![]() Paranoia XP: Alpha Complex Nights 2[MGP 6662] Mongoose Publishing
Next on the cavalcade of upcoming PARANOIA releases is Alpha Complex Nights 2, a pair of lengthy missions revolving around giving your players enough rope to hang... er, I mean lots of authority and responsibility.
Viva La Revolution: The Troubleshooters find themselves trapped in YUC Sector when a revolution overthrows The Computer. To survive, they must adapt to a strange new world where The Computer is the enemy, traitors are the good guys, and… well, that’s actually the full extent of the changes, apart from the greater incidence of food shortages and public executions. You never appreciate Friend Computer until it explodes in a shower of sparks…
The Communist Cafeteria Conspiracy: A sector-wide panic over a Commie Mind-Control Ray and the machinations of an ambitious high-clearance citizen combine to give the Troubleshooters control over a prestigious cafeteria. They’re supposed to use it to track down the nefarious Commie Mind-Control Ray, but they get caught up in the usual problems of running a cafeteria—assassins, artillery emplacements, mutant uprisings… you know, the usual.
With entirely new ways to terrify and provoke extreme responses from players, what Games Master would not take advantage of the great new missions within?
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![]() Now Playing Roleplaying Game (Fudge)[IMP GCVR1000] Grey Ghost Games
Now Playing lets you roleplay any TV show in any genre. It has everything you need to take your favorite show and begin running whole seasons of episodic adventures that will keep your friends excited the whole way through.
Now Playing tells you how to use TV screenwriting techniques to plan and run your adventures so that they feel like a real show. It tells you how to work with the same pacing as a real show so that your game flows with the same pace and energy as the show you are playing.
The game also includes a complete multi-genre game system with which you can play your shows right away. Based on the Fudge system, Now Playing is a rules-light system that is easy to learn, fast-paced, and places the emphasis on the story and the acting.
You can use Now Playing as a stand-alone roleplaying game, or as an add-on to other fine roleplaying games. You can use the Now Playing techniques with any of the other licensed TV Show RPGs that are out there to make them really feel like the show.
* Now Playing includes: A wealth of game mastering advice geared towards planning and running your games the way TV shows are written and run.
* A fully generic Fudge-based game system. Now Playing is a popular choice for people who love the Fudge engine, but do not want to have to build their own system on the fly.
* FPI: a paranormal mini-setting that lets you play paranormal thrillers. This even includes an episode guide of Season One that you can use for adventure ideas.
* Two ready-to-run adventures.
Written by Bradford Younie
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![]() LOD 3 Woods of Woe (GSL)[IMP XRP8103] Expeditious Retreat Press
There can be no points of light without Lands of Darkness.
Lands of Darkness is a new series of location-based encounters ripe for exploration, gold, and glory! Each Lands of Darkness explores a larger area that can easily be dropping into existing campaigns with set encounters within a level range. Each encounter is tailored for multiple levels within the range, designed to advance the average party of 5 one level, and each Land of Darkness is large enough for GMs to expand with more encounters specific to their campaigns.
Lands of Darkness #3: Woods of Woe is designed for parties levels 6-8. Explore the mysteries and monsters within the sinister woods!
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![]() Heros Handbook: Dragonborn (GSL)[IMP GMG4411] Goodman Games
"Do not fear death, only the shame of defeat."
Born of dragons and steeped in war, the greatest warriors have always been the dragonborn. Herein, players and DMs alike will learn the secrets of the last of the warrior-kings, the sinister plots of the Cult of Apophis, the mysteries of the Forbidden City, and the siren song of long-lost homelands.
Fearless in battle, unmatched with the blade, theirs is a martial tradition whose legacy spans centuries. Has the sun set on the ancient empire, or can heroes write new legends? Take up your clan’s banner, belt on your ancestral sword—a new world awaits, crying out for adventures worthy of the mantle of hero!
Whether you are a hero championing the cause of good, or a dark avenger sworn to wicked Apophis, Hero's Handbook: Dragonborn is the essential dragonborn player’s resource. First in a complete line of PC aids, each brings character, history and new depth to your player character.
Writers: Aeryn "Blackdirge" Rudel, Jeff LaSala, Harley Stroh
Developer: Harley Stroh
Cover Art: Ben Wooten
96 pages
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![]() BT Jihad Secrets Blake Documents[CAT 35303X] Catalyst Game Labs
Centuries-old Secrets Revealed!
