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		<title>RPGNow.com Newest Items</title> 
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            <title><![CDATA[Zombie Bloody Streets]]></title>
            <link><![CDATA[http://www.rpgnow.com/product/114784/Zombie-Bloody-Streets?language=en]]></link>
            <pubDate>Wed, 22 May 2013 01:02:02 CDT</pubDate>
            <description><![CDATA[<img src="http://www.rpgnow.com/images/4299/114784-thumb100.jpg?language=en" border="0" alt="Zombie Bloody Streets" align="left" hspace="3" vspace="3"><b>Publisher</b>: PWORK Paper Wargame<br /><p><span><span>Set includes</span> <span>21 different</span> <span>maps</span> <span>with</span> <span>checkered</span> <span>boxes 1</span> <span>inch</span> <span>depicting</span> <span>city streets</span> <span>and sidewalks</span> <span>in</span> <span>style</span> <span>Zombie Apocalypse</span><span>!</span> <span>They can</span> <span>be</span> <span>assembled</span> <span>as you want,</span> <span>to create</span> <span>your own map</span> <span>town</span> <span>and</span> <span>play your</span> <span>favorite</span> <span>game</span> <span>with Zombies</span><span>!</span> <span>Blood,</span> <span>rubble</span> <span>and desolation</span> <span>are</span> <span>everywhere in this</span> <span>first expansion</span><span>-style</span> <span>zombies.</span> <span>Each</span> <span>card</span> <span>is</span> <span>7x7</span> <span>squares</span><span>,</span> <span>and is</span> <span>compatible with both</span> <span>25</span> <span>and</span> <span>28 mm</span> <span>miniatures</span><span>.</span><br /><span>The pages</span> <span>are printable</span> <span>in A4 format</span><span>,</span> <span>then they have to</span> <span>be</span> <span>glued</span> <span>on cardboard</span> <span>or</span> <span>a</span> <span>suitable</span> <span>cardboard</span><span>,</span> <span>then</span> <span>cut out</span> <span>all the pieces</span> <span>in order to obtain</span> <span>an</span> <span>almost infinite</span> <span>combination</span> <span>of city streets</span><span>.</span></span></p>
<p><span><span><img src="http://2.bp.blogspot.com/-oa0m15aT3tM/UZxYJPPGipI/AAAAAAAAFzQ/NoJl3aFowvg/s1600/zombie_streets-tiles.jpg" height="600" width="781" /></span></span></p>
<p><span><span><img src="http://3.bp.blogspot.com/-47Fx37s9Crc/UZxS3LJX_yI/AAAAAAAAFy4/87xsJ8uq-3U/s1600/Wargame_Scenery_zombie_BS1.jpg" height="600" width="600" /></span></span></p>
<p><span><span><img src="http://4.bp.blogspot.com/-TzEV1wDbbfM/UZxS8YmGQUI/AAAAAAAAFzA/lLKYihpMRDw/s1600/Wargame_Scenery_zombie2_BS1.jpg" height="600" width="600" /></span></span></p><b>Price</b>: $6.58]]></description>
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            <title><![CDATA[Red Cross Oklahoma charity bundle [BUNDLE]]]></title>
            <link><![CDATA[http://www.rpgnow.com/product/114779/Red-Cross-Oklahoma-charity-bundle-%5BBUNDLE%5D?language=en]]></link>
            <pubDate>Tue, 21 May 2013 20:24:56 CDT</pubDate>
            <description><![CDATA[<img src="http://www.rpgnow.com/images/2995/114779-thumb100.gif?language=en" border="0" alt="Red Cross Oklahoma charity bundle [BUNDLE]" align="left" hspace="3" vspace="3"><b>Publisher</b>: Point of Insanity Game Studio<br /><center>
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<td><b><span style="color: #660000;">THIS IS A BUNDLE PRODUCT. WHEN BUYING THIS ITEM YOU WILL RECEIVE SEPARATE DOWNLOAD LINKS FOR EACH PRODUCT LISTED BELOW...</span></b></td>
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<p>Profits from the sale of this bundle will be donated to the American Red Cross to help the victims of the recent tornado in Oklahoma.<br /><br /></p>
<p><a href="product_info.php?products_id=81541&amp;it=1"><img src="images/2995/81541-thumb80.jpg" alt="" border="0" width="80" /></a><br /><span style="font-size: xx-small;">&nbsp;<b>Action Planet</b></span><br /><b><span style="font-size: xx-small;">&nbsp;Regular price:</span>&nbsp;</b><span style="font-size: small;">$4.00</span><br /><b><span style="font-size: xx-small;">&nbsp;Bundle price:</span>&nbsp;</b><span style="font-size: small;">$2.00</span><br /><span style="font-size: xx-small;"><span style="font-size: xx-small;"><br /></span></span></p>
<p>Lights...Camera...<b>ACTION PLANET!</b></p>
<p>It is the far off future and a retired businessman has decided to use his vast wealth to fullfill his lifelong dream: to create movies!</p>
<p>Marco Murphy, one of the wealthiest men in the galaxy, has turned his private planet into a movie set. There are no scripts here; actors are assigned a role, given the props, and allowed to run with the plot as they see fit.</p>
<p>Action Planet is a game about making movies and is equally appropriate for both long term play and one time sessions. It features simple game mechanics based on a percentage roll. These rules have been designed to allow both players and game masters plenty of room for creative thinking. Action Planet places a strong emphasis on role playing, as you might be required to ...<br /><br /></p>
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<td class="main" align="center" valign="top" width="75"><a href="product_info.php?products_id=104894&amp;it=1"><img src="images/2995/104894-thumb80.jpg" alt="" border="0" width="80" /></a></td>
<td class="main" valign="top" width="125"><span style="font-size: xx-small;">&nbsp;<b>Planets Systemless Setting</b></span><br /><b><span style="font-size: xx-small;">&nbsp;Regular price:</span>&nbsp;</b><span style="font-size: small;">$8.00</span><br /><b><span style="font-size: xx-small;">&nbsp;Bundle price:</span>&nbsp;</b><span style="font-size: small;">$4.00</span></td>
<td><span style="font-size: xx-small;"><span style="font-size: xx-small;"><br /></span></span>
<p>Planets is a science fiction systemless setting. It contains 40 planets (plus Earth) that can be used as part of an exisiting science fiction campagn or for starting a new campaign by using the information provided in this book. Planets also includes 11 character races in addition to standard humans.</p>
<p>The galaxy of the Planets setting is divided into six sectors:</p>
<p>-The Alliance, a federation of allied planets seeking to promote peace and justice within its boarders.</p>
<p>-The Neutral Sector, consisting of a group of planets that have signed a treaty of non-aggression but lacking the unity of the Alliance.</p>
<p>-The Grovastian Empire, a region of space controlled by the large and powerful grovasti. They seek to wipe all other species from the galaxy.</p>
<p>-The Saga...<br /><br /></p>
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<td class="main" align="center" valign="top" width="75"><a href="product_info.php?products_id=96869&amp;it=1"><img src="images/2995/96869-thumb80.jpg" alt="" border="0" width="80" /></a></td>
<td class="main" valign="top" width="125"><span style="font-size: xx-small;">&nbsp;<b>TimeSPAN Role Playing Game</b></span><br /><b><span style="font-size: xx-small;">&nbsp;Regular price:</span>&nbsp;</b><span style="font-size: small;">$8.00</span><br /><b><span style="font-size: xx-small;">&nbsp;Bundle price:</span>&nbsp;</b><span style="font-size: small;">$4.00</span></td>
<td><span style="font-size: xx-small;"><span style="font-size: xx-small;"><br /></span></span>
<p>The year is 2120. Humanity has survived an alien invasion that killed nearly half the Earth's population and left once beautiful cities in ruin. But mankind has risen from the ashes, and thanks to captured alien technology humanity has made great strides in rebuilding its civilization. Earth is no longer our only home. Colonies have been built on the Moon, Mars, and in orbit around Venus. But the greatest achievement of all is the discovery of time travel!</p>
<p>But like many great discoveries time travel has fallen into the wrong hands. Rogue nations and organizations of &quot;time terrorists&quot; seek to alter the flow of time in their favor. The only thing stopping them from causing irreparable damage to the Earth's history are teams of brave agents from the TimeSPAN Agency.</p>
<span style="font-size: xx-small;">...<br /><br /></span></td>
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<td class="main" align="right"><b>Total value:</b></td>
<td>$20.00</td>
<td class="main" align="right"><b>Special bundle price:</b></td>
<td>$10.00</td>
<td class="main" align="right"><b>Savings of:</b></td>
<td>$10.00 (50%)</td>
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</table><b>Price</b>: $20.00]]></description>
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            <title><![CDATA[Get Some! Fantasy Warfare: The Dunelords Army List]]></title>
            <link><![CDATA[http://www.rpgnow.com/product/114778/Get-Some%21-Fantasy-Warfare%3A-The-Dunelords-Army-List?language=en]]></link>
            <pubDate>Tue, 21 May 2013 20:05:54 CDT</pubDate>
            <description><![CDATA[<img src="http://www.rpgnow.com/images/710/114778-thumb100.jpg?language=en" border="0" alt="Get Some! Fantasy Warfare: The Dunelords Army List" align="left" hspace="3" vspace="3"><b>Publisher</b>: Art of War Games<br /><p>On the edge of the Leonid Empire, btween the Sand Kings and open savannah, lies the realm of the Dunelords. They are close cousins of the more civilized Leonid clans but prefer the open sky to cramped urban living. They do not build machines of steam and magic and instead work together with many natural species to form a more harmonious existance. They are a nomadic people by nature and do not dwell in one place very long. Instead they chose to follow the herds in their timeless wanderings from watering hole to grassland and back. While the Dunlords are not very cosmopolitan they are not stupid and instead of machines they rely on the large and sometimes vicious beasts that roam the trackless wastes and tall grass of the plains. The Dunelords and their Beast Lords have a natural affinity for animals and the large hunting cats in particular.&nbsp;</p>
<p>The Dunelords often go their own way even if they are nominally auxiliaries to the Imperial purple. They guard the western approaches to the Empire and fight a near constant battle with the undead Sand Kings of Necrokahara. The Dunelords are constantly fighting among themselves as well as external enemies even though they have no imperial ambitions or delusions of conquest. They are a fractitious, stubborn and warlike people. They are also loyal, honorable and courageous to the core.</p>
<p>Get Some! Fantasy Warfare is about getting your models out and playing an enjoyable wargame for a couple of hours with your buddies. It is NOT about WAAC (Winning at all Costs) but about designing an army that fits your collection and play style as well as the background for the Universe you are playing in. Tactics and Command should play the pivotal roles in the battel as well as a little bit of Luck and NOT pimped out units. Armies should be a mix of Melee, Ranged and Magical/Monsterous units. Each should check some of the power of the others in the rock, paper, scissors kind of way, which is similar to actual warfare.Above all remember the</p>
<p>GOLDEN RULE: When in doubt about a rule roll a d6 4+ you are right otherwise your opponent is right. Bottom Line, use some common sense when dealing with strange situations and don't be an A--hole.</p><b>Price</b>: $1.00]]></description>
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            <title><![CDATA[Mystery Tower]]></title>
