition, and terrible se...

Spirits of the Realms Vol 1
Regular price: $3.99
Bundle price: $3.00
Format: Watermarked PDF
Spirits of the Realms Vol. 1  Spirits of the Realms is a collection of single, premade spirit NPCs that can be placed into any adventure or campaign. Each spirit from this collection will include information about their appearance, personality, mannerisms, backstory, rituals, motivations, vices, virtues, relationships, roleplaying hints, combat stats, tactics, and magical items. Basically, everything you need to add these incredible characters into your adventures! Featured NPCS: Althea, the Scheming Breeze Orlara, Maiden of the Vine Idnir, Spirit of Despair Ysha, Spirit of Healing Waters Designed for the Endless Realms D10 System ...

Total value: $63.95 Special bundle price: $47.96 Savings of: $15.99 (25%) Price: $63.95
Categories: Company News

CASTLE OLDSKULL Mega-Bundle III [BUNDLE]

RPGNow - Sat, 12/15/2018 - 02:37
CASTLE OLDSKULL Mega-Bundle III [BUNDLE]Publisher: Kent David Kelly
Ask and you shall receive!  This immense mega-bundle includes every Wonderland Imprints publication from 2016 through to December 2018 ... every Platinum gaming supplement, every Gold Gygaxian history book, every novel, every design guide.  Over 10,000 pages of old school gaming and pulp fantasy goodness.  Enjoy!

This special bundle product contains the following titles.



ACR1 - Advanced OSR Character Record - Fighter Class
Regular price: $0.00
Bundle price: $0.00
Format: Watermarked PDF
The best, easiest, and most flexible Old School Renaissance (OSR) character sheets you can find. Here it is, my preferred and custom-built deluxe OSR character record sheet set … direct to you from the World of Oldskull campaign.  These sheets are designed for use with both Basic and Advanced style Fantasy Role-Playing Games, as developed c. 1972-1985.  If you’re looking for significant changes and innovations introduced beyond 1985, I believe you might be looking in the wrong place. ;-) You get over 100 pages of material.  This download pack includes seven files:  [1] A 75-page book of instructions (and illustrations) for the Advanced record; [2] the blank Basic record, in editable Word format; [3] the blank Basic record, in printable PDF format; [4] ...

ARACHNE - An Epic Work of Dark Fantasy
Regular price: $4.99
Bundle price: $0.99
Format: Watermarked PDF
Death is only the beginning ... ARACHNE: A PYRE OF ANGELS is an unforgettable work of epic fantasy. Kent David Kelly’s haunting saga chronicles the death and afterlife of Elspeth Wight, a young Steam Age noblewoman whose beloved sister Christabel has died. Without Christabel, the heartbroken Elspeth forsakes her own beliefs. Tormented and reckless, she dares to believe in the whispers of her mysterious elder — and her childhood protector — Symon Adler. Symon swears to Elspeth that there is a secret afterlife, an unreachable Deathlessness, where Christabel’s soul yet breathes even as its memory begins to fade. Symon promises Elspeth that she and her sister will be reunited in a dark and Gothic paradise, the eternal purgatorial netherworld known only as Embris. ...

BLOODBATH BUNNIES - An OSR Gaming Supplement
Regular price: $0.99
Bundle price: $0.99
Format: Watermarked PDF
Run away!  Run away!   No!  Come ye hither.  Avaunt not, you ninny.  Behold ye the drunken, juvenile scroll-doodles writ centuries ago by real-world medieval scribes … see here glorious art depicting the original Murder Hobos (tm), the mighty DEATH RABBITS.  Behold them hopping about preciously here and there and back again whilst merrily shearing the heads from atop unwary knights, nasty halflingses, and pompous elven magi.  Death by bunny, aye, with nasty big teeth.  Ridiculous dark fantasy as envisioned by delirious magi back in the 1300s.  You can’t get much more old school than that! Inspired by all those unsettling medieval sketches and illuminations of murderous rabbits cruelly slaughtering hapless...

CASTLE OLDSKULL - 1,000 Rooms of Chaos
Regular price: $0.99
Bundle price: $0.99
Format: Watermarked PDF
"Ah, yes.  And what do we find here?  Why, the dark harlequin of the underworld neath Castle Oldskull, Groohlz-Drakha, has brought you his cruelest and most luscious map of the nether:  Herein you will find 1,000 Rooms of Chaos, direct from the most secret lore of Darkseraphim’s own Castle Oldskull.  But here in this codex, which I now grant you, lieth only the names of the rooms, mind. What lurks in each chamber within?  You as Game Master will imagine up the descriptions, the tricks, the treasures, the traps, and the monsters lairing within each Room of Chaos on your own." So.  The adventurers open the door at last, into the dread reach of the dungeon which you have not had time to design yet.  And there, to their ultimate bafflement, they di...