Chandrasekhar Kurita has spent his life hunting for ancient secrets. Almost as soon as the Word of Blake formed in 3052, “Uncle Chandy” put his vast network of spies and his massive wealth toward digging behind their façade and now, two decades later, Uncle Chandy has discovered more than he ever thought possible. Now he’s using that knowledge to send a coalition of forces against one of the Blakists’ hidden five worlds: the Ruins of Gabriel. More importantly, he’s found a connection to the single greatest mystery in the last half-millennia. Aware he’s almost guaranteed his death at the hands of a Blakist fanatic, Uncle Chandy knows the time has come to stand in the light and reveal the secrets that will change the tide of the Jihad
Jihad Secrets: The Blake Documents contains a wealth of information on the current universe-shaking Jihad storyline, providing more "hard facts" than any book to date. Detailed information on the opening years of the Jihad, including maps of the most significant conflicts; a current 3075 “Around the Sphere” in the same vein as the Jihad Hot Spots series provides up-to-date information on the latest happenings; biographies of more than twenty individuals important to the Jihad; a complete description of all Word of Blake forces, including unit logos; and the hidden history of Clan Wolverine and the Minnesota Tribe revealed! A complete rules section rounds the book out, with game play rules for taking any Word of Blake division into the field, construction rules for “primitive units,” and new ’Mechs, including Clan Wolverine’s Mercury II, Pulverizer, and Stag, the “primitive” Dervish and the mysterious Raptor II.
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![]() BT Jihad Conspiracies Interstellar I[CAT 35303] Catalyst Game Labs
On October 25, 3068, the Word of Blake flooded the Inner Sphere HPG networks with “White Noise”, a stream of gibberish and propaganda that made communications virtually impossible. Amid the noise, stunning secrets were revealed: Anastasius Focht was once Frederick Steiner; ComStar Primus Sharilar Mori was a Kurita spy.
Yet along with the secrets revealed and the spreading fires of the Jihad, the Blakists unveiled terrible new weapons and an army the size of which the intelligence agencies of the Inner Sphere had scarcely dreamed, spawning a darker, new wave of mysteries, and whispers of shadowy cabals. Hidden worlds, cults of assassins, ancient societies and even the mysteries of hyperspace—all emerged as possible sources for the Word of Blake's newfound power. Once more spanning all of human space from ancient Terra to the far-flung Clan homeworlds, the conspiracies behind the Jihad could be the key to unraveling the greatest war since the days of Amaris.
Jihad Conspiracies: Interstellar Players 2 describes several of the most powerful and influential people, organizations, and entities at work behind the scenes of the Word of Blake Jihad. Some of these conspiracies are firmly grounded in Classic BattleTech lore, but shown here in ways never before seen; others have only recently emerged from their own shadows. Gamemasters and players can decide which of these power brokers are real and which are paranoid fantasies spawned by the chaos and fear of the Blakist Holy War! |
![]() BT Jihad Hot Spots 3072[CAT 35302] Catalyst Game Labs
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![]() BT Technical Readout 3039[CAT 35121] Catalyst Game Labs
The Succession Wars
In 2781 the Star League was officially abandoned, ending a two hundred year-long Golden Age. In 2785 the Successor Lords launched a series of massive conflicts that would rage for centuries and become known as The Succession Wars. Such endless warfare has taken its toll and by the Fourth Succession War of 3028, the technology employed on the battlefields is a mere shadow of the height of the Star League. However, the discovery of the Helm Memory Core is beginning to unlock such sought-after secrets, with new BattleMechs and experimental technologies starting to make a debut for the first time in centuries.
Classic BattleTech Technical Readout: 3039™ is the perfect “first Technical Readout” companion to the Classic BattleTech Introductory Box Set. Combining the ’Mechs, vehicles and aerospace fighters previously found in Technical Readout: 3025, Revised and Technical Readout: 3026, Revised, this volume features some of the most common units of the Succession Wars. Each machine is illustrated in detail, accompanied by a description of its history, capabilities, game stats, along with their most famous pilots. |
![]() BT Starterbook Wolf & Blake[CAT 35101] Catalyst Game Labs
Take Command!
Black Widow Company
A Wolf’s Dragoons independent command, the Black Widow Company is one of the most famous units of all time: they are reborn from the fires of Blakist treachery to prove to the entire Inner Sphere that the Dragoons are still to be respected...and feared.
Opacus Venatori
A melding of the most elite warriors with the Word of Blake’s Manei Domini cyborg soldiers, the Opacus Venatori—piloting the new cutting-edge Celestial-series OmniMechs—are a hunter-killer force without equal...and they’ve got Wolf blood in sight.