            <link><![CDATA[http://www.rpgnow.com/product/114368/Mystery-Tower?language=en]]></link>
            <pubDate>Tue, 21 May 2013 16:26:06 CDT</pubDate>
            <description><![CDATA[<img src="http://www.rpgnow.com/images/5456/114368-thumb100.jpg?language=en" border="0" alt="Mystery Tower" align="left" hspace="3" vspace="3"><b>Publisher</b>: Freak Time Gaming<br /><p>Mystery Tower is a paper model for gaming and display.</p>
<p><br />Is it scenery or a destination? Is it the beginning of a journey or a final showdown? Is it a wizard&rsquo;s lair or a chapel? Is it a museum or a meeting place? Is it a house or a curio shop? What&rsquo;s in the side towers? What goes on in the 3rd storey? Is there a basement? Is it a dungeon entrance?</p>
<p><br />Mystery Tower is approximately 11.75&quot; x 9.5&quot; x 6.5&quot;. The balcony boards are laid out to keep track of figure movement. The textures are organic and are not tiling. The texture joins are seamless. The detailed 15 page instruction manual is photo illustrated. There is a special connector to build that will make attaching the big roof to the tower easy.</p>
<p>Thank you for looking at Mystery Tower!</p>
<p><img style="display: block; margin-left: auto; margin-right: auto;" src="http://img.photobucket.com/albums/v690/androidlove/RPGNow/window_zpsab450ad1.jpg" alt="Window and Shale Texture" title="Window" height="336" width="336" /><br /><br /><img style="display: block; margin-left: auto; margin-right: auto;" src="http://img.photobucket.com/albums/v690/androidlove/RPGNow/door_zpsf52db6ed.jpg" alt="Door and Brick Texture" title="Door" height="336" width="336" /></p><b>Price</b>: $3.00]]></description>
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            <title><![CDATA[A Week in the Life of a Lv. 1 Slime [Solitaire RPG]]]></title>
            <link><![CDATA[http://www.rpgnow.com/product/114714/A-Week-in-the-Life-of-a-Lv.-1-Slime-%5BSolitaire-RPG%5D?language=en]]></link>
            <pubDate>Tue, 21 May 2013 16:25:12 CDT</pubDate>
            <description><![CDATA[<img src="http://www.rpgnow.com/images/4816/114714-thumb100.jpg?language=en" border="0" alt="A Week in the Life of a Lv. 1 Slime [Solitaire RPG]" align="left" hspace="3" vspace="3"><b>Publisher</b>: Monster Chest Productions<br /><p align="center"><span style="font-size: x-large;">No monster is more firmly attached to roleplaying games than the Slime.</span></p>
<p align="center"></p>
<p align="center"><span style="font-size: x-large;">A million different slimes exist in games; throughout genres and across universes, we all have seen our fair share of these gelatinous creatures.</span></p>
<p align="center"></p>
<p align="center"><span style="font-size: x-large;">We stomp them, smash them, and hack them for the 3 XP and 1GP that they give us, and then we move on.</span></p>
<p align="center"></p>
<p align="center"><span style="font-size: x-large;">Now, however, it's time to tell their story.</span></p>
<hr></hr>
<p align="center"></p>
<p align="center"><span style="font-size: medium;">&quot;A Week in the Life of a Lv. 1 Slime&quot; is a diary-style solitaire roleplaying game.</span></p>
<p align="center"></p>
<p align="center"><span style="font-size: medium;">Within is a system designed around using candies for generating issues, and a format based on playing a slime! </span></p>
<p align="center"></p>
<p align="center"><span style="font-size: medium;">Create your own narrative and travel your own world. Be the slime you've always wanted to be! <br /></span></p><b>Price</b>: $3.99]]></description>
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            <title><![CDATA[Torg: Pixaud's Practical Grimoire]]></title>
            <link><![CDATA[http://www.rpgnow.com/product/114106/Torg%3A-Pixaud%27s-Practical-Grimoire?language=en]]></link>
            <pubDate>Tue, 21 May 2013 15:45:23 CDT</pubDate>
            <description><![CDATA[<img src="http://www.rpgnow.com/images/3444/114106-thumb100.jpg?language=en" border="0" alt="Torg: Pixaud's Practical Grimoire" align="left" hspace="3" vspace="3"><b>Publisher</b>: Ulisses Spiele<br /><p><em><strong>Before Uthorion, before Ardinay, there was Pixaud...</strong></em></p>
<p><em>Pixaud's Practical Grimoire</em> was the life's work of Pixaud, Second Dean of the Academy of the Four Towers. Inside the Grimoire are:</p>
<p>&bull; Over 150 <em>new</em> spell descriptions</p>
<p>&bull; Revised versions of popular spells from the <em>Aysle Sourcebook</em> and the <em>Torg Rulebook</em>;</p>
<p>&bull; An index to the spells of Aysle, including those in the <em>Torg Rulebook</em>, the <em>Torg Worldbook</em>, and the <em>Aysle Sourcebook</em>; and</p>
<p>&bull; An introduction that supplements the Magic System of Aysle and supplies tips for players and gamemasters alike.</p>
<p>All this, and the helpful annotations of two Master Magicians:</p>
<p><em>Probably one of the most helpful guides to modern magic use in existence today. I recommend it for journeymen and masters alike.</em> - Zelephest</p>
<p><em>Buy it. Read it. Throw some spells. Take backlash. Enjoy.</em> - Kenipat</p>
<p><em>Pixaud's Practical Grimoire</em> is part of <em>Torg</em>, an epic game of adventure, magic and altered reality. This volume describes spells and spell design to supplement the realm of Aysle. This book was created before the Possibility Raiders came to Aysle and contains knowledge that predates written history. Representing perhaps the first attempt by the mages of the mystical realm at unity and centralization of knowledge, the <em>Grimoire</em> has since become the standard by which all other texts are judged.</p><b>Price</b>: $4.99]]></description>
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            <title><![CDATA[Torg: The GodNet]]></title>
            <link><![CDATA[http://www.rpgnow.com/product/113943/Torg%3A-The-GodNet?language=en]]></link>
            <pubDate>Tue, 21 May 2013 15:45:00 CDT</pubDate>
            <description><![CDATA[<img src="http://www.rpgnow.com/images/3444/113943-thumb100.jpg?language=en" border="0" alt="Torg: The GodNet" align="left" hspace="3" vspace="3"><b>Publisher</b>: Ulisses Spiele<br /><p>Your fingers dance across the keyboard of your cyberdeck as you load an interface program. You check the wires running from the side of your head to the unit, making sure the connection is secure. Your finger hesitates above the command key, delaying the final tap that jacks you in. You've heard the rumors about Babel Central and its guardian angels. Do you have what it takes to run the GodNet?</p>
<p>Cyberspace. The Matrix. The Grid. Whatever you call it, the vast expanse of blackness is a dimension of data streams, glowing cathedrals and computer programs. This is the GodNet, a telecommunications network that stretches across the Cyberpapacy. It is the main weapon of the new Holy Inquisition, but it is also High Lord Jean Malraux's greatest weakness. For in the GodNet, anything is possible. All you need is a state-of-theart cyberdeck, all the programs you can jam into memory, and a whole lot of faith.</p>
<p>The GodNet includes new rules, locations, equipment, and more for running adventures in the Cyberpapacy's virtual reality.</p>
<p>This supplement is designed as a companion to <em>Torg: Roleplaying the Possibility Wars</em> and <em>The Cyberpapacy Sourcebook</em>. It introduces players and gamemasters to the dimension of virtual reality in the cyber-theocracy, where computer programs, data runs, VX constructs and miracles are the bills of fare. In addition, <em>The GodNet</em> can be used with any other cyber-netrunning game, creating a new portion of cyberspace to explore!</p><b>Price</b>: $4.99]]></description>
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            <title><![CDATA[Super Genius Presents Races Revised: The Kitsune Clans]]></title>
            <link><![CDATA[http://www.rpgnow.com/product/114773/Super-Genius-Presents-Races-Revised%3A-The-Kitsune-Clans?language=en]]></link>
            <pubDate>Tue, 21 May 2013 14:58:28 CDT</pubDate>
            <description><![CDATA[<img src="http://www.rpgnow.com/images/97/114773-thumb100.jpg?language=en" border="0" alt="Super Genius Presents Races Revised: The Kitsune Clans" align="left" hspace="3" vspace="3"><b>Publisher</b>: Super Genius Games<br /><p align="justify">Each of the products in the Super Genius Presents line is the strong vision of a single game designer, bypassing some of the normal planning, development, and revision process used for most Super Genius Games products. While we consider those processes to be a major part of maintaining a high level of compatibility, quality, and balance in our main product lines, we also know that sometimes a writer has a strong vision that doesn&rsquo;t exactly match the style of our company, or that the designer doesn&rsquo;t want to be diluted through normal development processes. In those cases, if we believe in the skill and vision of the designer, we now have the option of presenting their work without laying claim to it as part of one of our standard product lines.</p>
<p align="justify">While most Super Genius Games products are the carefully developed work of a team (even when there&rsquo;s only one designer, the input of the whole Super Genius staff is likely to have effected the product), Super Genius Presents are the editorial pages, the solo rants, and the soapboxes. As a company we&rsquo;re giving individual creators a chance to present their ideas more directly to the consumer. As commercial works we&rsquo;ll try to ensure such products are professionally produced and edited, but the tone, content, and voice are largely under the control of the authors (though we do offer our opinions, and ultimately have final say in any product we produce).</p>
<h2>On Kitsune</h2>
<p align="justify">&ldquo;Kitsune&rdquo;, sometimes translated as &lsquo;fox folk&rsquo;, is a blanket term used by society to describe a number of ostensibly-related fox-like shapeshifters who settle both amongst themselves on the fringes of human societies or quietly mingle in it, in the same way that &ldquo;elf&rdquo; might describe a city-dwelling high elf, a forester wood elf, or their more untrustworthy subterranean drow kin.</p>
<h2>The Author</h2>
<p align="justify">Alex Putnam, who snuck into tabletop gaming in the twilight of 2e, is a freelance designer and author, having written articles in Kobold Quarterly and Wayfinder on topics ranging from the history of edged weapons to chickens. He also holds the notoriety of being the first &ldquo;unestablished&rdquo; author to have an adventure published in Adventure Quarterly. An Eagle Scout and a licensed scuba diver, he has far too many hobbies that he attempts to pay for by working as an engineer during the day.</p><b>Price</b>: $4.99]]></description>
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            <title><![CDATA[Savage Insider Deluxe Issue #1: Modularity]]></title>
            <link><![CDATA[http://www.rpgnow.com/product/114760/Savage-Insider-Deluxe-Issue-%231%3A-Modularity?language=en]]></link>
            <pubDate>Tue, 21 May 2013 11:40:45 CDT</pubDate>