CASTLE OLDSKULL - 1,000 Rooms of Chaos II
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"Ah, yes.  And what do we find here?  Why, the dark harlequin of the underworld neath Castle Oldskull, Groohlz-Drakha, has brought you his cruelest and most luscious map of the nether:  Herein you will find 1,000 Rooms of Chaos, direct from the most secret lore of Darkseraphim’s own Castle Oldskull.  But here in this codex, which I now grant you, lieth only the names of the rooms, mind. What lurks in each chamber within?  You as Game Master will imagine up the descriptions, the tricks, the treasures, the traps, and the monsters lairing within each Room of Chaos on your own." So.  The adventurers open the door at last, into the dread reach of the dungeon which you have not had time to design yet.  And there, to their ultimate bafflemen...

CASTLE OLDSKULL - 333 Realms of Entropy
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Herein you will find 333 fleeting glimpses of the World of Oldskull … the Realms of Entropy.  What wonders will you create from these enigmatic inspirations? The realms in this book will give you enthralling and mysterious idea-shards filled with exotic locales, disturbing secrets, and haunting monster encounters which you can make your own. Each of the 333 realms is uniquely named, and includes terrain details and revelations about the most unusual and powerful monsters who dwell there. Herein you will also find hundreds of suggested random encounters by terrain type, and a unique rumor generator. The rumor generator will intrigue your players, while simultaneously providing you with new hooks which ease the creation of wilderness locales, monster lairs, adventure plots, ...

CASTLE OLDSKULL - City State Encounters
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Assassins with envenomed daggers Sworn to exact the ultimate price … Veiled ladies of the evening Beckoning you on with painted eyes … Elegant nobles seeking adventure, Beasts and thieves lurking in alleys, Reavers and monsters stalking the rooftops, Crime lords, madmen, witch hunters, gladiators, All sharing secrets in an endless labyrinth Of arena and abattoir, temple and tomb, A thousand and one nights’ exotic tales Awaiting your discovery … Does this sound like the fantasy city-state of your dreams, the gateway to all adventure?  Or would you rather tell your players, “Okay, you guys heal up in town for thirty-six days, and nothing really happ...

CASTLE OLDSKULL - Dungeon Delver Enhancer (Character Creator)
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A decades-long labor of love: The ultimate old school character book. Your game, filled to the brim with every Pulp Swords and Sorcery detail imaginable, Will never be the same. Do your player characters ever seem less like heroes, and more like cardboard cutouts?  Do your campaign’s nefarious arch-villains fail to inspire fear, or even interest?  Do you need help with your next story hook or adventure campaign, creating compelling protagonists and enemies that your players or readers will never forget?  Look no further. The DUNGEON DELVER ENHANCER is specifically designed to enrich every aspect of character design, turning stereotypes into unique and engaging personas.  You can design thousands or even mi...

CASTLE OLDSKULL - Game World Generator
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Please Note: This is the Platinum Best-Selling first edition of the Game World Generator, available to you at an introductory price.  If you would like additional content, there is now a separate Revised and Deluxe Edition available, at This Link.  The Deluxe Edition contains twice the content, including a full-featured City State Design Guide.  Feel free to choose which affordable level of complexity you require for your own campaign.  Thank you for your continued support of the Castle Oldskull line of OSR gaming supplements! ~K ** Wolf-haunted wastelands of frigid tundra, Veiling lost cities sunken and frozen into the ice … Mist-wreathed mountains teeming with orcs, Goblins, demons and dwarven underworlds … <...

CASTLE OLDSKULL - Game World Generator - Deluxe Edition
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Please Note: This Deluxe and Revised Edition of the Platinum Best-Selling Game World Generator is actually two books in one.  It is a fully expanded, reformatted, re-illustrated, and re-edited version of the original Game World Generator, along with a new 70,000-word book -- my requested City State Design Guide -- which is featured as a part herein, where the previous edition ended with very little city state information.  The two books are united as a continuous narrative due to the number of requests made by GMs for these associated topics over the years.  This Deluxe Edition supersedes the existing Game World Generator (GWG1 V1), which remains available separately at an introductory price.  The original edition's 71,000 words have expanded with new material to encom...

CASTLE OLDSKULL - Monsters & Treasures Level 1
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AND SO YOU DARE to open the dungeon door, delving deeper into the upper ruins of nefarious Castle Oldskull. The door opens with a groan, puffing moldy spores into the air. Some evil creature cackles in the dark. You grip your sword, thrust your torch into the murky shadows, and … What do you find? Snarling orcs? Skulking goblins who worship the fire demon who reigns in the Abyss? Dark elves wielding mithril blades, or a coven of scaly Deep Ones? Perhaps you are more fortunate. There are wary gnomes to parley with, and halfling burglars, dwarven rune priests, and the serene and vigilant elven guardians. Or perhaps you are cursed, and therein shall arise the loathsome shrieking fungi, or a swarm of venomous centipedes … This book has all the answers you require for your ...

