

The Spell Power PDFs introduce two pages of themed content for use with the Pathfinder Roleplaying Game. Every PDF contains a full page of high-quality content (no fluff or filler)!
Spell Power: Ghostly Disguise includes a handful of new feats for fans of the ghostly disguise spell, plus plot hooks to bring your adventurers in quickly using this spell and these feats!
Feats include Deathly Disguise, Ethereal Disguise, Fearsome Disguise, Invulnerable Disguise, and Otherworldly Disguise! The plot hooks wrapped around ghostly disguise include a crafty illusionist, clever war-mages, a very savvy ghost, and a sorcerer in an ancient ruin!
Some characters choose a path of sword training, apprenticing with a magic user, studying in the echoing halls of a decrepit temple. Some acquire experience in a less traditional way. Some are chosen for greatness by hostile entities, or dead spirits, or alien minds. Those are the Possessed. The power is considerable, but comes with a weighty price.
Price: $3.95The Pathfinder Roleplaying Game offers a vast range of options for characters of all classes. This is great when a player wants to explore variations on a theme, but it comes at a cost: the character options for each class have been published across many places.
This can be intimidating to new players, and inconvenient to experienced players. The Echelon Reference Series aims to make this easier for everyone by gather information for each class into a single book.
Echelon Reference Series: Paladin Spells is a simple document that collects the paladin spell list, and all spells in it, for easy use. The spell lists are broken up by level and school, and the spells of each level are grouped together and organized by name.
This is a subset of the entire book, containing only the 4th-level paladin spells.
This is the PRD-Only version, containing information from the PRD.
This book is also included with (as a second PDF) the "3pp+PRD" version.
Price: $0.50The Pathfinder Roleplaying Game offers a vast range of options for characters of all classes. This is great when a player wants to explore variations on a theme, but it comes at a cost: the character options for each class have been published across many places.
This can be intimidating to new players, and inconvenient to experienced players. The Echelon Reference Series aims to make this easier for everyone by gather information for each class into a single book.
Echelon Reference Series: Paladin Spells is a simple document that collects the paladin spell list, and all spells in it, for easy use. The spell lists are broken up by level and school, and the spells of each level are grouped together and organized by name.
This is a subset of the entire book, containing only the 4th-level paladin spells.
This is the 3pp+PRD version, containing information from the PRD and select third-party content.
This book is also includes (as a second PDF) the "PRD-Only" version.
Price: $1.99The Pathfinder Roleplaying Game offers a vast range of options for characters of all classes. This is great when a player wants to explore variations on a theme, but it comes at a cost: the character options for each class have been published across many places.
This can be intimidating to new players, and inconvenient to experienced players. The Echelon Reference Series aims to make this easier for everyone by gather information for each class into a single book.
Echelon Reference Series: Witch Spells is a simple document that collects the witch spell list, and all spells in it, for easy use. The spell lists are broken up by level and school, and the spells of each level are grouped together and organized by name.
This is a subset of the entire book, containing only the 9th-level witch spells.
This is the PRD-Only version, containing information from the PRD.
This book is also included with (as a second PDF) the "3pp+PRD" version.
Price: $0.50The Pathfinder Roleplaying Game offers a vast range of options for characters of all classes. This is great when a player wants to explore variations on a theme, but it comes at a cost: the character options for each class have been published across many places.
This can be intimidating to new players, and inconvenient to experienced players. The Echelon Reference Series aims to make this easier for everyone by gather information for each class into a single book.
Echelon Reference Series: Witch Spells is a simple document that collects the witch spell list, and all spells in it, for easy use. The spell lists are broken up by level and school, and the spells of each level are grouped together and organized by name.
This is a subset of the entire book, containing only the 9th-level witch spells.
This is the 3pp+PRD version, containing information from the PRD and select third-party products.
This book also includes (as a second PDF) the "PRD-Only" version.
Price: $1.99This is the UEDF Tomahawk Destroid Squad Support Card for Robotech® RPG Tactics™. This card appears in the Robotech® RPG Tactics™ main box, but we're providing the PDF here free of charge for your convenience.
