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Mini-Dungeon #046: The Gallery of Gears

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Mini-Dungeon #046: The Gallery of GearsPublisher: AAW Games

For 4 Levels 9 Characters

For more than eighty years, the foul summoner Vlexigorn the Tainted has travelled the lands of his birth, binding demons to complete foul deeds in his name. Corrupt in both physique and soul, bearing the corrupted bloodline of the Abyss, Vlexigorn enjoys nothing more than binding his own foul cousins to his will, in order to advance his own foul ambitions, and then destroying them once their use is at an end.

Mini-Dungeons are single page, double sided adventures for the Pathfinder Roleplaying Game which are setting agnostic and are easily inserted anywhere in your campaign.

Price: $0.99

Player Paraphernalia #94 Vitamancy, the "Other" mancy school

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Player Paraphernalia #94 Vitamancy, the Publisher: The Knotty-Works

Player Paraphernalia #94

Vitamancy, The "Other" mancy school

This issue introduces a new arcane school based on "White" magic, conjuring and focusing positive energy for its healing effects. This specialty school provides those that specialize in the ability to cast curative spells normally limited to those with divine connections. It opposes and corollary to the school of necromancy. Nine new spells are also introduced that fall within this new alternate school.

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Aaron Allston's Strike Force

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Aaron Allston's Strike ForcePublisher: BlackWyrm Games

A superhero setting like no other. A role-playing game campaign book that includes techniques and lessons from over 22 years of play. A tribute to one of the greatest creators in the RPG industry, created using Champions 6th Edition.

In 1988, Aaron Allston released Strike Force, a supplement detailing the first eight years of his superhero campaign. Noted for its extensive and highly-influential advice to gamemasters on how to run a long-term campaign, Strike Force was a landmark RPG publication.

We have now released an updated version of this classic book for the 21st Century. Aaron himself was designing this new edition of Strike Force before his untimely death, and we wanted to bring his work to life as a monument to Aaron's lasting influence on the RPG hobby. This  updated Strike Force sourcebook includes never-before-seen material detailing Aaron's multiversal superhero setting, compelling characters and villains, and updated and expanded advice from Superhero RPG veterans like Steve Kenson and Sean Patrick Fannon for how to run a campaign using "the Strike Force method."

The electronic portion of this product includes character write-ups for Mutants & Masterminds and ICONS.  

Price: $20.00

Player Paraphernalia Issues 81 - 90 [BUNDLE]

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Player Paraphernalia Issues 81 - 90 [BUNDLE]Publisher: The Knotty-Works
This special bundle product contains the following titles.



Player Paraphernalia #81 The Blackguard (Hybrid Class)
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Player Paraphernalia #81 The Blackguard

The world is full of dark intentions and bleak moral apathy. Issue #81 introduces a new class that thrives in such a world, willing to take advantage of any situation for its own gratification. The blackguard is based on the barbarian and rogue classes, learning to focus hiw own dark deeds to a preternatural degree while learning new ways to use this focus intensity to his own betterment. The blackguard is especially hardy and just as skilled with the sword as any warrior but he knows how to stack the deck in his favor and when it is better to cut and run.

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Player Paraphernalia #82 The Esotericist (Archetype Class)
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Player Paraphernalia #82 The Esotericist (Archetype Class)

Knowledge is not the province of faith and guidance of gods, and the Esotericist dabbles in the realms of mind and the psyche. Issue #82 presents the Esotericist, an oracle archetype created by Margherita Tramontano. The archetype also includes the "Crazy" curse. A new psychically focused Mystery is also presented that can be used with the archetype or any other oracle build.

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Player Paraphernalia #83 Wizard Implements (Alternate Class Rules)
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Player Paraphernalia #83 Wizard Implements, Alternate Class Rules

Seeing the power that can be harnessed from psychically charged objects, there wizards that forego their normal connection to the classical schools of spellcraft to harness the powers of specific tokens of arcane significance. This issue presents an alternate means of implementing the wizard's arcane bond and specialization of arcane energies based upon the implements used by the Occultist as found in Paizo's Occult AdventuresTM.