CASTLE OLDSKULL - Oldskull Adventure Generator
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The world’s ultimate adventure creation tool.  Infinite possibilities await you in dungeons, the wilderness, the seas, skies, netherworld, and the planes of existence.  Whither are you bound?   Years in the making, mega-supplement GWG2:  OLDSKULL ADVENTURE GENERATOR is the “Rosetta Stone” of the Castle Oldskull system, the one master system which binds all of the present and future supplements of the Castle Oldskull OSR gaming universe together into a massive unified imagination engine.  Harness the power of over 30,000 data elements to create dungeons, villains, quests, and more.  Your worlds of adventure will never be the same!  Using this 700+ page supplement, you can create millions of unique adventures for your pl...

CASTLE OLDSKULL - Oldskull D100 NPC Generator
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Hello all, this one is short and sweet:  It's a 26-page old school Gygaxian OSR Non-Player Character (NPC) generator, designed to help you create NPC concepts in a very short timeframe.  You can use this book between sessions or even at the table to improv a character during a sandbox game.  Extensive tables are included to help you in determining an NPC's name, mythos/homeland, sex, race, class, experience level, ability scores, epithet (reputation), personality, likes and dislikes using only 8 or fewer dice rolls.  Appendices are included to assist you in the determination of carried wealth and magic items based on class, power, and wealth level.  11,200 words.  Please note that this is a compact generator; it does everything it says in this description but...

CASTLE OLDSKULL - Oldskull Dragons
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The great draconian powers of the World of Oldskull arise, ready to fill your players’ hearts with dread, excitement, and trepidation … Are their bold PC heroes ready for the challenge?   Have you been wanting to include some classic old school dragons in your campaign?  This book will save you hours of development time!  Many thousands of dice rolls have been made for you, with the results carefully collected into stat and treasure templates for easy reference and use.  Herein you will find 100 pre-generated dragons complete with unique names, combat statistics, spells (as appropriate), and pre-rolled treasure hoards.  All 100 of these glorious beasties have been sorted according to their relative challenge level, fr...

CASTLE OLDSKULL - Oldskull Dungeon Bestiary
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This is the tome of dragons deep, This is the book of the orcish blade ... Bloodied leer of cavern troll, Canticle of the underworld. Graven by the hand of Fate, Beheld by Balor's crimson eye ... This is the jeweled crown and key, Death chant of the dungeon beast. A major companion work to the well-received CLASSIC DUNGEON DESIGN GUIDE series, this epic bestiary is the great compendium of monsters, dragons, devils, and all the eldritch horrors who haunt the netherworld.  This massive tome is an ideal work for Game Masters conducting pen-and-paper Fantasy Role-Playing Games.  Now, with one huge resource, you can populate your entire mega-dungeon in record time with 79 different random encounter tables, 5,000 different classic encounters! THE OLDSKULL DUNGEON B...

CASTLE OLDSKULL - Oldskull Dungeon Encounters Book I
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From the dungeons deep beneath the haunted Ushirian Manor, Castle Oldskull, the first fiends and treasures are now unveiled at last … In this mini-supplement tome you will find 25 unique dungeon encounters and 25 treasures, unearthed from the author’s Castle Oldskull setting, dungeon level 1.  The encounters herein are specifically suitable for adventuring parties of the first or second levels of experience.  Compatible statistics are provided for Basic, Expert, and Advanced editions of the world’s finest old school role-playing game. These encounters were designed using the Gygaxian bestiary of 1977 and have been specially developed to reveal the extent to which classic monsters...

CASTLE OLDSKULL - Oldskull Dungeon Generator
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Hello all, this supplement features an immense Gygaxian OSR random dungeon generator system, crammed into 83 pages. It’s focused on empowering you to create the sprawling level 1 of any mega-dungeon, or any smaller dungeon set to challenge adventurers of experience levels 1 to 3.  The challenge levels of the monsters, traps, tricks, and treasures all reflect that difficulty level. You can use this book to design any number of dungeons, and if your group is patient you can even use it during play. You will also find some experimental solitaire rules here, if you like to practice the dungeon crawling yourself! This book’s systems interlock with the Classic Dungeon Design Guide series (CDDG1-3) as well as the Book of Dungeon Traps (BDT1) if you want to add more detail to any...