Price: $0.00This is the UEDF Command Destroid Upgrade Card for Robotech® RPG Tactics™. This card appears in the Robotech® RPG Tactics™ main box, but we're providing the PDF here free of charge for your convenience.
Price: $0.00Horror Month, Week Two: Confessions of a Part-Time Bad Guy
Welcome back to the Four Horsemen Blog! For Horror Month, we're looking at darker spookier themes for your fantasy role-playing game. Next week we're going to address the ideas of agency and consent in horror games, but today we're going to talk about playing evil PCs.
Most gaming groups have that guy (full disclosure, 'round these parts that's me). That guy (or gal) who wants to walk a little edgier path to be different from fellow characters. Sometimes the goal is to use some abilities most characters never get around to, like playing an antipaladin or having the option to cast the very best necromancy spells. Sometimes you want to play an evil race or start your game damned and work for redemption. I once based an entire concept for an evil character because I randomly came up with a really unique name that sounded positively wicked. As long as you're not playing a bad guy expressly to disrupt a game and ruin everyone else's fun, there's no wrong reason to wear a black hat for a while. It's just a game. Based on my experience with several evil PCs (in both wholly evil and mixed parties), I recommend the following advice.
Alignment is Descriptive
I think it is very important to remember that alignment is a descriptive term, not a proscriptive one. One should never tell me "you can't save orphans, you're chaotic evil". As a sage designer and developer once reminded me, good people can commit evil acts. They just become evil if they accept it and do it more and more often. The very idea of some villains is predicated on their former goodness. Villains can rise, heroes can fall. So alignment describes who we are most of the time, and not how a character has to behave. Sometimes, the fun of a villainous character is the fall, lowering your standards as a response of the challenges the character faces until she can no longer tell right from wrong.
Evil is also a subtype in a game that defines good and evil as objective quantities. While players and GMs are free to be flexible on what kind of behavior actually constitutes evil, a creature with the evil subtype is defined as evil. Its nature is hostility and wickedness, and exceptions (like a good lich or redeemed succubus) should be very rare. Evil player characters are vulnerable to abilities that target them, and playing an evil character responsibly means
Evil Can Be Normal
Characters that commit evil acts or have an evil agenda can appear perfectly normal for a variety of reasons. It can be surprising when a character with a prevailing dark side commits a truly selfless act, but it happens for reasons as varied as any other character. Perhaps Dr. Jekyll's alter ego is an expression of the wickedness inside him. Rick Grimes might wonder how many of the living he has to kill so he can teach the rest how to survive. The soul of Clint Eastwood's William Munny in ”Unforgiven" is thoroughly careless and evil, but he checks his violent nature for the sake of a virtuous woman, then embraces it again out of a need to provide for his family or avenge his friend.
One of the best things about Marvel's Luke Cage is the portrayal of Mariah Dillard by Alfre Woodard. Without spoiling much, we are treated to a couple of characters who begin the show as true villains, while getting to watch Dillard's character slowly embrace her own ambitions as circumstances push her toward evil. Woodard is great at showing strength and vulnerability in the same scene, and Dillard offers lots of both. She's the more interesting villain because she isn't maniacally violent or consistently criminal. Her transition is transfixing. She is fascinating because she is repulsed by some of her decision, and even when she embraces darkness, you can tell she wishes she hadn't turned out this way.
This week we launch a new product (Four Horsemen Present: Hybrid Class: Possessed) that illustrates this principle. A possessed is a hybrid witch-medium that can surrender control to her mysterious patron, who is always more disturbing and sinister. The class offers players a chance to play a complicated story where the character could be benevolent or meek, but has this force inside her that grants power and takes over when its vessel is at risk. The character may commit evil acts, and may even become evil on her own over time, her will eroded by the dark presence sharing space in her soul.
It's Not (Usually) a Social Club
A recurring evil character in some of my games is a lich necromancer with a strong sense of mercantilism and a deep sense of pride in his home country. The first time I played him was as a PC in a game full of evil PCs. The first principle out GM laid down when the campaign started was that we are not "Team Evil". Evil doesn't bind characters the way goodness does. In that game we pursued common and individual goals, and I once used a fellow character as bait to invisibly ambush a group of cave giants with a barrage of spells after they charged him. We played our evil characters, but were mindful of the fact that the point of this campaign was to be bad guys, not an average party with a list of feats and spells. It was very clear from the beginning that while good guys might appeal to the altruism of good NPCs, we weren't getting much out of evil NPCs unless we could advance their agenda.
