The Shackletons

Utherwald Press - Mon, 11/19/2018 - 06:00
The world of Darmonica boasts many different organisations, ranging from small outfits to transnational corporate entities. Each one has varying levels of influence and reach, all determining their impact upon the world. One organisation that has made a name for itself (though some say infamously so) is the Shackleton Detective Agency.


The Shackletons

The Shackletons can trace their origins to over a century ago to the magistrate Archibald Shackleton, who chose to establish an official group of thief-takers to help combat the growing crime in the boroughs of the Commonwealth's capital of Lindun. Though within a handful of decades, Shackleton's force was made redundant by the establishment of a more formal police force. Increasingly, the Shackletons had been hired by business concerns and industrialists to help improve their corporate security. Over time the Shackletons grew ever more involved with strikebreaking, first by providing guards for factories to protect them from strikers and then acting as strike-breakers themselves.

It was in the years just before the Great Darmonican War that the Shackletons acquired their infamous reputation, an incident that many have since dubbed the 'Battle of Blackgreave'. Against the backdrop of a widespread coal miner's strike, a number of picket line had been established by the strikers. One of these picket lines was at the Blackgreave Coking Works, which turned coal into coke for the steel industry. The strikers had strengthened their picket at Blackgreave in order to halt coal supplies to the coking works to create a major disruption for the Commonwealth's industries. Having already earned a reputation as strikebreakers, the Shackletons were called in to ensure that coal supplies got through to the plant. The resulting clash saw many of the strikers dead or wounded, though officials ensured that any outcry against the Shackletons was hushed up but they had become to be seen as a tool of the industrialists.

Aside from their strikebreaking efforts, the Shackletons still retain their original role as private detectives...though admittedly for wealthy clients. They also work as bounty hunters, though again only for wealthy clients and only in certain situations. Typically the 'bounty' that the Shackleton normally handle are warrants applied by wealthy patrons against persons who have 'wronged' them in some fashion. Since the warrant is issued by a magistrate there has to be reasonable grounds for approval, a measure designed to limit the warrants being abused. It does give the Shackletons the powers of peace officers in that they can technically arrest their target, though the warrant has to be presented to local police forces and the arrest declared once it has been made. Despite efforts to limit the practice, the upper class of society does tend to use the warrants to ensure that opponents turn up for duels arranged to settle disputes.

Game & Adventure Ideas

The common way for the Shackletons to be used in your games is as adversaries of the players, especially if the players have run afoul of a nobleman. Alternatively, the Shackletons could work with the players either to help the players or have the players help the detectives escort a 'prisoner'.

It is suggested that the Shackletons have d8 in skills such as Intimidation, Notice, Shooting and any other skill that is felt to be suitable.
Categories: Company News

Running Meaningful Random Encounters

Sly Flourish - Mon, 11/19/2018 - 06:00

In a previous article on Sly Flourish we talked about the value of randomness and creativity in D&D and breaking conventional thought with random tables. Randomness is obviously a big part of the gameplay of Dungeons & Dragons. We're rolling dice all the time while the story unfolds during the game. We might even think of the die, and randomness in general, as an additional player in the game, one who steers the direction of the game in ways we could not have expected.

So we all take it for granted that randomness is a core component of the game (ability checks, attack rolls, and the like), but we might not consider how randomness can affect larger parts of the story as well, like the potential scenes that take place.

Random encounters go back to the beginning of D&D. Against the Giants and Descent into the Depths both published in 1978 included wandering monster tables that made these adventures feel alive and unpredictable. Even the DM didn't know where things were necessarily going to go.

Nearly all of the fifth edition D&D hardback adventures include robust random encounter tables with encounters for many environments and detailed descriptions of what the characters might find in the encounter. Xanathar's Guide to Everything includes a bunch of random encounter tables based on environments that we can use for our own adventures. I've also included a set of random dungeon encounters in the Lazy DM's Workbook.

Criticism of Random Encounters

While many DMs are fine with random encounters, some DMs don't like them at all. Criticisms against random encounters include, generally, two main themes: they take away from the main story of an adventure and they take up valuable game time. These criticisms aren't necessarily wrong but there are ways we can incorporate random encounters that make them an interesting and exciting part of the story instead of a distraction. We can steer how we use random encounters to stay true to the story, expand the world, and liven up the game for both our players and ourselves by introducing the unexpected. Today we'll look at some of the ways to get the most out of random encounters in our D&D games.

Cooking At The Table

Why would we want to use random encounters at all? Why not plan out all the encounters that the characters will face so we can tune them very carefully around the story? As we talked about in the article Randomness and Creativity we recognize that sometimes random elements can make us more creative. We'll avoid stereotypes. We'll push our minds towards new ideas we might not have seen otherwise. Just as the dice we roll for a character affects the outcome of a story, so can the dice help us see what scenes might take place.