CASTLE OLDSKULL - Oldskull Dungeon Tools
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At last, the culmination of years of old school dungeon design ideas, at your fingertips …   Important Note: This is a spreadsheet program, with a user’s manual. This utility is designed to work with a desktop computer, with Microsoft Excel installed and also a word processor (allowing you to paste data output into an easily printable format). If you are using a non-desktop system such as a phone or tablet, you may become frustrated by your inability to use this tool to 100% of its intended functionality. Compatibility with other spreadsheet programs is unfortunately not guaranteed. Please purchase this product only if you have a system that can handle the formatted data and generators in a manner that will be helpful to you. These systems...

CASTLE OLDSKULL - Oldskull Monster Generator
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The OLDSKULL MONSTER GENERATOR is the ultimate random monster creation tool, created specifically for both the Fifth and First Editions (5E, 1E) of the world’s first and foremost Fantasy Role-Playing Game (FRPG).  Rules and guidelines are provided for both editions. This colossal page compendium contains the largest, most comprehensive, and most ambitious monster creation system ever devised.  If you feel that your game might be suffering from a lack of variety in monsters and encounters; if you want straightforward help and guidance in refining your own monster concepts; or, if you just want to inject some old school Gygax-inspired, Arnesonian, and Lovecraftian atmosphere into your modern FRPG, then this is the perfect resource for you.  Tap into the chaos, ...

CASTLE OLDSKULL - Oldskull Treasure Trove
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The most ambitious old school treasure system, at your fingertips ... Are you weary of plopping down unimaginative treasures that read “1,000 gold pieces” or something similar?  More detail would be great, but how do you get there?  Do you have enough game and historical information to provide your players with intricate details on acid types, unholy symbols, perfume types, and realistic spices?  Can you provide enough variety to fuel an entire campaign replete with hundreds or thousands of different treasure hoards? The challenge is a daunting one.  How can you keep your players intrigued and exploring the endless intricacies of your world if every lair they visit is a predictable slot machine with only four vending bins for coins, gems, jewelry, and m...

CASTLE OLDSKULL - Oldskull Tyrrhenia Map Pack - TYR1
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An old school campaign world like no other … the fabled realm of Tyrrhenia which enshrouds the colossal manor known as Castle Oldskull, unveiled at last …   Well met, adventurer!  Welcome to the age-old land of heroes and perilous beasts.  In this introductory “sandbox” campaign starter kit, you will find 18 full-color maps which comprise the old school FRPG realm of Tyrrhenia (the author’s mythic and folkloric interpretation of late medieval Italy and Magna Roma).  There is a beautiful full-color satellite image showing all of the Tyrrhenian peninsula and seas beyond; a concise guide-sector map showing how all of the ultra-detail maps connect (as well as the adjacent lands and isles within the World of Oldskull)...

CASTLE OLDSKULL - Sword & Sorcery Book I
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After decades of development, Kent David Kelly and Wonderland Imprints are proud to offer you the CASTLE OLDSKULL fantasy role-playing game system.  This first rules volume, OLDSKULL SWORD & SORCERY I:  BASIC PLAYER CHARACTERS features all the rules new players and Game Masters require to orient themselves in the fantasy world.  Here you will find rules, guidelines, and advice for creating newly-emboldened Player Characters in search of adventure in the unknown.  The Castle Oldskull Sword & Sorcery Adventure Game is designed in modular fashion, allowing you to progress and expand your realms with bold new challenges, wrought in a world of limitless imagination.  Additional volumes in this series detail character empowerment, level progression, dungeon adve...

CASTLE OLDSKULL - The Book of Dungeon Traps
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Tumbling boulders crushing over powdered bones, Death pits filled with gibbering slime, Strangling vines, enchanted lodestones, lightning bolts, Hateful wraiths Imprisoned in chests of ancient gold, Chained by holy symbol and silver seal ... Every mechanical horror, every thief’s demise, Every fell contraption Lies here, deep in this book of secrets. Would you like to fill your dungeons with traps, but you can never find coherent rules or guidelines to show the way?  Are your players weary of arbitrary deathtraps?  Have you ever searched in vain for a system which codifies spells into magical traps?  Are you bored with the “famous four” — pits, gas, arrows and poisoned needles &m...

CASTLE OLDSKULL - The Classic Dungeon Design Guide
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Deep dwarven cities of the underworld, Infested by conquering orcs, Enslaved by demons of skull and pyre ... Black labyrinths of mad demigods, Proving grounds for daring adventurers And graveyards for greedy fools ... Twisting passages, all alike, Where lurking trolls and shadow beasts Guard the deepest riddles of the nether ... If you have ever wanted to know how to quickly and masterfully create your own mega-dungeon for your pen-and-paper Fantasy Role-Playing Game (PNP FRPG) campaigns, this is the perfect book for you.  This Game Master’s guide will show you, step by step, how to take your vague-yet-promising ideas and how to sculpt them with precise and careful design decisions (enhanced, if y...