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Player Paraphernalia #84 Domains of the Kingdom (Ten Nature Domains)
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Player Paraphernalia #84 Domains of the Kingdom, Ten Nature Domains

This issue of Player Paraphernalia offers ten new nature-based domains designed for druids and other nature-themed classes. Offering the contributions of Jeff Gomez and Maria Smolina, the domains of bat, bear, and boar provide the means of capturing the essence of several animals and the rugged taiga environment.

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Player Paraphernalia #85 The Seven Odious Orders (Seven Cavalier Orders)
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Player Paraphernalia #85 The Seven Odious Orders

Introducing seven new cavalier orders based on seven deadly sins. Sparked from a discussion with Adam Matherly, the orders of Anger, Envy, Gluttony, Greed, Lust, Pride, and Sloth.

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Player Paraphernalia #86 Seasoned Flexibility (Three New Archetypes)
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Player Paraphernalia #86 Seasoned Flexibility, Three New Archetypes

This issue of the Player Paraphernalia presents three new archetypes. The Ruthless Overseer by Derek Blakely presents a rogue archetype that thrives off of the misery of others. The Seasoned Veteran by Nikolai Samarine presents a fighter archetype for a matured warrior. And finally, the Whip Master, another fighter archetype whose preferred weapon is more an extension of himself than anything else. A new whip based feat is also included.

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Player Paraphernalia #87 The Precentor (New Paladin Archetypes)
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Player Paraphernalia #87 The Precentor (New Paladin Archetype)

This issue introduces a new Paladin archetype whose voice lifts even the heavens above, the Precentor. The creation of James Cooke, this archetype melds the bardic performance with the holy service of the paladin. Three new alternate divine bonds are also presented to extend the flexibility of the paladin.

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Player Paraphernalia #88 Taking on the Dead (New Cleric Archetypes)
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Player Paraphernalia #88 Taking on the Dead, New Cleric Archetypes

This issue introduces three new cleric archetypes that focus on taking the fight to undead. The ghost hunter learns how to harness his ability to channel energy in enhancing his weapons and armor to deal with the incorporeal threats. The Undead Hunter hearkens back to an older version of the cleric, not only using her channel energy to turn undead, but even destroying them at higher levels. The vampire hunter uses her faith to empower her ability to take on those blood-thirsty undead predators. A new domain and spell are also included in this issue as well.

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Player Paraphernalia #89 Lead in the Air (New Gunslinger Archetypes)
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Player Paraphernalia #89 Lead in the Air, New Gunslinger Archetypes

This issue features the creations of N. Jolly, two gunslinger archetypes that couldn't be further apart in regards to purpose and design, yet this dichotomy offers an interesting balance in functionality. The archetypes are the Close Quarters Combatant and the Heavy Gunner, each focusing on a different type of firearm. Three new feats are also included that nicely compliments these two archetypes.

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Player Paraphernalia #90 Truly Nature's Ally (New Archetypes)
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Player Paraphernalia #90 Truly Nature's Ally, New Archetypes

This issue introduces six new archetypes, each focusing on summoning nature's ally or other wild aspects. There are two new archetypes for the druid, hunter, and ranger, including archetypes that completely replace the spell-casting ability. Based on a thread found in the Pathfinder RPG group on facebook, the challenge was to present something that created a spell-less version of the druid. The archetypes for the druid and hunter offer both a diminished and completely spell-casting versions. A new feat is included to enhance these archetypes.

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Michael Satran's Journey to the Center of the Earth

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Michael Satran's Journey to the Center of the EarthPublisher: BlackWyrm Games

Jules Verne. The Lost World of the Warlord. Doc Savage. The Challengers of the Unknown. The Fantastic Four! The Savage Land! As long as there have been stories about explorers and superbeings, there have been stories of strange underground lands and societies at Earth's Center. This campaign supplement for Champions by veteran game author Michael Satran fits easily into any campaign world - and in glorious full color! It addresses a variety of differing power levels, with many options for adjustment and expansion.