            <description><![CDATA[<img src="http://www.rpgnow.com/images/3683/114760-thumb100.png?language=en" border="0" alt="Savage Insider Deluxe Issue #1: Modularity" align="left" hspace="3" vspace="3"><b>Publisher</b>: Mystical Throne Entertainment<br /><p><em>Savage Insider Premium</em> contained a wealth of Savage Worlds content spanning the genres with much of it useful across multiple settings. During the course of publishing the five issues, a lot of content was extracted and released as standalone products for specific settings, such as <em>Mercenary Breed</em> and <em>Faith &amp; Demons: The Rising</em>. This resulted in a lot of duplicated content.</p>
<p>To remedy this, Mystical Throne Entertainment has decided to compile all non-extracted content from <em>Savage Insider Premium Issues #1 - 5</em> into a single offering. Thus, we bring to you the first <em>Savage Insider Deluxe</em> issue, filled with the remaining compiled content from <em>Savage Insider Premium Issues #1 - 5</em> in a single release. The content herein is primarily setting agnostic and can be utilized across multiple settings or within your own homebrew.</p>
<p><em>Savage Insider Deluxe Issue #1: Modularity</em> contains a wealth of content covering fantasy, sci-fi, and horror. The modular design of Savage Worlds means you can add new mechanics, ignore existing ones, or modify ones to your liking without breaking the system. We embrace this concept in all of our Savage Insider releases and especially exploit that herein.</p>
<p><em>Savage Insider Deluxe Issue #1: Modularity</em> includes:</p>
<p><span style="text-decoration: underline;">Auspicious Archetypes:</span></p>
<ul>
<li>Cataphract - A shock trooper archetype great for breaking shield walls</li>
<li>Engineer - When you need a smith or mechanic, look toward your engineer.</li>
<li>Hierophant - As cultic priests, hierophants are knowledged in the ways of the occult.</li>
</ul>
<p><span style="text-decoration: underline;">Expanded Mechanics:</span></p>
<ul>
<li>Voidlancer - A new look at ship-to-ship space combat with an emphasis on cinematic.</li>
</ul>
<p><span style="text-decoration: underline;">Great Adventures:</span></p>
<ul>
<li>Community Service - A dark fantasy delve into an abandoned underground temple for Ancient World.</li>
<li>Flight of the Fancy - A black powder fantasy adventure with a peek at Dragons of Avalon.</li>
<li>Seven Kings of Shambhala - A pulp action adventure into the depths of the Hollow Earth.</li>
<li>The Secret of Isla de Monos - A pirate adventure out to an island of secrets.</li>
</ul>
<p><span style="text-decoration: underline;">Racial Profiling:</span></p>
<ul>
<li>Dhampir - Rule the night with this half-vampire race.</li>
<li>The Lokka - Deceive the masses using this shapeshifting race.</li>
</ul>
<p><span style="text-decoration: underline;">Surveyed:</span></p>
<ul>
<li>Lord Bane - Enter the domain of Lord Bane and all its chaos.</li>
<li>Underhome - Careful of this village and its secrets.</li>
</ul><b>Price</b>: $11.95]]></description>
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            <title><![CDATA[Alienage District Map]]></title>
            <link><![CDATA[http://www.rpgnow.com/product/114759/Alienage-District-Map?language=en]]></link>
            <pubDate>Tue, 21 May 2013 11:20:43 CDT</pubDate>
            <description><![CDATA[<img src="http://www.rpgnow.com/images/2182/114759-thumb100.gif?language=en" border="0" alt="Alienage District Map" align="left" hspace="3" vspace="3"><b>Publisher</b>: Columbia Games Inc.<br /><p>This free RPG resource is a complete 28&quot; &times; 20&quot; map of the Alienage, the foreigners' quarter of the City of Cherafir.&nbsp;Descriptions of the locations on this map can be found in the complete <a href="http://www.rpgnow.com/product/114357/City-of-Cherafir" target="_blank"><em>Cherafir</em></a>&nbsp;article.&nbsp;The PDF is layered so you can turn off elements such as location numbers or guard locations.</p>
<p>The capital city and principal port of the Kingdom of Melderyn, Cherafir is known as the &quot;Mages' City&quot; and is seen by many as prone to strange happenings and inhabited by weird entities. Cherafir is the most cosmopolitan of H&acirc;rnic towns, particularly the dock-side Alienage district. Languages and accents from across H&acirc;rn and the Lythian continent can be heard from the sailors and foreign traders on the district's busy docks, while its crowded streets and markets offer a wide variety of goods and services. The Lia-Kavair (thieves' guild) has considerable influence in the district and operates a black market in illegal imports.</p>
<p>The complete <em>Cherafir</em> article includes details of the city's history, economics, religion, government, military forces, and more than 160 shops, temple, and other locations. Cherafir offers game masters many opportunities, both as the site of urban intrigue and adventure and as a gateway to the continent of Lythia.</p><b>Price</b>: $0.00]]></description>
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            <title><![CDATA[Old School Dungeons : Dungeon Lava]]></title>
            <link><![CDATA[http://www.rpgnow.com/product/114757/Old-School-Dungeons-%3A-Dungeon-Lava?language=en]]></link>
            <pubDate>Tue, 21 May 2013 10:44:40 CDT</pubDate>
            <description><![CDATA[<img src="http://www.rpgnow.com/images/4800/114757-thumb100.jpg?language=en" border="0" alt="Old School Dungeons : Dungeon Lava" align="left" hspace="3" vspace="3"><b>Publisher</b>: Old School Dungeons<br /><div>All meccesary for constrct your Winter cave tiles. More than 70 tiles.</div>
<p>All artwork is &copy; 2013 - Eric Chaussin and may be reproduced for personal use only.</p><b>Price</b>: $5.00]]></description>
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            <title><![CDATA[Monstrous Compendium - Mystara Appendix (2e)]]></title>
            <link><![CDATA[http://www.rpgnow.com/product/16911/Monstrous-Compendium---Mystara-Appendix-%282e%29?language=en&it=1]]></link>
            <pubDate>Tue, 21 May 2013 10:24:00 CDT</pubDate>
            <description><![CDATA[<img src="http://www.rpgnow.com/images/44/16911-thumb100.jpg?language=en" border="0" alt="Monstrous Compendium - Mystara Appendix (2e)" align="left" hspace="3" vspace="3"><b>Publisher</b>: Wizards of the Coast<br /><p>Rare dragons, wondrous giants, bizarre humanoids... For years such creatures have filled classic D&amp;D campaigns set in the world of Mystara, along with the exotic hivebrood, rakasta, thoul, and many more. <br /><br /> Now, for the first time ever, more than 100 of Mystara's unique and most popular creatures have been developed and defined in AD&amp;D game terms! This must-have volume will delight and horrify players of the new AD&amp;D Mystara campaign as well as any fan of the all-time favorites within.</p>
<p><strong>Product History</strong></p>
<p>The <i><i><i>Mystara </i></i> Monstrous Compendium Appendix </i>(1994) was produced by John Nephew, Teeuwynn Woodruff, John Terra, and Skip Williams. It was published in August 1994.</p>
<p><b><i>Moving Mystara.</i></b> In <i>Dragon #197</i> (September 1993), Bruce A. Heard announced that the Known World of Mystara would &quot;be granted much greater attention and support as a major TSR line.&quot; To allow for this, Heard said that the Known World was &quot;graduating&quot; to the AD&amp;D game. According to TSR's original plans, the new line was to kick off with a Monstrous Compendium, a dungeon adventure, a Castle Amberville Gazetteer, an almanac, new novels, and a new accessory about the Savage Coast.</p>
<p>Fans were a bit shocked, and some protested that AD&amp;D didn't need another game world - and they were right there, as TSR's proliferation of game worlds was probably already causing them economic problems. What they didn't realize was that Basic D&amp;D had been losing ground to AD&amp;D for over a decade, and that TSR had been flailing about trying to find <i>some</i> way to support Basic D&amp;D since 1990 - without success. The Classic Dungeons &amp; Dragons Game (1994) would end up being the last release for TSR's introductory gaming system. If Mystara <i>hadn't</i> transferred over to AD&amp;D, the world would have died.</p>
<p>Although TSR supported Mystara for only three years as an AD&amp;D game world, from 1994-96, along the way they produced some handsome boxed sets and largely fulfilled their original plans. It all kicked off in August 1994 with two releases - <i>Karameikos Campaign Setting</i> and <i>Mystara Monstrous Compendium Appendix</i>.</p>
<p><b><i>Sources.</i></b> The <i>Mystara Monstrous Compendium</i> is a rather impressive collection of almost 15 years of Known World material. It contains numerous monsters from the core sources that you'd expect, including the first four BECMI boxes (1983-84), six B-series Basic adventures, almost every X-series Expert adventure, three CM (Companion) adventures, and two M (or Master) adventures.</p>
<p>It also goes further afield, reprinting monsters that appeared in the DA (Blackmoor), XL (Licensed), XS (Solo), and O (One-on-One) series, as well as monsters from some later releases like <i>Wrath of the Immortals</i> (1992), <i>Champions of Mystara: Heroes of the Princess Ark</i> (1993), and &quot;Rage of the Rakasta&quot; (1993).</p>
<p>Prior to the publication of the <i>Mystara Monstrous Compendium</i>, Known World monsters had largely been collected in three volumes. Monsters from the rulebooks had been compiled in the <i>D&amp;D Rules Cyclopedia</i> (1991) while monsters from adventures were compiled in AC9:<i> Creature Catalogue</i> (1986), which was later revamped as DMR2:<i> Creature Catalog</i> (1993). The <i>Mystara Monstrous Compendium</i> largely supersedes those previously compilations, though it of course updates everything to AD&amp;D.</p>
<p>Because the <i>Mystara Monstrous Compendium</i> is such a comprehensive sourcebook, it also brings together some previously separated classes of critters, such as the living statues, the spider-kin, and the worms. (Yes, for some reason the Known World has tons of worms.)</p>
<p><b><i>Monsters of Note.</i></b> This compilation is most notable for the deeply Mystaran creatures that it brings over to AD&amp;D, among them the hutaakans of the Hollow World, the tentacular kopru, a variety of lizard-kin and spider-kin (the latter including the popular aranea), the lupin of the Savage Coast, pegataurs, the racoon-like phanaton, and the cat-like rakasta.</p>
<p>The <i>Mystara Monstrous Compendium</i> also includes several interesting typed creatures, most notably the unique drakes and crystalline dragons of Mystara - though the sapphire dragon was sadly misplaced. There are also some new inhabitants for the elemental planes, including Mystara's sentient answer to the quasi-elementals, which mix Law and Chaos with the standard elements, and a set of weaker elemental fundamentals.</p>
<p>The most infamous monster in this book is doubtless the decapus, which caused some problems in its original appearance in B3: &quot;Palace of the Silver Princess&quot; (1983).</p>
<p>Sadly, very few of the monsters from Mystara have influenced more recent editions of D&amp;D. The bhut, the Neh-Tallgu brain collector, the choker, the frost salamander, the athach giant, the mud golem, the kopru, the nightshade, and the aranea spider-kin are the only monsters to appear in major Wizards of the Coast supplements for third edition. Several more iconic monsters like the lupin and the phanton showed up in <i>Dragon</i> or <i>Dungeon</i> magazine thanks to interest at Paizo.</p>