CASTLE OLDSKULL - The Classic Dungeon Design Guide II
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The sequel to the Classic Dungeon Design Guide is here ... Have you read every dungeon design book out there, but you’re still hungry for great ideas to amaze your players?  Would you like to possess the tools to generate countless millions of randomized results for bizarre rooms and shrines, dungeon doors, magical laboratories, skeletons, Lovecraftian abominations, and torture chambers?  Then this is the book for you. This massive tome is the direct sequel to Wonderland Imprints’ Gold Medal Best Seller, CDDG1:  THE CLASSIC DUNGEON DESIGN GUIDE.  Where Book 1 was a basic inspirational tome filled with thousands of ideas, Book II:  Dungeon Mastery Design Tables is an advanced nuts-and-bolts guide that provides you with hundreds of pages of tables wh...

CASTLE OLDSKULL - The Classic Dungeon Design Guide III
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Enchanted fountains shadowed by gargoyle sentries, Tricksy nymphs cavorting in crystal pools, Unholy altars, sacred shrines, Undiscovered treasure vaults, Thousands upon thousands of wondrous rooms Filled with treasure, tricks, magic and eldritch horror, All awaiting your heroes’ intrepid discovery … What greater mysteries await far below, For only the most dauntless magi And fearless warlords to ever find?   Continuing the proud tradition of the CLASSIC DUNGEON DESIGN GUIDE series, Book 3:  The Labyrinth Lexicon provides you with a nearly endless array of dungeon room types which you can use to build any size, plan and theme of dungeon you desire.  This is the largest and most ext...

CASTLE OLDSKULL - The Oldskull Deck of Strangest Things
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For all levels, all classes, all who dare. Shake your old school campaign to its foundations with the ultimate magic item …   THE OLDSKULL DECK OF STRANGEST THINGS is a deluxe supplement detailing the hundreds of effects created by a Tarot-inspired minor artifact.  Profusely illustrated throughout with beautiful card motifs, and with printable color card sheets in the back.  100+ pages.   The purposes of this supplement, fully detailing the deck for use in your campaign, are as follows: [1] To make a new tarot deck magic item for old school FRPGs, which surpasses the complexity and quality of all others, while retaining the original Gygaxian spirit of the earliest masterpiece. [2] To clarify generally vague abilities and...

CASTLE OLDSKULL - The Oldskull Necronomicon I
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That is not dead which can eternal lie, And with strange aeons, even Death may die. (Al Azif, Necronomicon, Scroll 50, fin.)   THE GREATEST NECROMANCER of H. P. Lovecraft’s Cthulhu Mythos, Abdul Alhazred, comes to vivid and haunting life in this compelling first codex from the most fabled and infamous grimoire of black magic that the world has ever known: THE NECRONOMICON. This book is a treasure trove for any Game Master who wants to embrace the old school of Fantasy Role-Playing Games. Herein lie the terrible secrets of Great Cthulhu and his cult, of the sunken city of R’lyeh, of Alhazred’s necromantic incantations, of the Nameless City, of Nyarlathotep, and the horrible cannibalistic Ghuls who stalk the storm-wrought wastelands of Yemen an...

CASTLE OLDSKULL - The Order of the Scarlet Tabard
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Hale companions, ready and true, prepared to brave the dungeons deep in the name of hard-won gold and glory … Behold the doughty and stalwart men- and women-at-arms who hail from the Free City of Grimrook, the infamous and ever-ready “Redshirts” from the mercenary company known as the Order of the Scarlet Tabard! The old school rules always encourage us to include men-at-arms ready for hire by any low-level Player Characters, so that the adventuring party’s strength is bolstered in the dungeon.  After all, if there are not enough bodies in the ranks to soak up those pit traps, fatal spider bites, and energy drains, all of those nasty attacks go straight to the imperiled and beloved heroes who are played by the players.  But while the ru...

CASTLE OLDSKULL - The Pegana Mythos
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Maidens weaving a spell of clouds Over a ruined city of the spice Sunken beneath the venom sea, Blood-painted cultists Chanting beneath the storm moon, Sacrificing innocents to Mung In the name of immortality …   The world of a thousand wonders which inspired H. P. Lovecraft’s Dreamlands, and the Cthulhu Mythos Comes to vivid life once more In this Swords and Sorcery supplement For any Fantasy Role-Playing Game.   From the peerless works of Lord Dunsany, from my surreptitious campaign notes they come at last:  the secret Gods, Monsters, and Heroes who inspired the very foundation of the World of Castle Oldskull. How was the world created?  Who...