Rolling for random encounters is a bit like cooking at the table instead of in the kitchen. We have the ingredients all set up for us but a couple of die rolls might change things up in ways we didn't expect.

For some DMs, this is scary. We like to have control over the game and might even feel like that control is critical to ensure the game will be fun. Sometimes, though, we have to just let go. For others, though, it can be a great way to sharpen our ability to improvise right at the table. We don't roll random encounters to divert the story of the game. We roll random encounters to find new and interesting ways to expand that story.

Use Theater of the Mind

The fact that random encounters add time to our games is hard to get past. If our games are already constrained, random encounters are likely the first thing to go. One way we can manage the time is to skip the battle map and handle the scene all in our conversations. First off, the random encounter might not end in combat anyway. Characters might sneak by, negotiate their way past, or find some other way to get out of the situation without drawing a sword. If we pull out a mat, we're telegraphing to our players that combat is the likely way out. If we keep it aside, the players might try other ways to navigate the scene.

If it does come to combat, we can stay with our narrative approach by running combat in the theater of the mind. This keeps things moving fast and keeps the players in the story instead of worrying about tactical positioning. Even if you use the grid for big battles, running smaller battles in the theater of the mind is a great approach to keep on hand, particularly for random encounters.

Situations and Undefined Scenes

When we introduce a random encounter, it works well when we think of it as a situation the characters are going to get involved in. We don't have to consider what type of scene it is: exploration, roleplaying, or combat. Instead, we can focus on the fiction. Even if it's a horrible monster, the characters might find another way out of the situation than sword and spell. The less we define an encounter, the more freedom the players have to navigate it. This works well for the whole game, really, but it works particularly well for random encounters.

Tying Secrets and Clues to Random Encounters

I'm a huge fan of secrets and clues as an improvisational aid and preparation technique. It's the cornerstone of the checklist in Return of the Lazy Dungeon Master. The keys to a great secret and clue is that it's relatively short, it matters to the characters, and we don't know how it will come up during the game.

Random encounters are a great way to use those secrets and clues we prepared. Often we can reveal a valuable clue through a random encounter. When this works well it feels like magic. Suddenly something we couldn't anticipate came true at the table and tied directly into the story. We had a secret but didn't know where it would come up. We have an encounter we didn't expect but rolled the dice and there it is. Put the two together and we have the very example of how the story unfolds at the table.

Don't be a Slave to the Dice

Sometimes you roll the dice for a random encounter and it just doesn't work out. You either roll an encounter that already happened or that just doesn't make sense for the situation. We need not accept such weird answers. It helps to take a moment and really think about how it might make sense. The dice, after all, are helping us break out of our current creative shell and think differently. If it really doesn't work out, roll again or let your eyes wander up and down the list of random encounters and pick one that makes sense.

The Right Tool for the Right Job

There are circumstances when random encounters really don't fit well at all. If you're running a single-session time-focused game, like a convention Adventurer's League game, you probably don't want to throw in a random encounter. I don't think many Adventurer's League adventures include random encounters for this very reason.

If you're running a homebrew single-session adventure, however, you can account for the extra time within the structure of the adventure. If the characters are navigating an old crypt to find the remains of the Blood Prince, you might account for a random encounter within the tomb as they seek the villain.

Avoid Building Your Own Random Encounter Lists

Here's a bit of a controversial statement. As DMs, I don't think its a valuable use of our time to come up with our own random encounter lists. Instead, we can just come up with encounters. Leave the random encounter lists to publishers and random encounter generators. Game designers get paid to make large lists of random encounters, knowing that many of them will not get used by any single player but that, overall, they will have a high impact on the games played among many groups.

When we DMs write out random encounter lists, we're not likely to use it very often and thus a lot of our effort is wasted. Our time is better spent designing actual situations we know the characters will face and using random encounter lists to help us think outside of our own mind a little bit. Others may likely argue against this, and that's fine, but consider how much impact the whole random encounter list you write affects your actual game and decide if it's worth the time or if that time is better spent elsewhere. That is, after all, the number one lesson of Return of the Lazy Dungeon Master.

Prepare what matters.

Categories: Blogs, D&D

Freedom Squadron Digital Extras Bundle

RPGNow - Mon, 11/19/2018 - 05:44
Freedom Squadron Digital Extras BundlePublisher: Evil Beagle Games
Freedom Squadron Stretch Goals!