<p><b><i>About the Creators.</i></b> This creatures in this book were originally created by a variety of authors over a 13-year period, then revamped and edited by freelancers and TSR staff alike. No doubt this overhaul was a major internal effort at Wizards!</p>
<p><b>About the Product Historian</b></p>
<p>The history of this product was researched and written by Shannon Appelcline, the author of&nbsp;<i>Designers &amp; Dragons</i>&nbsp;- a history of the roleplaying industry told one company at a time. Please feel free to mail corrections, comments, and additions to shannon.appelcline@gmail.com.</p><b>Price</b>: $9.99]]></description>
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        <item>
            <title><![CDATA[WGA4 Vecna Lives! (2e)]]></title>
            <link><![CDATA[http://www.rpgnow.com/product/17424/WGA4-Vecna-Lives%21-%282e%29?language=en&it=1]]></link>
            <pubDate>Tue, 21 May 2013 10:22:00 CDT</pubDate>
            <description><![CDATA[<img src="http://www.rpgnow.com/images/44/17424-thumb100.jpg?language=en" border="0" alt="WGA4 Vecna Lives! (2e)" align="left" hspace="3" vspace="3"><b>Publisher</b>: Wizards of the Coast<br /><div><span style="font-family: Arial; font-size: small;"><span style="font-family: Arial; font-size: small;"></span></span>
<p style="padding-left: 30px;"><em>...and so, after the Rain of Colorless Fire, the One-Named-In-Whispers ascended to the Spidered Throne. In the third year of his ascendancy, Burgred, King of the Mara, refused the tribute of heads the Whispered One demanded. The One-Named-In-Whispers took only himself and Kas, his evil counselor, and devastated the land of the Mara with his magic. Burgred paid with his own head.</em></p>
<span style="font-family: Arial; font-size: small;"><span style="font-family: Arial; font-size: small;"></span></span>
<p style="padding-left: 30px;"><em>Upon their return, Kas struck against his master, so that he might become the master of the Spidered Throne. In the end, both were slain and good people rejoiced.</em></p>
<span style="font-family: Arial; font-size: small;"><span style="font-family: Arial; font-size: small;"></span></span>
<p style="padding-left: 30px;"><em>It is said that not all of the evil Lich was destroyed. So great was his power that his Hand and Eye have lived on, working evil over the centuries....</em></p>
<span style="font-family: Arial; font-size: small;"><span style="font-family: Arial; font-size: small;"></span></span>
<p>For centuries, Vecna - archmage, despotic tyrant, the most fearsome of all liches - has been nothing but a fearful legend to the honest folk of Greyhawk. Once the supreme master of all undead sorcerers, even today his Hand and Eye are objects of immense power.</p>
<span style="font-family: Arial; font-size: small;"><span style="font-family: Arial; font-size: small;"></span></span>
<p>Now something evil is stirring in the lands around Greyhawk. The Hand and Eye of Vecna have been found - and Vecna wants them back.</p>
<span style="font-family: Arial; font-size: small;"><span style="font-family: Arial; font-size: small;"></span></span>
<p><strong>Product History</strong></p>
<span style="font-family: Arial; font-size: small;"><span style="font-family: Arial; font-size: small;"></span></span>
<p>WGA4<em>: Vecna Lives!</em> (1990), by David &quot;Zeb&quot; Cook, is the fourth adventure in the World of Greyhawk Adventures series. It was published in January 1991.</p>
<span style="font-family: Arial; font-size: small;"><span style="font-family: Arial; font-size: small;"></span></span>
<p><b><i>The WGA Adventures.</i></b> The &quot;WGA&quot; adventures (1990) replaced the older WG-series adventures (1982-1989). The first three books in the series formed the mid-level &quot;falcon&quot; trilogy which was tightly connected with <i>The City of Greyhawk</i> (1989) supplement. <i>Vecna Lives</i> is thus a big change for the series. It doesn't connect to the preceding trilogy, and it requires players to use high-level pregenerated characters. Though it starts in the City of Greyhawk, it quickly leaves that environment behind.</p>
<span style="font-family: Arial; font-size: small;"><span style="font-family: Arial; font-size: small;"></span></span>
<p>It's also the final WGA adventure. The next year, Greyhawk adventures continued in the two-book &quot;WGS&quot; (a.k.a. &quot;Swords&quot;) series (1991). Thereafter, Greyhawk publication focused on the WGR (&quot;Reference&quot;) series (1990-1993), which was the heart of the setting in the &quot;From the Ashes&quot; era (1992-93). This move from adventure toward background material generally reflected TSR's direction in the 90s.</p>
<span style="font-family: Arial; font-size: small;"><span style="font-family: Arial; font-size: small;"></span></span>
<p><b><i>All about Vecna.</i></b> Brian Blume invented the artifacts known as the Hand of Vecna and the Eye of Vecna. They're described in <i>Supplement III: Eldritch Wizardry</i> (1976) as &quot;the sole remains of an ancient lich who was so powerful that he was able to imbue his hand with wondrous/horrible powers and to enable it to survive even after his long undead body had ceased to exist.&quot; The book contains no more detail on Vecna other than the fact that Kas was his bodyguard.</p>
<span style="font-family: Arial; font-size: small;"><span style="font-family: Arial; font-size: small;"></span></span>
<p>Gary Gygax later said about the artifacts, &quot;nary a detail of those items did [Blume] ever reveal to me.&quot; Others have suggested that they were based on the Hand of Kwll and the Eye of Rhynn from Michael Moorcock's Corum <i>Swords Trilogy</i> (1971), and it's widely accepted that Vecna is a purposeful anagram of Vance -- the author of <i>The Dying Earth</i> (1950), whose spells influenced D&amp;D.</p>
<span style="font-family: Arial; font-size: small;"><span style="font-family: Arial; font-size: small;"></span></span>
<p>The artifacts reappeared in the <i>Dungeon Master Guides</i> for first (1979) and second (1989) edition AD&amp;D. The second edition book suggested that Vecna's spirit still remained within the hand. However, only in <i>Vecna Lives!</i> is it revealed that the ancient lich has become a demigod since his death.</p>
<span style="font-family: Arial; font-size: small;"><span style="font-family: Arial; font-size: small;"></span></span>
<p>Though Vecna's story begins in Greyhawk, it goes beyond that world following this adventure: <i>Vecna Reborn</i> (1998) and <i>Die Vecna Die!</i> (2000) form a trilogy about the evil mage's modern-day plans.</p>
<span style="font-family: Arial; font-size: small;"><span style="font-family: Arial; font-size: small;"></span></span>
<p><b><i>Expanding Greyhawk.</i></b> <i>Vecna Lives</i> is most notable as a Greyhawk adventure because it's a world-spanning epic. To that date, previous Greyhawk adventures had been largely focused on individual locales, with the exception of <i>WG8: Fate of Istus</i> (1989). <i>Vecna Lives!</i> instead gives a strong impression of the world as a whole (and of the ancient magics and legends that underlaid Gygax's vision of the setting).</p>
<span style="font-family: Arial; font-size: small;"><span style="font-family: Arial; font-size: small;"></span></span>
<p>The adventure is also notable for its detailing of the Greyhawk villain Vecna and&nbsp;his cult and for the attention paid to Mordenkainen, his Circle of Eight, and their henchmen. The Circle of Eight had been hinted at for many years during the first wave of Greyhawk publication, but was revamped and revealed as a group of magicians in <i>The City of Greyhawk</i>; this new book continues with <i>City's</i> version of the Circle.</p>
<span style="font-family: Arial; font-size: small;"><span style="font-family: Arial; font-size: small;"></span></span>
<p><i>Vecna Lives!</i> further includes details on the City of Greyhawk, the Viscounty of Verbobonc, the Gnome Warren of Osnabrolt, and the Stone Circles of Tovag Baragu - all set in Greyhawk. However, the book is an adventure, so none of the details are particularly significant for the expansion of Greyhawk.</p>
<span style="font-family: Arial; font-size: small;"><span style="font-family: Arial; font-size: small;"></span></span>
<p>Verbobonc deserves some additional comments because it had been a major element of published Greyhawk ever since T1: &quot;The Village of Hommlet&quot; (1979). Zeb Cook accidentally gives a new description of the city of Verbobonc in this adventure, contradicting material printed previously&nbsp;in WG8: <em>Fate of Istus</em> (1989). He later acknowledged the error with the&nbsp;simple staement,&nbsp;&quot;what can I say. Oops.&quot; There seems to be no agreement on which version of Verbobonc City is canon.</p>
<span style="font-family: Arial; font-size: small;"><span style="font-family: Arial; font-size: small;"></span></span>
<p><b><i>About the Creators.</i></b> In 1990, author Zeb Cook was entering his second decade at TSR, having just finished the creation of the second edition AD&amp;D game. He would also design the next major milestone in Greyhawk's history, <i>Greyhawk Wars</i> (1991).</p>
<span style="font-family: Arial; font-size: small;"><span style="font-family: Arial; font-size: small;"></span></span>
<p><b>About the Product Historian</b></p>
<span style="font-family: Arial; font-size: small;"><span style="font-family: Arial; font-size: small;"></span></span>
<p>The history of this product was researched and written by Shannon Appelcline, the author of&nbsp;<i>Designers &amp; Dragons</i>&nbsp;- a history of the roleplaying industry told one company at a time. Please feel free to mail corrections, comments, and additions to shannon.appelcline@gmail.com.</p>
</div><b>Price</b>: $9.99]]></description>
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            <title><![CDATA[Dungeon Survival Guide (3.x)]]></title>
            <link><![CDATA[http://www.rpgnow.com/product/57085/Dungeon-Survival-Guide-%283.x%29?language=en]]></link>
            <pubDate>Tue, 21 May 2013 10:19:00 CDT</pubDate>
            <description><![CDATA[<img src="http://www.rpgnow.com/images/44/57085-thumb100.jpg?language=en" border="0" alt="Dungeon Survival Guide (3.x)" align="left" hspace="3" vspace="3"><b>Publisher</b>: Wizards of the Coast<br /><div><span style="font-family: Arial; font-size: small;">This lavishly illustrated guide explores the fantastic dungeons of the fictional D&amp;D world, from the perilous Tomb of Horrors to the Sunless Citadel and the Lost Caverns of Tsojcanth. Aimed at the novice dungeoneer, this book provides tips and tricks for surviving deadly dungeons of all sorts, enticing would-be dungeon explorers with stories of fabulous treasures guarded by fierce monsters and terrible traps! </span></div>
<div>&nbsp;</div>
<div><span style="font-family: Arial; font-size: small;">*****</span></div>
<div>&nbsp;</div>
<div><span style="font-family: Arial; font-size: small;"><strong>Product History</strong></span></div>
<div>&nbsp;</div>
<div><span style="font-family: Arial; font-size: small;"><em>Dungeon Survival Guide</em> (2007), by Bill Slavicsek and Christopher Perkins, is something of an odd beast. It's targeted at new players, aiming to be a beautiful full-color hardback of only 64 pages that introduces players to the vast array of classic dungeons that have been published over the decades. The producers seemed to be striving for somethig like the <em>Practical Guide to Dragons,</em> but targeted toward adults instead of kids. In this it succeeds. There are lots of superb illustrations, limited text, advice for new players, and a number of descriptions of classic adventuring locales. <br /><br />Where it misses the mark, I think, is in not making it incredibly clear that the book doesn't have new RPG rules or mechanics in it. So, don't be surprised. </span></div>
