| Product Name |
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Beyond the Core: The Worlds of Frontier Zone Five is a Spacemaster 2nd Edition adventure module.
In the power hungry and paranoid world of Space Master, no region breeds as much avarice and distrust as the Frontier. Here, beyond the reaches of the Core Provinces, resources are still "up for grabs." It is no surprise that the Emperor keeps a close eye on Frontier events,... [click here for more] |
Guild Companion Publications |
$5.00
|

The Space Master Companion is a Spacemaster 2nd Edition supplement. This is NOT the same product as Spacemaster Companion One
This supplement expands 5 areas of the Space Master system.
Here are Alternate Settings, adding fascinating variety to your sci-fi scenarios.
The Stellar Empire fleshes out the details of man's expansion into the heavens, ten thousand years hence. ... [click here for more] |
Guild Companion Publications |
$7.00
|

League of Merchants: Lords of the Imperial Underworld is a Spacemaster 2nd Edition adventure module.
Thick mist hangs on the cliffs of Hestus V, settling over the dark forests. The League exploration ship, Cleopatra, slides silently through the churning clouds, evading Provincial scans. Suddenly she bursts from the low ceiling over a narrow vale. Below les what the Cleop... [click here for more] |
Guild Companion Publications |
$5.00
|

The Cygnus Conspiracy is a Spacemaster 2nd Edition adventure module.
TARA: HOUSE KASHMERE'S INDUSTRIAL CENTER
Set on a rocky pinnacle in the center of an ancient crater, Cygnus Corp's Ardinium ore processing plant Number 27 glows a metallic gold in the hazy sunrise. It is a rare appearance for Tara's star, usually lost behind a curtain of smog and acidic drizzle. The wear... [click here for more] |
Guild Companion Publications |
$5.00
|

Imperial Crisis: House Devon in Turmoil is a Spacemaster 2nd Edition adventure module.
Long ago, before even the Empire, there was Devon Electronics: a huge corporation dominating the microcircuitry market. It survived nuclear conflicts, the expansion of mankind into space, and the repressive Terran Federated Democracy.Devon Electronics - and a handful of other Megacorporat... [click here for more] |
Guild Companion Publications |
$5.00
|

Lost Telepaths : The Secret of House Kashmere is a Spacemaster 2nd Edition adventure module.
Astra's launch occurred without incident, but soon thereafter a problem in the astrogation program developed. Whether it was equipment failure or sabotage will never be known. For several hundred years the Astra drifted through space, off course. Assuming a rogue star to be the planned de... [click here for more] |
Guild Companion Publications |
$5.00
|

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
|

Tales from Deep Space: Perils on the Imperial Frontier is a Spacemaster 2nd Edition adventure module.
Somewhere out there, in a distant and unsurveyed Sector, lurks a cold and mysterious presence. Amongst the icy remains of his last helpless victims, he hides in the frozen hold of a derelict vessel. He waits and he is hungry....Time passes, and eventually something comes along... [click here for more] |
Guild Companion Publications |
$5.00
|

War on a Distant Moon is a Spacemaster 2nd Edition adventure module.
Fighting for their HomeWorld with little to lose, the rebels of the Tayan Liberation Front have proven themselves a force to be reckoned with. Although Darran Provincial garrisons have been tripled, the rebel bases remain hidden and the terrorist attacks continue. Rumor has it that the Church has requested... [click here for more] |
Guild Companion Publications |
$5.00
|
The Durandrium Find is a Spacemaster 2nd Edition adventure module.
Without a steady supply of Andrium, the fuel for hyperdrive crafts, Imperial cruisers and provincial merchant vessels would soon drift to a halt, unable to make the jump between stars. The lone supplier of this artificial fuel is API, Andrium Producers of the Imperium, an Imperially controlled manufacturer.
<>... [click here for more] |
Guild Companion Publications |
$5.00
|

