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Eastern Players [BUNDLE]
Eastern Players [BUNDLE]
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BASIC04: A Miraculous Time
by Thilo G.
Publisher: Adventureaweek.com, LLP
Date Added: 06/14/2013 04:51:40
BASIC04: A Miraculous Time An Endzeitgeist.com review The fourth adventure for Pathfinder's beginner's version is 26 pages long, 1 page front cover, 1 page editorial, 1 page ToC/foreword, 1 page SRD, leaving us with 22 pages of content, so let's take a look! This being an adventure-review, the following text contains SPOILERS. Potential players may wish to jump to the conclusion. All right, still here? Exallizar's promising students are up for another adventure - and this one already kicks off with an interesting first set-up: They are actually aboard a magical, fire-elemental train on their way north guarding a shipment of toys and candy. Suffice to say, we get a fully mapped, beautiful rendition of the train - and not all is going according to plan. Much like previous BASIC-series modules, we kick off with starting equipment choices - and the PCs will need these, for a new critter, the so-called Kramps, are trying to highjack the train, scrambling across the train's roof. Not only are they i...

Rating:
[4 of 5 Stars!]
BASIC03: A Giving Time
by Thilo G.
Publisher: Adventureaweek.com, LLP
Date Added: 06/14/2013 04:47:55
BASIC03: A Giving Time An Endzeitgeist.com review This module for the beginner's version of Pathfinder is 28 pages long, 1 page front cover, 1 page editorial, 1 page ToC, 1 page SRD, leaving us with 24 pages of content, so let's take a look! This being an adventure-review, the following contains SPOILERS. Potential players may wish to skip to the conclusion. All right, still here? The adventurer-apprentices of the Exallizar Preparatory Academy for young adventurers have already had chances to shine (or fail) twice and the module kicks off with some friendly PvP: After 4 rounds, the sparring match is interrupted (though the DM should probably take care/specify that no one dies in this match - something the module, as written, omits), the PCs are recruited by one Ambrose Neidlum, an old man who wants the PCs to help him defend a cloister of pacifist clerics versus an onslaught of beast-men. His recruitment of the PCs includes a selection of items the PCs may choose from, which includes see...

Rating:
[2 of 5 Stars!]
Deadlands Noir: The Old Absinthe House Blues
by Cedric C. [Featured Reviewer]
Publisher: Pinnacle Entertainment
Date Added: 06/13/2013 23:09:38
Deadlands Noir: The Old Absinthe House Blues The Old Absinthe House Blues isn't a bad adventure. But after the Red Harvest adventure of the core book, I found OAHB to have less noir and be less intertwined with the New Orleans of Deadlands: Noir. Particularly with the investigation and bayou locals, it felt like something close to a Call of Cthulhu adventure, without the highly thematic mythos. The adventure is also more linear than I'd like. The adventure breaks down into three acts: investigation in New Orleans, convincing the locals in the bayous, and a climactic fight against some thugs some high cornfields. But the investigation requires the players to follow a particular path, and the bayous has an encounter with an undefeatable creature. A game master may have to rewrite the adventure to add more flexibility. On the plus side, the adventure is adaptable. Because it's not deeply connected to the Deadlands: Noir version of New Orleans, and the focus is roleplaying over mechanics, new players (and even game master) can ...

Rating:
[3 of 5 Stars!]
Monsters & Magic
by David T.
Publisher: Mindjammer Press
Date Added: 06/13/2013 18:59:50
Monsters & Magic Old School meets New School. This is a game that allows you to dust off those old school modules you have laying around and run them with a "narrative informs mechanics" style of new school gaming. The book contains a lot of info crammed into the page count. Classic Races and Classes, the Effects Engine, a strong gear list, fun character advances, Scaled gameplay that let's PC's work on a large scale (controlling armies, ships, wizard towers, etc.). The game system plugs a lot of classic numbers (attributes, HP, weapon damage, etc.) into a modern system which includes Fate style mechanics. Knock down the Orc leader you are fighting and then use your knowledge of his past to humiliate him in front of his clan, attack a demon's tower with fireballs from the deck of your new sailing ship, gain experience for betraying the local townsfolk to the dragon. Play all your classic adventures with new possibilities. So far I haven't found anything I don't like in the book. It's easy to add new...