<div>&nbsp;</div>
<div><span style="font-family: Arial; font-size: small;"><strong>This book doesn't have new RPG rules or mechanics in it. It's not meant or intended for experienced players. This is what you give someone to introduce them to the hobby.<br /></strong><br /><strong><em>Back to Basics.</em></strong> This book breaks down the basics of an adventuring party as it walks the reader through demi-human races and what their heroes need to gear up for adventure. Witty comments from the iconic heroes abound. Different dungeon environments are described, along with traps and typical nefarious denizens. This is a book I can also see being handed to a relative or a parent who says, &quot;How does that dungeon game work?&quot; It introduces the hobby and gives a glimpse at the history behind it. <br /><br /><strong><em>I Remember That Adventure!</em></strong> Famous and classic adventure sites tend to resonate in memory, retaining a certain amount of nostalgic love. <em>Dungeon Survival Guide</em> works to communicate that sense of wonder and nostalgia to new players. Locations such as the Tomb of Horrors, Castle Greyhawk, Castle Ravenloft, the Dungeon of the Slave Lords, and the Keep on the Borderlands are described. Since most of these are no longer in print, it's clear that the goal is to give new gamers a common language for discussing the hobby with more experienced players.&nbsp;<br /><br /><strong><em>Apples to Apples.</em></strong> Know what to expect; this is a trip down memory lane and a short introduction to the game. It's a shame that the original book was inaptly marketed, as it disappointed experienced gamers who were expecting something different. If you want a beautiful, art-rich book to introduce someone to the language and history of gaming, this is for you. <br /><br /><strong><em>About the Creators. </em></strong>Christopher Perkins is a 15-year veteran of Wizards of the Coast and the most prolific adventure writer in <em>Dungeon </em>magazine's history. </span></div>
<div>&nbsp;</div>
<div><span style="font-family: Arial; font-size: small;">Bill Slavicsek is the former Director of Roleplaying Design and Development at Wizards, and is currently a writer and content designer at Zenimax Online Studios. <br /><br /><strong>About the Product Historian</strong><br /><br />History and commentary of this product was written by Kevin Kulp, game designer and admin of the independent D&amp;D fansite ENWorld. Please feel free to mail corrections, comments, and additions to kevin.kulp@gmail.com.</span></div><b>Price</b>: $7.99]]></description>
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            <title><![CDATA[The Great Modron March (2e)]]></title>
            <link><![CDATA[http://www.rpgnow.com/product/17302/The-Great-Modron-March-%282e%29?language=en&it=1]]></link>
            <pubDate>Tue, 21 May 2013 10:19:00 CDT</pubDate>
            <description><![CDATA[<img src="http://www.rpgnow.com/images/44/17302-thumb100.jpg?language=en" border="0" alt="The Great Modron March (2e)" align="left" hspace="3" vspace="3"><b>Publisher</b>: Wizards of the Coast<br /><div><span style="font-family: Arial; font-size: small;"><strong>THE NEXT MARCH WASN'T DUE FOR ANOTHER 189 YEARS. TRY TELLING THAT TO THE MODRONS! </strong></span></div>
<div>&nbsp;</div>
<div><span style="font-family: Arial; font-size: small;"><em>On a regular schedule, the Great Modron March spills out of Mechanus, and the lawful automatons files their way around the Great Ring. No one knows why they do it, but everyone stays out of their way - because when the modrons march, they'll walk right over a berk who doesn't know enough to move aside. </em></span></div>
<div><span style="font-family: Arial; font-size: small;"><em></em></span>&nbsp;</div>
<div><span style="font-family: Arial; font-size: small;"><em>But this March has started decades before it was supposed to begin, and that's even more of a mystery. Caught unprepared, the planes shudder under the modrons' collective footsteps - and even the modrons themselves seem a little out of sorts. </em></span></div>
<div>&nbsp;</div>
<div><span style="font-family: Arial; font-size: small;"><em>The Great Modron March</em> anthology features 11 adventures for characters ranging from 1st to 10th level, as well as new information about the modrons of Mechanus. Each adventure can be played separely or linked together to form an extended campaign. The modron procession touches every Outer Plane in turn - and it isn't always welcome. On their unswerving path, the clockwork creatures will destroy celestial towns, be attacked by evil knights intent on using modron parts in foul experiments, and lead characters onto the deadly plains of the Abyss and into the famous prime-material labyrinth of Undermountain. Without help, they'll be lost in the swirling chaos of Limbo or even fail to complete the March entirely. </span></div>
<div>&nbsp;</div>
<div><span style="font-family: Arial; font-size: small;">And along their route, every blood on the planes seeks the answer to the most important question: Why have the Modrons abandoned their normal, lawful schedule to march years before they're due? </span></div>
<div>&nbsp;</div>
<div><span style="font-family: Arial; font-size: small;"><strong>Product History</strong></span></div>
<div>&nbsp;</div>
<div><span style="font-family: Arial; font-size: small;"><em>The Great Modron March</em> (1997), by Monte Cook and Colin McComb, is a series of adventures that give the heroes a tour of the Great Wheel, acompanying the clockwork automata from the plane of Mechanus around the multiverse on an unscheduled tour.&nbsp;It's&nbsp;eleven separate adventures can be played in almost any order, skipping around as desired in order to customize the adventure path's pacing. They're designed to take heroes from 1st level to 10th. </span></div>
<div>&nbsp;</div>
<div><span style="font-family: Arial; font-size: small;">There are&nbsp;also a lot of good set pieces in these adventures that can be yoinked by DMs for use in their own home adventures, and the module definitely delivers its money's worth. Good thing, too. </span></div>
<div>&nbsp;</div>
<div><span style="font-family: Arial; font-size: small;"><strong><em>A True Story.</em></strong> I pretty much cackled with glee when I read <em>The Great Modron March</em> for the first time. The adventure was full of clever fights, intriguing villains, and exotic planar locations; just the sort of thing I loved. It was also a perfect lead-in into Monte Cook's upcoming <em>Dead Gods</em> adventure.&nbsp;</span></div>
<div>&nbsp;</div>
<div><span style="font-family: Arial; font-size: small;">And so I planned for my campaign to focus on modrons for the next year or so. With the PCs already in Sigil, it was no trouble to set up the beginning of <em>The Great Modron March</em>; on cue, the modrons poured forth from the gate-town of Automata to begin their oddly unscheduled circuit of the Great Wheel, trampling anything in their wake. The heroes watched with awe. </span></div>
<div>&nbsp;</div>
<div><span style="font-family: Arial; font-size: small;">&quot;Wow,&quot; said one of my players, &quot;that modron just walked through someone's house. Modrons are kind of jerks.&quot; </span></div>
<div>&nbsp;</div>
<div><span style="font-family: Arial; font-size: small;">&quot;Lawful neutral,&quot; said another player, &quot;whatcha gonna do? You know, there's a lot of other heroes here who can deal with this. Let's go back to Sigil and just check in on them later to see if anyone found out why they're marching.&quot; </span></div>
<div>&nbsp;</div>
<div><span style="font-family: Arial; font-size: small;">&quot;Good idea!&quot; chorused the group. </span><span style="font-family: Arial; font-size: small;">And back to Sigil they went. </span></div>
<div>&nbsp;</div>
<div><span style="font-family: Arial; font-size: small;">With them went my modron-related dreams, hopes, and aspirations. But I'm not bitter. Nope. Not at all. Even if to this day when trying to decide what to do in my current D&amp;D campaign, a player occasionally says, &quot;Let's go see what the modrons are doing!&quot; </span></div>
<div>&nbsp;</div>
<div><span style="font-family: Arial; font-size: small;">Jerks. </span></div>
<div>&nbsp;</div>
<div><span style="font-family: Arial; font-size: small;">And when the modrons finally finished their march, and the PCs asked why they had been marching in the first place? <em>I didn't tell them</em>. </span></div>
<div>&nbsp;</div>
<div><span style="font-family: Arial; font-size: small;"><strong><em>Wherein Your Historian Learns a Lesson.</em></strong> I think I would have been fine if I'd used the adventure hooks in the adventure instead of trying to create my own. Even so, modrons aren't necessarily sympathetic characters, and you'll want to think about how to humanize them enough that the heroes <em>want</em> to follow them and discover what's going on. The adventure does address this, but perhaps not in as much detail as I would have liked. </span></div>
<div>&nbsp;</div>
<div><span style="font-family: Arial; font-size: small;"><strong><em>Varying, Epic Tone.</em></strong> The tone of each adventure varies somewhat. The&nbsp;book's content&nbsp;careens from a horrific facility that is trying to create monstrous human/modron hybrids from dismembered modrons to a lesson in unanticipated consequences when the PCs help right an ancient wrong, to roleplaying with an insane modron judge, to the challenge of being summoned and pressed into service by an extraplanar conjurer. I think these adventures work best when layered into an ongoing campaign, with side adventures and other exploits between them to help match pacing and tone. </span></div>
<div>&nbsp;</div>
<div><span style="font-family: Arial; font-size: small;">Note that there are moments of dark horror in the adventure, as well as opportunities for exceptionally fun roleplaying. There's even a tie-in to the Forgotten Realms and Halaster's Undermountain. </span></div>
<div>&nbsp;</div>
<div><span style="font-family: Arial; font-size: small;"><strong><em>Overall? </em></strong>This is a slightly uneven, magnificently rich, really fun adventure that delivers a substantial amount of creativity and valuable play for the money. </span></div>
<div>&nbsp;</div>
<div><span style="font-family: Arial; font-size: small;"><strong><em>About the Creators.</em></strong>&nbsp;Award-winning author Monte Cook started working as a freelancer for TSR in 1992 and ultimately left Wizards of the Coast in 2001 to start Malhavoc Press. His 2012 Kickstarter for the post-apocalyptic science-fiction(-fantasy) roleplaying game <em>Numenera</em> raised over $500,000. </span></div>
<div>&nbsp;</div>
<div><span style="font-family: Arial; font-size: small;">Colin McComb is the creative lead on inXile's Kickstarted RPG <em>Torment: Tides of Numenera</em>, which uses Monte Cook's upcoming sci-fi/fantasy game <em>Numenera</em> and which follows in the creative vision of <em>Planescape: Torment</em>. Also an award-winning designer, he&nbsp;has written dozens of games and adventures for TSR and Paizo Publishing. </span></div>