Disaster on Adanis III is a Spacemaster 2nd Edition adventure module.
As the Vostok approaches Adanis III with a cargo of food and medical supplies, crew members cluster around viewscreens and portals to gaze in silent awe at the devastation surrounding them. Where Adanis' smallest moon orbited, only dust clouds remain. After a long moment, the ship's captain barks an o... [click here for more] |
Guild Companion Publications |
$5.00
|
Legacy of the Ancients is a Spacemaster 2nd Edition adventure module.
Thirty thousand years before the formation of the Imperium, a massive colony ship left the Milky Way, bound for a distant galazy. Created by an ancient race, the Azyrri, the Azyr Nebula would launch a genetic Seeding experiment that would take thirty millennia to complete.... Unforseen by the Azyrri, an accide... [click here for more] |
Guild Companion Publications |
$5.00
|
Raiders from the Frontier is a Spacemaster 2nd Edition adventure module.
Graced with abundant resources, Jade-London is envied as one of the Empire's most powerful and wealthy provinces. Jadium, a metal useful in the construction of starcraft, can only be found here. Jade-London also acts as a buffer between the Imperial core worlds and the Idorian Star Empire.
The... [click here for more] |
Guild Companion Publications |
$5.00
|

STARCRAFT COMBAT IN THE FAR FUTURE
The Cronos, a Provincial Carrier vessel, had just dropped out of Hyperspace when battle-klaxons sounded throughout the ship." Gunners to stations!" came the alarm. Tod Jairus rushed down to his fire control center. Piling into the gunner's crib he pulled on a comm-link and looked out of the shielded bubble over-hanging his triple Io... [click here for more] |
Guild Companion Publications |
$8.00
|

PLANETARY COMBAT IN THE FAR FUTURE
The long-anticipated strike on Idamarcus was underway. Unexpectedly thrust into the dire battle over this resource-rich moon in the Idorian home system, Tod Jairus and Sheri Xll donned their Powered Armor battlesuits and stumbled out of the pitching Imperial troop carrier.Rear Echelon Assets dropped relentless salvos of High Explosives among ... [click here for more] |
Guild Companion Publications |
$10.00
|

A Vehicle Compendium for Armored Assault
The essence of ground combat is hardware. The machines of war have left trails of destruction down through history. They have made their marks on the landscape with treads and cannon.Now with Armored Reserves, you can have a wider selection of the latest vehicles, aerocraft and powered armor battle suits for the Armored Assault game. With ... [click here for more] |
Guild Companion Publications |
$5.00
|

Vessel Compendium 1: Adventurer Class
Deep in Carlisle space, the Indus transport "Drachma" has just disgorged its mining shuttle. Swift, silent, the small craft picks its way through the asteroid field, sweeping the rocks with neutrino streams as it searches for valuable ore deposits.An anomolous reading skips over the sensor display.The shuttle operator contacts th... [click here for more] |
Guild Companion Publications |
$5.00
|

Vessel Compendium 2 - Pursuit Class
Materializing out of darkness, a small starcraft hurtles toward 'Stardust II,' a lumbering imperial cargo cruiser.Aboard the League of Merchants' pirate Cutter "Lightfoot, "Captain Hari Xutii gloats: "Poor 'Star-dust,' brimming with Molecutronic components, just begging us to unload them." He turns to his gunner: "Fi... [click here for more] |
Guild Companion Publications |
$5.00
|

Vessel Compendium #3 - Imperial Ships
The two Imperial Destroyers shunted out of Hyperspace 30 minutes ago. Now, at maximum velocity, they hurtle toward a small moon thought to be supplying war materiel to an upstart Minor Clan.On the bridge of the lead Destroyer, Captain Harg Burly is nervous. Most of his original squadron's ships have been lost over the past year; unexpected... [click here for more] |
Guild Companion Publications |
$5.00
|
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
|

A Campaign Sourcebook for Cyberspace
A sickly yellow-brown haze smothers the south-western coastline of Lake Michigan. Radioactive sludge washes up on Chicago's shore, while heartland waifs infest its labyrinthine buildings. Wake-up sprawlkids, another day on the streets awaits.
In 2090, the third largest Sprawlzone in the United States is centered on the urban metropolis... [click here for more] |
Guild Companion Publications |
$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 Character Compendium for Cyberspace
Another pained and congested Sprawlzone stretches away before you in a hazy afternoon wash.
Skimming over shantytwon rooftops, you notice that the writhing streets and alleys below are plugged with faceless men and women wandering about in an eternal, pointless exercise. But not all can be tagged as anonymous vagrants. A fortunate few... [click here for more] |
Guild Companion Publications |
$4.00
|

