Return to Home Page
Return to Home Page     Tools       Archives       Xina       Games       News       RPG Info       Misc.
News
RPG Now
Newest Items

 The Tournament Of Daolu Posted: Mon, 18 Dec 08:14:43 CST  
The Tournament Of DaoluPublisher: Bedrock Games

Fortune and Death Await in Daolu

Daolu is a city where corrupt officials and crime lords rule. Deep in the heart of the Empire, Martial Heroes come at great risk to test their mettle and gain glory at Daolu’s tournament platform and in its gritty streets. The Emperor’s secret police can pounce from every shadow, but the prize is the much-coveted Chariot of Du Qian, and it is well worth the danger. The city abounds with opportunity as well. Some come here to make their fortune; others die in a pool of their own blood. If you have the cunning and strength, it is possible to rise high in Daolu.

The Tournament of Daolu is an adventure and setting supplement for Wandering Heroes of Ogre Gate. Inside is a complete description of the city, a time-bending scenario through the chronicles of history, and many more opportunities for adventure. Also included are two maps of the city of Daolu: one from the present era and one from its dark past during the reign of the Demon Emperor.

About Wandering Heroes of Ogre Gate

Wandering Heroes of Ogre Gate is a game of gravity-defying martial artists inspired by wuxia film and drama series. It is available on RPGnow as a pay-what-you-want PDF. 

 

Price: $4.99

 He Sees You When You're Sleeping Posted: Mon, 18 Dec 07:02:03 CST  
He Sees You When You're SleepingPublisher: Schwalb Entertainment

The Demon Lord’s shadow looms over Urth, growing stronger with each passing day, and every terrible deed and sacrifice performed in his name. As winter falls across the lands, old legends stirred by the Shadow come to life once more. Ancient evils that few remember rise again to resume their nocturnal wanderings, spreading darkness, suffering, and death wherever they roam.

     Written for a group of expert characters, He Sees You While You’re Sleeping is set in the small village of Hund, where a terrible monster threatens those among them who are the most vulnerable: their children. A fledgling cult has taken root in an abandoned asylum just outside the settlement, engaging in vile and dark magic to harness the essence of a horrific demon called the Krampus: a malevolent entity infamous for hunting, terrorizing, and killing children all across Rûl.

     The group completes the adventure when they defeat the Krampus or at the toll of midnight on Krampusnacht, which is the beginning of the winter solstice.

Price: $1.99

 Mythic Battles: Pantheon RPG Posted: Mon, 18 Dec 03:34:47 CST  
Mythic Battles: Pantheon RPGPublisher: Black Book Editions

Become the new heroes of a fantastical version of ancient Greece!

The land of the mythological heroes — Odysseus, Achilles, Andromeda and many more — has been devastated by a second war between the gods of Olympus and the Titans. Greece was disfigured by this cataclysmic conflict and is now plagued by the monsters that have returned from its past. Humankind, abandoned by the gods for a century, now has to fend for itself and face countless threats from all sides. Bandits and raiders roam the countryside. The fragile balance of the rebuilt areas around the great cities of old is constantly challenged. The country is on the brink of chaos. More importantly, the gods now seem to be waking, fallen from grace and turned mortal, obsessed by reconquering their past powers.

Who will protect humanity, if not new heroes? Will you join them?

Adapted from the miniatures board game of the same name, Mythic Battles: Pantheon™ RPG invites players to portray mythical heroes returned from the Underworld — such as Odysseus, Achilles, Heracles, Atalanta, Andromeda or Penthesilea — or characters created from scratch, living in a Greece both ancient and post-apocalyptic.