<div>&nbsp;</div>
<div><span style="font-family: Arial; font-size: small;"><strong>About the Product Historian</strong> </span></div>
<div>&nbsp;</div>
<div><span style="font-family: Arial; font-size: small;">History and commentary of this product was written by Kevin Kulp, game designer and admin of the independent D&amp;D fansite ENWorld. Please feel free to mail corrections, comments, and additions to <a>kevin.kulp@gmail.com</a>.<br />&nbsp;</span></div><b>Price</b>: $9.99]]></description>
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            <title><![CDATA[Raging Swan\'s Taverns [BUNDLE]]]></title>
            <link><![CDATA[http://www.rpgnow.com/product/114752/Raging-Swan-%27s-Taverns-%5BBUNDLE%5D?language=en]]></link>
            <pubDate>Tue, 21 May 2013 03:22:10 CDT</pubDate>
            <description><![CDATA[<img src="http://www.rpgnow.com/images/3311/114752-thumb100.gif?language=en" border="0" alt="Raging Swan\'s Taverns [BUNDLE]" align="left" hspace="3" vspace="3"><b>Publisher</b>: Raging Swan Press<br /><center><table><tr><td><B><font color=#660000>THIS IS A BUNDLE PRODUCT. WHEN BUYING THIS ITEM YOU WILL RECEIVE SEPARATE DOWNLOAD LINKS FOR EACH PRODUCT LISTED BELOW...</B></font><br /></td></tr></table></center><br /><br /><table width="100%" id="bundle_contents_114752" border="0" cellspacing="0" cel<tr class="dtrpgListing-even">
<td align="center" width="75" class="main" valign="top"><a href="product_info.php?products_id=101376&it=1"><img src="images/3311/101376-thumb80.jpg" border="0" alt="" width="80"  vspace="5" hspace=5"></a><br /></td><td class="main" width="125" valign="top"><font size="1">&nbsp;<b>Barroom Brawls</b></font><br /><b><font size="1">&nbsp;Regular price:</font>&nbsp;</b><font size="2">$1.99</font><br /><b><font size="1">&nbsp;Bundle price:</font>&nbsp;</b><font size="2">$7.98</font><br /></td><td><font size="1" font="Arial" class="main"><br /><p>A Pathfinder Roleplaying Game compatible GM&rsquo;s Resource by Creighton Broadhurst&nbsp;</p>
<p> Barroom brawls are one of the quintessential events that occur in taverns, inns and pubs of a certain quality. Alcohol mixed liberally with folk used to solving problems with violence is an explosive combination. The great thing about barroom brawls, though, is that although people get hurt, it&rsquo;s rare that anyone dies. This means the players can let their hair down and try some crazy stuff they&rsquo;d never try in a &ldquo;proper&rdquo; battle. And yet, brawls feature in comparatively few adventures these days. Complicated to run, requiring an understanding of little-used rules such as nonlethal damage and improvised weapons, they can be a GM&rsquo;s worst nightmare!  <i>Barroom Br...<br /><br /></font></td></tr><tr><td colspan="9"><img src='/images/pixel_black.gif' width='100%' height=1></td></tr><tr class="dtrpgListing-odd">
<td align="center" width="75" class="main" valign="top"><a href="product_info.php?products_id=109474&it=1"><img src="images/3311/109474-thumb80.jpg" border="0" alt="" width="80"  vspace="5" hspace=5"></a><br /></td><td class="main" width="125" valign="top"><font size="1">&nbsp;<b>Dragon and the Thief</b></font><br /><b><font size="1">&nbsp;Regular price:</font>&nbsp;</b><font size="2">$0.00</font><br /><b><font size="1">&nbsp;Bundle price:</font>&nbsp;</b><font size="2">$0.00</font><br /></td><td><font size="1" font="Arial" class="main"><br />A Pathfinder Roleplaying Game compatible GM'S RESOURCE by Creighton Broadhurst
&nbsp;
How often do your PCs spend the night in the tavern but the actual evening is glossed over? Want to have a good excuse to start a rollickingly good barroom brawl or simply fancy changing the pace and theme of your gaming session?
&nbsp;
Dragon and the Thief is a ready to play game of chance your PCs can enjoy as they relax in the tavern between adventures. A game of Dragon and the Thief is the perfect backdrop to introducing new NPCs, giving the PCs the chance to gather information or as the start of a barroom brawl.
&nbsp;
Dragon and the Thief comes with a full-page game board designed by Matt Morrow ready to print and use at the table!
&nbsp;
This product is a Dual Format PDF. The downloadable Z...<br /><br /></font></td></tr><tr><td colspan="9"><img src='/images/pixel_black.gif' width='100%' height=1></td></tr><tr class="dtrpgListing-even">
<td align="center" width="75" class="main" valign="top"><a href="product_info.php?products_id=104069&it=1"><img src="images/3311/104069-thumb80.jpg" border="0" alt="" width="80"  vspace="5" hspace=5"></a><br /></td><td class="main" width="125" valign="top"><font size="1">&nbsp;<b>So What's The Tavern  Like, Anyway?</b></font><br /><b><font size="1">&nbsp;Regular price:</font>&nbsp;</b><font size="2">$3.99</font><br /><b><font size="1">&nbsp;Bundle price:</font>&nbsp;</b><font size="2">$0.00</font><br /></td><td><font size="1" font="Arial" class="main"><br /><p>A Pathfinder Roleplaying Game GM'S RESOURCE by Richard Green and Liz Smith</p>
<p>Once again, your PCs have emerged from the dungeon ready to celebrate their victory or raise tankards to their fallen comrades. Returning to town they ask &ldquo;So what&rsquo;s the tavern like, anyway?&rdquo; At that point, likely or not the GM glosses over the tavern or wildly improvises! Unsurprisingly, PCs spend a lot of their time between adventures relaxing in taverns and inns, but often such locales end up being drab, one-dimensional affairs with no real characteristics or flavour of their own. So What&rsquo;s The Tavern Like, Anyway? banishes this problem by presenting dozens of tables covering the tavern&rsquo;s offering, customers and staff along with extensive notes on games of chance, drinking...<br /><br /></font></td></tr><tr><td colspan="9"><img src='/images/pixel_black.gif' width='100%' height=1></td></tr><tr class="dtrpgListing-odd">
<td align="center" width="75" class="main" valign="top"><a href="product_info.php?products_id=109288&it=1"><img src="images/3311/109288-thumb80.jpg" border="0" alt="" width="80"  vspace="5" hspace=5"></a><br /></td><td class="main" width="125" valign="top"><font size="1">&nbsp;<b>So What's The Tavern  Like, Anyway? II</b></font><br /><b><font size="1">&nbsp;Regular price:</font>&nbsp;</b><font size="2">$3.99</font><br /><b><font size="1">&nbsp;Bundle price:</font>&nbsp;</b><font size="2">$0.00</font><br /></td><td><font size="1" font="Arial" class="main"><br /><p>A Pathfinder Roleplaying Game compatible GM'S RESOURCE by Richard Green</p>
<p>&nbsp;</p>
<p>Once again, your PCs have emerged from the dungeon ready to celebrate their victory or raise tankards to their fallen comrades. Returning to town they ask &ldquo;So what&rsquo;s the tavern like, anyway?&rdquo; At that point, likely or not the GM glosses over the tavern or wildly improvises!</p>
<p> Unsurprisingly, PCs spend a lot of their time between adventures relaxing in taverns and inns, but often such locales end up being drab, one-dimensional affairs with no real characteristics or flavour of their own. <i>So What&rsquo;s The Tavern Like, Anyway? II </i>banishes this problem by presenting 20 detailed taverns and inns ready for immediate use in almost any GM&rsquo;s home campaign.</p>
<...<br /><br /></font></td></tr><tr><td colspan="9"><img src='/images/pixel_black.gif' width='100%' height=1></td></tr></table><br /><table><tr><td><tr><td align="right" class="main"><b>Total value:</b></td><td>$9.97</td></tr><tr><td align="right" class="main"><b>Special bundle price:</b></td><td>$7.98</td></tr><tr><td align="right" class="main"><b>Savings of:</b></td><td>$1.99 (20%)</td></tr></td></tr></table><span id="bundle_contents_114752"></span><b>Price</b>: $9.97]]></description>
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            <title><![CDATA[Book of Magic: 10 Undead Spell Words (Laptop/Tablet)]]></title>
            <link><![CDATA[http://www.rpgnow.com/product/114725/Book-of-Magic%3A-10-Undead-Spell-Words-%28Laptop-Tablet%29?language=en]]></link>
            <pubDate>Tue, 21 May 2013 03:02:02 CDT</pubDate>
            <description><![CDATA[<img src="http://www.rpgnow.com/images/2542/114725-thumb100.jpg?language=en" border="0" alt="Book of Magic: 10 Undead Spell Words (Laptop/Tablet)" align="left" hspace="3" vspace="3"><b>Publisher</b>: Jon Brazer Enterprises<br /><p>Vancian necromancers will eclipse your power no more! Give your wordcaster the means to destroy or ward off undying terrors -- or create such horrors for his own ends. <strong>Book of Magic: 10 Undead Spell Words</strong>&nbsp;give you new spell words that harm undead, protect against undead, and create powerful undead creatures. This short supplement is a must-have for any wordcaster who faces off against zombie hordes and powerful liches -- or who seeks to make one to do his own bidding.</p><b>Price</b>: $0.99]]></description>
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            <title><![CDATA[Book of Magic: 10 Undead Spell Words (Printer)]]></title>
            <link><![CDATA[http://www.rpgnow.com/product/114723/Book-of-Magic%3A-10-Undead-Spell-Words-%28Printer%29?language=en]]></link>
            <pubDate>Tue, 21 May 2013 03:02:02 CDT</pubDate>
            <description><![CDATA[<img src="http://www.rpgnow.com/images/2542/114723-thumb100.jpg?language=en" border="0" alt="Book of Magic: 10 Undead Spell Words (Printer)" align="left" hspace="3" vspace="3"><b>Publisher</b>: Jon Brazer Enterprises<br /><p>Vancian necromancers will eclipse your power no more! Give your wordcaster the means to destroy or ward off undying terrors -- or create such horrors for his own ends. <strong>Book of Magic: 10 Undead Spell Words</strong>&nbsp;give you new spell words that harm undead, protect against undead, and create powerful undead creatures. This short supplement is a must-have for any wordcaster who faces off against zombie hordes and powerful liches -- or who seeks to make one to do his own bidding.</p><b>Price</b>: $0.99]]></description>
            <!-- <price>0.99</price> -->
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            <title><![CDATA[Story Mechanics: Incremental Antimagic]]></title>
            <link><![CDATA[http://www.rpgnow.com/product/114751/Story-Mechanics%3A-Incremental-Antimagic?language=en]]></link>
            <pubDate>Tue, 21 May 2013 00:01:19 CDT</pubDate>
            <description><![CDATA[<img src="http://www.rpgnow.com/images/3827/114751-thumb100.jpg?language=en" border="0" alt="Story Mechanics: Incremental Antimagic" align="left" hspace="3" vspace="3"><b>Publisher</b>: Interjection Games<br /><p>We've all been there some time in the past. The ancient, magic-sapping wasteland, the golem fabricated of nullstone... there are things in a campaign world that just HATE magic.<em> Story Mechanics: Incremental Antimagic</em> introduces a concentration-based system that is much more satisfying to players than a percent chance to lose a spell. What could be more satisfying about another way to lose spells? Simple - once tied to a check, character investment can mitigate the odds of failure! Different levels and consequences of antimagic are presented (hence incremental), as are ways to integrate this system into your home campaign by altering the CR of monsters and encounters containing the mechanic. To some extent, this work is already done for you. Presented in this little supplement is the nullstone golem, an example of monster creation with this mechanic as a central tenet.<br /><br />This product includes:<br />&bull;&nbsp;&nbsp; &nbsp;4 kinds of incremental antimagic:<br />&bull;&nbsp;&nbsp; &nbsp;Chaotic - On a failed check, spells change form.<br />&bull;&nbsp;&nbsp; &nbsp;Delaying - On a failed check, the caster must either try to cast the same spell using the same spell slot next turn or allow the spell to blast himself.<br />&bull;&nbsp;&nbsp; &nbsp;Eliminating - On a failed check, the spell fizzles. It sucks to be you.<br />&bull;&nbsp;&nbsp; &nbsp;Hindering - On a failed check, the caster must either let the spell fizzle or expend an additional spell slot to cast.<br />&bull;&nbsp;&nbsp; &nbsp;Rules for adding incremental antimagic into your game.<br />&bull;&nbsp;&nbsp; &nbsp;The nullstone golem, a CR5 antimagic bruiser.<br /><br /></p><b>Price</b>: $1.00]]></description>