This is the Digital Stretch Goal Bundle that all backers helped unlock. There's a ton of goodies to enhance your Freedom Squadron gaming experience, including: 

  • Three adventures written by Raymond Bruells III, entitled Desecration of HeroesSting of the WASP, and The Island of Professor Mortis.
  • Two adventures written by Ross Watson, entitled A Lovely Little Town and Highest Bidder.
  • Nineteen (19) pre-generated characters, representing each of the Vocation Frameworks included in the Commando's Manual.
  • Three bonus Vocation Frameworks that will appear in future books (the Occult Operations Manual and the Advanced Tech Manual): the Monster Hunter, the Shaman, and the Combat Engineer.
  • A blank character sheet
  • A set of "sticker" images you can use to create your own custom Bennies.
Price: $9.95
Categories: Company News

Freedom Squadron Digital Bundle

RPGNow - Mon, 11/19/2018 - 05:44
Freedom Squadron Digital BundlePublisher: Evil Beagle Games
Freedom Squadron Stretch Goals!

This is the Digital Stretch Goal Bundle that all backers helped unlock. There's a ton of goodies to enhance your Freedom Squadron gaming experience, including: 

  • Three adventures written by Raymond Bruells III, entitled Desecration of HeroesSting of the WASP, and The Island of Professor Mortis.
  • Two adventures written by Ross Watson, entitled A Lovely Little Town and Highest Bidder.
  • Nineteen (19) pre-generated characters, representing each of the Vocation Frameworks included in the Commando's Manual.
  • Three bonus Vocation Frameworks that will appear in future books (the Occult Operations Manual and the Advanced Tech Manual): the Monster Hunter, the Shaman, and the Combat Engineer.
  • A blank character sheet
  • A set of "sticker" images you can use to create your own custom Bennies.
Price: $9.95
Categories: Company News

Freedom Squadron Plans & Operations Manual

RPGNow - Mon, 11/19/2018 - 05:30
Freedom Squadron Plans & Operations ManualPublisher: Evil Beagle Games
Heads Up, Commandos!

General Steel issued the mandate – stop VENOM’s latest scheme at all costs! Mirage gathered the initial intel, Top Boss crunched the numbers, and Uplink sent out the call. Now Sundown is calling you onto the Hornet so he can get you to the rendezvous with the rest of your mission team. 

Now it’s up to you and your fellow Commandos to work up the plan, insert into the op-zone, bypass security, talk your way past the front office people, hack the systems, and take out the Pythons you find guarding that last vault.

It all comes down to making a good plan and executing a solid operation! The Freedom Squadron Plans & Operations Manual is everything you need to generate adventures and scenarios, as well as learn all about the world of VENOM Assault and Freedom Squadron:

  • The new and highly innovative Plans & Operations rules, developed by Sean Patrick Fannon to enable GMs and players to narratively work together to create immersive, multi-faceted “mission montages” that use all of a team’s skills and resources while encouraging maximum narrative creativity for each player.
  • A Mission Generator that works for Freedom Squadron or any modern post-modern setting featuring military and special operative heroes.
  • A richly detailed history of the world of Freedom Squadron and VENOM, with a Timeline that covers everything from pre-history all the way through the end of World War III and the founding of Freedom Squadron.
  • A system of special Mission Rewards that includes a new Contacts system, enabling players to develop special connections and relationships with specialists who can help them in future missions.
  • Files and stats for lots of VENOM bad guys as well as Mission Specialists that can be called in to fill gaps in a team’s capabilities.

Savage Worlds was created to handle the kinds of games I often like to play and run, where you can be a badass fighter or wizard or whatever, but you can also be a leader. A planner. I’m proud of how the game accommodates that, and my friend Sean Patrick Fannon has added even more to it in Freedom Squadron.

I had a blast in the Plans & Operations phase riffing off the other players, figuring out how best to use our individual characters’ skills, and then watching it all come together in the adventures that followed. Sean isn’t afraid of big games and big ideas, and this may be his best yet. I can’t wait to back, buy, and run it myself!” - Shane Hensley, Creator of Savage Worlds

Grab this manual and get cracking on missions against VENOM and the other threats that endanger the whole world. Welcome to Freedom Squadron!

Price: $16.95
Categories: Company News

Freedom Squadron Plans & Operations Deck

RPGNow - Mon, 11/19/2018 - 05:29
Freedom Squadron Plans & Operations DeckPublisher: Evil Beagle Games
The Tools to Run the Op!

This is the Printed version of the Plans & Operations Deck, a key tool for using the Plans & Operations Manual for Freedom Squadron. This deck is also incredibly useful for any campaign where you want to use those highly flexible and narrative rules for running anything from an insertion into a single enemy stronghold to a global investigation into enemy activity.

Savage Worlds was created to handle the kinds of games I often like to play and run, where you can be a badass fighter or wizard or whatever, but you can also be a leader. A planner. I’m proud of how the game accommodates that, and my friend Sean Patrick Fannon has added even more to it in Freedom Squadron. 