FROM THE FIRE - A Post-Apocalyptic Survival Epic
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The end of the world. The beginning of destiny. * A proven Amazon Best Seller (#1 in Action & Adventure Fiction, 2012; #1 in Post-Apocalyptic Fiction, 2014; #3 in Dystopian Fiction, 2014; 5-Star UK Best Seler, 2017) * Over 80 5-Star Reviews for the Saga and Episode Novellas * The Entire Acclaimed Series: Episodes I, II, III, IV, V and VI in a Single Volume ON APRIL 4th, 2014, 6 billion and 783 million people died in the blinding white fireballs of the Pan-Global Nuclear Holocaust. Sophie Saint-Germain, wife and scientist and mother of one, was not among them. She lived for a time, and so her words endure. The reclamation of her terrifying story is a miracle in itself. Uncovered during the Shoshone Geyser Basin archaeological excavations of 2316, Sop...

HAWK & MOOR - Book 1 - Deluxe Edition - The Dragon Rises
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Lake Geneva, 1972.  Gygax.  Arneson.  Come experience the Golden Age ... THE CREATION of the world’s preeminent Fantasy Role-Playing Game (FRPG), Dungeons & Dragons®, is one of the most fascinating tales to be told in all the shared histories of entertainment, play and game design.  Two very different men, David Lance Arneson and Ernest Gary Gygax, undertook an unprecedented collaboration which gifted us — as their shared legacy — with one of the most intriguing games the world has yet experienced.  Their game did not just simulate one isolate corner of reality; it dared to encompass the entirety of all realms of adventure, the consensual playground of the human imagination. HAWK & MOOR tells the story of Dave and Ga...

HAWK & MOOR - Book 2 - Deluxe Edition - The Dungeons Deep
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THE CREATION of the world’s preeminent Fantasy Role-Playing Game (FRPG), Dungeons & Dragons®, is one of the most fascinating tales to be told in all the shared histories of entertainment, play and game design.  Two very different men, David Lance Arneson and Ernest Gary Gygax, undertook an unprecedented collaboration which gifted us — as their shared legacy — with one of the most intriguing games the world has yet experienced.  Their game did not just simulate one isolate corner of reality; it dared to encompass the entirety of all realms of adventure, the consensual playground of the human imagination.   HAWK & MOOR tells the story of Dave and Gary, and the many other people whose efforts gave first life to the game we know a...

HAWK & MOOR - Book 3 - Lands and Worlds Afar
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THE CREATION of the world’s preeminent Fantasy Role-Playing Game (FRPG), Dungeons & Dragons, is one of the most fascinating tales to be told in all the shared histories of entertainment, play and game design.  Two very different men, David Lance Arneson and Ernest Gary Gygax, undertook an unprecedented collaboration which gifted us — as their shared legacy — with one of the most intriguing games the world has yet experienced.  Their game did not just simulate one isolate corner of reality; it dared to encompass the entirety of all realms of adventure, the consensual playground of the human imagination. HAWK & MOOR tells the story of Dave and Gary, and the many other people whose efforts gave first life to the game we know and love today....

HAWK & MOOR - Book 4 - Of Demons and Fallen Idols
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THE CREATION of the world’s preeminent Fantasy Role-Playing Game (FRPG), Dungeons & Dragons, is one of the most fascinating tales to be told in all the shared histories of entertainment, play and game design.  Two very different men, David Lance Arneson and Ernest Gary Gygax, undertook an unprecedented collaboration which gifted us — as their shared legacy — with one of the most intriguing games the world has yet experienced.  Their game did not just simulate one isolate corner of reality; it dared to encompass the entirety of all realms of adventure, the consensual playground of the human imagination. HAWK & MOOR tells the story of Dave and Gary, and the many other people whose efforts gave first life to the game we know and love today....

HAWK & MOOR - Book 5 - Age of Glory
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THE CREATION of the world’s preeminent Fantasy Role-Playing Game (FRPG), Dungeons & Dragons, is one of the most fascinating tales to be told in all the shared histories of entertainment, play and game design.  Two very different men, David Lance Arneson and Ernest Gary Gygax, undertook an unprecedented collaboration which gifted us — as their shared legacy — with one of the most intriguing games the world has yet experienced.  Their game did not just simulate one isolate corner of reality; it dared to encompass the entirety of all realms of adventure, the consensual playground of the human imagination. HAWK & MOOR tells the story of Dave and Gary, and the many other people whose efforts gave first life to the game we know and love today....