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            <title><![CDATA[Toys for the Sandbox 72: The Stone Demon Pits]]></title>
            <link><![CDATA[http://www.rpgnow.com/product/114749/Toys-for-the-Sandbox-72%3A-The-Stone-Demon-Pits?language=en]]></link>
            <pubDate>Mon, 20 May 2013 22:08:34 CDT</pubDate>
            <description><![CDATA[<img src="http://www.rpgnow.com/images/3977/114749-thumb100.jpg?language=en" border="0" alt="Toys for the Sandbox 72: The Stone Demon Pits" align="left" hspace="3" vspace="3"><b>Publisher</b>: Occult Moon<br /><p><strong>This is the home of House Mitrain. This is the home of the Stone Demon Pits that birthed the three hundred foot tall demons towering on the landscape. Some demons stand, some sit, some march. Heveric Hoblinhouse thinks she can control the demon called Des-mogoth with a Demon Rider&rsquo;s Rod. Her qualifications? She discovered a famine-busting bread made of lichen and dandelion and ended up the last one standing. Heveric is just a fulcrum of history and will need a lot of help. Beware though. There are weird, little stone constructs from fairyland that like to steal children ducking in and out and around the pits, as well as mean, minor demons eager to create something nasty. You&rsquo;ll find some Stone Armor here. Use it. The Moonshield was cozy compared to these Demon Pits.</strong></p>
<p style="text-align: justify;">Toys for the Sandbox is not a module, it is not a campaign setting, instead it is a framework for GMs to use to reinforce their own imaginations. Sometimes players zig when you expect them to zag, other times they take your plot point into a back alley and leave it penniless and bleeding. Each week we present a new location with a map and some flavor text. In addition we add 4 NPCs with a bit of history and a few simple thoughts on how to stat them for whatever game you are playing. There are also 6 plot hooks each with 3 ways to twist them. Added to that there is usually a table or two filled with rumors and encounters.</p>
<p style="text-align: justify;"><span>Great for use with Legends of Anglerre, Strands of Fate, Dungeon World, Risus: The Anything RPG, FUDGE, Harnworld, and easily adaptable to Dungeons, and Dragons, Dungeon Crawl Classics, Pathfinder, Warhammer Fantasy Roleplay, The One Ring, HERO, GURPS, BRP, and many others.</span></p>
<p></p>
<p style="text-align: justify;"><strong>&nbsp;</strong></p><b>Price</b>: $1.99]]></description>
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            <title><![CDATA[The Villains]]></title>
            <link><![CDATA[http://www.rpgnow.com/product/114748/The-Villains?language=en]]></link>
            <pubDate>Mon, 20 May 2013 20:32:21 CDT</pubDate>
            <description><![CDATA[<img src="http://www.rpgnow.com/images/3321/114748-thumb100.jpg?language=en" border="0" alt="The Villains" align="left" hspace="3" vspace="3"><b>Publisher</b>: Rusty Axe Games<br /><p>Driven by motivations most can't understand, feared and reviled in equal measure, no story is complete without the conflict they provide, they are The Villains!</p>
<p>The Villains includes 6 1&quot;x1&quot; game tokens that are size compatible with The Desert Tomb and Core Rusty Axe Dungeon Tile packs. The Villains comes as a PDF that you download, print out and use with dungeon tile products.</p>
<p>Six high quality playing tokens. &nbsp;Grab a six pack today and make your next game more fun!</p><b>Price</b>: $1.99]]></description>
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            <title><![CDATA[The Most Unhappy Piece of the Trapped God]]></title>
            <link><![CDATA[http://www.rpgnow.com/product/114747/The-Most-Unhappy-Piece-of-the-Trapped-God?language=en]]></link>
            <pubDate>Mon, 20 May 2013 20:30:53 CDT</pubDate>
            <description><![CDATA[<img src="http://www.rpgnow.com/images/3629/114747-thumb100.jpg?language=en" border="0" alt="The Most Unhappy Piece of the Trapped God" align="left" hspace="3" vspace="3"><b>Publisher</b>: DCS<br /><p>Somthing has broken the barrier between Chaos and the Prime Material and it seeks to make the world like it's own.</p>
<p>&quot;The Most Unhappy Piece of the Trapped God&quot; is a mini adventure for FUDGE, it is ment to be a distraction to an adventure and possible plot hook and death of the party.</p><b>Price</b>: $0.00]]></description>
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            <title><![CDATA[Take on Even More Supplements [BUNDLE]]]></title>
            <link><![CDATA[http://www.rpgnow.com/product/114745/Take-on-Even-More-Supplements-%5BBUNDLE%5D?language=en]]></link>
            <pubDate>Mon, 20 May 2013 16:55:04 CDT</pubDate>
            <description><![CDATA[<img src="http://www.rpgnow.com/images/4854/114745-thumb100.gif?language=en" border="0" alt="Take on Even More Supplements [BUNDLE]" align="left" hspace="3" vspace="3"><b>Publisher</b>: TakeOnRules<br /><center><table><tr><td><B><font color=#660000>THIS IS A BUNDLE PRODUCT. WHEN BUYING THIS ITEM YOU WILL RECEIVE SEPARATE DOWNLOAD LINKS FOR EACH PRODUCT LISTED BELOW...</B></font><br /></td></tr></table></center><br /><br /><table width="100%" id="bundle_contents_114745" border="0" cellspacing="0" cel<tr class="dtrpgListing-even">
<td align="center" width="75" class="main" valign="top"><a href="product_info.php?products_id=109039&it=1"><img src="images/4854/109039-thumb80.jpg" border="0" alt="" width="80"  vspace="5" hspace=5"></a><br /></td><td class="main" width="125" valign="top"><font size="1">&nbsp;<b>Take on Dragons</b></font><br /><b><font size="1">&nbsp;Regular price:</font>&nbsp;</b><font size="2">$1.49</font><br /><b><font size="1">&nbsp;Bundle price:</font>&nbsp;</b><font size="2">$1.00</font><br /></td><td><font size="1" font="Arial" class="main"><br /><p>&quot;Take On Dragons&quot; is a collection of monsters, compendium classes, custom moves, and a few pieces of equipment.&nbsp;</p>
<p>&quot;Take On Dragons&quot;&nbsp;has the following monsters:</p>

Dracolich - an undead dragon with mastery over antiquity
Cursed Dragon of the Deep - a sailor's nightmare
Black, Blue, Green, Red, and White Dragon - inspired from the roots of our hobby
Dragon Hunter - a fool on a mission

&quot;Take On Dragons&quot;&nbsp;has the following compendium classes:


Dragon Hunter - you and your kin have been wronged by a dragon and you swear that you will get your revenge
Dragon Thrall - you are a toady of a dragon, though the price is high, the power is hopefully worth it


<p>&quot;Take On Dragons&quot;&nbsp;has the following custom moves:</p>...<br /><br /></font></td></tr><tr><td colspan="9"><img src='/images/pixel_black.gif' width='100%' height=1></td></tr><tr class="dtrpgListing-odd">
<td align="center" width="75" class="main" valign="top"><a href="product_info.php?products_id=107759&it=1"><img src="images/4854/107759-thumb80.jpg" border="0" alt="" width="80"  vspace="5" hspace=5"></a><br /></td><td class="main" width="125" valign="top"><font size="1">&nbsp;<b>Take on Establishments</b></font><br /><b><font size="1">&nbsp;Regular price:</font>&nbsp;</b><font size="2">$1.49</font><br /><b><font size="1">&nbsp;Bundle price:</font>&nbsp;</b><font size="2">$1.00</font><br /></td><td><font size="1" font="Arial" class="main"><br /><p>&quot;Take On Establishments&quot; is a collection of physical establishments and locations, brief descriptions (sights, sounds, smells), an NPC, and corresponding moves for Dungeon World. Drop one or more establishments into an existing city or village, they are independently designed.</p>
<p>&quot;Take On Establishments&quot;&nbsp;contains 11 establishments: Basilica of the Sun, The Butcher Bound Pig, Buzzard Hockenpock's Furs and Trappings, Chamber of the Master, the Gated Entrance, In the Lavendar, Necropolis of the Fallen, The Ravens Rookery, The Skittering Warrens, The Tethered Titan, and the Wharf.</p>
<p>My take on establishments is that they should be occupied by interesting people, be a possible launch point for adventures, and be just as much a part of play as a dungeon.</p...<br /><br /></font></td></tr><tr><td colspan="9"><img src='/images/pixel_black.gif' width='100%' height=1></td></tr><tr class="dtrpgListing-even">
<td align="center" width="75" class="main" valign="top"><a href="product_info.php?products_id=106849&it=1"><img src="images/4854/106849-thumb80.jpg" border="0" alt="" width="80"  vspace="5" hspace=5"></a><br /></td><td class="main" width="125" valign="top"><font size="1">&nbsp;<b>Take on Magic Items</b></font><br /><b><font size="1">&nbsp;Regular price:</font>&nbsp;</b><font size="2">$1.49</font><br /><b><font size="1">&nbsp;Bundle price:</font>&nbsp;</b><font size="2">$1.00</font><br /></td><td><font size="1" font="Arial" class="main"><br /><p>&quot;Take On Magic Items&quot; is a collection of magic items for Dungeon World, though a clever game master could easily translate these items into the fantasy system of choice, especially systems that encourage rulings not rules.&nbsp;</p>
<p>&quot;Take On Magic Items&quot; contains 24 magic items including the Bearded Shield, Chains of the Drowned, Hairbrush of Fallen Locks, Miser's Amulet, Porcerlain Pig of Prosperity, Sanguine Mask, and more.</p>
<p>My take on magic items is that they should be interesting, have a cost, and be useful in interesting ways.</p>
<p>&quot;Take On Magic Items&quot;&nbsp;is licensed under the Creative Commons Attribution 3.0 Unported License. I want to hear your take on things, both of your own creations as well as mine.</p>...<br /><br /></font></td></tr><tr><td colspan="9"><img src='/images/pixel_black.gif' width='100%' height=1></td></tr><tr class="dtrpgListing-odd">
<td align="center" width="75" class="main" valign="top"><a href="product_info.php?products_id=114740&it=1"><img src="images/4854/114740-thumb80.jpg" border="0" alt="" width="80"  vspace="5" hspace=5"></a><br /></td><td class="main" width="125" valign="top"><font size="1">&nbsp;<b>Take on the Lower Depths</b></font><br /><b><font size="1">&nbsp;Regular price:</font>&nbsp;</b><font size="2">$2.49</font><br /><b><font size="1">&nbsp;Bundle price:</font>&nbsp;</b><font size="2">$2.49</font><br /></td><td><font size="1" font="Arial" class="main"><br /><p>&quot;Take on the Lower Depths&quot; is a collection of adversaries, situations, locations, and a front for the lower depths of Dungeon World. Complete with original artwork by Mark Daniels.</p>
<p>&quot;Take on the Lower Depths&quot;&nbsp;has the following monsters:</p>

Arachtaur -&nbsp;the twisted remnants of a supplicant who once tried to prove his worth in the eyes of a malignant god.
