The Spring Cleaning Sale Has Begun

Fantasy Flight Games - Wed, 05/30/2012 - 20:57
Visit the Event Center May29th-June 3rd for Great Deals

Stock up for a summer of gaming!

The Spring Cleaning Sale has begun at the Fantasy Flight Games Event Center, and will continue through Sunday, June 3rd. Visit the store early and you'll find great discounts on select products from your favorite game manufacturers all week long*!

You won’t find savings like this anywhere else. Stop by early and beat the competition to the best selection of sale items!

What: Spring Cleaning Sale
When: May 29th-June 3rd
Why: Incredible savings on your favorite hobby games

See you there!

*Sale priced items do not qualify for member discounts, and cannot be combined with any other discount.


Categories: Company News

In Dreams

RPGNow - Wed, 05/30/2012 - 17:39
In DreamsPublisher: Jamil Vallis-Walker

"At first I thought the monster was just a bad dream...

Then I saw him in the orphanage where I live. None of the adults saw him, but we kids did.

He came back in my dream, and the next day he scared one of the other kid's so bad they took him away to the crazy person house. Now we'll never see him again...

The monster came back in my dream last night, but this time some of my special friends were there and we imagined that he couldn't get us anymore. He didn't go away, but I could tell he was mad at us. Maybe tomorrow night we can try to get rid of him for good..."

In Dreams is a game about orphaned children fighting against their Nightmares and fears. While small and afraid, the children will come to realize that the power of their dreams and imagination just may give them the tools needed to push on and survive.

Price: $1.99
Categories: Company News

WildBoar Issue 1

RPGNow - Wed, 05/30/2012 - 17:23
WildBoar Issue 1Publisher: Gosi Graphics

Issue 1 of 6

Hvid has inherited the command of a mercenary group wrought with internal power struggles and disloyalty following the death of his tyrannical father. Now engaged to heist an unfamiliar but valuable artifact by the elusive and influential Mr. Grim. Hvid faces violent consequences as decisions are influenced by external forces, making the struggle for survival and getting the job done go hand in hand.

Price: $0.99
Categories: Company News

A Tomb of Winter's Plunder--Chapter One: Taking the Waters

Paizo - Wed, 05/30/2012 - 17:00

A Tomb of Winter's Plunder

by Tim Pratt

Chapter One: Taking the Waters

Alaeron sat, naked, on a natural stone bench in the sacred pool, the chest-deep water just a bit warmer than his own blood. He leaned into a fortuitous hollow in the rock, closed his eyes—hardly necessary, considering the depth of darkness in the cave—and let the healing waters soothe him. Or tried to. He'd paid enough to be soothed, at the very least.

The Balneal Springs retreat, nestled in the northern hills of Andoran east of Darkmoon Vale, was home to legendary waters that reportedly cured arthritis, muscle atrophy, toothache, heavy metal poisoning, and spiritual malaise. Alaeron suffered from none of those ailments, which might have explained why he didn't feel particularly cured now. He was young, in good condition (being unusually physically active for an alchemist), blessed with fine teeth, always careful when handling quicksilver and other toxic materials, and possessed with a combination of curiosity and impulsiveness that insured he would never be bored. Despite his rosy health, he'd come to Balneal to take the waters anyway.

And by "take the waters," he meant take the waters. He'd gathered samples from all the other springs on the property already, many of the pools hellishly hot and stinking of rotten eggs (from sulfur, not magic, as some more ignorant folk supposed). The volcanic activity to the north presented itself in a somewhat gentler aspect here, with bubbling hot springs that were locally renowned, if not as famous as the Brimstone Springs of Nidal.

The final waters he needed to sample were here in, Hanspur's Bath—a sacred spring-fed pool deep in a black cave where the foreign river deity was reputed to have paused once, on a journey to the sea. Alaeron's visit to the retreat, and access to this cave, had cost a tidy sum of gold he'd earned translating a profane text for a deranged patron. The profiteering priests who ran the retreat guarded their secrets closely, but despite the enforced nudity in this sacred chamber, Alaeron had smuggled in a bag made of thin watertight material, wadded up and hidden in his cheek. Unfolded and filled, the bag would hold a few precious ounces of liquid. Once full it would be too large to smuggle out the same way, but he had a plan to stash the bag in a dark crevice by the entryway and return later to create a distraction—explosions were quite distracting, he'd found—which would enable him to duck inside the cave mouth and retrieve the bag.