I had a blast in the Plans & Operations phase riffing off the other players, figuring out how best to use our individual characters’ skills, and then watching it all come together in the adventures that followed. Sean isn’t afraid of big games and big ideas, and this may be his best yet. I can’t wait to back, buy, and run it myself!” - Shane Hensley, Creator of Savage Worlds

The Freedom Squadron for Savage Worlds' Plans and Operations Deck has a total of 97 cards/deck. You'll want the Freedom Squadron Plans & Operations Manual at a minimum, and probably the Freedom Squadron Commando's Manual for the full experience. All of this is for use with the Savage Worlds game system by Pinnacle Entertainment.

Price: $3.95
Categories: Company News

Freedom Squadron Commando's Manual

RPGNow - Mon, 11/19/2018 - 05:28
Freedom Squadron Commando's ManualPublisher: Evil Beagle Games
For Freedom!

It’s the year 2051, and World War III only ended two years ago. Even as the world began to rebuild from the conflagration, humanity was rocked by the revelation that a massive organization engaged in a terrible conspiracy to bring Earth to its knees and under their control. VENOM became the enemy of all freedom-loving people, using military might, criminal undertakings, weird science, occult mysteries, and economic warfare to attack humanity and install their mighty leader, VENOM Commander, firmly in control of the world.

But Freedom Squadron has something to say about that! Formed by the allies of the Trans-Atlantic Coalition, under the auspices of the United Nations, Freedom Squadron is an international force comprised of elite soldiers, sailors, pilots, special agents, first responders, and more, all dedicated to protecting the Earth from VENOM and other terrible forces and
strange, mysterious dangers.

The Freedom Squadron Commando’s Manual is everything you need to create a hero ready to take the battle to VENOM, using the Savage Worlds system:

  • Vocation Frameworks like Athlete, Guerilla Fighter, Law Enforcement Officer, Medic, Ninja, Pilot, Sailor, Soldier, Spy, and many more!
  • Hero’s Journey Specialization Tables such as Black Ops, Close Quarters Combat, Command, Intelligence, Naval Operations, Special Operations, Tech & Engineering, and more!
  • New Edges, including Carnage Corps, Fighting Style, Operational Planning, Strange DNA, Zone Specialist, and more!
  • Introducing Focuses, special enhancements to Skills that both simplifies and fleshes out the Skill system of Savage Worlds.
  • Tons of Gear - weapons, armor, vehicles, and more! 

Grab this manual and get started on earning your Code Name, Recruit! Welcome to Freedom Squadron!

Price: $16.95
Categories: Company News

Freedom Squadron Plans & Operations Print-and-Play P&O Deck

RPGNow - Mon, 11/19/2018 - 05:28
Freedom Squadron Plans & Operations Print-and-Play P&O DeckPublisher: Evil Beagle Games
The Tools to Run the Op!

This is the Print-and-Play version of the Plans & Operations Deck, a key tool for using the Plans & Operations Manual for Freedom Squadron. This deck is also incredibly useful for any campaign where you want to use those highly flexible and narrative rules for running anything from an insertion into a single enemy stronghold to a global investigation into enemy activity.

Savage Worlds was created to handle the kinds of games I often like to play and run, where you can be a badass fighter or wizard or whatever, but you can also be a leader. A planner. I’m proud of how the game accommodates that, and my friend Sean Patrick Fannon has added even more to it in Freedom Squadron. 

I had a blast in the Plans & Operations phase riffing off the other players, figuring out how best to use our individual characters’ skills, and then watching it all come together in the adventures that followed. Sean isn’t afraid of big games and big ideas, and this may be his best yet. I can’t wait to back, buy, and run it myself!” - Shane Hensley, Creator of Savage Worlds

The Freedom Squadron for Savage Worlds' Plans and Operations Deck has a total of 97 cards/deck. You'll want the Freedom Squadron Plans & Operations Manual at a minimum, and probably the Freedom Squadron Commando's Manual for the full experience. All of this is for use with the Savage Worlds game system by Pinnacle Entertainment.

Price: $3.95
Categories: Company News

Grim & Perilous Library Content Guidelines #GrimAndPerilous

RPGNow - Mon, 11/19/2018 - 03:19
Grim & Perilous Library Content Guidelines #GrimAndPerilousPublisher: Grim & Perilous Studios

Looking to write and publish your own adventure or creature for ZWEIHÄNDER Grim & Perilous RPG? Contained within is the content guidelines for the Grim & Perilous Library - a community content program, exclusively at DriveThruRPG!

Grab the official Grim & Perilous Library Content Guidelines today, and begin creating your own world of grim & perilous adventure!