Cyberventure Mission File for Cyberspace
Shards of glass and metal spin away from the vid-phone booth as hundreds of exploding rounds are pumped into it by black- and silver-clad bikers.
The interior of the nightclub is quickly transformed into a volcanic nightmare as the sound of the bikers' detonating ammunition drowns out the club's already ear-splitting musical onslau... [click here for more] |
Guild Companion Publications |
$5.00
|

The Sprawl [San Francisco] 2090
The city is at war with itself. Rivalry spreads through the grimy streets, bedrooms, boardrooms and the unreal computer matrix of Cyberspace. For some, victory is an intangible gain in a vast power struggle. For others, it's just survival.
Cyberspace is a complete roleplaying game set in the corrupt, dirty, high-tech Earth of 2090 AD... [click here for more] |
Guild Companion Publications |
$10.00
|

Cyberventure Mission File for Cyberspace
If the Sprawl had a heart, its blood would flow through the doors of the Uniqorn Qlub.
Everyone who is anyone eventually makes their way here; to score a deal or make a connection. It's built on a foundation of electric tension and deep within is a mixture of adrenalin and sweat, lust and death, great vibrations and sour whiskey. The Uniq... [click here for more] |
Guild Companion Publications |
$5.00
|

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
|

Cyberventure Mission File #1
Rank sewage oozes through the gutters of dark but familiar alleyways, while insect-zapping neon reflects from stagnant pools of oil-slick filth.
Assaulted by the cloying, sour battery of smells, you know you're home on the streets of civilisation's penultimate nightmare: the Sprawl. But home means safety - a relative term after all - and a bas... [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
|
A classic Shadow World regional module
Over the ages, the people of Gethrya have built a great and orderly society ruled by benevolent kings and blessed by the gods. Here, revered priests and astrologers define the way of life, but perils old and new threaten this stable order. To the untamed east, bloodthirsty reptilian monsters known as Obanshi prowl the wastes of the Chavad Mo... [click here for more] |
Guild Companion Publications |
$5.00
|

Oriental Companion is your guide to using Rolemaster for the land of the Orient; an adventurous world with Samurai and Ninja. Rolemaster's Orient is a hybridization of many Far Eastern cultures injected with a mix of fantasy and wonder. This book contains new Rolemaster professions, skills, powers, creatures, and items for the Orient, plus plenty more.
The Oriental Companion>... [click here for more] |
Guild Companion Publications |
$7.00
|

A classic Shadow World module
Set sail for the Land of the Silver Mist, where treasure and undead alike rest uneasily in the ruins of Quellbourne's capital city, Quellburn. Overcome by the forces of the Unlife centuries before, the rugged Mannish population of this fog-swept land struggles to survive, battling pirate bands of Ice Krals and raiding Trolls, as they mine for gold an... [click here for more] |
Guild Companion Publications |
$5.00
|
The magic has returned! Spell Law, the heart of the Rolemaster magic system is back with more power. Re-edited, reorganised, this new edition of Spell Law gives your favourite spellcaster the punch they need to take on the villains or extra punch if they are the bad guys. Explore new realms of power and plumb the depths of magic without sacrificing playability. Why settle f... [click here for more] |
Guild Companion Publications |
$20.00
|
Digitally remastered and including updates for Rolemaster Classic, Rolemaster Companion I is a must for all Rolemaster (2nd Edition and Classic) fans. Every aspect of Rolemaster is expanded with optional rules and guidelines.
To SPELL LAW, 118 new individual spells (from 1st to 75th level) and 31 new spell lists along with s... [click here for more] |
Guild Companion Publications |
$15.00
|