The plan was a bit elaborate, and more than a little dangerous, but what matter was the risk of life and limb in the service of his art? If the waters really were as efficacious as the priests and satisfied customers claimed, their properties should prove useful in his work, and could be diluted to create a score of potions to cure—or cause—an impressive variety of ailments physical and spiritual.

He took the bag from his mouth and prepared to fill it—then froze when he heard a splash on the far side of the pool. He had not been promised a private visit to the healing waters (that option was far too expensive for him), but he'd deliberately come early in the morning, when most of the wealthy visitors to Balneal would be sleeping or gorging themselves at breakfast.

Alaeron wasn't sure whether he should speak, as the etiquette of sitting in a black pool of magical water was not something he'd ever had occasion to learn. Before he could decide, the newcomers began talking.

"It would be an adventure," a voice—male, hearty, and self-confident—said. "The sort of bold act that made the Selmy family great."

"I'm not sure breaking into my dead thrice-great-grand-uncle's crypt compares to traveling to far lands for pillage and war," a second voice said—also male, but rather less hearty and confident.

"Oh, come, your whole family is founded on ancestral fortunes anyway. Raiding your uncle's tomb would be much the same, just... more direct."

"The treasures are supposed to be fabulous," the second voice—presumably a Selmy—said. "But I can't imagine they'd be easy to carry out. Uncle Brant had all his favorite things buried with him. He left us his money, at least some of it, but he was particular about his things, by all accounts. I'm sure there must be protections against graverobbers. Traps, and so forth. I'd rather not die on this trip, Rodrick. I'm here for my health, after all."

Alaeron is more scholar than warrior, but explosives have a funny way of solving problems.

"Nonsense, Simeon," Rodrick replied. "We know about the wards he laid to protect his barrow—only the blood of a Selmy can open the door, isn't that right? The fact that he made it possible for you to open the door suggests he wanted some descendant to come take his treasures away someday, doesn't it?"

"More likely he just wanted someone capable of setting him free if he was accidentally entombed alive," Simeon said. "Or perhaps to return occasionally and leave treasure, or shoo away spiders, or do a bit of light cleaning." A long pause. "My great-grandfather remembered Uncle Brant, from when he was a child and Brant was ancient. He said Brant was the sort of man who'd steal the coins from a beggar's bowl, even though he was rich as Artokus of Thuvia. Brant couldn't remember the names of his own grandchildren, but he had particular favorites among his coins."

"Then it's time someone took a few of those coins off him. No sense letting such precious things go to waste in a hole in the ground. The treasures he looted were precious antiquities when he stole them, two hundred years ago. Imagine what they're worth now!" Rodrick paused, and when he spoke again, his voice was very low, barely audible above the gentle lapping of water. "Or you could ask your father for the money to pay the Ratter the money you owe—"

"Oh, yes, that would go over well," Simeon said dolefully. "You know about mother's gambling problem. If father found out I'd lost that much at Towers, after he'd already spent all this money sending me here to recuperate... Is there no other way? You couldn't loan me the money? You know I'm good for it."

"Alas, I lost my own allowance gambling—though I paid off my outstanding balance, so the Ratter doesn't want to take me in his jaws—and mother won't send another purse for a month. No, it's the barrow, Simeon, unless you'd like to try your luck at busking in the streets for coins?"

"You know someone who would buy the things we found?" Simeon said.

"Oh, yes, indeed. There's a man I know in Almas who pays buckets of gold for relics."

"We could at least look," Simeon said. "The barrow isn't far, less than a day's travel. We could nip inside, and if there don't seem to be any dangers, carry a few things away. I daresay Uncle Brant can rest just as easily less a vase or statuette or two."

"An adventure!" Rodrick said. "Though personally I hope we encounter a ghoul or two. I'd hate to think I sharpened my sword for nothing."

They sat in silence for a while longer, taking in the waters and discussing their plans for departure and the best route, then left to walk down the dark and twisting tunnel back to the light.

Alaeron let his little bag float away. Ah, well. The sacred waters weren't going anywhere. He could steal a dram of those another time. But a barrow full of ancient relics, that could be opened only by the blood of the dead inhabitant's relatives? That was the sort of opportunity that wasn't likely to come his way again.


Alaeron wasn't much of a tracker—his natural habitat was the laboratory, the workshop, and the library, though he was surprisingly comfortable crawling into dark holes in the ground in search of treasure, both because he was fascinated by history and because a man had to fund his researches somehow. Fortunately, Simeon and Rodrick had said where they were going. Alaeron packed his bags and left his room, which was smaller than his sleeping quarters in Almas and cost as much for three nights as his entire workshop was worth. Only the very rich would consider it reasonable to pay so much for quarters so incredibly spare, presumably because austerity (and magical waters) were good for the soul—but only in moderation.