HAWK & MOOR - The Steam Tunnel Incident
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THE MORE SINISTER urban legends concerning the Steam Tunnel Incident run as follows: A young genius, seduced and deluded by a mind-controlling fantasy game, abandoned his Satanic gaming cult because he feared for his life.  He then delved into the netherworld, a labyrinthine “dungeon” of steam tunnels running for miles beneath a sprawling university.  There, under the influence of drugs, occult talismans, evil magic or mere insanity, he mistook fantasy for reality and tried to slay his invoked dragons, demons and devils in real life.  Finally, he became hopelessly lost in the tunnels. Facing a slow and horrible demise in the endless dark, he committed suicide.  Or, he was murdered by a conspiracy of Lucifer-worshipping gamer-cultists who silenced him to...

LORDS OF OLDSKULL - Book I - Krampus
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As cav’lier golems march and wheel, In tiny danse of death and holm And arc their blades of mint and bone To tinkling chaunt of glockenspiel;   And from the shadow’s watching wall? Krampus sighing, claimeth all. See his sorrowed eyes abright, Bells a-tinkling in the night;   Sixty-six the bells they are, Shiv’ring silver-bright I see: Bell woven to brimstone, beard, and mane, Regardless of thy slumber feign’d.   From the wintery shadows He comes, and when he sings, none dare keep their most forbidden secrets from his clutches …   Are you looking for something a little different to spice up your old sch...

Total value: $58.63 Special bundle price: $35.64 Savings of: $22.99 (39%) Price: $58.63
Categories: Company News

Thunderscape: Aden Gazette 22 - Mystery Island

RPGNow - Sat, 12/15/2018 - 02:32
 Aden Gazette 22 - Mystery IslandPublisher: Kyoudai Games

WARNING: This is the Pathfinder version of this product.

The southern seas of the Known Lands are home to a great many islands, some of which appear on no map. Given the treacherous nature of the seas, few of these islands are home to more than a handful of inhabitants, and most hold secrets that those on the mainland cannot even guess. Among these islands is the strange and nightmarish place known simply as Mystery Island. 

Home to a massive swamp littered with the remains of virtually every airship ever deployed to try and map the area, Mystery Island is plagued with undead that seem to act with terrifying purpose, although what that purpose is remains unknown. The Cartographer's Society has vowed to recover the lost items of their crews that remain on the island and solve its mysteries once and for all... or die trying!

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Categories: Company News

Into the Plot Hole

Fantasy Flight Games - Sat, 12/15/2018 - 02:28
Published 14 December 2018 | A Game of Thrones: The Card Game Into the Plot Hole

Nate French on Alternate Formats for A Game of Thrones: The Card Game

"An arrow gone astray, a fall from a horse, an angry boar… there are so many ways a man can die in the woods."
   
–Cersei Lannister, A Feast for Crows

The game of thrones is played out on the battlefields and in the courts of Westeros—and although there is only one Iron Throne, there are countless ways that you may conspire to get there. Exploring different ways to play is part of the fun of A Game of Thrones: The Card Game, and it doesn't stop with just melee and joust. Today, Nate French discusses alternate formats for playing the game of thrones, including a completely new format for you to try!

Nate French on Alternate Formats for A Game of Thrones: The Card Game

Hello A Game of Thrones: The Card Game players. It’s been a while, and I miss you!

The other day, Evan Johnson in Marketing mentioned to me that some openings were coming up in the Designer Journal schedule, and asked if there was anything I would be interested in writing about. As I thought about the request, I couldn’t shake a recent conversation we had in the office about… plot holes.

I should preface by saying we have a lot of strange conversations in the office. I don’t even know how we got on the topic of plot holes, but—because plots are such a big deal around here—we couldn’t help but start riffing on the idea of how a “plot hole” might function in A Game of Thrones: The Card Game. Inadvertently, the seeds of a new and intriguing alternate play format may have been planted.

For those who were introduced to the community with the release of the second edition, A Game of Thrones: The Card Game has a long and rich history with alternate play formats. For this journal entry, I’d like to take a few minutes to share what, for me, have been some of the high points of that history, in the hope that some of you can also find value in playing the game in different ways. Then, at the end of the review, I’ll share some thoughts on how a Plot Hole format might work, introducing another option to the game’s alternate format possibilities!

Littlefinger Tournament

The first alternate format I ever encountered—as a player of the A Game of Thrones CCG way back in 2003—was a Littlefinger Tournament.

In this style of tournament, each player was given a number of gold coins at the start of the event (our tournament organizer used large chocolate coins, which some players chose to eat). Then, we played a multiplayer event, with a twist: any time a deal between two players was negotiated, if a coin changed hands as part of the deal, the deal was binding and the player who received the coin could not go back on their word. Players got a couple new coins each round (but were also able to carry over their coins from the previous round) and any time you played a copy of Littlefinger you received a bonus coin from the tournament organizer.