Version Control

V1: Uploaded November 18, 2018


Welcome to the Grim & Perilous Library, a community-driven content program for Zweihänder Grim & Perilous RPG! You can review the Licensing details for the Grim & Perilous Library at DriveThruRPG through the community content portal, or at our home website here.

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ZWEIHÄNDER Grim & Perilous RPG is the ENnie Award-winning Best Game and Product of the Year for 2018!

As featured on Forbes, ranked in the top 20 best selling, Platinum Rated on DriveThruRPG and having sold over 26,000 physical copies and 62,000 digital copies worldwide, ZWEIHÄNDER Grim & Perilous RPG is a bloodier, grimmer and grittier version of classic tabletop role-playing games you may already familiar with. The community calls this style of gaming the “pathetic aesthetic”, but we simply call it grim & perilous gaming.

Using the classical D100 system, you will create grim characters, write perilous adventures and build low fantasy & dark fantasy campaigns. These rules are perfectly suitable to run Renaissance and medieval-styled adventures, too. You can also use this book to craft homebrew stories set in the works of Andrzej Sapkowski The WitcherGeorge R.R. Martin's A Song of Ice And FireGlen Cook's Black CompanyScott Lynch's Gentlemen Bastards and other ‘grimdark’-inspired worlds.

ZWEIHÄNDER Grim & Perilous RPG is a retro-clone spiritual successor to Warhammer Fantasy Roleplay first and second editions, an unrepentant OSR heartbreaker released under Creative Commons License Share-Alike. It is a fantasy tabletop role-playing game, one where adventurers will:

  • Live in a gritty, ‘realistic’ fantasy world
  • Make morally grey decisions & enact vicious reprisals
  • Uncover insidious plots & political intrigue
  • Desperately fight in clandestine & open field combat
  • Defend themselves from injuries, madness & mutations
  • Take part in heart-pumping chase scenes
  • Venture into the wilderness & survive its perils
  • Encounter sanity-blasting creatures & their minions

This 692 page, all-in-one game includes most of what you need to play: a character creation guide, game mastery rules and a bestiary brimming with creatures both fair & foul. All that’s left to gather are a few friends, pencils and a handful of dice.

ZWEIHÄNDER awaits, and the fate of your grim & perilous tale hangs in the balance!

Price: $0.00
Categories: Company News

Head Of The Family: A One Page Adventure for 3.5 Edition

RPGNow - Mon, 11/19/2018 - 03:15
 A One Page Adventure for 3.5 EditionPublisher: High Level Games

For a Standard Party of Levels 3-6

“I don’t know what you expected to accomplish with your big
words and your fancy magic, but we don’t turn on our own
around here. Best you went back where you came from.”

Not all is what it seems in the village of Avaben. No, what appears to be a young sweet girl may be anything but. 

This is our latest in our series of One Page Adventures for various fantasy RPG settings. It can be dropped into any setting and is written so that it can be run as a starter quest, part of a longer adventure, a side quest if you are out of ideas, or even as a one-shot adventure! 

Price: $1.00
Categories: Company News

Creator's Kit #GrimAndPerilous [BUNDLE]

RPGNow - Mon, 11/19/2018 - 03:10
Creator's Kit #GrimAndPerilous [BUNDLE]Publisher: Grim & Perilous Studios
This special bundle product contains the following titles.



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Looking to write and publish your own adventure or creature for ZWEIHÄNDER Grim & Perilous RPG? Using these easy-to-use templates, now you can! Files include: Cover & interior templates in the following formats: OpenOffice, InDesign & Word Embedded fonts Sample images for sidebars & call-out boxes Banner files Logos in various formats & sizes (greyscale/color) Grab the official Art Pack (Magick Cards) today, and begin creating your own world of grim & perilous adventure! Version Control V1: Uploaded July 2, 2018 Welcome to the Grim & Perilous Library, a community-driven content program for Zweihänder Grim & Perilous RPG! You can review the Licensing details for the Grim & Perilous Library at DriveThruRPG...

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Looking to write and publish your own adventure or creature for ZWEIHÄNDER Grim & Perilous RPG? Using these easy-to-use art packs, now you can! Files include: Template files Arcane Magick artwork Divine Magick artwork Grab the official Art Pack (Magick Cards) today, and begin creating your own world of grim & perilous adventure! Version Control V1: Uploaded July 31, 2018 Welcome to the Grim & Perilous Library, a community-driven content program for Zweihänder Grim & Perilous RPG! You can review the Licensing details for the Grim & Perilous Library at DriveThruRPG through the community content portal, or at our home website here. ---------------------------------------------------------------------------------------...