He walked along the crushed gravel paths, among the ancient weathered statues and small ornamental gardens, to the outer courtyard. The retreat was protected by high stone walls, because while they weren't too close to Darkmoon Vale, incursions from the dark forest weren't impossible.

One of the servants who bustled everywhere at the retreat brought him his horse, brushed and saddled and well fed, and helped Alaeron mount. He needed the help. He'd never been comfortable on horses, and would have hired a carriage (or at least a cart), but wheeled conveyances couldn't make it up the steep paths to the retreat. Alaeron cajoled the horse, a black pony he'd spent far too much money on, to amble northeast, through the lightly wooded foothills. This general area was fairly safe—the guards at the retreat kept the woods free of bandits and monsters, as rich people being eaten was bad for business. The barrow of Brant Selmy was half a day's ride away, at most, and Alaeron followed old colliers' paths through the forest, munching on dried meat and pausing occasionally to let the horse rest, though the pace was hardly punishing.

He didn't want to overtake Simeon and Rodrick. Better for them to arrive first, open the barrow, and delve deep inside. Alaeron was confident that, in the dark, with his experience and the advantage of his extracts and mutagens, he could move past the rich brats, snatch up some choice loot, and escape again unnoticed.

The barrow was unmistakable, an immense mound of earth and rock furred with moss and topped by gnarled, scraggly trees. Rodrick and Simeon had made some token attempt to hide their presence, tying up their horses in a copse some distance away, but this was a little-traveled part of the forest, and they hadn't worried overmuch about being discovered. Alaeron tied his own horse farther away and crept toward one side of the barrow. He hadn't expected this level of pillage when he'd set out for Balneal, and so hadn't packed his full adventuring packs, but he had enough in the way of reagents and elixirs and weapons to manage a brief delve into a crypt.

The door of the barrow was an immense oval stone, scratched a bit from past unsuccessful attempts by graverobbers to pry it open. The door was etched with runes that were faded and worn but still legible, though a few were smeared with what looked like fresh blood, and the stone was tilted to one side, revealing an opening just large enough for a man to slip through sideways. Alaeron crouched when he heard familiar voices inside.

"It's dark in here," Simeon complained.

"That's why we brought the lantern, isn't it?" Rodrick answered cheerfully.

Despite Alaeron's leisurely pace, the rich fools had only just arrived themselves. He was in awe at their slowness. Had they stopped to have a picnic lunch on the way? He decided to wait for them to make it a bit deeper into the barrow, then—

"Watch out!" Rodrick shouted. There was a peculiar sound—the twang of a taut wire snapping, if Alaeron was any judge—and then a horrific, meaty thunk, like a butcher bringing the weight of the cleaver down to crack open a cow's skull.

Rodrick swore, which meant he was still alive. Simeon didn't scream, which meant... something else. They'd triggered a trap. Apparently Uncle Brant wasn't so keen on having his descendants visit after all, or else Simeon hadn't been given the list of dangers to avoid.

"Simeon, you fool," Rodrick said. "Why didn't you look where you were—hold on. Damn it!"

Alaeron tensed, expecting the sound of another sprung trap—which would, at least, leave the barrow free for him to explore—but instead Rodrick just let loose a torrent of cursing. Alaeron slipped inside, hoping Rodrick would be too focused on his misery to notice the intrusion.

The light of Rodrick's lantern, set on a shelf of rock, revealed the barrow's interior to be typical of its kind: walls of timber and earth and stone, faintly rounded roof too low for comfort. A second door stood across the small room, directly opposite the exterior door, and that's where Simeon had met his fate: a length of timber as thick around as a man's waist, studded with stone spikes, had been hidden in a slot on the ceiling, doubtless connected to some tripwire in front of that interior door. Simeon's approach had set off the trap, dropping the log onto himself, and the result was a bit like what happened if you hit a tomato with a hammer. Alaeron realized that he'd never seen the boy in one piece, having only eavesdropped on him in the dark and from concealment.

Rodrick was standing over—or, rather, in—his dead friend, peering at the interior door. The surviving man was dressed in clothes too fine for dungeoneering, though he'd put on a mail shirt, and had a sword at his hip. His boots looked sturdy, at least. Alaeron couldn't see his face from here, but his shoulders were dismayingly wide, and in general he had the kind of muscular and well-proportioned physique the old poets called "thews."