At the end of the event, prizes were given to the top finishers by tournament record, and also to the player who collected the most coins. The games themselves were social, manipulative, and devious, as some players tried to use their coins to leverage the table, and others were willing to make any deal so long as they got a coin. By the end of the event, the players had split themselves into two groups, with one group competing for tourney points, and the other group competing for coins. I think if I were going to run a Littlefinger event today, I’d try to combine the two tracks, so that coins contributed to tourney points…

Hand of the King

The Hand of the King variant was released (I believe) in 2011 as a featured promotional event for the first edition of the Living Card Game.

In this format, each player chose one character from their deck to appoint as their hand of the king. This card started next to their House card, and one gold from the treasury was moved to the character each round. When the character had as much gold on it as its printed cost, it was considered to be in play; effects that would cause a hand of the king character to leave play removed one gold from it instead. In order to win the game, a player was required to have their hand of the king in play and with more gold on it than their opponents’s hand of the king, in addition to the standard win condition.

The full first edition rules for the Hand of the King variant (which would likely translate well to the second edition game) can be found here!

Hodor Variant

The Hodor variant is an amusing hypothetical format we occasionally bat around in the office, and it might be more fun as a thought experiment than as an actual game. In a Hodor game, each player only has one card in their plot deck, and they must reveal that plot every round! It can be a lot of fun to speculate and theorize about different deck possibilities. For example:

Do you want to reset the board with Valar Morghulis every round? Hodor!

Do you want to run Fortified Position and play the whole game with blank characters? Hodor!

Do you want to—oh, you get the picture! Hodor!

Plot Holes

In A Game of Thrones: The Card Game, the plot deck represents the twisting and unpredictable narrative we encounter in the novels. The revelation of the perfect plot at the perfect time can be as satisfying as any plot twist, and—in my opinion—this mechanic is the backbone of the game that holds everything else together.

Because of the central placement of the plot deck in the game’s conception, the idea of applying the concept of a “plot hole” to A Game of Thrones: The Card Game struck me as far too rich in potential to ignore. And I couldn’t help but think about it all weekend.

Here’s where I landed.

The Plot Hole variant is a head-to-head format that can be played with any two standard decks. To make the numbers work, I believe that each player should use a plot deck with eight total plots, but no more than one copy of any single plot.

At the beginning of the plot phase, each player looks at their opponent’s plot deck and the players simultaneously choose one card to remove from the deck and place in the used pile. The plot deck is then returned to the opponent, and plots are chosen for the first round. This process repeats each round, so that the game unfolds with the most logical plots continuously being removed from circulation—in effect, you are playing a game with numerous plot holes!

If at any time a plot phase begins with a player having zero or one cards in their plot deck, the deck should reset, to ensure that the opponent always has a chance to impact the decision. Outside of that, the game is played under standard A Game of Thrones: The Card Game rules—although there might be a need to ban House Martell, should the used pile interactions prove too strong in the format! Another possibility worth considering, that might make for an even more interesting game, is having the pilfered plots removed from the game rather than placed in the used pile—and when players are completely out of plots, the game ends!

I believe that this choice of denying a plot will add a unique strategic twist to playing the game, and that, in turn, will lead to different approaches in how plot decks are built. Taken together, this makes the Plot Hole variant a refreshing alternative that challenges players in a novel way.

Formats Abound…

There have been numerous other alternate formats for A Game of Thrones: The Card Game throughout its 15+ year history, and this article is just the tip of the iceberg. For those who are interested in even more alternate formats from the first edition, the Kingsmoot and Civil War variant rules can be found at these links.

In my experience, these alternate formats offer a great excuse to rediscover some forgotten cards in a different context, and come back to the main game with a deeper understanding of the card pool and the game. If any of you have encountered an alternate format that you find particularly enjoyable, please share—I’m curious to hear about it!

Nate French is the longest-tenured member in the card game department, and serves as a mentor and coach for the team. More often than not, he’s working on a project he can’t say anything about… yet! In his spare time he is an avid poker player and enjoys reading, writing, sports, (older) heavy metal, and talking about LeBron.

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The copyrightable portions of A Game of Thrones: The Card Game Second Edition is © 2015 Fantasy Flight Publishing, Inc. Licensed by George R.R. Martin. The names, descriptions, and depictions applied to this game are derived from works copyrighted by George R.R. Martin, and may not be used or reused without his permission. A Game of Thrones: The Card Game Second Edition, its expansion titles, Living Card Game, LCG, the LCG logo and Fantasy Flight Supply are trademarks and/or registered trademarks of Fantasy Flight Publishing, Inc. All rights reserved to their respective owners.

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