In this full core rulebook, you will find:

  • Player’s Handbook: the creation and evolution of player characters, equipment and all the rules of the game.
  • Game Master’s Handbook: a portrait of disfigured Greece, its cities, its characters, its secrets, an overview of each god and divinity, their histories and objectives, a creature guide and a scenario to introduce you to the game universe and its rules.
Price: $19.99

 Convicts & Cthulhu: Ticket of Leave #9 Un-Statted Posted: Mon, 18 Dec 03:18:51 CST  
Convicts & Cthulhu: Ticket of Leave #9 Un-StattedPublisher: Cthulhu Reborn

"Better Not Shout, Better Not Cry, Something Evil is Watching the Orphans. Something hungry."

Perhaps the most vulnerable people in the penal colonies of early Australia were the (surprisingly many) unwanted and destitute children. Most roamed the streets, prey to wicked and degenerate sorts -- but a scant few of the unwanted female children of the colony enjoyed slightly more salubrious circumstances in the Female Orphan School. Or at least they did, until strange and unexplained events began to plague it. What is responsible for the strange, disturbing night-time sounds? Why have some of the adult staff gone missing? And what terror was so frightening that it left two girls struck with a "stupor"?

Ticket of Leave #9 is a super-size supplement which looks at the real-world historical operation of the Sydney Orphan School, a perfect setting for small-scale personal tales of dark and brooding horror. The PDF is rounded out with a lengthy scenario seed: something peculiar and unwholesome has attached itself to the Female Orphan School in Sydney. Ghostly figures have been reported by several of the girls, and more recently by the serving staff.

Are these just products of the over-active imagination of the young orphans? Or is it somehow all connected to recent unexplained disappearances and a pair of girls struck dumb with terror? The scenario includes three different Lovecraftian style horrors that could be behind the mysterious haunting of the Orphanage, each providing Keepers with a different style of investigation and chilling resolution.

Because broody tales of ghostly hauntings are a staple of "Christmas-time horror", this scenario makes a great adventure to run for groups looking for a Yuletide-themed Lovecraftian tale of terror. Alternatively it can be equally well run as a story set in any other season.

Tickets-of-Leave are self-contained additions to the Convicts & Cthulhu setting for Lovecraftian roleplaying in the early penal colonies of Australia. Each includes a selection of game elements which can either be used collectively as a thumbnail sketch of a scenario, or can be used in isolation to provide pieces that enhance a scenario of your own invention.

This is not a standalone product, but relies upon the Convicts & Cthulhu setting also published by Cthulhu Reborn. The Convicts & Cthulhu core book is a lavishly illustrated 96-page sourcebook available in both PDF and print as a "Pay-What-You-Want" title.

Convicts & Cthulhu is designed to allow Call of Cthulhu Keepers and players to run scenarios and campaigns set in the penal colonies of early Australia. It particularly targets the historical period from 1795 to 1810.

Price: $0.00

 EABA 1957 (for Agency) Posted: Mon, 18 Dec 03:02:02 CST  
EABA 1957 (for Agency)Publisher: BTRC

In the Agency world of 2018, one of the lingering enigmas is 1957. Something very strange happened in 1957. Or more precisely, something happened to 1957. The accounts of Scenery, already garbled by their misinterpretation of Agency, are more chaotic than normal. But even the more accurate histories of Agent groups have inconsistencies that cannot be reconciled. And the Agents alive today who were Awake in 1957 are no help. They are unwilling or unable to talk about it, or their own memories are as messed up as the records.

Something happened, but no one in 2018 will ever be sure what it was.

1957 puts players there. Not via time travel or anything weird like that. They have the chance to be Agents who were Awake and active in 1957, starting at January 1 and going through that unique year. And it might not seem like all that long ago, but for anyone from the early 21st century or late 20th, 1957 might as well be an alien planet. Everything players know about the world and the way things work is fundamentally different, and players and their Agents have to work within these constraints. Race, gender, religion, politics, travel, research, and even how you buy and sell things. I mean, when was the last time you paid for something with a money order and had it take 6 to 8 weeks to arrive? Or had to dial an operator to make a phone call? Or had to wait for a book to arrive via inter-library loan? Or used a computer whose memory could be measured as megabytes per ton? Or considered a 24” television screen to be the pinnacle of luxury?