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Looking to write and publish your own adventure or creature for ZWEIHÄNDER Grim & Perilous RPG? Using these easy-to-use art packs, now you can! Files include: Border files Cartouches Rockers Grab the official Art Pack (Cartouches) today, and begin creating your own world of grim & perilous adventure! Version Control V1: Uploaded July 31, 2018 Welcome to the Grim & Perilous Library, a community-driven content program for Zweihänder Grim & Perilous RPG! You can review the Licensing details for the Grim & Perilous Library at DriveThruRPG through the community content portal, or at our home website here. ---------------------------------------------------------------------------------------------------- ZWE...

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Art Pack (Bestiary A-Z) #GrimAndPerilous
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Looking to write and publish your own adventure or creature for ZWEIHÄNDER Grim & Perilous RPG? Using these easy-to-use art packs, now you can! Files include: Every censored and uncensored image from the bestiary, A-Z Grab the official Art Pack (Bestiaryl) today, and begin creating your own world of grim & perilous adventure! Version Control V1: Uploaded July 31, 2018 Welcome to the Grim & Perilous Library, a community-driven content program for Zweihänder Grim & Perilous RPG! You can review the Licensing details for the Grim & Perilous Library at DriveThruRPG through the community content portal, or at our home website here. -----------------------------------------------------------------------------------------------...

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Looking to write and publish your own adventure or creature for ZWEIHÄNDER Grim & Perilous RPG? Using these easy-to-use art packs, now you can! Files include: Archetypes A-Z Races A-Z Grab the official Art Pack (Archetypes and Races) today, and begin creating your own world of grim & perilous adventure! Version Control V1: Uploaded July 31, 2018 Welcome to the Grim & Perilous Library, a community-driven content program for Zweihänder Grim & Perilous RPG! You can review the Licensing details for the Grim & Perilous Library at DriveThruRPG through the community content portal, or at our home website here. ---------------------------------------------------------------------------------------------------- ZWEIHÄ...

Grim & Perilous Library Content Guidelines #GrimAndPerilous
Regular price: $0.00
Bundle price: $0.00
Format: Watermarked PDF
Looking to write and publish your own adventure or creature for ZWEIHÄNDER Grim & Perilous RPG? Contained within is the content guidelines for the Grim & Perilous Library - a community content program, exclusively at DriveThruRPG! Grab the official Grim & Perilous Library Content Guidelines today, and begin creating your own world of grim & perilous adventure! Version Control V1: Uploaded November 18, 2018 Welcome to the Grim & Perilous Library, a community-driven content program for Zweihänder Grim & Perilous RPG! You can review the Licensing details for the Grim & Perilous Library at DriveThruRPG through the community content portal, or at our home website here. --------------------------------------------------...

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Looking to write and publish your own adventure, professions or creature for ZWEIHÄNDER Grim & Perilous RPG? This MS Word document (.docx) is optional template for own writing. It's been done with permission from Grim & Perilous Studious by www.kalevalahammer.com. I have used their border graphics and connected them to one A4 template, which is set background (as Watermark). After this adjusted header and footer little and now there is easy to use Word template. I have used original Word template details for headers and examples, but created new tables....

Art Pack (Kickstarter Exclusive Artwork) #GrimAndPerilous
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Bundle price: $0.00
Format: Watermarked PDF
Looking to write and publish your own adventure or creature for ZWEIHÄNDER Grim & Perilous RPG? Using these easy-to-use art packs, now you can! All of the files are high resolution .jpgs, and perfect to print out in poster format or as a desktop background! They include: Zweihänder Grim & Perilous RPG front cover by Jussi Alarauhio Zweihänder Grim & Perilous RPG front cover alt (all men) front cover by Jussi Alarauhio Zweihänder Grim & Perilous RPG back cover by Jussi Alarauhio Gamemaster's Screen illustration by Dejan Mandic Zweihänder Grim & Perilous RPG Kickstarter-exclusive front & back cover by Dejan Mandic Zweihander logo file Grab the official Art Pack (Kickstarter Exclusive Artwork) today, and begin creating your own w...

Art Pack (MAIN GAUCHE Wallpaper) #GrimAndPerilous
Regular price: $0.00
Bundle price: $0.00
Format: Watermarked PDF
Looking to write and publish your own adventure or creature for ZWEIHÄNDER Grim & Perilous RPG? Using these easy-to-use art packs, now you can! Within this download, you'll find the desktop wallpaper for MAIN GAUCHE, featuring the original wrap-around cover art by Ken Duquet. This image shows our four anti-heroines fighting against the mutated, corrupted forces of "order". Grab the official Art Pack (MAIN GAUCHE Wallpaper) today, and begin creating your own world of grim & perilous adventure! Version Control V1: Uploaded September 6th, 2018 Welcome to the Grim & Perilous Library, a community-driven content program for Zweihänder Grim & Perilous RPG! You can review the Licensing details for the Grim & Perilous Library at DriveThruRPG ...