To be sure, evil characters can love truly and have devoted friendships, but they don't get along intrinsically because they all share the bond of wickedness. In fact, perhaps the most fertile ground for in-character roleplay is in whatever commonality allows evil PCs to work together. Having a common enemy or goal, a sense of patriotism, sharing a faith, or other dynamics can create the opportunity to work together like any good party (until you catch one of them stealing from you and you have to turn him into a zombie porter).
Be Proactive
Okay...for sure DO NOT steal from the 3rd edition necromancer who drops haste and improved invisibility, then fly and a DC 30 finger of death on your enemies. You'll end up as a zombie porter. Trust me on this. But do pursue your character's agenda. An evil character who has the same goals and behavior as his party is boring. Pretty much any time I play, the world is my sandbox. Your evil character should want to build temples to dark gods or prove there's no paladin he can't kill. Maybe he is predictably greedy an unable to keep a promise if there's gold involved. Maybe he's a ghoul rogue who starved to death in prison and wants to build a powerful guild. Whatever defines your character, make sure she has a list of things to do and walks the left-hand path while doing it.
Be sure to encourage your fellow players to follow their own stories, too. Sometimes a party of mixed alignments turns into a disruptive evil player (shame on you) or a party of folk trying to catch the evil player being evil (shame on them). Meanwhile there's an actual antagonist being ignored, and your GM is getting away with not having to plan encounters because the PCs are on a collision course or spending all their time arguing over acceptable PC behavior. Make sure you have your plan, encourage them to have theirs, and everyone cooperate to make the plans intersect so the story moves forward.
Play to the Party
I mentioned before that we'll talk next week about agency and consent. When playing an evil character in a mostly nonevil party, it's important to remember you aren't the main character. Other players deserve their stage time and they may object to your character's methods and intentions. That dynamic makes for really great roleplay if everyone's having fun. But don't turn it up to eleven when your friends aren't interested in seeing it. There are two ways I follow this principle. The first is to avoid certain acts and moods altogether. Some ideas just don't have merit and don't have a place at a gaming table. Some tables will have a longer list of complete taboos than others, so make sure the sorts of sins your evil PC wants to explore are okay for your audience, friends, and fellow players. The other way is to know when to fade to black. By this I mean alluding to an evil act or awful behavior juuuust enough so that people get the idea, and then ending the scene without having to offer much detail.
I believe allusion to evil behavior is your friend and the details of evil acts is your enemy. I have very little interest in gratuitous evil acts, much preferring to be telling a big story and moving a plot forward. Offering the details of torturing a prisoner or seducing a princess just gives you a new low to reach for to keep things interesting. Instead, I focus my scenes on accomplishing things on my agenda rather than trying to shock myself or my friends.
It's also important to remember that we're talking about a game, which by definition requires oversimplifications. Trapped on an actual battlefield with ogre thugs and giants throwing huge rocks, most of us would fold up like lawn chairs. We'd leave our ball and go home. As a result of our relatively comfortable life free from rakshasas and winter wights, we have little idea how much violence we'd tolerate in self-defense, much less actual evil and wickedness as a matter of our character. There are tables out there where fully half of the action taken is actually evil. You were caught masquerading as the town guard after curfew? You might have had good intentions, but murdering actual city guards when you're busted is evil. Wanna play a smiling vagabond who steals gold from folk shopping at the bazaar? How edgy and rakish of you. Also stealing is evil. The game can be less fun when we micromanage the definition of evil until we're all playing accountants and insurance salesmen driving the speed limit and never actually touching a sword. Remember that your fellow players want to tell their story their way.
During horror month, we hope you'll enjoy our two products designed with spooky player characters in mind. Use them to play evil characters in dark games and enjoy the thrill of edgy storytelling. Just don't upset your friends or yourself in the process. Join us next week when we talk more about horror roleplaying. In the mean time, tell your GMs I said you're all zombie porters now.