1957 is a mystery, a setting and a history lesson. The Cold War is still hot, Martin Luther King has not yet renounced violence, the first H-bombs are being tested and the first satellite will be launched. Agents and Agency are aligned on an East-West axis. The recent death of Agent Stalin has thrown the USSR into turmoil and no one knows if those fallout shelters all over the place are going to be needed.

And then there is the 1957 mystery to unravel. If you can.

1957 is an 84-page sub-genre book for Agency. You will need Agency to use 1957 properly. It is formatted in the same retro fashion as Agency and has all the same features.

Price: $10.00

 EABA Agency Posted: Mon, 18 Dec 03:02:02 CST  
EABA AgencyPublisher: BTRC

The world has always gone your way, but you never really felt like a part of it. You got the breaks, got the jobs, got lucky, but you felt like you were on the outside looking in.

And then the accident happened. One in a million, they said. Your chance of surviving, that is. And then the Others contacted you. And they felt Real, and told you how things really are. You are an Agent of Change. The world goes your way because it follows your lead. To a large extent, what you want is what happens.

You are more real than 99.9999% of the population. You survived your accident because you are simply more Real than the accident was. And unless an Agent awakens on their own, unusual events are how they are spotted.

The problem is that other Agents are as Real as you are and have different ideas on how the world should work. With Agents in charge, naturally. But maybe not the way you would prefer. And since you cannot turn your Agency off, they only have one solution for the problem that is you.

You better start running.

Agency is a head trip setting where players start not as low-level characters, but instead as part of the most elite group of beings in the world, Agents. The rest of the world’s population is what Agents refer to as Scenery and with skill and time you can make Scenery do anything you want. And Scenery is incapable of recognizing or understanding the Agents amongst them. What Agents see as years of raids and battles and espionage against enemy strongholds, Scenery sees as a hotly contested Presidential election. If you plummet 20 stories, smash through the roof of a taxi cab and stagger off with nothing more than bruises, Scenery sees a person who got miraculously lucky and crashed through several awnings before a convertible’s soft top broke your fall.

To survive you will have to find a group of Agents with the same beliefs and find safety in numbers, staking out a home territory to influence with your collective Agency. But having been a loner your whole life, being the low-ranked new person in a group whose rules you may chafe against has its own set of problems.

And then there is the larger issue of what Agency actually is and how the world came to be this way.

Agency is a 134 page modern setting for EABA v2, laid out in an old-school format reminiscent of the earliest home-brew rpg settings. But it is still an EABA augmented pdf, with full hyperlinking and dice rolling features.

Price: $15.00

 GURPS Aliens: Sparrials Posted: Mon, 18 Dec 03:02:02 CST  
GURPS Aliens: SparrialsPublisher: Steve Jackson Games

From The Trees To The Stars

With their small size, deft hands, and keen senses, the sparrials are made to order for the GM in need of a race of alien thieves. And certainly, they have a predisposition toward that role. Yet as always with sparrials, there's a lot more going on than meets the eye . . .

A GURPS fixture since they popped up in Roleplayer #10 (May 1988), these furry aliens got a bit more detail in GURPS Classic: Aliens -- and now GURPS Aliens: Sparrials is here to give them their own dedicated supplement. The inaugural volume of the GURPS Aliens series covers sparrials in all their clever, chaotic glory. It includes a full racial template, of course, and much, much more:

  • Mindset. For sparrials, theft is a source of pride rather than shame, home is where you are and not where you're from, and the smell is the thing. Treat them like short, furry humans at your peril!
  • Society. How do you define "civilization" for a race strongly characterized by wanderlust, kleptomania, and individualism? With care! Learn everything you need to know about their ideas of family, social dominance, law, economics, and the arts before you visit.
  • History. The lack of huge empires and widespread cooperation doesn't mean sparrials were uncultured primitives until their recent technological revolution. They have a past rich in folklore and legend, and would be happy to tell you all about it.
  • Tech. Though new arrivals on the interstellar scene, the sparrials have embraced technology and developed everything from personal gear to starships that reflect their outlook on life.
  • Characters. Take advantage of extensive notes on common traits, variant races, racial martial arts, and fitting professions to create interesting and detailed sparrial PCs and NPCs.
  • And more! Names. Pets. Using sparrials in fantasy. If it's about sparrials, it's here!