This full-color campaign supplement for Champions Complete using Hero System 6th Edition rules runs approximately 280 pages, including art and maps. Includes character sheets and information for Mutants & Masterminds as well.  

Price: $20.00

Mythic Minis 104: Horror Feats S-Z

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Mythic Minis 104: Horror Feats S-ZPublisher: Legendary Games

Horror Feats S-Z is the latest Mythic Mini devoted to exploring the terrible tricks that desperate heroes and vile villains alike might unleash in a horror-themed campaign using the new Pathfinder Roleplaying Game Horror Adventures rulebook. Whether they deal in blood, pain, death, plagues, curses, corruption, sinister sorcery, or the mortal and immortal soul, these enhanced feats will dial up the horror in your campaign to a diabolical degree! Open up sinister secrets and skills aplenty in this PDF of 7 new feats from Spawnlink to Zealous Mind and all feats in between, including truly nasty tricks like Unyielding Ferocity and Twisted Love! 

Mythic Minis are short, inexpensive products designed to take one rules concept or set of Pathfinder RPG rules and bring them to you in a new way for the mythic rules, including converting existing rules as well as introducing entirely new rule options. Created by the same designers that helped bring you the official mythic rules, Mythic Minis skip the fluff and give you all crunch, all the time.


Nobody knows mythic like Legendary Games, and whether it's new mythic feats, class abilities, path abilities, magic items, or anything else, every Mythic Mini delivers a delicious dollop of dazzling design that will fill out your mythic experience one slice at a time. Check for a new Mythic Mini every Monday to make your game just a little more Legendary!

Price: $1.00

Mythic Module Monsters: Red Throne 1

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Mythic Module Monsters: Red Throne 1Publisher: Legendary Games

Six Spectacular Mythic Monsters for your AP! 

Mythic Module Monsters: Red Throne 1 brings you mythic versions of all six monsters in the bestiary section of issue #1 in the official Red Throne AP:

- carrion golem

- devilfish

- dream spider

- raktavarna rakshasa

- reefclaw

- soulbound doll

The Mythic Monster Manual and Mythic Monsters series from Legendary Games have greatly expanded the number of mythic monsters available for use in Pathfinder campaigns of any kind, but if you want to add a bit of mythic mayhem to the classic adventure paths produced by Paizo, Inc., the Mythic Module Monsters series is designed just for you! Rather than having to hunt through multiple books trying to find the odd monster here or there to enhance your adventure path experience, you'll find the monsters introduced in that AP right here, ready to pick up exactly the issues you need to enhance the mythic monsters in your favorite adventure! You can pick them up a few at a time or collect an entire series for your favorite AP!

Price: $1.99

Pro RPG Audio: Small Town Creepy

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Pro RPG Audio: Small Town CreepyPublisher: Plate Mail Games

Genre: Modern, Horror

This track is a summer creepy night in a small town. Sounds were added for tension. It can be used with the other Small Town tracks to create horror games.

Format: Mp3 (320 kbps) and FLAC.

Length: 10 minute loop

Professional Golden Reel and Emmy-nominated sound designer Wes Otis brings you richly detailed audio for your tabletop games. They’re mixed to be played in the background, adding ambience to your storytelling, LARP or board game without being a distraction. Wes has taken his 30 years of game mastering experience and 15 years of post production experience to craft each location. Plate Mail Game professional audio tracks are the best background loops for your adventures. Combine them with our other tracks to score your entire campaign. Check out our other audio and PDFs by simply searching Plate Mail Games

Below is a demo of Wes' professional work.

Price: $0.99

Pro RPG Audio: Small Town Day

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Pro RPG Audio: Small Town DayPublisher: Plate Mail Games

Genre: Modern, Horror

This track is a summer day in a small town. It can be used with the other Small Town tracks to create horror games.

Format: Mp3 (320 kbps) and FLAC.