Price: $0.00Bluebeard’s Bride is an investigatory horror tabletop roleplaying game, written and designed by Whitney “Strix” Beltrán, Marissa Kelly, and Sarah Richardson, and based on the Bluebeard fairy tale.
In this game you and your friends explore Bluebeard’s home as the Bride, creating your own beautifully tragic version of the dark fairy tale. Investigate rooms, discover the truth of what happened, experience the nightmarish phantasmagoria of this broken place, and decide whether or not you are a faithful or disloyal bride.
Bluebeard’s Bride is based on the Powered by the Apocalypse system used in Apocalypse World, Dungeon World, Monsterhearts, Masks, and more. It’s a simple system; when your character takes an action that fits a move, the move tells you what happens, or you roll two six-sided dice to find out. Since this is a horror game, we have modified it so that the majority of moves use no dice; this harkens back to telling ghost stories around the fire.
These files are a beta playtest for the game. It is still in development, and your feedback can help us bring it home! If you play the game, please come to the community and tell us all about it: https://plus.google.com/u/0/communities/112865691443527494870
Price: $0.00The Reptile Riders: Cavalry Pack is stomping out of the ancient swamps and straight to your game table! This versatile pack of paper miniatures includes everything you need to bring cold-blooded chaos to your game. It includes two different mounts and two riders. The riders can be removed from their beasts. If a rider dismounts, they can be replaced with a standing version! The riders can also be mounted on other beasts, giving your cavalry all kinds of options! The mounts can even be used as fearsome monsters on their own!
Reptile Riders: Cavalry Pack includes paper miniatures of a giant riding lizard, mounted lizardman archer, standing lizardman archer, riding dinosaur, mounted lizardman brute and standing lizardman brute.
All Trash Mob Minis have a front and back, include bases, instructions and are intended for games played at around the 25-30mm scale.
Reptile Riders: Cavalry Pack is an excellent companion pack for Scales & Slime
This is the rulebook to Doctor Who Time Clash Card Game. It is not a full game.
In Doctor Who Time Clash, the Doctor and the Daleks wage a desperate struggle for the fate of the universe itself!
You’ll play cards representing plans, threats, tech, and quips to stacks that represent the time of the struggle, the Doctor’s companion, and the enemy’s influence. The two sides also compete to control the Doctor’s location, which activates or deactivates crucial powers.
During the game’s build-up segment, each side tries to establish an advantage. When the balance tips and the endgame comes, they press for victory. Either one of the Doctor’s desperate gambits will succeed, or the Daleks’ pressing threats will crush him!
Designed by Jeff Tidball
Players: 2-4
Ages14+
Download the rulebook and keep it safe in your Drivethru/rpgnow library!
In stores November 2016
Price: $0.00Since the release of the first bestiary, the first monster book, there have been those who asked - can I play something exotic, can I play a monster instead of a regular character?
In this release of the Monster Classes series, you have the opportunity to play as FOUR different savage races - the hill giant, lizardfolk, troglodyte, or troll! As a member of these savage races, your experience playing in the Pathfinder Roleplaying Game is sure to be unique and filled with unexpected situations.
This book includes four monster classes - the hill giant, lizardfolk, troglodyte, and troll, along with the associated feats necessary to build interesting characters, that at the same time are true to the concept presented in the Bestiary.
Enjoy!
Written by Jeffrey Swank, with artwork by Bruno Balixa, Jacob Blackmon, and Jeff Ward.
