| Product Name |
Publisher |
Price |
Originally published in 1996 by ICE, this new edition of Castles and Ruins has been digitally remastered by The Guild Companion.
Castles and Ruins is a sourcebook dealing with the details of castles, construction of dwellings, and the aging of ruins. Designed for use with the Rolemaster Standard System and wholly compatible with Rolemaster Fantasy R... [click here for more] |
Guild Companion Publications |
$16.00
|
Archendurn, capitol of the kingdom, is your first portal to adventure on the world of Aernth, a medieval fantasy setting with Celtic overtones, tempered with a dash of gritty realism.
In this 57-page module written by Aaron Smalley, you will find a richly detailed living city, illustrated with color street-maps and floor plans of selected buildings. NPCs from all walks of life from reig... [click here for more] |
Guild Companion Publications |
$7.00
|
The Magic Has Returned
Originally published in 1997 by ICE, this new edition of Essence Companion has been digitally remastered by The Guild Companion.
From forgotten tomes of magic to the schools of wizards, now comes forth a deeper exploration of the realm of Essence.
The Essence Companion delves deeply into the magical realm of Essence magic. Inside, you will f... [click here for more] |
Guild Companion Publications |
$16.00
|

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... [click here for more] |
Guild Companion Publications |
$12.00
|

"The six Champions stood in a circle, one from each element. They stood quietly, their heads hung low. Slowly, they began to chant. The words started soft, but built in power and intensity. Each Champion began to glow slightly as they filled with power. The elements swelled and rushed to fill them. They vibrated as the chant rose higher still. Finally, their heads rose as one. Their eye... [click here for more] |
Guild Companion Publications |
$16.00
|

...The witch stirred the disgusting components in her basin. The goat's eye was starting to melt into the small pool of newt's blood; the eagle's feather was heavily matted by the viscous fluids all around it. The Chancellor waited impatiently. At last the gnarled witch looked up. "Yes. Your king will do well this season; I have seen his rise to power... "
Open your min... [click here for more] |
Guild Companion Publications |
$16.00
|
Prepare yourself! You are about to begin your journey toward the ultimate fantasy role playing adventure! We know you have great stories to tell and fascinating characters to play. So do your fantasy justice and use the most flexible rules around: Rolemaster Fantasy Role Playing.
Why have your grand tales limited by the rules you use? Choose the system which tells your story your... [click here for more] |
Guild Companion Publications |
$20.00
|
Spacemaster: Privateers
The panel exploded in a glowing crash of sparks. Mrralff cursed violently, waiting for the diagnostics to flicker across his screen. He breathed a sigh of relief. Nothing was damaged that did not have a redundant system.
Their relative velocities had carried Mrralff and his enemy far apart. It would take a moment for t... [click here for more] |
Guild Companion Publications |
$20.00
|
The Toyman's Fair
By D. Andrew Ferguson
Inspired by the Ennie Award-nominated Construct Companion, The Toyman's Fair is a complete adventure module for Rolemaster. It is designed for adventurers from levels 8-11, but guidance is given on how to scale the encounters for both lower and higher-level parties.
Local farmers have reported strange beasts are abroad, attacking t... [click here for more] |
Guild Companion Publications |
$5.00
|

A bestiary of epic proportions!
Encounter dragons, sprites, gorgons, sabertooth tigers, and foes of all stripes, spots and scales. Even the leviathan is not too big for this comprehensive bestiary!
Inside you'll find hundreds of animals, monsters, and races. Many are culled from myth, others are staples of fantasy fiction and games, and many more are completely original - unlike... [click here for more] |
Guild Companion Publications |
$18.00
|
The essential tome for GMs!
How many players should I try to handle at one time? Will my game be more successful if I focus on political intrigue or on simple adventuring? How can I pull the characters from the jaws of death without it seeming contrived? How can I keep the "power" in my game from getting out of hand? If you have ever asked yourself any of these questions, then... [click here for more] |
Guild Companion Publications |
$18.00
|
It's not the bruises that kill!
Put fast and furious combat into your adventure! Arms Law delivers fantasy and medieval melee and missile attacks with realistic-plus results. Simple to use, you'll puncture, slash, or crush your foes with convincing fatality!
Arms Law expands the combat system from Rolemaster Fantasy Role Playing to its full breadth.
... [click here for more] |
Guild Companion Publications |
$10.00
|
Get Critical!
Arms Law is about FRP combat - the kind that leaves you shaking and bragging to your friends about your character's exploits. If you prefer safe, ho hum, by thenumbers RPG combat then Arms Law is not for you. If you are looking for FRP combat that leaves you breathless, your quest ends here.
Arms Law is a fantasy combat system designed to be us... [click here for more] |
Guild Companion Publications |
$9.00
|
Add the power of expanded character development to your game. Character Law is the utlimate player's guide for Rolemaster Fantasy Role Playing.
Double your available professions and triple your races and cultures. Enjoy more than twenty new training packages along with new skills and skill categories.
Customize your characters using comprehensive background options: statu... [click here for more] |
Guild Companion Publications |
$15.00
|
Artificial beings are unnatural creatures constructed by enchantments. Composed of virtually any element or substance, they have no inherent soul. Instead, their spirit is a gift or a temporary lodger. Their bodies would not "live" but for the incantations that unite them with a wandering soul or part of the maker's own spirit.
Construct Companion is a fantasy roleplaying sour... [click here for more] |
Guild Companion Publications |
$15.00
|
Created for RMFRP and Shadow World, the new Races & Cultures gives you everything you need to design unique, exciting and diverse characters for your Rolemaster and Shadow World adventures. Races & Cultures is divided into two main sections on races and cultures so you can mix and match! Included are all the core races as well as many humanoid (including cent... [click here for more] |
Guild Companion Publications |
$15.00
|
Give your Hero an edge!
Welcome to the Armory. The ICE armsmasters have selected over 50 new weapon attack tables for your combat enjoyment. So retire those old worn out weapons and take these new attack tables for a spin. Fun, lethal and exotic, the Armory has it all. Need more killing power? Then check out the great sword. If you prefer finesse, then perhaps the dainty hand crossbow i... [click here for more] |
Guild Companion Publications |
$8.00
|