A new series, the Starterbooks are a perfect way to jump into the further excitement of the Classic BattleTech universe. Starterbook: Wolf and Blake provides a short synopsis of the history leading up to the Jihad—the current war sweeping the Inner Sphere—as well as a brief history and personal dossiers on the members of these two elite combat commands. Comes with record sheets for everyone in both the commands, including ten, never-before-seen ’Mech variants/configurations mounting experimental technologies. Finally, a unique track system allows players to develop their own scenarios—players will be stomping across futuristic battlefields in no time!
Starterbook: Wolf and Blake is a fiction-bridge between the universe history presented in Total Warfare and the current storyline begun in the Dawn of the Jihad (or Blake Ascending: A Jihad Compilation) sourcebook, while providing a sneak peak at some of the advanced technologies that will premier in Tactical Operations. Can be used with Iron Wind Metals’ Wolf and Blake ’MechPack: Wolf’s Dragoons, Wolf and Blake ’MechPack: Word of Blake 1 and Wolf and Blake ’MechPack: Word of Blake 2.
The Total Warfare core rulebook is required to use Starterbook: Wolf & Blake. Technical Readout: 3050 Upgrade is recommended for use with Starterbook: Wolf & Blake. |
![]() BT Tactical Operations[CAT 35003] Catalyst Game Labs
Forces On World
Take your warfare to a whole new level of excitement! Deploy under cover of exotic weather and severe planetary conditions. Surprise your enemy with your mastery of new battlefield tactics—from artillery to command-level comms to minefields— as well as cutting-edge, prototype technologies! A daring commander can take advantage of any or all of these….if he’s brave enough to seize the moment!
Tactical Operations is the one-source reference for advanced rules that apply to on-world operations. It includes new movement and combat options, an extensive Advanced Weapons and Equipment section, and the rules for playing and constructing advanced Support Vehicles and Mobile Structures. |
Promethean Game Store Launch Kit[WWP 60904] White Wolf Publishing
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Promethean Basic Launch Kit[WWP 60903] White Wolf Publishing
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Hunter Retail Launch Kit[WWP 55570] White Wolf Publishing
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![]() Pathfinder Module D4: Hungry Are the Dead[PZO 9515] Paizo Publishing
A dungeon adventure for 6th-level characters.
The logging town of Falcon’s Hollow has been through rough times—first a kobold tribe abducted the town’s children for an evil ritual, then an unknown force reanimated the defeated kobolds to attack the town. Now a horde of zombies approaches and a mysterious evil gathers power in the north, tainting wildlife and the buried dead, its presence hinting at ancient evils better left undisturbed.
Hungry Are the Dead is a dungeon adventure for 6th-level characters, compatible with the 3.5 edition of the world’s most popular roleplaying game. Within its pages you’ll find an introduction to the town of Falcon’s Hollow, a detailed overview of an undead-filled tomb hidden under an abandoned monastery, and a new ghoul-like monster that crosses the line between man and beast.
This adventure is set in a remote forest in the Pathfinder Chronicles campaign setting, but can easily be set in any game world. It can be used on its own or combined with other adventures in the D series to create an even greater campaign arc.
ISBN-13: 978-1-60125-120-6
Pathfinder Modules are 32-page, high-quality, full-color, OGL-compatible adventures for use with the world's most popular fantasy RPG. All Pathfinder Modules include four pre-made characters so players can jump right into the action, and full-color maps and handouts to enhance play.
Written by Tim Hitchcock
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![]() Deluxe Monster Manual[WTC 2195872] Wizards of the Coast
The third of three core rulebooks for the 4th Edition Dungeons & Dragons Roleplaying Game.
These deluxe volumes are special editions of the 4th Edition core rulebooks that every Dungeons & Dragons player and Dungeon Master can appreciate. These books feature embossed, premium foil covers, and premium, gilt-edged paper.
The Dungeons & Dragons Roleplaying Game has defined the medieval fantasy genre and the tabletop RPG industry for more than 30 years. In the D&D game, players create characters that band together to explore dungeons, slay monsters, and find treasure. The 4th Edition D&D rules offer the best possible play experience by presenting exciting character options, an elegant and robust rules system, and handy storytelling tools for the Dungeon Master.
The Monster Manual presents more than 300 official Dungeons & Dragons Roleplaying Game monsters for all levels of play, from aboleth to zombie. Each monster is illustrated and comes with complete game statistics and tips for the Dungeon Master on how best to use the monster in D&D encounters.
* Core Rulebook: The Monster Manual is the third of three core rulebooks required to play the Dungeons & Dragons Roleplaying Game.