Rating:
[5 of 5 Stars!]
Sticks & Stones Prehistoric-ish Role-Playing Setting for Savage Worlds
by Sam P.
Publisher: Jade Tower Studio
Date Added: 06/13/2013 18:41:44
Sticks & Stones Prehistoric-ish Role-Playing Setting for Savage Worlds While this game it does have potential to be good, is far too tied up in attempting to be silly, to a degree that becomes ridiculous and almost trite at times. On the whole, this game tries far too hard to be Og Unearthed. It even takes the limited vocabulary from aforementioned game and goes a step farther by denying several species the faculty of speech all together. While there are a number of races, most of them are rather dull, in all meanings of the word. There are the Ahs who are archaic humans, and they're just as vanilla as you'd expect. There are the Florez, who are Homo Floresiensis, for whom they take the nickname the "Hobbit" a bit too far. They're basically Halflings with the serial numbers filed off. Now, I'm not going to complain about this, I don't mind people slipping in re-branded fantasy races. Theoretically, Cavemaster did the same with the Tanui, or as I sometimes call them "Aquatic Cave Elves". Then you have the Neanderthals who are portrayed as, and...

Rating:
[2 of 5 Stars!]
DEADLY MISSIONS: Sector 15
by David O.
Publisher: Grey Matter Games
Date Added: 06/13/2013 16:24:15
DEADLY MISSIONS:  Sector 15 This game can be played over and over again and kept fresh every time. There is lots of variety with characters and baddies alike. I think it would be more fun to play the baddies myself. They are inherently cooler.

Rating:
[5 of 5 Stars!]
Campaign Map 1 : The Northern Kingdom
by Billiam B.
Publisher: Crooked Staff Publishing
Date Added: 06/13/2013 12:45:37
Campaign Map 1 : The Northern Kingdom I'm really enjoying browsing this large map -especially from the perspective of it's use as a "fits-all" map - the version, that is, without labels. This map looks as good as, if not better than, some of the colour Middle Earth maps from ICE. CSP have developed a style that is both computer-crisp whilst remaining respectful hand drawn styles in vintage maps. Very good value, considering it's usefulness even in part for encounters in the wilderness or larger campaign building. Exquisite!

Rating:
[5 of 5 Stars!]
ICONS: Great Power
by Chad K.
Publisher: Ad Infinitum Adventures
Date Added: 06/12/2013 15:52:17
ICONS: Great Power Awesome book! New powers, better explained, clearer rules. If you play ICONS, then you definitely want this! Dan Houser's art is fun & fits the ICON comic style. I hope there are more books like this in the future. If you played Marvel RPG, this is like the Ultimate Powers book, but better! GET IT!

Rating:
[5 of 5 Stars!]
ICONS: Gamemaster Screen
by Chad K.
Publisher: Ad Infinitum Adventures
Date Added: 06/12/2013 15:51:19
ICONS: Gamemaster Screen Awesome book! New powers, better explained, clearer rules. If you play ICONS, then you definitely want this! Dan Houser's art is fun & fits the ICON comic style. I hope there are more books like this in the future. If you played Marvel RPG, this is like the Ultimate Powers book, but better! GET IT!

Rating:
[5 of 5 Stars!]
Arms and Equipment Guide (3e)
by Nick S.
Publisher: Wizards of the Coast
Date Added: 06/12/2013 15:32:34
Arms and Equipment Guide (3e) Arms and Equipment provides relatively little that the core rule book does not. Since D&D weapons are little more than carefully balanced stat lines the new new equipment is by and large not only more of the same, but not worth ever taking the exotic weapon feats needed to use them. The poison and alchemical sections are the highlight of the book but definitely do not make this worth the $11 dollar price tag. There is nothing here you could home brew with the most minimal of effort and I've seen much better house ruled content on the various D&D wikis. This book really lacks anything exciting or sufficiently different to justify picking up and the advice in here is very, very basic to the point that it is covered by dozens of youtube channels. Skip Arms and Equipment and instead pick up something like the complete Rogues or Adventure's handbook which include new interesting items along with feats and classes....

