Free Product of the Week
This free Player's Guide edition includes the first 26 pages of the Stone and a Hard Place core book. It may be printed for personal use, and printed or distributed for up to six players in the Game Master's personal campaign.
Death rules this land. From the sun-scorched earth to the empty noose swaying in the skeletal branches of the hangman’s tree to the bloodstained buzzards circling overhead, the Wild Southwest thirsts for souls. Make sure it don’t get yours, partner.
Matthew Cutter’s Stone and a Hard Place details the strange locales and odd characters of the American Southwest. It provides new Edges and abilities to gussy up your Harrowed or hexslinger; new Setting Rules to emulate Death’s grip on the land; Savage Tales galore; a passel o’ terrifying abominations; and an epic Plot Point Campaign that pits a posse against Death’s red right hand—the one and only Stone!
Stone and a Hard Place uses the multiple-award winning Savage Worlds rules and requires the core rules and Deadlands Reloaded to play.
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Notes from Scott's Desk
For all correspondence, feel free to contact me, Scott Holden, at firstname.lastname@example.org.
It's getting to be that busy time of year again, when half of the DriveThru crew is out at various conventions and gaming trade shows. But we'll keep bringing you some great deals and hot new titles, no matter how busy it gets!
Check out our Pick of the Week from Sine Nomine Publishing, Silent Legions. Just a bit further down, there's also the very cool Night Witches from Bully Pulpit Games. And be sure to read all the way down to our "Also of Note" titles, where we've got some reskinned D&D classics to help you round out your collection.
And, of course, there are also some great deals going on over at Bundle of Holding, as always!
MEGATRAVELLER AND DYING EARTH BUNDLES
Our friends at the Bundle of Holding have two offers in progress. The new MegaTraveller Bundle presents a near-comprehensive collection of the late-80s space-opera RPG from GDW. In MegaTraveller, the galactic Imperium has shattered after a thousand-year reign, and the player characters navigate a complex array of interstellar factions.
This offer, which includes almost every book in the line, runs till April 7th.
And the Dying Earth Bundle, revived from January 2014, runs through the end of March. This collection, too, features just about every important book for the Pelgrane Press fantasy RPG, based on Jack Vance's Dying Earth stories.
Remember, when you buy from Bundle of Holding, the titles are automatically added to your DriveThruRPG Library.
Cheers and good gaming!
~ SJH (03-26-2015)
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Pick of the Week
The world is broken in hidden ways.
Silent Legions is a game of modern Lovecraftian horror, carefully designed to support sandbox adventures by hard-bitten investigators and fearless hunters of the dark. Its clean, lightweight old-school rules are compatible with the free Stars Without Number sci-fi game and give both GM and players a steady framework for plumbing the unspeakable secrets of the eldritch night.
Silent Legions isn't just about traditional Yog-Sothothery. It is a creation kit, a toolbox in the Sine Nomine style for creating your own Mythos, with all-new deities, alien entities, foul magics, accursed artifacts, unaussprechlichen kulten, and diabolical dream-worlds to bedevil your players. These tools are system-neutral, so even fans of other Lovecraftian gaming systems can scoop them up to add a splash of fresh horror to their more familiar tentacular abominations.
Not only that, but Silent Legions is built to help the GM create investigative adventures with minimal strain. Within these pages you'll find a modular set of templates and adventure guides that help you snap together an evening's intrepid investigation and fit it neatly into your campaign setting. Like the Mythos creation tools, these guides are system-neutral and can be exported for any occasion when you need something wicked to this way come.
So seize this opportunity! Plunder this lore. Grasp these dark tools of creation and wield their power to fashion your own nightmarish reality.
Perhaps none dare name the things that await your animating will... but soon enough the world will know them well.
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Other Featured Titles
A Sourcebook of Seven Unique Dragons
Dragons are wily and wise creatures of vast intelligence and capriciousness, and their lairs reflect this fact.
Herein lie seven dragon lairs and the serpents that inhabit them, following in the footsteps of the Seven Strongholds, Seven Cities, and Sacred Ground sourcebooks:
- Blue Rat: A blue wyrmling has taken up residence in the palatial home of a djinni.
- Dragon Moot: Every few centuries, representatives from each of the dragon breeds gather at a fallen tree nearly four miles in length.
- Cliffside: A copper dragon's lair, built into a cliff, is protected with traps and puzzles.
- Last Dragon Rider: The silver dragons of Talisantha Hall once served as warrior-mounts for the knights who dwelt there.
- Tithe Bend: Frail and undersized from birth, the black dragon Dunstitz realised that the hoard he craved would require the very essence of dragon cunning and guile to attain.