* Quick and easy play: The improved page layout and presentation enables novice and established players to learn and understand the new D&D rules quickly.
* D&D Insider: The Monster Manual will receive enhanced online support at www.dndinsider.com.
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Coffin Rock (Deadlands Reloaded Adventure)[S2P 10201] Studio 2 Publishing, Inc.
Coffin Rock- An adventure scenario for Deadlands.
A Town Sliding into Hell!
The mining town of Coffin Rock, Colorado, is a seething cauldron of trouble.
The local soiled doves are a making a killing, some say ghosts walk the streets, and a mad serial killer is on the loose. And there's more, amigo! Lots more.
A group of outlaws have hatched a vengeful scheme to get even with the locals, a new preacher is stirring up trouble, and a mysterious shaman foretells dark tidings from the nearby hills.
All that stands between the town and more chaos than a twister in Kansas are a posse of strangers still dusty from the trail. Polish up your six-guns, dust off your Hoyle's, Fire up that flamethrower, and get ready for more Weird Western action than you can shake a tomahawk at!
Coffin Rock, better hope it doesn't put you in the ground!
Coffin Rock is a rootin' tootin' Savage Tale for the award-winning Deadlands RPG. (Deadlands Adventure, full color, softcover, 32 pages) |
![]() Scepter Tower of Spellgard[WOC 217647400] Wizards of the Coast
A Forgotten Realms adventure for 2nd-level characters.
A mysterious presence has taken up residence in one of the towers of Spellgard, and now its dark minions plague the Gray Vale!
Scepter Tower of Spellgard is the first full-length Forgotten Realms adventure published for 4th Edition D&D. When paired with the adventure that appears in the Forgotten Realms Campaign Guide, this adventure provides the Dungeon Master with all he needs to get his campaign started. This stand-alone adventure is designed to take characters from 2nd level to 5th level. |
![]() Forgotten Realms Player's Guide[WOC 2185872] Wizards of the Coast
The complete guide for building Forgotten Realms characters!
Welcome to Faerûn, a land of amazing magic, terrifying monsters, ancient ruins, and hidden wonders. The world has changed since the Spellplague, and from this arcane crucible have emerged shining kingdoms, tyrannical empires, mighty heroes, and monster-infested dungeons.
The Forgotten Realms Player’s Guide presents this changed world from the point of view of the adventurers exploring it. This product includes everything a player needs to create his character for a D&D campaign in the Forgotten Realms setting, including new feats, new character powers, new paragon paths and epic destinies, and even a brand-new character class never before seen in D&D: the swordmage! |
![]() Adventurer's Vault[WOC 217837200] Wizards of the Coast
Hundreds of new weapons, tools, and magic items for your D&D character.
This supplement for the Dungeons & Dragons game presents nearly a thousand magic items, weapons, tools, and other useful items for your D&D character. Whether you’re a player looking for a new piece of equipment or a Dungeon Master stocking a dragon’s hoard, this book has exactly what you need.
The book features a mix of classic items updated to the 4th Edition rules and brand-new items never before seen in D&D. |
![]() Secrets of Morocco[CHA 23105] Chaosium Inc.
WELCOME?TO?THE?SECRETS?OF?MOROCCO! This book provides players with a civil, geographical, cultural, political, and Mythos tour of Morocco during the 1920s and 1930s. Morocco will seem like another world, with its cultural differences and its customs being foreign to many Westerners of the 1920s.
The country is vast, and not every city can be covered in depth. This supplement details the political capital, Rabat, the economic capital, Casablanca, as well as Marrakech, one of Morocco’s grandest cities. It provides broad outlines and maps for several other cities.
Morocco is a country of many languages and cultures. Some of the earliest settlements date back to the 12th century B.C. The earliest of these, a port city named Lixus, appears to have been settled by both Berbers and Phoenicians. In the 1920s and 1930s, the Spanish and French control the whole of the nation, while the majority of its native inhabitants find their overlords alien. Investigators of the 1920s are quite likely to experience culture shock, unless they have traveled in such areas previously. The keeper should take advantage of this whenever possible. Exposing investigators to the sights, smells, sounds, and practices of human cities can be as adventurous as the exploration of unknown cities.
The best way to use this book is as a reference for scenarios or campaigns set in North Africa. Secrets of Morocco covers several sites, including Rabat, Casablanca, Marrakech, the Rif and Atlas mountains regions, and the Sahara.
By William Jones. Cover art by Malcolm McClinton, Interior Artwork: Dean Kuhta, Bryan Reagan, Eric Smith. 128 pages, 8.25 x 11" perfect-bound paperback, illustrated, indexed. |