Price: $2.99This special bundle product contains the following titles. |
![]() | Blood Money Regular price: $3.68 Bundle price: $2.00 Format: PDF | “Blood Money”, an adventure set in England durring the early years of Queen Victoria's reign. The old coaching inn “The little drummer boy” has seen better days, the advent of the railways has hit the inn's custom, but perhaps not so much as the tales of a strange phantom horseman that plagues the highways around the inn. Who, or what, is the dark form that haunts the roads and moors around the old coaching inn "The Little Drummer Boy" and what is the cause of it's hatred for the Johnstons? A new adventure Scenario for Haunts and Horrors, with a new creature and new rules.Scenario for the Haunts and Horrors RPG or any other percentile bases horror RPG. ... |
![]() | Born in Flames Book 1: Fire and Destiny Regular price: $6.13 Bundle price: $3.00 Format: PDF | Ancient evil, born again from the flames... A simple housefire has unleashed an undead fiend on the village of Longstaff. Beseiged by strange occurences, a brave band of villagers undertake a quest for knowledge, to end the horrors which plague their village. To find the knowledge they seek, they must brave the Wild Woods and treat with the legendary Witch of the Wild Woods. From this will come a prophecy, which will set their feet on the path to greatness, or death. This adventure is designed to be used with Spelldancer and can be used for new, inexperienced or moderately experienced characters. It is intended for parties of 3-6 players. ... |
![]() | City Book 2; Port Apek Regular price: $3.68 Bundle price: $1.00 Format: PDF | Port Apek, one of the founding cities of the Empire, stands upon the northern bank of the Great River Apek where it meets the Orcryst. A bulwark against the dangerous wildlands south of the river, Port Apek is one of the most cosmopolitan cities in the Hinterlands, where people from all over the world come to ply their trade in the summer or enjoy the famous "Freeswords Festival" in the winter. The Freeswords Festival, where the best (and the worst) mercenaries from across the Empire and beyond come to compete and demonstrate their martial prowess. Meanwhile, beneath the city, in the mysterious tunnels of the Undercity, where the ratmen serve the city by maintaining its sewers, many dark and terrible secrets lurk unseen by the eyes of the Imperial authorities.<... |
![]() | GM's Aids #1: 100 Things to Find in a Post Apocalyptic Survivors Backpack Regular price: $1.00 Bundle price: $0.00 Format: Watermarked PDF | The post apocalyptic world can be a strange and dangerous one. What pre-apocalypse people may have thought of as everyday items can become the difference between life and death. Some items that are mundane to us now may acquire a far more grand status in the world that comes after us. This supplement is intended to help Games Masters by providing them with a list of 100 items that might be found in a survivors pack. Useful for your games of 'Pandora's Wake', 'Pandora's Fury!' or any other post apocalyptic RPG or miniatures skirmish game. Every now and then GMs find themselves having to improvise this sort of detail and we all know how a mind can go completely blank at a time like that. We hope this product will be helpful to you. Please pay whatever you feel it is worth ... |
![]() | Haunts and Horrors 2nd Edition Regular price: $7.35 Bundle price: $3.00 Format: PDF | There are many dark and desolate places in the world. Places where the Haunts and the Horrors lurk, waiting to prey upon the unwary. Where practitioners of magic indulge in their dark arts, for good or for ill. Step from the present into the gas-lit world of the 19th century, or investigate the paranormal mysteries of today Face the supernatural horrors from the folklore of many diverse cultures, and struggle against creatures beyond common philosophies, the haunts and horros that plague mans nightmares. Haunts and Horrors is a flexible horror RPG intended to let GMs set their games in any period of hisotry they choose, from the Georigian period to the modern day. This version is in black and white. ... |
![]() | Pandora's Fury! Regular price: $6.13 Bundle price: $1.00 Format: Watermarked PDF |
Pandora's fury is a tabletop miniatures game designed to let you play out skirmishes and battles in a Post Apocalyptic landscape. Set in the same world as our RPG "Pandora's Wake" the game lets you fight skirmishes and battles with any miniatures and in any scale. After the 'Pandora Event' an alien world known to us as 'The Other-Verse' has ripped holes in the skin of our reality, holes through which deadly diseases, carnivorous plants and killer monsters have swept across Earth and destroyed mankind's civilisations. In 'Pandora's Fury' you can play gangs of survivors battling for resources or simply fighting to survive or you can play swarms of creatures from 'The Other Verse' as they sweep across the landscape, destroying all they... |