Secure your hoard with the Treasure Companion
The wounded man knelt beside the gilded chest. He knew that inside was all that he had been fighting for: the wealth of kings...
Wonder how many gemstones are set into that bejeweled cup? Want to discover exactly what is in that Dragon's hoard? Need to know how many months and spells it will take to make that black eog sword of orc-s... [click here for more] |
Guild Companion Publications |
$15.00
|

Since the dawn of time man has struggled to understand the nature of magic... Now you can explore the origins of the most powerful, but hardest to control, type of magic: Arcane. With this companion, the old rules for Arcane magic are completely revised to be 100% compatible with the Rolemaster Standard System. While some of the concepts from previous companions were maintained, the entire stru... [click here for more] |
Guild Companion Publications |
$15.00
|
Get Critical
Arms Law is about FRPG combat - the kind that leaves you shaking and bragging to your friends about your character's exploits. If you prefer safe, ho hum, by-the-numbers RPG combat then Arms Law is not for you. If you are looking for FRP combat that leaves you breathless your quest ends here.
Arms Law is a fantasy combat system designed to be us... [click here for more] |
Guild Companion Publications |
$12.00
|
The skyship trembled and began to list to starboard, her structure creaking ominously. Both men staggered but regained their balance as the craft slewed about in a strangely majestic spin, drawn towards the Essænce vortex. Ignoring the wind tearing at his clothes and flowing hair, Sulfean carefully replaced his Compass in its padded leather pouch. Moje fought to control his own flappin... [click here for more] |
Guild Companion Publications |
$7.00
|

Erik stumbled to the side, his numb barely-working fingers fumbling for an energy cell. The laser fire stopped for a moment as his opponents waited for him to show himself. They wouldn't give up their cover. They'd wait for him to move. After several, agonizing seconds, he managed to slide a new power cell into his blaster. The burns along the left side of his body made the slightest moveme... [click here for more] |
Guild Companion Publications |
$15.00
|

Gregory watched engines burn. The gravity had gone out. In zero-G, fires started as a sphere instead of a flame, until the air started to move and they settled on a direction of "up". Their color was bluer too. It was almost pretty. "I wanted the salvage" the Lieutenant said. "Evacuate, sire" Gregory said. "If we hadn't lost gravit, we'd already b... [click here for more] |
Guild Companion Publications |
$15.00
|

The cat pounced again, and Christian swung his sword. The monoblade clashed with the cat's hazzok, throwing Christian to one side and bruising his shoulder as 250kg barreled through where he used to be standing. Christian scrambled back to his feet, just in time. He didn't know why the cat was after him, but when a Falar wanted you dead, you usually died. He swung again as the cat ... [click here for more] |
Guild Companion Publications |
$15.00
|

AE Error\Memory failure\correction online\Running diagnostic O ...The unot that called itself Peter dove for cover as a blast scorched the earth where he had been standing. This was bad. He loaded another energy cell into his weapon. His Lat. He was in trouble. Perhaps if he... AE ADFA\Failed|Rebot|Memory failure|Diagnostic O TePer r5lled t8... ...one side as the smoke cle... [click here for more] |
Guild Companion Publications |
$15.00
|