"More runes," Rodrick muttered. "You died for nothing, Simeon—I can't even get in."

Well. There was no sneaking past him and snatching up a few treasures unawares now. Alaeron considered slinking away, but there was a barrow full of relics, with nothing between him and the treasures but a stone etched with magical writing, and he couldn't quite bring himself to leave.

He cleared his throat instead. "Excuse me," he said. "I couldn't help overhearing your problem. I think I can get the door open for you."

Rodrick rounded on him, sword in his hand before Alaeron even saw him start to draw, and roared.

Coming Next Week: Comrades of convenience in Chapter Two of Tim Pratt’s “A Tomb of Winter’s Plunder.”

For More of Alaeron’s adventures, check out City of the Fallen Sky, available now!

Tim Pratt's writing has won a Hugo Award, a Rhysling Award, and an Emperor Norton Award, as well as been nominated for Nebula, Mythopoeic, World Fantasy, and Stoker Awards. His stories have appeared in anthologies such as The Best American Short Stories and The Year’s Best Fantasy and Horror, as well as two short story collections of his own. He novels include the contemporary fantasies The Strange Adventures of Rangergirl and Briarpatch; the Forgotten Realms novel Venom in Her Veins; and seven books in the Marla Mason urban fantasy series (as T. A. Pratt). He edited the anthology Sympathy for the Devil, and the forthcoming Rags & Bones anthology with Melissa Marr. His books and stories have been translated into French, Czech, Dutch, Russian, Greek, Korean, Spanish, German, and several other languages.

Illustration by Eric Belisle.

Tags: Eric Belisle, Pathfinder Tales, Tim Pratt, Web Fiction

Categories: Company News

Fate of the Norns

RPGNow - Wed, 05/30/2012 - 16:00
Fate of the NornsPublisher: Pendelhaven

Legend has it that during every man’s birth, the three Norns come to discuss his destiny and time of death. When they decide that man’s fate, no mortal or deity may change the course of the future. It is said that even Ragnarok, the twilight of the Gods, was determined by the Norns.

Fate of the Norns is a complete 320 page role-playing game that includes everything the game master and players will need to start their Viking adventures!


  • A vivid setting where the Viking comes to life!
  • 15+ Occupations to choose from
  • 6 Magic systems, with countless spells, runes, charms, echantments, etc...
  • Simple to use skill & percentile game engine
  • 100 pages of mythological denizens to populate your game world
  • Where death in glorious battle leads to a new and more prosperous beginning (Viking afterlife rules!)
Price: $20.00
Categories: Company News

Catalyst Announces The Duke Kickstarter!

Catalyst Game Labs - Wed, 05/30/2012 - 15:59
The Duke is a dynamic, tile-based strategy game with an old-world, feudal theme. It features high-quality wooden playing pieces and an innovative mechanic. The game takes moments to learn but hours of play to master. Levy your troops and maneuver … Continue reading →
Categories: Company News

Dinosaur Previews, RAWR!!

AEG - Wed, 05/30/2012 - 15:55

Join us this week on Natural World, as we look back at some of the greatest beasts to ever roam the earth: The Dinosaurs with Laser Beams and the occasional thermo-nuclear bomb.

War Raptor

Easily one of the most intelligent of the Dinosaurs, the War Raptor knew how to work as a team to achieve dominance. Given the dinosaurs’ reliance on sheer power, the ability of smaller ones to achieve synergy provided much needed strength. Clever girl…

Armor Stego

For the herbivores, the introduction of even greater weaponry for the carnivores meant an escalating arms race of defense vs offense. The Stegosaurus sought refuge under increasing levels of defense, causing fits for his enemies.


Little is known about where the dinosaurs first received their new technology. Did it naturally evolve? Did a human from the future bring it to the past? Pardon? No, no sir, please stop shaking your hands and saying “ALIENS!” And please do get a haircut…

Natural Selection

Despite their increased technology and destructive capabilities, the law of the jungle still remained with the dinosaurs: Only the strong survive. But my how a bomb makes one much stronger than normal…

As you can see the Dinosaurs in Smash Up are all about massive Power. Not a great deal of finesse, but paired with any other faction they bring high values to the table in different ways, and ultimately, power wins Bases.

Join us Friday as more Dinosaurs (with lasers) stomp onto the scene!

All Dinosaurs carefully chiseled onto cave walls by Saliym McCullin.

