|Mystic Bull Games|
The Pulp Weird Encounter Series comprises DCC RPG Adventures inspired by the weird pulp fantasy of the 60's and 70's.
Issue #1 introduces you to the Tomb of the Squonk and The Silent Army.
Tomb of the Squonk: A hideous creature pleads for you to restore his human form in a weird twist on a fairy tale conceit.
The Silent Army: Something in the woods has ensorcelled th
|Guild Companion Publications|
HARP Martial Law
- the new road to High AdventureHow do monsters and magic affect weapons, armor, and fighting styles?Martial Law breaks new ground in the field of fantasy role playing combat rules. Martial Law expands the fast, dramatic combat of HARP (High Adventure Role Playing) Fantasy to include detailed hit location criticals.Martial Law also includes a section on creating a
|Dias Ex Machina Games|
>>>NOW FOR PATHFINDER!!<<<
The city of Archon.
The most cosmopolitan, technologically advanced metropolis the world has ever seen,
where the nations of the world have at last come together to la
Relaxing at a tavern in Tenkar, shedding the dust of the trail from your boots and clothes, you stumble upon a danger that threatens the peace of this town. The local constable and his deputies are too busy dealing with its symptoms to address the cause. Are you and your friends ready to deal with the sinister secret
What if Gary Gygax had not left TSR in 1985, and had been allowed to continue developing the world’s most famous fantasy role-playing game?
Adventures Dark and Deep attempts to answer that question.
We will, unfortunately, never know exactly what it would have looked like, because Gary Gygax did leave TSR in that year, and others took over the job of designing the second (a
|Avalon Game Company|
The true wonders of Arcana are explored in the monthly journals. Each issue focuses on a hex within the game world, offering rumors, hidden lore, and detailed descriptions of all the important sites and people of that area. Full color maps (also offered in print-easy black and white) are provided on the hex itself, plus all sites of worthwhile note, such as towns and major adventur
|Catalyst Game Labs|
The great experiment that was the Republic of the Sphere has failed. Withdrawn behind the Fortress walls, the once-great power has become a silent, opaque remnant of its former glory. Without its influence, old hatreds have risen anew. As war once more rages across the Inner Sphere, new equipment strides across ancient battlefields. Technology, o
Twenty Years and Counting...
Add the Traditions in your Awakening game, or bring the ten Arcana to Mage: The Ascension. Pit the Seers of the Throne against the Technocracy for dominion over the world, and let your Nephandi call forth the Abyss. This guide will help you translate the feel and core elements from each version of Mage into the other's