Havagract reversed the polarity on his drive, rocking forward as the inertial dampers fought to keep up with a sudden blast from his foe. his control panel exploded in a shower of sparks. Not good. All his weapons were redlining, and damage control had failed to reroute power. He had to get far enough away from the planetary atmosphere to kick in the quantum drive. He brought the craft into... [click here for more] |
Guild Companion Publications |
$15.00
|
A Classic Returns.
Rolemaster, the greatest RPG system of all time is back.
Rolemaster Classic: Character Law marks the return of the original revered Rolemaster system. This volume encompasses the Character Law section of the hallowed "red border edition" Character & Campaign Law and has been completely updated and expanded.
The origin... [click here for more] |
Guild Companion Publications |
$16.00
|
A classic module of Shadow World, set in the east of the continent of Jaiman, and updated by Terry Amthor for play in both its original time era and the current Shadow World timeline.
The original Cloudlords of Tanara was set over three thousand years before the present time of 6056 in the Third Era. Some things are the same, but many things have changed. Groups dormant for age... [click here for more] |
Guild Companion Publications |
$15.00
|
Terry Amthor makes a triumphant return to the Shadow World in this all-new region module for The Land of Xa-ar and Northern Saralis on the continent of Jaiman.
Jerrin is King in Haalkitaine, and while he claims to be Emperor of all Jaiman, he is far away to the east and the Phoenix Crown holds no real power here. Xa-ar and Saralis are fractured lands, trying to recover from the last occ... [click here for more] |
Guild Companion Publications |
$15.00
|
Only your soul is at stake!
From the forgotten rites of lost religions to the dutiful chants of young acolytes, open the realm of Channeling fully to your prayers!
Inside you will find over 50 spell lists - with hundreds of spells. Plus all of the character information needed to expand the core Channeling professions of your Rolemaster Fantasy Role Playing g... [click here for more] |
Guild Companion Publications |
$10.00
|
When the sorcerer raises a hand ...
The magic of the universe is all around us. Tap into the natural Essence and shape your destiny!
Inside you will find over 50 spell lists - with hundreds of spells. Plus all of the character information needed to expand the core Essence professions of your Rolemaster Fantasy Role Playing game, including the Illusionist, th... [click here for more] |
Guild Companion Publications |
$10.00
|
Here be dragons ... and giants ... and other nasty critters. Beware of teeth that snatch and claws that scratch! Creatures & Treasures is back, with more teeth, talons, stings and tentacles than ever. Put some bite into your players' next encounter and power up your monsters with C&T. Not happy with the existing monsters? Then create your own, using the section on designin... [click here for more] |
Guild Companion Publications |
$18.00
|

Shadow World
...A planet hangs on the threshold between Order and Chaos, a focus of strange powers and portals to alien dimensions. Sorcery clashes with ancient technology while capricious deities make war and the Dragonlords walk as men. Against them all rises the Unlife, a force whose dark servants seek the destruction of all that lives...
The long wait is over...
Retu... [click here for more] |
Guild Companion Publications |
$20.00
|
Open the doors of your mind ...
The power of the mind lies just beyond the reach of most. Now you can tap into the ultimate personal power! Open the doors of your mind and the realm of Mentalism will be yours!
Inside you will find over 50 spell lists - with hundreds of spells. Plus all of the character information needed to expand the core Mentalism professions of your ... [click here for more] |
Guild Companion Publications |
$10.00
|
Spacemaster Privateers: Races & Cultures
Alarion looked around him, confirming with his eyes what his instruments told him. 600 Light Horse, moving in a wave through the fire of the guns. 600 Tulgaran Knights of the Horse. Bying for the cause. He turned his attention back to the field of death. the guns were blasting, but they hadn't been prepa... [click here for more] |
Guild Companion Publications |
$15.00
|
The Raven Queen didn't even bother to rise from her throne as she cast her spell. Red forks of light lashed out from her long black fingernails and stabbed at the second Clycallah spy. He screamed and crumpled at her feet next to his cohort. She hadn't gotten anything useful from the first prisoner, but maybe this one will last a bit longer...
The Queen's lips curled into a cr... [click here for more] |
Guild Companion Publications |
$16.00
|