![]() | Pandora's Fury! QR Sheets Regular price: $0.00 Bundle price: $0.00 Format: Watermarked PDF | Quick Refrence sheets for your 'Pandora's Fury!' games. Putting all the in-play info you are likly to need durring your post apoclayptic battles on two sheets for quick refrence durring play.This product is or use with the 'Pandora's Fury!' Post Apocalyptic miniatures battle game, available from Gethsemane Games. ... |
![]() | Pandora's Wake Regular price: $7.35 Bundle price: $2.00 Format: Watermarked PDF | Pandora's wake is an exciting Post Apocalyptic RPG in which survivors struggle to live day to day in a world overrun by the hellish creatures of a nightmare world. Bandits and rival groups add to the danger, and the radioactive wastes of man's attempt to drive back the Other-Verse with nuclear weapons dot the landscape.You can also read a serialized story set in the world of Pandora's Wake here for free. The game uses the 3rd generation of the Gethsemane Games Roleplay Rules which are highly adaptable to your own play stile. You will need 2 ten sided dice to play (or a dice roller app, of course). The Pandora Event ripped holes in the very fabric of our reality. Holes that let The Other-Verse in, a nightmarish world beyond our own, filled with deadl... |
![]() | Pandora's Wake Sample Characters Regular price: $0.00 Bundle price: $0.00 Format: Watermarked PDF | 3 Free sample characters you can use in your Pandora's Wake games. Each is taken from the Pandora's Wake serialised novel "The Nomad Cronicle" Which you read here;- http://ghost-thevoiceinthecatacombs.blogspot.co.uk/2014/08/pandoraswake-nomad-chronicles-part-1.html ... |
![]() | Pandora's Wake: Nomad Chronicles 1 Regular price: $3.06 Bundle price: $1.00 Format: PDF | In the not too distant future the Pandora Event ripped a hole in the wall's of our universe. The nightmare that it revealed, we call 'The Other-Verse'. A parallel dimension of carnivorous plants, vicious monsters and deadly diseases. Central Europe is in Chaos, with millions dead and the UN forces in disarray, struggling to hold back the hellish creatures of the Other-Verse. In Switzerland a small band of survivors run for their lives, but when they become infected with alien fungal spores, they are left only one choice. To survive they must reach the closest hospital in Bex and convince the survivors there to use their precious medical supplies to save strangers. What they find when they reach the hospital is worse than they ever imagi... |
![]() | Secret of Serpent Tor Regular price: $3.68 Bundle price: $1.00 Format: Watermarked PDF | The ruin had been there since the time of my grandfather's grandfather. No-one knew cared what it had once been. What it had become to us was a source of dressed stone for our homes and granaries and for the walls that we built about the fields. Within the hillside, through what was left of the dilapidated ruin stood a plaster statue of what we assumed was some long-forgotten hero, or deity perhaps. Plaster. For generations we had thought the statue to be worthless plaster, and we had left it untouched, perhaps out of reverence for those who had once felt the subject worthy of a statue. Then, one day, I found a block of stone had fallen from the roof and cracked the plaster away from the statue's shoulder. What I found beneath was... |
![]() | Secrets of the Sea Kingdoms Regular price: $6.13 Bundle price: $1.00 Format: Watermarked PDF | Secretes of the Sea Kingdoms is a supplement for the “Spelldancer” Fantasy RPG by Gethsemane Games. An in-depth gazetteer detailing the rich culture of the Theocratic Sea Kingdoms, their history, religion and society. The book also covers rules for building and sailing ships, engaging in ship to ship combat and creating adventures on the high seas for your Spelldancer characters. With a section on new creatures that dwell in the seas and oceans of Elizium, “Secrets of the Sea Kingdoms” will expand your avenues for adventure and brings to life a rich culture. SotSK is compatible with all versions of the Spelldancer Rules and much of the information can be used with other systems. ... |
![]() | Spelldancer Character Sheets Regular price: $0.00 Bundle price: $0.00 Format: Watermarked PDF | The Genesis 1.5 Character sheet for the Spelldancer Fantasy RPG is an ideal character sheet for starting to intermediate Spelldancer characters. Included are 2 versions, the first with a male body frame graphic for armour locations, the second with a female body frame graphic. Although the graphic depicts a human, any humanoid Beast man, or corporeal spirit character can just as easily be recorded on this sheet. Designed for the "Spelldancer" RPG by Gethsemane Games. ... |