GURPS Aliens: Sparrials is a wonderful resource whether you're a GM seeking aliens to populate your GURPS Space campaign or a player who wants the challenge of taking the role of a truly alien alien. It's also an inspiring source of fun for gamers using other game systems. Just remember to keep an eye on your stuff.

Price: $7.99

 GURPS Space Posted: Mon, 18 Dec 03:02:02 CST  
GURPS SpacePublisher: Steve Jackson Games

The Future Is Yours!

It's the ultimate toolkit for building strange new worlds and alien civilizations. GURPS Space puts campaign-planning advice and space science at your fingertips, so you can create a setting that is plausible and fun!

  • Does your game feature gritty asteroid miners, or blaster-waving fighter jocks? Choose the space travel and technology that give the right feel for your campaign.
  • Looking for character ideas? Here are templates and advice to help an adventuring group get together and stay together.
  • Do you want a bug-eyed monster, or a realistic ecosystem? Use the alien-design chapter to build them all!
  • Need a planet? How about an asteroid, or a Dyson sphere? The worldbuilding chapters provide step-by-step instructions.
  • In a hurry to play? Each step of the world- and alien-design instructions lets you roll randomly and get results that make sense. Roll up your next planet and let the adventure begin!

GURPS Space will help you create campaigns of every style, from science fantasy to space opera to realistic. Recreate your favorite science-fiction background, or develop an original world of your own. With GURPS Space in your hands, the future is yours!

GURPS Space requires the GURPS Basic Set Fourth Edition. The information and advice on technology, worldbuilding, and alien design can be used as a resource for any space-based game.

For building spaceships, also check out GURPS Spaceships!

Price: $24.99

 GURPS Tales of the Solar Patrol Posted: Mon, 18 Dec 03:02:02 CST  
GURPS Tales of the Solar PatrolPublisher: Steve Jackson Games

Journey now to the thrilling days of . . . tomorrow!

After the terrifying war with the Overlord of Jupiter, the Solar Patrol was commissioned to police the interplanetary space lanes, protecting traffic from pirates and the insidious Red Hive! Drawing inspiration from the films, novels, comic books, and radio shows of the '30s, '40s, and '50s, GURPS Tales of the Solar Patrol presents an original setting for GURPS. In this alternate future-history, computers use punchcards, the swamps of Venus are home to strange natives, and the mighty Telsa coil has made it possible for humanity to explore and colonize the Solar System.

Get the templates, equipment, and ships you need as a Patrolman in this pulp-science fiction "world of tomorrow"!

Price: $9.99

 Places of Power: Tibol-Korrin Posted: Mon, 18 Dec 03:02:02 CST  
Places of Power: Tibol-KorrinPublisher: Raging Swan Press

A Pathfinder Roleplaying Game Compatible GM's Resource by Mike Welham 

The Strait of Tibol-Korrin provides seafaring merchants a relatively safe and easy way to reach the otherwise hard-to-reach, landlocked rival baronies of Tibol and Korrin. A decade ago, the strategically important strait became the focal point of a war between the two rival baronies when a dispute over equitable distribution of tariffs dramatically escalated when a Tibolian ship mysteriously sank (allegedly through the actions of Korrin saboteurs). The war brought shipping through the strait to a halt, as no captains dared to venture into range of the many siege weapons covering the strait and its approaches. A recent truce borne of economic necessity, and a blossoming romance between opposing, high-ranking commanders, allows ships to once again safely traverse the strait. However, unbeknownst to almost all, the fighting dislodged ancient and dark relics, portending the return of things best left forgotten. 