...There was little more that Eltor could do; no new trick or secret weapon that he could bring to bear. Only one thing was left. It was a small thing, but it was all Eltor could think of Between his flagbearer and signaler, Eltor knelt on the soft ground and began to pray for his men...
At last, the ancient priests of forgotten gods have brought forth new information for the ... [click here for more] |
Guild Companion Publications |
$15.00
|
The first issue of The Guild Adventurer has arrived. The Guild Adventurer is a compilation of original adventures and adventure-related material for Rolemaster, Shadow World, Spacemaster, and HARP. Our all-star cast of contributors have created the following rich and diverse set of scenarios to put the adventure back into your games:
"The Temple of the Th... [click here for more] |
Guild Companion Publications |
$8.00
|
Sixteen weapon attack tables for Rolemaster Classic and RMSS/FRP:
Baw
Chakram
Chegain
Cabis
Dag
Ge
Ikasha
Irgaak
Kalta
Kynac
Long Knife
Long Kynac
Saren
Shangkana
Typh
Yarkbalka
... [click here for more] |
Guild Companion Publications |
$3.00
|
The second issue of The Guild Adventurer has arrived!. The Guild Adventurer is a compilation of original adventures and adventure-related material for Rolemaster, Shadow World, Spacemaster, and HARP. In this, the second issue, we have two double-length adventures, two normal-length scenarios and one adventure location:
"Rose Petals and Snow Lions", a double-length Shadow World ... [click here for more] |
Guild Companion Publications |
$8.00
|

Do you want characters to depend more upon their innate skill than upon magic? Sick and tired of characters with a spell for every occasion? Do you want spell users to dread the dire consequences of misusing powerful magic? If so, this is the book for you!
Expand the scope of non spell users in your game with four new professions: Barbarian, Swashbuckler, Sneak, and Sage. Choose from 1... [click here for more] |
Guild Companion Publications |
$15.00
|
Deep within the Dark Woods of the kingdom of Archendurn is a ruined fortress, Dún Crú. Rumors say that it has become the lair of bandits or evil goblins. Legends say that it is haunted by the spirits of its garrison. Are you brave enough to seek answers to the mysteries of Dún Crú?
Dún Crú is a complete adventure module for Rolemaster (both RMSS... [click here for more] |
Guild Companion Publications |
$7.00
|

En Garde!
True adventure awaits those willing to risk everything for fame, fortune, and honor. If you enjoy intrigue among the world's most powerful people, climactic battles with arch villains, and swooping in to save the day at the very last minute, then you, my friend, were born to be a swashbuckling hero!
At Rapier's Point presents a whole new facet to your role playi... [click here for more] |
Guild Companion Publications |
$7.00
|

AutoHARP Fantasy software combines a Character Creator and a Combat Tracker, both of which are fully compatible with HARP Fantasy.
The Character Creator has:
Full Wizard for creating new characters. Hybrid race creation included as well as full support for human based characters and clerical based characters. Full support for Adolescence and profession rank selection, cleric base... [click here for more] |
Guild Companion Publications |
$20.00 $10.00
|

AutoHARP SF software combines a Character Creator and a Combat Tracker, both of which are fully compatible with HARP SF.
The Character Creator has:
Full Wizard for creating new characters. Full support for human and alien characters. Full support for Adolescence and profession rank selection, psionics and talent selection for certain professions.
Easy access to character traits,... [click here for more] |
Guild Companion Publications |
$20.00 $10.00
|
Creatures & Treasures II is a Rolemaster bestiary offering complete descriptions and game stats for hundreds of fantasy beasts, including Composite Monsters, Artificial Beings, and Entities from Deep Space! Also included are revised and reformatted guidelines for generating random treasure hoards, along with a huge listing of Modest, Potent, Most Potent and Artifact magic items. Ther... [click here for more] |
Guild Companion Publications |
$6.00
|
Creatures & Treasures III, in the tradition of the immensely popular C&T and C&T II is an invaluable supplement offering information and stats for three key elements of fantasy role playing: creatures, treasures, and encounters. Although designed for use with the Rolemaster system, it is easily adaptable to most other major role playing systems.
This bestiary presents... [click here for more] |
Guild Companion Publications |
$8.00
|

A classic Shadow World adventure module
The island of Aranmor is a land where forces of nature battle themselves. Many believe that there is more to this enigmatic place than ruins and rumbling volcanoes. Stories about Aranmor range from reports of shipwrecked sailors driven to cannibalism to tales of soul-stealing ghouls. One popular tale cliams that Kadaena, a fallen Empress fr... [click here for more] |
Guild Companion Publications |
$5.00
|
A classic Shadow World sourcebook
Vast caverns thread the earth beneath the continent of Emer. One of these natural vaults contains a realm of bronze sands and silver grasses lit by a magical sky-roof of brass. Six immortal, evil lords - the Ishru - reside in castles overlooking the deserts and the steppe. They vie among themselves for supremacy, unaware that their holdings may a... [click here for more] |
Guild Companion Publications |
$8.00
|

A classic Shadow World module
Throughout most of the Third Era, the five Abarquan Islands have remained peaceful and safe, protected by their isolation and by the Great Oracle, an unseen but powerful presence whose palace atop Mount Tatham is a refuge to all in need. Unknown to the Saurkur, a race of intelligent reptiles who inhabit the isles, forces of the Unlife have seized con... [click here for more] |
Guild Companion Publications |
$5.00
|