![]() | Spelldancer: The Wars of Magic: Revised Regular price: $6.13 Bundle price: $0.00 Format: Watermarked PDF | "Spelldancer: The Wars of Magic" s is a table top war game for any scale of miniatures by Gethsemane Games. NOTE:- This product was previously offerd for sale under the title "Spelldancer; the Mage Wars" Only the name has been changed to avoid confusion with another publishers product entitle "Mage Wars". Use it to create your own fantasy battles or use the Elizium setting during the Wars of Magic period of the worlds history 1000 years before the Spelldancer RPG.War rages across Elizium as the loyalist forces lock in mortal combat against the renegades. Legions of the dead and demonic forces set the world afire as a desperate alliance of beastmen and Elves try to stem the tide of death and destruction.Playable in any scale yo... |
![]() | Spelldancer; Revised Regular price: $6.13 Bundle price: $2.00 Format: Watermarked PDF | Spelldancer brings to life a fantasy world where beast-men races vie for their place in the world, amongst the ancient spirit races and the forlorn giants. In the beginning, Elizium was the home of giants. The spirit world looked upon Elizium with interest, and some of their number descended from the Umbra to walk upon its face. The spirit races watched as some of the beasts grew and walked upon two legs instead of four. Now the races of the beast-spawn have spread their influence to almost all of he world, driving the giants to the edge of extinction, and shunning the dark, dangerous places beloved of the Spirits. Dark magic and panoramic cultures bring this alien world to life and open never-ending possibilities for adventure. * Flexible character ge... |
![]() | Suffer Little Children Regular price: $3.68 Bundle price: $1.00 Format: PDF | Suffer Little Children An Adventure for the Haunts and Horrors RPG What dreadful curse haunts the dreams of the children of Enfield such that they fear the embrace of sleep?What foul thing moves them to terror? Unable to find any physical cause the town doctor turns to the alienists at the Sanatorium for help, yet even they are baffled by the strange malady that sweeps through the town bringing night terrors and fearful dreams to the young. In north west England during the reign of Her Royal Highness Queen Victoria, something terrible troubles a sleepy village.A strange white figure is seen in the night. What terrible secret of the town's past is behind the mystery? Or is the new water works to blame, as so many... |
![]() | Sulphur pits of Nathezda Regular price: $3.68 Bundle price: $1.00 Format: Watermarked PDF | An adventure for the Spelldancer RPG, intended for experienced characters. (New players can create experianced characters ussing the Spelldancer; Revised flexible character generation system). Deep within the bowels of the earth, an ancient evil lies hidden. Beneath the ruins of a village so accursed that its very name can no longer be spoken, a terrible secret waits to be uncovered. ... |
![]() | The City of Vor-Laran Regular price: $3.68 Bundle price: $1.00 Format: Watermarked PDF | The City of Vor-Laran can be used with any fantasy RPG setting. In the Elizium setting, the city stands on the Southern border of the Empire and is the jewel of the south. Home of Duke Ateran, the city is the site of the Imperial University and stands as a bulwalk against the hostile lands to the south. Its formidable defences include a large imperial garrison, and a naval base. Within these pages, you will find places of interest within the city, adventure ideas, the feared Tower of Screams, and the prestigious Imperial University, where the Empire's finest minds study. ... |
![]() | Trouble at the Troubadours Rest Regular price: $3.68 Bundle price: $1.00 Format: Watermarked PDF | It's a dark and stormy night. A lone carriage makes its way across the Twin Kingdoms, buffetted by the storm. The coachman, desperate to reach a safe haven before the flash floods sweep him and his passengers away to a watery grave, drives onwards through the night. A safe haven, like the renowned Troubadours Rest, where the inn-wife's stew is as good as any in the Twin Kingdoms, and the beds are dry and warm. But all is not well in the Troubadours Rest. Where has everyone gone? And what are those lights in the forest beyond? And just who is the mysterious stranger who seems to appear from nowhere? There are all questions which will be answered when your players become embroiled in 'Trouble at the Troubadours Rest', a Spelldance adventure for inexperienced to moderately ... |
Total value: | $75.14 |
Special bundle price: | $21.00 |
Savings of: | $54.14 (72%) |
This is a preview of Imago Mortis - it is not a full game!
In this preview, you will find first chapter of Imago Mortis. Yes, first 32 pages!