Length: 10 minute loop

Professional Golden Reel and Emmy-nominated sound designer Wes Otis brings you richly detailed audio for your tabletop games. They’re mixed to be played in the background, adding ambience to your storytelling, LARP or board game without being a distraction. Wes has taken his 30 years of game mastering experience and 15 years of post production experience to craft each location. Plate Mail Game professional audio tracks are the best background loops for your adventures. Combine them with our other tracks to score your entire campaign. Check out our other audio and PDFs by simply searching Plate Mail Games

Below is a demo of Wes' professional work.

Price: $0.99

Pro RPG Audio: Small Town Night

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Pro RPG Audio: Small Town NightPublisher: Plate Mail Games

Genre: Modern, Horror

This track is a summer night in a small town. It can be used with the other Small Town tracks to create horror games.

Format: Mp3 (320 kbps) and FLAC.

Length: 10 minute loop

Professional Golden Reel and Emmy-nominated sound designer Wes Otis brings you richly detailed audio for your tabletop games. They’re mixed to be played in the background, adding ambience to your storytelling, LARP or board game without being a distraction. Wes has taken his 30 years of game mastering experience and 15 years of post production experience to craft each location. Plate Mail Game professional audio tracks are the best background loops for your adventures. Combine them with our other tracks to score your entire campaign. Check out our other audio and PDFs by simply searching Plate Mail Games

Below is a demo of Wes' professional work.

Price: $0.99

Pro RPG Audio: Small Town Raining

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Pro RPG Audio: Small Town RainingPublisher: Plate Mail Games

Genre: Modern, Horror

This track is of rain in a small town. It can be used with the other Small Town tracks to create horror games.

Format: Mp3 (320 kbps) and FLAC.

Length: 10 minute loop

Professional Golden Reel and Emmy-nominated sound designer Wes Otis brings you richly detailed audio for your tabletop games. They’re mixed to be played in the background, adding ambience to your storytelling, LARP or board game without being a distraction. Wes has taken his 30 years of game mastering experience and 15 years of post production experience to craft each location. Plate Mail Game professional audio tracks are the best background loops for your adventures. Combine them with our other tracks to score your entire campaign. Check out our other audio and PDFs by simply searching Plate Mail Games

Below is a demo of Wes' professional work.

Price: $0.99

The Frost Papers - Ten Games to Play in the Dark

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The Frost Papers - Ten Games to Play in the DarkPublisher: Arcana Games

THE FROST PAPERS

"The Ouija Board of Roleplaying Games" - Occult Victorian parlor games for those who love paranormal investigation and ghost stories. This is the first of the ten...

There is nothing quite like them. The Papers combine elements of live action roleplaying games, mass hypnosis as performed by stage magicians, the guided meditations of Tibetan monks, and séances of turn of the century spiritual mediums. 

Each game promises an immersive night of supernatural exploration for you and group of friends, placing you at the center of a real life ghost story.

The games are each unique, guiding you through a series of séance-like paranormal investigations.  

Each of the ten games is connected to the next, following the story of the mysterious Mr. Frost and his own experiments over a hundred years ago.  

They let you follow his footsteps as carefully as you can to unveil clues about the strange realm called the Grey beyond the Fog and the Shadowman that stalks it.

There are no scripts, no actors, and no props. These games provide you the framework to have genuine frightening experiences heavy with occult and supernatural theme.  

It’s the closest thing to being in a supernatural horror movie you’ll ever experience.

 

 

Price: $10.00

UEDF Miriya Sterling Character Card for Robotech® RPG Tactics™

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UEDF Miriya Sterling Character Card for Robotech® RPG Tactics™Publisher: Palladium Books

This is the UEDF Miriya Sterling Character 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: $0.00

UEDF Max Sterling Character Card for Robotech® RPG Tactics™

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UEDF Max Sterling Character Card for Robotech® RPG Tactics™Publisher: Palladium Books

This is the UEDF Max Sterling Character 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: $0.00

Tavern Tales - Mini Adventure #1: A Thief in the Night (PFRPG)

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Tavern Tales - Mini Adventure #1: A Thief in the Night (PFRPG)Publisher: Dire Rugrat Publishing

Several cases of delicious blackberry preserves have gone missing from Blackberry Bill’s.  Braybin, the freckle-faced server, asks the PCs to help to discover who is responsible and to get the jam back before Blackberry Bill notices – and reminds the townsfolk why he was formerly known as Butcher Bill.