Categories: Company News

Inkwell Stock Art: Vegepygmies

RPGNow - Wed, 05/30/2012 - 13:33
 VegepygmiesPublisher: Inkwell Ideas

This stock art product features the talent of Eric Quigley!  The file contains two transparent PNG file of 2760x3272 pixels each. Each image shows a vegepygmy!  The inspiration was an aboriginal "Brother Power" vegie-person.

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: $5.95
Categories: Company News

The Full Hub [BUNDLE]

RPGNow - Wed, 05/30/2012 - 11:11
The Full Hub [BUNDLE]Publisher: Gypsy Knights Games

Subsector Sourcebook 3: Hub
Regular price: $14.99
Bundle price: $12.99

An entire subsector at your fingertips!

Subsector Sourcebook 3: Hub is meant to be a companion volume to The Hub Federation.  Subsector Sourcebook 3: Hub compiles Quick Worlds 23-25 AND adds 10 more unpublished worlds to challenge and entertain your characters.

The Hub subsector is a group of independent worlds which surround The Hub Federation. Each world comes complete with detailed information concerning the system and the planet itself, yet leaves the Referee plenty of room to use these worlds as he/she sees fit.

Each world has a full color map of the world and its system. 

Made with the busy Referee in mind, this book's adventure hooks can provide the spark for multiple adventures.  You can use Hub as an expansion of the history and se...

The Hub Federation
Regular price: $12.99
Bundle price: $10.99

Welcome to The Hub Federation!

The Hub Federation provides an interstellar nation full of adventure opportunities.  The six worlds of The Hub Federation are detailed, as is the government which holds them together.

The Hub Federation can be used in part or as a whole to add worlds to any existing Traveller setting.  In addition, information and history are provided to allow Referees to use The Hub Federation in concert with Subsector Sourcebook 1: Cascadia and Subsector Sourcebook 2: Franklin as an independent setting.

Each world comes complete with detailed information concerning the planet itself and the solar system in which it is located, yet leaves the Referee plenty of room to use these worlds as he/she sees fit.

Made with the busy Referee...

Total value:$27.98Special bundle price:$23.98Savings of:$4.00 (14%)Price: $27.98

Categories: Company News

Subsector Sourcebook 3: Hub

RPGNow - Wed, 05/30/2012 - 11:08
 HubPublisher: Gypsy Knights Games

An entire subsector at your fingertips!

Subsector Sourcebook 3: Hub is meant to be a companion volume to The Hub Federation.  Subsector Sourcebook 3: Hub compiles Quick Worlds 23-25 AND adds 10 more unpublished worlds to challenge and entertain your characters.

The Hub subsector is a group of independent worlds which surround The Hub Federation. Each world comes complete with detailed information concerning the system and the planet itself, yet leaves the Referee plenty of room to use these worlds as he/she sees fit.

Each world has a full color map of the world and its system. 

Made with the busy Referee in mind, this book's adventure hooks can provide the spark for multiple adventures.  You can use Hub as an expansion of the history and setting Gypsy Knights Games has been outlining.  Or you can use Hub as a whole subsector to expand your existing campaign!  Add it to Subsector Sourcebook 1: Cascadia and Subsector Sourcebook 2: Franklin to use as part of your own sector!  Or simply use this book as a handy central source for 13 Quick Worlds to use individually as you see fit!

"Traveller" and the Traveller logo are Trademarks owned by Far Future Enterprises, Inc. and are used with permission.  The Traveller Main Rulebook is available from Mongoose Publishing.



Price: $14.99
Categories: Company News

Dungeon Command Rule Book

WoTC D&D - Wed, 05/30/2012 - 08:00
As mentioned in our recent In the Works column (which highlights the basic components of the game), Peter Lee will be creating a series of articles which details key features of the game. Until then, we’re pleased to offer the complete rulebook for Dungeon Command!
Categories: D&D

Charon's Claw Book Tour

WoTC D&D - Wed, 05/30/2012 - 08:00
Cities and dates have been announced for R.A. Salvatore’s book tour, surrounding the release of Charon’s Claw. Drizzt Do’Urden draws his scimitars once more to aid a new friend and an old foe in this action-packed conclusion to the New York Times best-selling Neverwinter Saga!
Categories: D&D

War of the Spider Queen Wallpapers

WoTC D&D - Wed, 05/30/2012 - 08:00
Ten years after its initial publication, we are proud to present this ground-breaking series in two attractive collector’s editions—and today we're proud to present the following wallpapers to help celebrate this edition!
Categories: D&D