Hydrod&aelig;mon -&nbsp;a harbinger of catastrophic death by drowning.
Gh&ouml;ls - organized creatures of undeath driven to consume the entire plane of existence
Ichtha-Gogs - a race of fishmen, once persecuted for their abhorrent appetites and grotesque appearance, now almost entirely forgotten
Great Spiders - a society of specialized spiders, casting an ever larger net
Ment-Jador - a malign...<br /><br /></font></td></tr><tr><td colspan="9"><img src='/images/pixel_black.gif' width='100%' height=1></td></tr><tr class="dtrpgListing-even">
<td align="center" width="75" class="main" valign="top"><a href="product_info.php?products_id=113902&it=1"><img src="images/4854/113902-thumb80.jpg" border="0" alt="" width="80"  vspace="5" hspace=5"></a><br /></td><td class="main" width="125" valign="top"><font size="1">&nbsp;<b>The Mountebank</b></font><br /><b><font size="1">&nbsp;Regular price:</font>&nbsp;</b><font size="2">$2.49</font><br /><b><font size="1">&nbsp;Bundle price:</font>&nbsp;</b><font size="2">$1.50</font><br /></td><td><font size="1" font="Arial" class="main"><br /><p><i>&quot;It is easier to fool people than to convince them that they have been fooled.&quot; &ndash; Mark Twain</i></p>
<p>Everyone wants to believe something, and you capitalize on that. Subterfuge and persuasion are your weapons of choice. You have spent hours honing your skills of deception and suggestion, deftly mixing aptitude and confidence to achieve your goals.</p>
<p>Welcome to TakeOnRules.com fourth published supplement &ndash;&nbsp;&quot;The Mountebank&quot; is a stand alone core playbook for Dungeon World. Built around the concept of bluffs and feints, the mountebank excels in the social arena.</p>
<p>&ldquo;The Mountebank&rdquo; by Jeremy Friesen is licensed under the Creative Commons Attribution 3.0 Unported License.&nbsp;</p>
<p>http://creativecommons.org/licenses/by/...<br /><br /></font></td></tr><tr><td colspan="9"><img src='/images/pixel_black.gif' width='100%' height=1></td></tr></table><br /><table><tr><td><tr><td align="right" class="main"><b>Total value:</b></td><td>$9.45</td></tr><tr><td align="right" class="main"><b>Special bundle price:</b></td><td>$6.99</td></tr><tr><td align="right" class="main"><b>Savings of:</b></td><td>$2.46 (26%)</td></tr></td></tr></table><span id="bundle_contents_114745"></span><b>Price</b>: $9.45]]></description>
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        <item>
            <title><![CDATA[Deadlands Reloaded: The Flood for Fantasy Grounds]]></title>
            <link><![CDATA[http://www.rpgnow.com/product/114744/Deadlands-Reloaded%3A-The-Flood-for-Fantasy-Grounds?language=en]]></link>
            <pubDate>Mon, 20 May 2013 15:22:12 CDT</pubDate>
            <description><![CDATA[<img src="http://www.rpgnow.com/images/89/114744-thumb100.jpg?language=en" border="0" alt="Deadlands Reloaded: The Flood for Fantasy Grounds" align="left" hspace="3" vspace="3"><b>Publisher</b>: SmiteWorks<br /><h2>Deadlands Reloaded: The Flood</h2>
<h3>Savage Worlds Deadlands Mega-Adventure for the Fantasy Grounds II virtual tabletop</h3>
<p>In &rsquo;68 the Great Quake shattered California from top to bottom, leaving a maze of windswept mesas and perilous sea channels brimming with precious ghost rock. The Rail Wars raged as Rail Barons fought to reach California&rsquo;s riches first. Only one of them can lock up the Maze&rsquo;s lucrative ghost rock trade, and first they have to go through Reverend Grimme and his fervent followers!</p>
<p>The Flood gives you all you need to explore the Weird West Coast-a complete Plot Point campaign, details on the strange locales and famouse personages of the Maze, new Martial Arts Edges and weapons for kung fu masters, steam vessels, and a whole mess o&rsquo; Savage Tales to boot.</p>
<p>Your seat&rsquo;s reserved on the Lost Angels express, amigo. Next stop-the Great Maze!</p>
<p>Contains:</p>
<ul>
<li>Player's Guide
<ul>
<li>New Edges</li>
<li>New Hindrances</li>
<li>Expanded Martial Arts - The Chinese Fighting Arts</li>
<li>New Goods and Gear</li>
<li>Seven Tombstone Epitaph Articles to get the campaign started off right</li>
</ul>
</li>
<li>Marshall's Guide
<ul>
<li>All boxed text, Marshall notes, maps and images from the Plot Points, backstory, and side adventures</li>
<li>including 32 Savage Tales</li>
<li>including 10 major plot points</li>
<li>Good Intentions clippings to share with players</li>
<li>Info for Random Tables to generate Maze Encounters and more</li>
<li>Full stats entered for 29 Critters and 84 Humans<br />* drag and drop to the PCS window for ready-made player sheets in your own DLRL campaigns</li>
</ul>
</li>
</ul>
<p><b>Requires: </b>A Fantasy Grounds full or ultimate license and the Savage Worlds v3 Ruleset and the Deadlands Setting for Fantasy Grounds</p>
<p><b>Fantasy Grounds II Conversion:</b> Michael Grancey</p>
<p>(c) 2013 Pinnacle Entertainment Group. Deadlands, Smiling Jack, Savage Worlds, and all related marks and logos are trademarks of Pinnacle Entertainment Group. All Rights Reserved.</p>
<p>Produced under license by Studio 2 Publishing, Inc. The Studio 2 logo is a trademark of Studio 2 Publishing, Inc. &copy;2013. All Rights Reserved.</p>
<p><b><i>The Savage Worlds Ruleset (Fantasy Grounds II Conversion)</i> </b>by SmiteWorks USA, LLC, (C) 2013, ALL RIGHTS RESERVED. The Savage Worlds Ruleset format, programming code, and presentation is copyrighted by SmiteWorks USA, LLC and Pinnacle Entertainment Group. Redistribution by print or by file is strictly prohibited.</p>
<p><b><i>Fantasy Grounds II</i></b> is a trademark of SmiteWorks USA, LLC (C) 2013. ALL RIGHTS RESERVED.</p><b>Price</b>: $19.99]]></description>
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        <item>
            <title><![CDATA[The Thaumaturgic Codex]]></title>
            <link><![CDATA[http://www.rpgnow.com/product/114743/The-Thaumaturgic-Codex?language=en]]></link>
            <pubDate>Mon, 20 May 2013 15:10:40 CDT</pubDate>
            <description><![CDATA[<img src="http://www.rpgnow.com/images/429/114743-thumb100.jpg?language=en" border="0" alt="The Thaumaturgic Codex" align="left" hspace="3" vspace="3"><b>Publisher</b>: Bloodstone Press<br /><p style="text-align: center;">&nbsp;</p>
<p style="text-align: center;">The Thaumaturgic Codex presents 20 unique arcane spells for use with the Pathfinder Roleplaying Game.</p>
<p>These spells first appeared in Bloodstone's other OGL titles but have been gathered here and revised, improved, and updated to the new system. Included in this collection are spells of 2nd to 9th level, such as:</p>
<p>Abyssal Vortex: This powerful spell opens a portal that spews forth negative energy and acid from the lower planes.</p>
<p>Blood Sweat and Tears: This 4th level necromancy spell is sure to incapacitate your enemies!</p>
<p>Chaotic Communication: Tired of people eves-dropping on your conversations? Try scrambling your words with this little spell.</p>
<p>Malefic Susurrations: This 5th level spell causes the caster's voice to be filled with horrific, rasping noises from the lower planes.</p>
<p>Storm Door: Need to thicken the &quot;fog of war?&quot; Open a storm door and start filling the area with ferocious demons!</p>
<p style="text-align: center;">These and 14 other powerful sorceries await in the pages of The Thaumaturgic Codex!</p>
<p style="text-align: center;">Get your copy today for just 99 cents!</p>
<p style="text-align: center;">But Hurry! This Offer is Available for a Limited Time Only!&nbsp;</p>
<p>&nbsp;</p><b>Price</b>: $0.99]]></description>
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