 

Thief in the Night is designed to accompany Tangible Taverns: Trio of Taverns and is suitable for four characters of level 3-4. 

 

Tavern Tales: Mini Adventures are two page Pathfinder RPG compatible adventures designed to accompany various Tangible Taverns by Dire Rugrat Publishing but may be easily inserted into your own tavern or campaign.

Price: $0.99

REF4 The Book of Lairs II (1e)

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REF4 The Book of Lairs II (1e)Publisher: Wizards of the Coast

This is the second in a series of ground-breaking AD&D accessories. Within these pages are nearly 70 fully developed adventures that can be inserted into any campaign. They are ready-to-play challenges for all levels of characters. DMs need not spend long hours creating diversions for their players?we've done it for you.

If you have The Book of Lairs, you already know what you'll find herein. These mini-adventures are arranged by terrain type (city, desert, hills, mountains, forest, etc.), with monsters in alphabetical order for easy access. At the back of the book is a combined monsters statistics table, showing all the necessary figures at a glance.

These are familiar monsters (like the gnome, brownie, and ettin) and not-so-familiar ones (like the bakemono and tengu), form both original AD&D sources and the Oriental Adventures book. Some of these mini-adventures are mere diversions; others can turn into minor campaigns! In any case, DMs and players alike are sure to be pleased with The Book of Lairs II.

Product History

REF4: The Book of Lairs II (1986) is the fourth AD&D REFerence and the secound of the Lairs books of short adventures. It was published in April 1987.

About the Cover. The cover of REF4: The Book of Lairs II (1987) is a fun contrast to REF3: The Book of Lairs (1986). Where the first featured a group of (presumably good) adventurers fighting a green dragon, this one depicts more obviously evil adventurers — including a cleric, a thief, and a half-orc fighter — assaulting a gold dragon.

Origins: More Lairs. The first Book of Lairs was apparently popular, because this follow-up hit stores less than nine months later. However, there's a big change: where the first Book of Lairs was just the work of two authors, this second Book of Lairs instead featured the work of twenty(!).

As TSR more fully embraced adventure anthologies in the late '80s, this massive division of labor would become common because it allowed the company to divide up a book among many freelancers. These freelancers were becoming more important as TSR produced more books out-of-house and this methodology insured that one freelancer missing his deadline wouldn't impact the overall work.

Many reviewers felt that the division of labor in Book of Lairs II was also very good for the book, because it allowed each author to come up with just a few lairs, instead of the thirty each that Zeb Cook and Mike Breault had to produce for the first one. This allowed for more polished, thoughtful, and innovative designs, because they didn't have to be mass-produced.

Adventure Tropes. Like its predecessor, The Book of Lairs II is an adventure anthology of encounters. A couple of its encounters have maps, but most still do not.

Monsters of Note. The Book of Lairs II still features many classic D&D monsters, but it's moved on from standard undead and humanoids to the more iconic originals, such as displacer beasts, fungi, beholders, and mind flayers, and the more mythological beasts, such as pegasi and medusas. Overall, it's a bit of a hodge-podge, but most of the monsters are still well known. The exception are the Oriental Adventures monsters like the shan sao and the tengu, which are somewhat more common in this book than its predecessor.

This time around the most common levels for the monsters was 1 to 8 HD. The lowest-level monsters are the leprechauns at 1 HD, while the highest is the iron golem at 18.