- Smoke on the Water: In a mining camp dedicated to extracting a rare ore called bog silver, the blazing hot body of a comatose red dragon generates steam.
- Darkness of Space: A great gold wyrm has built her lair in the darkness of space.
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SYSTEM: Unique RPG
Barbarians versus Vile Reptilian Invaders from Outer Space!
You hail from the icy north, a land of snowy, jagged peaks. You are trained to kill and molded to survive. You are a legend among warriors. You are a barbarian.
The normal raiding season has turned out to be unusual. Word has spread among the various barbarian parties throughout the countryside—castles, cities, and villages are empty and deserted. In their place, reptilian aliens from beyond the sky have built sprawling slave camps and massive factories. These evil creatures are armed with unusual weapons: iron sticks that shoot lightning, delicate stones that explode upon impact, flying chariots that arc through the sky, and invisible walls that shock those who try to escape.
To gain fame and honor, barbarians must take the battle to these alien invaders or go home empty-handed. And no self-respecting warrior would ever return without such glory!
This tongue-in-cheek roleplaying game has all the rules you need to loot, pillage, maim, and party. The easy-to-learn, fast-paced mechanics are centered around descriptive roleplaying and imagination. If you like to make up stories about savage barbarians and the creatures they smash to tiny bits, then this is the game for you.
- Fast-paced, rules-light system utilizes fistfuls of 10-sided dice
- Choose cool abilities and awesome items to create barbarian characters
- Tons of opportunity for descriptive, brutal roleplaying (smash! punch! snap!)
- Find out how much beer your barbarian needs to get drunk and smash even more!
- Roll on random looting tables to find shiny things!
- Includes a starter adventure: "The Black Pit"
- Battle greedy, grouchy, cunning Dwarves as an alternate setting—or fight zombie cows, chickens, and other animals!
"Fun is the word here. The theme of the game is what sells it. If lighthearted barbarian hijinks sound like a good time to you, then you will like this game."
"I think this game starts off on the right foot and keeps on going... This game is meant to be fun and light-hearted with lots of barbarian smashy goodness and alien lizards."
The download for this digest-sized book includes two versions: single-page and special format for double-sided printing.
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TONIGHT WE FLY.
There was a night bomber regiment in World War II composed entirely of women. Natural-born Soviet airwomen.
These 200 women and girls, flying outdated biplanes from open fields near the front lines, attacked the invading German forces every night for 1,100 consecutive nights. When they ran out of bombs, they dropped railroad ties. To each other, they were sisters, with bonds forged in blood and terror. To the Red Army Air Force they were an infuriating feminist sideshow.
To the Germans they were simply Nachthexen—the Night Witches.
Night Witches is a tabletop role-playing game about women at war. As a member of the 588th Night Bomber Regiment, you’ll answer the call of your Motherland in her darkest hour. Can you do your duty and strike blow after blow against the Fascists? Can you overcome discrimination and outright sabotage and rise above your sexist comrades? Are there limits to patriotism—or endurance? Play Night Witches and find out!
Night Witches requires 3-5 players, who will take turns in the role of game master during the game. It can be played for a single two-hour session or expanded into a literal campaign following the Regiment across the entire Second World War. Either way, you’ll tell an epic tale of heroism and sacrifice that honors the women who did it for real.
The game is based on Vincent Baker’s brilliant Apocalypose World, though heavily modified to meet the demands of Night Witches. We also took inspiration from the many Apocalypse World offshoots already on tables everywhere.
In play you will alternate between day and night, with unique moves for each. Days are about renewal and interpersonal conflict, and nights are about hair-raising bombing missions on historically accurate targets across the Soviet Union, Poland, and, in the end, Germany. Missions are crazy dangerous and you have to make hard choices constantly. And when they end, a whole new kind of danger is waiting back at the airbase—paranoid secret police, sexist Red Army officials who want you to fail, and chronic supply shortages are just the beginning of your troubles!
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It’s Going to Be Colossal!
Kaiju Codex brings you 20 new massive monsters for Game Masters to use in their Pathfinder Roleplaying Game, ranging from the natural disaster-style CR 30 Worldshaker to the lesser kaiju like the CR 8 Hubrun, "the Big Goblin"—so no matter what your character's levels, you can find a challenge to fit your game!
This product builds on the existing kaiju rules of the Pathfinder Roleplaying Game while adding some new twists so you can make the existing Kaiju even more dangerous!
We also include "The Iron Knight" for Player Characters to crew, so you can have Kaiju vs. Mech-like combat. There is also an artifact for PCs to control a kaiju for a short period of time, so you can Let Them Fight! Plus advice on GMing kaiju so your game can play like a Japanese monster movie or focus on something more classical like Jörmungandr, The World Serpent.