What is Imago Mortis, you ask? Good question:
The Old World’s metropolises are getting wicked, night after night. There is more
corruption, more violence, more madness than ever, and the criminals are becoming
heinous.
In the meantime, around dark corners, people are starting to see dreadful things:
paranormal activity, possessions, hauntings…
And a few people think there is an underlying pattern to all this.
Prophecies and investigations point in the same direction, signs and clues
are both used to solve cases, Psychics and Private Eyes are starting to
co-operate.
And there is something Unhuman rising from the Netherworld...
Imago Mortis is a hardboiled horror Savage Setting, focused on the classic ingredients of noir and crime fiction, mixed with ghastly and paranormal elements.
Imago Mortis is a setting directly inspired by the works of the Italian horror writer Samuel Marolla.
Price: $0.00Und heute … ADL
Die Allianz Deutscher Länder – ein Flickenland, eine Region voller Gegensätze, ein tief mit den Schatten verwobenes Land. Hier finden sich Trollrepubliken, Elfenstaaten, toxisch verseuchte Zonen und riesige Megaplexe. Berlin mit seinem ewigen Konflikt zwischen anarchistischen Kiezen und Konzernhochburgen. Hamburg mit seinen überfluteten Straßen und dem Sprungbrett zur verseuchten Nordsee. Der Rhein-Ruhr-Megaplex, ein Schmelztiegel aus Ghettos, Stadtzentren, Industrie und Konzernen – über dem der Drache Lofwyr in Neu-Essen thront. Und gerade weil die ADL so heterogen ist, eine Mischung aus wuchernder Wildnis und wimmelnder Urbanität, entlegenen Fluchtorten und überbauten Städten, Erwachten Mysterien und verseuchten Landstrichen, sollten sich Runner hier gut auskennen. Sonst fressen einen die Schatten schneller, als man die nächste Grenze erreichen kann.
Datapuls ADL ist ein Quellenbuch für Shadowrun 5, das einen Überblick über die aktuelle Lage in der Allianz Deutscher Länder im Jahre 2078 präsentiert. Es bietet dabei neue Einblicke, gibt aber auch Zusammenfassungen des schon Bekannten, um neuen wie alten Spielgruppen die ADL zur Heimat für ihre Runs und Runner zu machen. Neben Beschreibungen des Lifestyles, der Konzern- und Staatswelt, von Subkulturen, Magie und Matrix wird ein Fokus auf die drei Plexe Berlin, Hamburg und Rhein-Ruhr-Megaplex gelegt. Aber auch Kurzbeschreibungen der SOX, der Trollrepublik, des Kirchenstaats Westphalen und des Elfenherzogtums Pomorya sind zu finden, genauso wie Einblicke in dunkle Metaplot-Mysterien, neue NSCs und Grundrisse für den direkten Gebrauch am Spieltisch. Immer wieder unterbrochen von Datapuls-Nachrichten der neuesten Ereignisse – denn uninformierte Runner sind tote Runner.
Price: $16.41The Campaign Guide for the What Lies Beyond Reason Adventure Path
provides expanded information on the City Setting and additional tools to
create a more immersive and complete roleplaying experience.
The Campaign Guide includes;
• Advice on managing difficult or confronting themes
• Extended history and timeline for the campaign
• A deeper examination of campaign personalities
• Detailed systems for players to have a more dynamic, lasting influence on the setting
• A highly detailed City Gazetteer
• Four additional side-trek adventures
• Seven collected & expanded monstrous foes
And much more!
The Campaign Guide is intended for use with the What Lies Beyond Reason Adventure Path Series.
Price: $6.99The Campaign Guide for the What Lies Beyond Reason Adventure Path
provides expanded information on the City Setting and additional tools to
create a more immersive and complete roleplaying experience.
The Campaign Guide includes;
• Advice on managing difficult or confronting themes
• Extended history and timeline for the campaign
• A deeper examination of campaign personalities
• Detailed systems for players to have a more dynamic, lasting influence on the setting
• A highly detailed City Gazetteer
• Four additional side-trek adventures
• Seven collected & expanded monstrous foes
And much more!
The Campaign Guide is intended for use with the What Lies Beyond Reason Adventure Path Series.
Price: $6.99