About the Creators. Project coordinators Bruce Heard and Karen S. Martin herded twenty different contributors, some TSR staff and some freelancers: Anne Brown, Scott Bennie, Deborah Christian, David Cook, Jane Cooper, Ed Greenwood, Jennell Jaquays, Robin Jenkins, David E. Martin, Karen S. Martin, Anne Gray McCready, Bruce Nesmith, Jeff O'Hare, Steve Perrin, Jon Pickens, Michael Price, Rick Swan, Gary Thomas, William Tracy, and Allen Varney.

About the Product Historian

The history of this product was researched and written by Shannon Appelcline, the editor-in-chief of RPGnet and the author of Designers & Dragons — a history of the roleplaying industry told one company at a time. Please feel free to mail corrections, comments, and additions to shannon.appelcline@gmail.com.

Price: $4.99

REF3: The Book of Lairs (1e)

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REF3: The Book of Lairs (1e)Publisher: Wizards of the Coast

DM's how many times have you told your players, " Well, you walked for five days, saw some trees and a few animals, and now you are at the dungeon"? You would like to create more challenging encounters, but who has the time to develop all those mini-adventures that make journeys so exciting?

The Book of Lairs is the first in a series of ground breaking AD&D accessories. This book contains over 60 fully developed adventures that can be easily inserted into any DM's campaign. These intriguing and innovative encounters are ready to play and will challenge player characters of all levels. No longer do you have to spend endless hours devising clever lairs and traps for monsters to spring on your PCs. Why make your player wait while you thumb through books and roll dice trying to scare up a random encounter? Here are ready-made adventures available instantly for almost any terrain and party level.

These adventures can be inserted into your campaign at any time and are adaptable to almost any situation. Rather than introduce new monsters, The Book of Lairs presents a number of familiar monsters in unique settings to provide your players with many unexpected dangers and thrills. Unusual beings are also spotlighted to bring variety and mystery back to your campaign. DMs are sure to find The Book of Lairs convenient, innovative and ultimately invaluable!

Product History

REF3: The Book of Lairs (1986), by James M. Ward and Mike Breault, is the third AD&D REFerence and the first of the Lairs books of short adventures. It was published in September 1986.

About the Cover. Ubiquitous D&D artist Clyde Caldwell offers a very iconic D&D scene, with a party of a dwarf, a fighter, and a cleric (or magic-user) being faced by a lurking dragon. The dragon is green, which was somewhat of a rarity when most artists preferred reds.

This was not a new cover. It originally appeared on Dragon #65 (September 1982).

Origins (I): A New Anthology. D&D's first major adventure anthology was B9: "Castle Caldwell & Beyond" (1985), a freelance submission. However by 1986 TSR had taken the concept in-house and was starting to play with anthology products of their own such as OA1: "Swords of the Daimyo" (1986), which featured three shorter adventures. Still, anthologies weren't yet a major part of their production.

Thus, REF3: The Book of Lairs (1986) was a pretty big innovation for the D&D line. It was a full-fledged anthology, published in house. But it was more than that. It wasn't a book of short adventures, but instead a book of briefer encounters, with about 60 of them filling out the 96-page book.

Origins (II): A New Format. The Book of Lairs is also one of TSR's earlier square-bound books. To date, the format had primarily been used for "super modules" like Lankhmar: City of Adventure (1985) and T1-4: The Temple of Elemental Evil (1985). TSR's decision to also use the format for this book of smaller adventures showed their belief in its importance as a new sort of DM's reference.

Adventure Tropes. The Book of Lairs presents D&D's first attempt at an encounter format. The book even describes it that way, saying that it contains "a series of pregenerated encounters to insert into any AD&D® game campaign". Each encounter is set in a specific sort of terrain and focuses on a specific monster, usually in his home lair. In other words, the lairs also demonstrates the combat focus of D&D play.

Surprisingly, the lairs lack maps, creating more work for GMs — and varying from the later encounter format that D&D would adopt during the 4e era (2008-2012).