Total value: $2.99 Special bundle price: $0.00 Savings of: $2.99 (0%) Price: $2.99
Categories: Company News

Clipart Critters 503 - Headshot Zombie

RPGNow - Mon, 11/19/2018 - 03:07
Clipart Critters 503 - Headshot ZombiePublisher: Postmortem Studios

Ah, zombies! Those staples of pretty much every modern horror game. Headshots are usually a good way to put a stop to them, but it doesn't seem to be slowing this particular member of the post-living crowd down much! A perfect spot illo to errr..liven? up your next horror publication! 

Subject to the included license information. Printed size will be up to 2864 x 2864 pixels (4.8" wide by 4.8" tall) as a 600 ppi layered TIFF. Included is a lo-rez version for easy online advertising.

This artwork is copyright (C) 2018 Bradley K McDevitt. You can use this image in commercial or fan projects, however you may not publish it as clip art. Any company that uses images from 'Clip Art Critters' is required to place the artist's name amongst the credits.

Price: $5.00
Categories: Company News

Head Of the Family: A One Page Adventure for Pathfinder

RPGNow - Mon, 11/19/2018 - 03:07
 A One Page Adventure for PathfinderPublisher: High Level Games

For a Standard Party of Levels 3-6

“I don’t know what you expected to accomplish with your big
words and your fancy magic, but we don’t turn on our own
around here. Best you went back where you came from.”

Not all is what it seems in the village of Avaben. No, what appears to be a young sweet girl may be anything but. 

This is our latest in our series of One Page Adventures for various fantasy RPG settings. It can be dropped into any setting and is written so that it can be run as a starter quest, part of a longer adventure, a side quest if you are out of ideas, or even as a one-shot adventure! 

Price: $1.00
Categories: Company News

Head Of The Family: A One-Page Adventure for 13th Age

RPGNow - Mon, 11/19/2018 - 02:59
 A One-Page Adventure for 13th AgePublisher: High Level Games

For a Standard Party of Levels 3-6

“I don’t know what you expected to accomplish with your big
words and your fancy magic, but we don’t turn on our own
around here. Best you went back where you came from.”

Not all is what it seems in the village of Avaben. No, what appears to be a young sweet girl may be anything but. 

This is our latest in our series of One Page Adventures for various fantasy RPG settings. It can be dropped into any setting and is written so that it can be run as a starter quest, part of a longer adventure, a side quest if you are out of ideas, or even as a one-shot adventure! 

Price: $1.00
Categories: Company News

Head of the Family: A One Page Adventure for Savage Worlds

RPGNow - Mon, 11/19/2018 - 02:43
 A One Page Adventure for Savage WorldsPublisher: High Level Games

For all Savage Worlds Adventures

“I don’t know what you expected to accomplish with your big
words and your fancy magic, but we don’t turn on our own
around here. Best you went back where you came from.”

Not all is what it seems in the village of Avaben. No, what appears to be a young sweet girl may be anything but. 

This is our latest in our series of One Page Adventures for various fantasy RPG settings. It can be dropped into any setting and is written so that it can be run as a starter quest, part of a longer adventure, a side quest if you are out of ideas, or even as a one-shot adventure! 

Price: $1.00
Categories: Company News

OPERATION: NAZI SMASHER (5E) (Charity Product)

RPGNow - Mon, 11/19/2018 - 02:05
 NAZI SMASHER (5E) (Charity Product)Publisher: Legendary Games

A Hypercorps 2099 adventure set in WW2 for 5th Edition PCs of 16th level or 8th level [Hyper Score 6] using the 5E and Hyper Score rules.

After the despicable display of bigotry and hatred in Charlottesville VA in August 2017 a group of artists, designers, and writers joined together to do something about it. This thrilling adventure is the result of our work and the proceeds of every single purchase go directly to charitable efforts focusing on anti-hatred causes (specifically but not limited to the Southern Poverty Law Center and Black Lives Matter).

Everything you need to play the game is included and you have our gratitude for taking part in the fight against injustice. Go pick your favorite patriotic superhero from Task Force V (or make your own) and smash some nazis!