Places of Power are short, richly detailed supplements that each present a flavoursome locale such as a remote temple, borderland fort or reclusive wizard’s demesne. Ready to be plugged into almost any home campaign, each instalment can be used as a waystop on the road to adventure, the home of a powerful NPC or even as a mini-adventure site in its own right. 

This product is a Dual Format PDF. The downloadable ZIP file contains two versions, one optimised for printing and use on a normal computer and one optimised for use on a mobile device such as an iPad.

For a free sample, please visit Raging Swan's website.

Price: $3.45

 Places of Power: Tibol-Korrin (5e) Posted: Mon, 18 Dec 03:02:02 CST  
Places of Power: Tibol-Korrin (5e)Publisher: Raging Swan Press

A 5e Compatible GM's Resource by Mike Welham 

The Strait of Tibol-Korrin provides seafaring merchants a relatively safe and easy way to reach the otherwise hard-to-reach, landlocked rival baronies of Tibol and Korrin. A decade ago, the strategically important strait became the focal point of a war between the two rival baronies when a dispute over equitable distribution of tariffs dramatically escalated when a Tibolian ship mysteriously sank (allegedly through the actions of Korrin saboteurs). The war brought shipping through the strait to a halt, as no captains dared to venture into range of the many siege weapons covering the strait and its approaches. A recent truce borne of economic necessity, and a blossoming romance between opposing, high-ranking commanders, allows ships to once again safely traverse the strait. However, unbeknownst to almost all, the fighting dislodged ancient and dark relics, portending the return of things best left forgotten. 

Places of Power are short, richly detailed supplements that each present a flavoursome locale such as a remote temple, borderland fort or reclusive wizard’s demesne. Ready to be plugged into almost any home campaign, each instalment can be used as a waystop on the road to adventure, the home of a powerful NPC or even as a mini-adventure site in its own right. 

This product is a Dual Format PDF. The downloadable ZIP file contains two versions, one optimised for printing and use on a normal computer and one optimised for use on a mobile device such as an iPad.

For a free sample, please visit Raging Swan's website.

Price: $3.45

 Places of Power: Tibol-Korrin (SNE) Posted: Mon, 18 Dec 03:02:02 CST  
Places of Power: Tibol-Korrin (SNE)Publisher: Raging Swan Press

A System Neutral Edition GM's Resource by Mike Welham

The Strait of Tibol-Korrin provides seafaring merchants a relatively safe and easy way to reach the otherwise hard-to-reach, landlocked rival baronies of Tibol and Korrin. A decade ago, the strategically important strait became the focal point of a war between the two rival baronies when a dispute over equitable distribution of tariffs dramatically escalated when a Tibolian ship mysteriously sank (allegedly through the actions of Korrin saboteurs). The war brought shipping through the strait to a halt, as no captains dared to venture into range of the many siege weapons covering the strait and its approaches. A recent truce borne of economic necessity, and a blossoming romance between opposing, high-ranking commanders, allows ships to once again safely traverse the strait. However, unbeknownst to almost all, the fighting dislodged ancient and dark relics, portending the return of things best left forgotten. 

Places of Power are short, richly detailed supplements that each present a flavoursome locale such as a remote temple, borderland fort or reclusive wizard’s demesne. Ready to be plugged into almost any home campaign, each instalment can be used as a waystop on the road to adventure, the home of a powerful NPC or even as a mini-adventure site in its own right. 

This product is a Dual Format PDF. The downloadable ZIP file contains two versions, one optimised for printing and use on a normal computer and one optimised for use on a mobile device such as an iPad.

For a free sample, please visit Raging Swan's website.

Price: $3.45