Monsters of Note. The Book of Lairs largely focuses on D&D's more standard monsters, including most of the classic undead (from skeletons to a lich) and many of the classic humanoids (from goblins to ogre magi). The weirdest monsters are probably buckawns, a little known woodland brownie from Monster Manual II (1983), and the hu hsien, a single entry from Oriental Adventures (1985). The majority of monsters run from 3 to 8 HD, with vampire bats and rats picking up the low end (at 1/4 HD) and the lich picking up the high end at 18 HD.

Future History. There were many follow-ups to this book including REF4: The Book of Lairs II (1987), RR2: Book of Crypts (1991), SJR8: Space Lairs (1993), DLT2: Book of Lairs (1993), and Forgotten Realms Book of Lairs (1994). AC10: Bestiary of Dragons and Giants (1987) and REF5: Lords of Darkness (1988) were very similar, but tended to have longer adventures.

About the Creators. Ward was a long-lived TSR staffer best known for his work on Metamorphosis Alpha (1976) and Gamma World (1978). Breault worked for TSR for just a few years from 1984-1989 and primarily stayed on the editorial side of things; after his work on the Pool of Radiance AD&D computer game, he would move over to freelance work, mostly for video games.

About the Product Historian

The history of this product was researched and written by Shannon Appelcline, the editor-in-chief of RPGnet and the author of Designers & Dragons — a history of the roleplaying industry told one company at a time. Please feel free to mail corrections, comments, and additions to shannon.appelcline@gmail.com.

Price: $4.99

PC3 Creature Crucible: The Sea People (Basic)

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PC3 Creature Crucible: The Sea People (Basic)Publisher: Wizards of the Coast

. . . And you thought you knew everything about the good, old D&D game world!

The Sea of Dread is home to not one, but several aquatic nations. There, underneath the surface, lie mysterious caverns, submerged cities never explored by surface folk, shipwrecked remnants of historic naval battles, and countless frightening guardians of the deep. Discover the power of the Kna, meet the kind people of Smaar, and face the ultimate threat to the fabulous Realms of Undersea.

The Sea People is the third book in the Creature Crucible series that completes the Gazetteer line. It is alos fully adaptable to the 2nd Edition AD&D game.

The Sea People includes:

  • A complete description of the lands under the Sea of Dread, its people and a large, Gazetteer-style map of the submerged kingdoms
  • Separate background and adventure booklets
  • Complete rules on how to create and play Sea Elves, Tritons, Mermen, and other aquatic races
  • New rules detailing underwater spell casting and magical items

Product History

PC3: "The Sea People" (1990), by Jim Bambra, is the third "PC" Player Creature / Creature Crucible supplement. It was published in February 1990.

Origins (I): The Return of the Creatures. TSR's Creature Crucible line clearly followed the publishing pattern of the Known World's Gazetteers, with the early books coming out at a blinding rate. PC3: "The Sea People" was the third published in just six months!

Despite that (or perhaps because of it), the Creature Crucibles weren't as tightly connected as they could have been. For example, "The Sea People" includes a nixie class. They should be faerie people, but instead "The Sea People" completely ignores the work done just a few months earlier in PC1: "Tall Tales of the Wee Folk".

"The Sea People" also makes a notable change to the format of the Creature Crucibles. PC1: "Tales of the Wee Folk" had been meant to cover a "limited region", not "a full size nation", but then PC2: "Top Ballista" (1989) pushed that stricture by detailing an entire city. Now, "The Sea People" went even further. Though the focus of supplement is still on new (monstrous) races, there's also a large description of the Undersea, which encompasses the entire Sea of Dread. In other words, the Creature Crucible series were quickly becoming Gazetteers of their own (with a unique twist).

Origins (II): It Came from the Deep. The Sea of Dread was quickly becoming the most detailed area in the Known World. It debuted in X1: "The Isle of Dread" (1981), then its islands and undersea regions appeared in X7: "The War Rafts of Kron" (1984). Further Dread island adventures were published in X8: "Drums on Fire Mountain" (1984) and XSOLO: "Lathan's Gold" (1984), while some scenarios from AC10: "Bestiary of Dragons and Giants" (1987) could also be located in the area. GAZ4: "The Kingdom of Ierendi" (1987) and GAZ9: "The Minrothad Guilds" (1988) detailed two of the countries of the area and now PC3: "The Sea People" (1990) offered one more sourcebook to help tie everything together.