Rating:
[2 of 5 Stars!]
All For Me Grog
by Jay S.
Publisher: Mount Zion Press
Date Added: 06/12/2013 07:30:06
All For Me Grog All For Me Grog is a pirate themed RPG designed for swashbuckling cinematic action. It succeeds at that, with enough mechanics to do what it sets out to do. Fans of Risus or QAGS will be comfortable with the system. There's more structure than with Risus, but AfmG retains a dice pool mechanic, which QAGS doesn't. I'm a fan of dice pool systems, so this is good. The same mechanic in the game works for any sort of conflict, whether combat or social intrigue or anything else. A bit lacking are examples of different recovery actions for different sorts of conflicts, but most GMs will be fine creating those on the fly. AfmG can easily be rethemed to work for any genre....

Rating:
[5 of 5 Stars!]
One Spot #1: The Painted Man
by Megan R. [Featured Reviewer]
Publisher: Moebius Adventures
Date Added: 06/12/2013 05:41:41
One Spot #1: The Painted Man No plan ever survives contact with the enemy, nor do a GM's careful plots survive in original form for long once the player-characters arrive. So here's a neat thing to have tucked away in your files to provide some entertainment whilst you try to get your plot back on the rails. The Painted Man is a bar. The small hole-in-the-wall sort that generally you either know about or you don't, despite the sign it doesn't really survive on passing trade. Whilst it has a sort of contemporary feel to it, little modification is needed to twist and reskin it for use anywhere from your favourite fantasy campaign world to some planet or orbital facility in the far future. It comes as just 2 pages (or print double-sided to have but one sheet in your file). One side contains what the characters can see or find out about the place, and the other has further information and ideas for using it for the GM to muse over. Thumb-nail sketches of the main characters and typical events and rumours are all...

Rating:
[5 of 5 Stars!]
A Tragedy in Five Acts
by Jye N.
Publisher: Growling Door Games, Inc.
Date Added: 06/12/2013 05:12:28
A Tragedy in Five Acts A very cool machine for producing Shakespeare-style tragedy in play. Well worth a look for anyone interested in seeing a game take on theatrical tragedy the way Fiasco takes on its particular genre (though Ti5A has its own mechanics, more strategic than Fiasco's and well-fitted to their purpose).

Rating:
[5 of 5 Stars!]
curse the darkness
by Jye N.
Publisher: Growling Door Games, Inc.
Date Added: 06/12/2013 05:07:54
curse the darkness The setting/premise is compelling - a creepy post-apocalypse wrought by a power fantasy taken to its logical conclusion. The mechanics are evocative - memory points earned by reflecting on fallen PCs competing in an economy with Beyond points gathered by the GM. At this price, a must-have.

Rating:
[5 of 5 Stars!]
The Genius Guide to Gruesome Undead Templates
by Megan R. [Featured Reviewer]
Publisher: Super Genius Games
Date Added: 06/12/2013 05:03:27
The Genius Guide to Gruesome Undead Templates Since when were the undead anything other than gruesome? That's as maybe, but when it comes to fantasy role-playing, they are pretty standard fare... so here's a handy little resource to spice up those undead, provide extra horrific twists and generally catch out those characters who think they've seen it all before - never mind their players! The introduction contains a wealth of advice on how to utilise these templates to best effect, both in terms of plot and through game mechanics. The concept of 'shock value' is introduced, a mechanic to model the fact that undead so treated are going to be far more disturbing on a first encounter than run-of-the-mill undead, characters who fail a save are shaken by what they have just seen. The templates are designed to confer both extra abilities and weaknesses on the undead, with an aim to making them more memorable, and knowledge checks can be made to attempt to find out more about them. The templates themselves are indeed suitably gr...

Rating:
[5 of 5 Stars!]
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