Have you ever needed a detailed Non-Player or Player character at the spur of the moment, complete with skills, spell lists and background, but did not know where to turn? Wonder no longer, your search is over! Rolemaster Heroes and Rogues is the answer - complete game information for 24 Rolemaster characters at seven different levels. Get your players ready, because your Rolemaster camp... [click here for more] |
Guild Companion Publications |
$8.00
|

Enhance your Rolemaster Fantasy Role Playing game with optional rules and source material:
Issue #1 Table of Contents
Introduction .....................................................1Elementalists ....................................................2Elementalist Training Package ........................ 4Spell Lists .................................................... 5-10Eart... [click here for more] |
Guild Companion Publications |
$3.00
|

Enhance your Rolemaster Fantasy Role Playing game with optional rules and source material:
Issue #2 Table of Contents
Introduction .................................................................... 1Elementalist Training Package ........................................ 2Spell Lists ......................................................................... 3Elemental Air .......... [click here for more] |
Guild Companion Publications |
$3.00
|

Enhance your Rolemaster Fantasy Role Playing game with optional rules and source material:
Issue #3 Table of Contents
Introduction ..................................................................... 1Fighter Schools ................................................................. 2The Pit Fighting School................................................. 2The Knights-Errant ...... [click here for more] |
Guild Companion Publications |
$3.00
|

Enhance your Rolemaster Fantasy Role Playing game with optional rules and source material:
Issue #4 Table of Contents
Introduction ............................................................... 1Thief Schools ...................................................... 2Avanor’s Urchins ................................................ 2The Confidence Man .......................... [click here for more] |
Guild Companion Publications |
$3.00
|

Enhance your Rolemaster Fantasy Role Playing game with optional rules and source material:
Issue #5 Table of Contents
Introduction .............................................................1Woodsmen Schools ..................................................2Poacher ...............................................................2Trapper ........................................... [click here for more] |
Guild Companion Publications |
$3.00
|

Enhance your Rolemaster Fantasy Role Playing game with optional rules and source material:
Issue #6 Table of Contents
Introduction ...................................................................... 1Clerical Schools ................................................................. 2Monastic Priest .......................................................... 2Pacifist Priest ..... [click here for more] |
Guild Companion Publications |
$3.00
|

Enhance your Rolemaster Fantasy Role Playing game with optional rules and source material:
Issue #7 Table of Contents
Introduction ..................................................... 1Craft Guilds ..................................................... 2Weapon Smiths’ Guild ............................... 2Tanners’ Guild ........................................... 3J... [click here for more] |
Guild Companion Publications |
$3.00
|
Sea Law contains the ship combat system and naval campaign guidelines for the Rolemaster system. With Sea Law a GM can set up and resolve naval battles involving a wide variety of ships from early oared galleys to great sailing ships. In fact, the combat system doesn't require a GM-it is a fully functional boardgame. Sea Law has everything you need to handle action o... [click here for more] |
Guild Companion Publications |
$10.00
|

Enhance your Spacemaster: Privateers game with optional rules and further details of the Privateers universe.
Issue #1 Table of Contents
Introduction...................................................................11.0 Pressure and Vacuum Exposure..............................21.1 Rapid Pressure Changes..................................31.2 Explosive Decompression................ [click here for more] |
Guild Companion Publications |
$3.00
|

Enhance your Spacemaster: Privateers game with optional rules and further details of the Privateers universe.
Issue #2 Table of Contents
Introduction...................................................................1Radiation Rules..............................................................2Gravity............................................................................6Fu... [click here for more] |
Guild Companion Publications |
$3.00
|

Enhance your Spacemaster: Privateers game with species creation rules:
Issue #3 Table of Contents
1.0 Races and Cultures...................................................21.1 Aliens.................................................................21.1.1 The Nature ofAliens..................................21.1.2 General Biology........................................31.1.3 Psych... [click here for more] |
Guild Companion Publications |
$3.00
|
Enhance your Spacemaster: Privateers game with optional rules and further details of the Privateers universe.
Issue #4 Table of Contents
1.0 The Culture of the ISC.............................................21.1 The Dragoons...................................................21.2 The Falar...........................................................21.3 The Humans.................... [click here for more] |
Guild Companion Publications |
$3.00
|