Origins (III): It Came from the UK. "The Sea People" is also notable for its authors, Jim Bambra, who started out working for TSR UK. By 1990, TSR UK's brief period of publication was ended, but Bambra continued doing occasional work for TSR (amidst his more frequent writing for Games Workshop). Now "The Sea People" marked the end of an era, as it was Bambra's final writing for the Known World, following notable books such as B10: "Night's Dark Terror" (1986) and AC9: "Creature Catalogue" (1986).

Expanding D&D. Like all of the Creature Crucibles, "The Sea People" introduces numerous new racial classes for Basic D&D, including aquatic elves, kna, kopru, merrow, nixies, sea giants, shark-kin, and tritons. Rules for skills of course accompany these new classes. "The Sea People" also contains extensive optional rules for adventuring underwater, expanding on the much briefer rules found in X7: "The War Rafts of Kron".

Exploring the Known World. "The Sea People" provides new details on the Sea of Dread, its history, and who lives where.

Monsters of Note. Some of the classes in "The Sea People" feature unique Known World races. The kopru first appeared in X1: "The Isle of Dread" while the kna debuted in AC9: "Creature Catalogue" (1986).

Though they appear as a common adversary, not a player race, the devilfish are another notable monster in "The Sea People" These creatures are closely related to the ixitxachitl from AD&D, who themselves originated in OD&D Supplement II: Blackmoor (1975). However, when they made the jump to Basic D&D in the Master Rules (1985) they also picked up a new, easier to spell, name.

About the Creator: Bambra's first work for TSR was O2: "Blade of Vengeance" (1983). By 1990 most of his work was for the Warhammer Fantasy Roleplay's popular Enemy Within series, but he'd later produce PHBR6: The Complete Book of Dwarves (1991) for TSR.

About the Product Historian

The history of this product was researched and written by Shannon Appelcline, the editor-in-chief of RPGnet and the author of Designers & Dragons - a history of the roleplaying industry told one company at a time. Please feel free to mail corrections, comments, and additions to shannon.appelcline@gmail.com.


Price: $4.99

Book of Heroic Races: Advanced Gillmen (PFRPG)

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Book of Heroic Races: Advanced Gillmen (PFRPG)Publisher: Jon Brazer Enterprises

Cthulhu Sleeps, Gillmen Awake

Beneath the sea, the gillmen serve their insane deity in their bid for freedom from their cruel aboleth creators. Against all kinds of undersea horrors they demonstrate their bravery. Now they fight to tame the wild underwater realms and make a home for themselves.

Book of Heroic Races: Advanced Gillmen is the essential guide for playing a gillman character. This 22-page supplement features:

  • Racial Traits to play a gillman, 5 Alternate Racial Traits, and 3 Character Traits to customize your character for this unique play experience
  • 17 New Character Class Options, including the dangerous lightningcaster magus archetype, the grotesque tentacled horror bloodrager archetype, the catshark familiar, the order of the sinking ship cavalier order, the depths shaman spirit, a new time thief temporal talent, a new hunter animal focus, a new soulknife blade skill, and much more
  • 5 New Featsincluding the new squid martial arts style
  • 7 New Magic and Mundane Items and 8 New Spells and Psionic Powers
  • 2 New Deities, reflecting a dichotomy of views on achieving freedom from one’s enemies
  • Details on gillmen adventurers as well as suggestions on how to incorporate this race into your world.

Be Heroic With This Advanced Race Today!

Price: $3.95

Magic Shops of the Week 15

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Magic Shops of the Week 15Publisher: Art of War Games

The Magic Shops of the Week pdfs provide GMs with interesting NPCs and locations to use with or against your player group. 

The pdf provides a brief description of each Shop, Items for sale and costs as well as a brief description of the owner.

Price: $0.50
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