The Ninth World is full of wonders and dangers. Just how far will your heroes go to explore them all? How many traps will they disarm, how many ancient tombs unearth? And while doing so, will they ever stop and think about the consequences of their actions? How many bridges will they burn to get treasures, knowledge and glory?
This campaign consists of 5 linked scenarios that can be also played separately.... [click here for more]
Rusthaven is a sourcebook for the roleplaying game Numenera and adds new creatures, organisations, descriptors and foci, new NPCs, a completely new set of Iron Wind-caused mutations known as ‘corrosions’ and, of course, the location of Rusthaven itself. It covers multiple types of Iron Wind, how society reacts to them and the prejudices that exist out of fear and ignorance towards the Wind... [click here for more]
Ninth World Assassins is the first release of many to come from Knowledge of the Ninth Publishing. This (6x9) 102 page book contains more than just the methods and philosphy of a Ninth World Assassin.
Rather, this book provides much much more than that, including:
The methods and industry of an assassin
Clients and their relationship to assassins
New character options... [click here for more]
Breathe life into an infinite variety of NPCs—for any campaign!
Putting together a new adventure or campaign? GMing an impromptu encounter? Got a game session that’s gone in an entirely unexpected direction? In almost any gamemastering situation, one of the greatest challenges is coming up with nonplayer characters (NPCs) that are interesting, unique, and fleshed out—particularly... [click here for more]
One Hundred New Artifacts in a Convenient Deck
In the Ninth World, artifacts are items of ancient mystery and power. Compared to cyphers, they're relatively permanent and often have straightforward applications. But their workings are incomprehensible—a device powered by transdimensional siphons using nanotechnology to rewrite reality on the subatomic level often appears more magic than machine.... [click here for more]
Sometimes characters are inspired even when their players aren’t
Sometimes things just come together. Sometimes you just happen to have exactly the ideal tool, or the perfect insight.
And sometimes it’s great to give the players just a touch of inspiration and additional narrative control. And a little extra reward for a particularly challenging encounter or adventure.
The 100-card... [click here for more]