What’s inside Operation: Nazi Smasher:

  • Cover artwork by world renowned illustrator Claudio Pozas

  • A full color 21-page adventure for raiding the bowels of Castle Verzweifer, the last and most desperate effort of the Reich’s final days at the end of World War 2

  • Four full-page maps for a nazi outpost, the exterior of Castle Verzweifer, and the dungeons below it

  • Original illustrations for every character in the module as well as full-page pieces by a coterie of great artists

  • A dozen different nazi statblocks to defeat including SS soldiers, genetically modified commandos, occult mages, mad scientists, and Baroness von Helena Kriegstalhz the Heldenschlager (Killer of Heroes)

  • TASK FORCE V: A team of 7 alter sapiens in one of the Allied Forces’ most powerful teams of special agents—enough pregenerated PCs that the game can begin as soon as the last player sits down at the table [included in print, separate download for PDF]

  • The entire Hyper Score system with revisions, improvements, and updates from its original iteration so if the party wants to make their own patriotic super heroes, everything they need is available

  • A reprint of the Veloces base class for the player that demands to be a speedster

  • PDF for printing out Character Pawns for every NPC and pregenerated PC in the adventure [included in print, separate download for PDF]

  • High-resolution versions of all the maps for use with VTT (4 versions of each map)

PLAY TIPS FROM ORDER OF THE AMBER DIE
(Check out their playthrough at www.OperationNaziSmasher.com!)

Start the first game session by showing a clip from Band of Brothers to open the adventure—start Episode 2 at 4:32, fade out volume at 5:32 and read the following before the module’s beginning readaloud:

In these planes: Easy Company, 101st Airborne Division, who air-dropped into Normandy on the Day of Days, who paid lives for houses in Carentan, who survived surrounded in snow at Bastogne—who found a way through to the end of the war. The men of Easy Company are your companions on this mission...


As the party parachutes onto the nazi outpost, add this extra readaloud:

As soon as they open fire, you hope that it's staccato burst of MG 34, but instead it’s the distinct sound of something far worse. A sound created by the release of so many bullets in rapid succession that they become indistinguishable from each other—soldiers who’ve faced it describe it only as the sound of a bed sheet tearing...these are MG42s, one of the most feared weapons in the nazi arsenal.


Price: $10.00
Categories: Company News

Head of The Family: A One Page Adventure For 5th Edition

RPGNow - Mon, 11/19/2018 - 02:03
 A One Page Adventure For 5th EditionPublisher: High Level Games

For a Standard Party of Levels 3-6

“I don’t know what you expected to accomplish with your big
words and your fancy magic, but we don’t turn on our own
around here. Best you went back where you came from.”

Not all is what it seems in the village of Avaben. No, what appears to be a young sweet girl may be anything but. 

This is our latest in our series of One Page Adventures for various fantasy RPG settings. It can be dropped into any setting and is written so that it can be run as a starter quest, part of a longer adventure, a side quest if you are out of ideas, or even as a one-shot adventure! 

Price: $1.00
Categories: Company News

Sorcerer's Companion

RPGNow - Mon, 11/19/2018 - 01:46
Sorcerer's CompanionPublisher: White Wolf

The Sorcerer's Companion provides new options for Players and advice for Storytellers of Sorcerer games utilizing Sorcerer Revised's systems.

Included inside are:

  • Advice for creating and playing Sorcerers in an M20 Chronicle.
  • Mechanics and Societies for "Disparate" Sorcerers among other denizens of the World of Darkness, such as the Followers of Set or the Crystal Circle.
  • Two Paths converted for Sorcerer Revised's Aspect-based systems (Dowsing and Spirit-Chasing).
  • Two brand new Paths of Sorcery (Chronomancy and Illusion).
  • 75+ Rituals for the above and existing Paths.
  • New Backgrounds, Merits, and Flaws for Sorcerer characters.
Price: $7.95
Categories: Company News

Savage Thunderscape: Aden Gazette 20 - The Near Planes

RPGNow - Mon, 11/19/2018 - 01:08
 Aden Gazette 20 - The Near PlanesPublisher: Kyoudai Games

WARNING: This is the Savage Worlds version of this product.

Aden is a vast and diverse world, but it is only one of many worlds that exist within the universe. There are other realms that can scarcely be imagined, ones that can only be visited with the most powerful magic, and that contain both wonders and horrors that can scarcely be believed even by those who witness them. Those that are closest to Aden, metaphysically speaking, are known as the Near Planes.

This gazette includes descriptions of some of the most commonly accessible planes in the cosmology of Aden, including the Elemental Planes of Air, Earth, Fire, and Water; the deadly realm of Arcadia, home of the fey; and the enigmatic Jhundata, a crawling realm currently closely linked to the nation of Kyan. Included is a new Edge, Student of the Planes!

Price: $1.49
Categories: Company News

RPG Review: Star Wars: The Roleplaying Game 30th Anniversary Edition (2018)

RPGnet - Mon, 11/19/2018 - 00:00
Playtest Review by Antonios S (4/4): The Star Wars RPG that started them all gets the luxury treatment. And rightfully so.
Categories: Reviews

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