Check out the full-sized preview or get your copy today!
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Also of Note
Relive the classic Dragonlance saga—updated for d20 System rules!
Dragons of Autumn (D&D 3E)
by Wizards of the Coast
Dragonlance® War of the Lance Campaign, Volume One
Autumn settles on the plains of Abanasinia as rumors of war and strange creatures travel from northern lands. Friends meet in the tree-town of Solace after many years spent apart, hoping to reminisce about old times and adventures past. But the people of Ansalon need heroes, as the ancient gods have returned to the world, and brought creatures of myth and legend to fight in their battles.
Dragons—ancient, deadly, and powerful—have returned to Krynn.
An adventure like no other calls the heroes to re-discover the greatest gift given to the mortal races, to find a safe haven for hundreds of desperate refugees, and unearth the first secrets that might lead to the power of the dragonlance.
Dragons of Autumn (2006) revises and adapts the first four adventures of the original Dragonlance® saga: DL1: "Dragons of Despair" (1984), DL2: "Dragons of Flame" (1984), DL3: "Dragons of Hope" (1984), and DL4: "Dragons of Desolation" (1984).
Though this mega-module stays true to the original adventures, it also incorporates material from a number of more recent sources, including Dragons of Autumn Twilight (1984), the novel that adapted the first two adventures; Dragons of the Dwarven Depths (2006), the Lost Chronicles that adapted the second two adventures; and the Dragonlance® 15th Anniversary Edition (1999), which featured new scenes and characters.
Dragons of Winter (D&D 3E)
by Wizards of the Coast
Dragonlance® War of the Lance Campaign, Volume Two
Winter chill spreads across the lands of Ansalon even as the Dragonarmies continue their terrible advance. Dragons of all colors seem nigh unstoppable, and legends of the Dragonlances seem little more than children’s bedtime tales.
The heroes continue their journey to unite the nations in a war against the armies of the Dark Queen and find the keys to fight evil on equal terms. From knowledge gained in the ancient port city of Tarsis to the frozen tundra of Icereach and the legendary stronghold known as the High Clerist’s Tower, the companions might find powerful weapons and lost relics... and perhaps the answers to age-old questions.
Dragons of Winter (2007) revamps four of the original Dragonlance adventures: DL6: "Dragons of Ice" (1985), DL7: "Dragons of Light" (1985), DL8: "Dragons of War" (1985), and DL9: "Dragons of Deceit" (1985).
However, it's also been updated using a few different sources: Dragons of Winter Night (1985), the original novel that told the story of these adventures; Dragons of the Highlord Skies (2007), the Lost Chronicles that detailed Kitiara's adventures during this period; and the Dragonlance® 15th Anniversary Edition (1999), a previous revision of these adventures that featured new scenes and characters.
Many of the updates and revisions in Dragons of Winter are intended to give players more choice in the adventure and provide GMs with more ability to react to unexpected decisions. Dragons of Winter also contains expanded notes on some characters and more details on some locales, such as the city of Tarsis and the Elfrealms in Exile (and the south in general).
Dragons of Spring (D&D 3.5)
by Wizards of the Coast
Dragonlance® War of the Lance Campaign, Volume Three
The icy chill of darkness begins to melt as spring returns to Ansalon. In the West, the Dragonarmies are being held at bay for the moment, and the forces of good have rediscovered lost secrets that give them the small hope of victory. But in the East, evil gnaws at the heart of Ansalon. The Queen of Darkness is not easily defeated, and her armies of evil dragons surround strongholds that have been ripped from the earth and float in the sky.
The elven kingdom of Silvanesti has been corrupted by terrible magic into a nightmare forest, where one cannot distinguish the dream from the real. Keys to victory might be found underneath the red waves of the Blood Sea of Istar, or given by the gods themselves in a place known as Godshome.
Finally, the source of the evil must be confronted in Neraka, or Takhisis will emerge to control the world of Krynn.
Dragons of Spring (2008) is an update of four previous classic adventures: DL10: "Dragons of Dreams" (1985), DL12: "Dragons of Faith" (1986), DL13: "Dragons of Truth" (1986), and DL14: "Dragons of Triumph" (1986).
Much of the expansion in this 300+ page book is geographic, with new details added for Tarsis, the Plains of Dust, Port Balifor (and the rest of the Balifor region), Goodlund, Flotsam, the island of Karthay, and the city of Kalaman. There are even some new encounters—including more info on the Pit of Istar and a new investigation into a Flying Citadel under construction.
As usual, some of this material was drawn from the rich history of Dragonlance®, including the Dragonlance® Classics 15th Anniversary Edition (1999) of the War of the Lance adventures.
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