Art: Dungeon 202

WoTC D&D - Wed, 05/30/2012 - 08:00
Here now are a full set of illustrations from Dungeon 202.
Categories: D&D

Map: Dungeon 202

WoTC D&D - Wed, 05/30/2012 - 08:00
Here now are a full set of maps from Dungeon 202.
Categories: D&D

Violence and Gore

WoTC D&D - Wed, 05/30/2012 - 08:00
Combat is a part of D&D, and the art for D&D has the ability to serve as a window into what D&D combat looks like. The question is, though, how much violence and gore do you want to see? Senior Creative Director Jon Schindehette asks you to give us your opinion on what you want to see in the next iteration of D&D.
Categories: D&D

TSR: This Stuff Rocks!

WoTC D&D - Wed, 05/30/2012 - 08:00
D&D books, magazines, minis, action figures, computer and analog games, puzzle books, rub-off transfers, even a sleeping bag! I couldn’t believe TSR made all this stuff! Apparently it all came from a warehouse in Wisconsin where TSR kept its archives. Recently we had it sent here, and the items at my desk barely scratched the surface of what other boxes around the rest of the office held.
Categories: D&D

May 30, 2012: Watch Munchkin On TableTop!

Steve Jackson Games - Wed, 05/30/2012 - 05:54
Munchkin DeluxeCurious about Munchkin but haven't played? In an upcoming episode of TableTop, the hit Geek and Sundry show hosted by Wil Wheaton, you'll be able to watch players learn how to steal treasure, kill monsters, and stab their buddies. This is the second time one of our games was featured on a TableTop episode. The first covered our popular brain-collecting dice game Zombie Dice.

On June 1, watch Wil and his guests (Felicia Day and Sandeep Parikh from The Guild, and Steve Jackson from, um, Steve Jackson Games) play Munchkin Deluxe. This version of Munchkin includes a gameboard, pieces to track your level, and cards to indicate your character's sex. The full color cards and the gameplay are exactly what you'd expect to find in a fantasy Munchkin core set. We think you'll have a blast watching it!

If you're dying to get your hands on a copy of Munchkin Deluxe, order a copy from Warehouse 23 or drop by your friendly local game store before they sell out! (If you do miss out, though, don't fret: we have a second printing coming this fall!) If you want a quick introduction to Munchkin, watch our Flash demo.

Monica Valentinelli

Warehouse 23 News: Chum's The Word!

When fighting the forces of darkness, you need fodder. Err, friends. You need friends. Discover the possibilities of lower-powered pals with GURPS Monster Hunters 4: Sidekicks – making quips at e23!
Categories: Company News

Dungeon Crawl Classics #68: People of the Pit

RPGNow - Wed, 05/30/2012 - 04:57
Dungeon Crawl Classics #68: People of the PitPublisher: Goodman Games

A Level 1 Adventure

It has been years since the last virgin was sacrificed: and now the pit beast awakens once more! Every generation it stumbles forth on undulating tentacles from its resting place deep below the great ravine, its towering blubbery mass ravaging the land before returning to slumber for decades. But this time is different. The Great Beast strikes with intelligence: bands of faceless gray-robed men emerge from the tenebrous depths, herding the beast’s roaming tentacles before them. The enigmatic people of the pit live despite the passage of ages! The earth shakes each night as they herd the primordial tentacles ever further, while the villagers ask: is any man brave enough to put the sword to this menace?

Rules Set: DCC RPG

Writer: Joseph Goodman
Cover Art and Cartography: Doug Kovacs

GMG5067, 28 pages, $6.99

Price: $6.99
Categories: Company News

Living Liquids - Tephra Alchemy Expansion

RPGNow - Wed, 05/30/2012 - 02:21
Living Liquids - Tephra Alchemy ExpansionPublisher: Cracked Monocle

Alchemists have learned to brew life into their vials, bringing you a new craft known as Living Liquids. With living liquids, you can bring vicious viscous creatures to the battlefield that will fight, electrocute, and grapple your enemies. You'll be able to morph living liquids into weapons, use them as firearm ammunition, or cover your body in liquid armor. This PDF is an expansion to Tephra: the Steampunk RPG. It includes 16 specialties and 31 augments unlike anything you've seen before. 

Includes both a high quality, full-color PDF and a printer-friendly version.

More information on Tephra: the Steampunk RPG can be found at Cracked Monocle's webpage,

Price: $3.50
Categories: Company News