e23 digital content from Steve Jackson Games

e23 News Archive: November 2006

2005 News:JanFebMarAprMayJunJulAugSepOctNovDec
2006 News:JanFebMarAprMayJunJulAugSepOctNovDec
2007 News:JanFebMarAprMayJunJulAugSepOctNovDec
2008 News:JanFebMarAprMayJunJulAugSepOctNovDec
2009 News:JanFebMarAprMayJunJulAugSepOctNov

( oldest first | newest first )


November 30, 2006:

Playtest Call: GURPS Supers

GURPS Supers is a genre source book for GURPS Fourth Edition written by William Stoddard, scheduled to appear soon as a PDF at e23.

The GURPS Supers playtest will be a closed mailing list playtest. Participation in the playtest does not guarantee credit in the published book, and is limited to people with valid Pyramid subscriptions. (You can purchase a Pyramid subscription directly from e23.) A sizable but still limited number of playtesters will be chosen to participate based on a variety of criteria to represent the diverse GURPS player base; previous playtest experience and genre knowledge are valued, but a portion of spots will be assigned at random to allow new but genuinely interested people to enter the pool. The playtest is expected to run until January 1.

Some simple rules and posting guidelines, based on the usual playtest rules here:

www.sjgames.com/pyramid/playtest.html
www.sjgames.com/pyramid/login/playtest/playtest-rules.html

will be in effect during the playtest to help the authors and staff keep track of everyone's contributions, and will be provided as part of the playtest materials.

List membership is limited to 40 people. Interested parties willing to follow instructions should apply by sending an e-mail to the Lead Playtester, Jeff Wilson, at jwilson@io.com. The subject should say "SUPERS Playtest" and the first line should have the applicant's real name followed by their e-mail address in brackets like so:

Jeff Wilson

Applicants are encouraged to include a short statement of their relevant background and other qualifications for playtesting GURPS Supers.

The deadline for applications is December 7, 2006 (next Thursday).

– Thomas Weigel, e23 Manager
e23@sjgames.com



November 29, 2006: X Marks The Spot, Laddy!

Nothing says "This adventure is going to break you" to players quite like a professionally drawn map. To help enable such gentle missives, we've added a new category, Maps, and tagged all of our map products with it.

So check out maps by 01 Games, 12 to Midnight, Dog House Rules, Goodman Games, Louis J. Porter, Jr. Design, Ronin Arts, and Silven Publishing!

Update: For some reason, The Minotaur (a new OSRIC product by 01 Games) did not show up with the news item, and isn't showing up in the news archives. While I puzzle that one out, check it out via the link above!

– Thomas Weigel, e23 Manager
e23@sjgames.com



November 27, 2006: The Good, The Bad, And The Sexy

A few days ago, I mentioned that Panty Explosion! was somewhat deceptively named.

Not so, The Pleasure Prison of the B'thuvian Demon Whore! It is exactly what it says it is - an adventure that is, quite frankly, too strong for the mere hobbyist gamer!

Buy it. Alayshia commands it.


– Thomas Weigel, e23 Manager
e23@sjgames.com



November 26, 2006: Only A True Magi Can See It

With all of the products added in the past month or so, it's possible that you missed this gem: Houses of Hermes: True Lineages (by Atlas Games) is same as the print book of the same name, except a pound or so lighter and $15 cheaper.

(Okay, arguably, the free fourth edition rules set is a better value).

Most folks familiar with Atlas Games know that e23 and Warehouse 23 are now the place to get all of their products, of course, but True Lineages is easily my favorite Ars Magica book of the last three years. So I, you know, thought I'd mention it. In case you missed it.


– Thomas Weigel, e23 Manager
e23@sjgames.com



November 25, 2006: Wait, What?

Panty Explosion! (by Atarashi Games) is an oft-overlooked gem of horror and suspense drama.

Yeah, with that name.

In Panty Explosion!, you play ordinary school girls (who, despite being from Japan, are dressed like reasonable human beings) in a world of dark necromancy, possessing demons, violent serial killers, and other fantastic horrors. While some characters may have psychic powers, the main focus is on ordinary mortals and terrifying enemies.

It's fun. It's serious. It has a terrible name, and you should buy it anyway.


– Thomas Weigel, e23 Manager
e23@sjgames.com



November 24, 2006: Happy Turkey Day!

May all of you be as warm and happy and well-fed as I am right this second.

And speaking of well-fed, we hit a mile stone and I missed it - we're up to 1,200 products.

. . . I mean, 1,300 products.

. . . Er . . . 1,358 and waiting on the next batch to arrive. And hopefully I will have some new publishers to introduce you to in December, as well.

Man, I'm stuffed.


– Thomas Weigel, e23 Manager
e23@sjgames.com



November 23, 2006: Ronin Arts Complete Catalog!

Ronin Arts is a prolific company (close to 400 right now, but they keep sending me files), and it's taken us a while to get all of their products up for sale, but we now have the complete Ronin Arts catalog. Allegations that it took so long because I kept stopping to read will be quickly and efficiently suppressed.

– Thomas Weigel, e23 Manager
e23@sjgames.com



November 22, 2006: Burger Deeds Done Dirt Cheap!

In honor of the fourth annual Day of the Ninja, Ninja Burger is taking half off their enemies, and the price of the Ninja Burger RPG. Right now you can get the Ninja Burger RPG 2nd Edition for only $5, through December 5 -- the Day of the Ninja.

– Thomas Weigel, e23 Manager
e23@sjgames.com



November 21, 2006: Released November 20, 2006

Released November 20, 2006

Smuggler's Run
An Adventure for The Whispering Vault Al Capone, Machine Gun Kelly, and prohibition, the thirties were a age of adventure and self-indulgence. It was inevitable that the Unseen would be drawn to this time. And where the unbidden travels, will not a circle soon follow? Smuggler's Run is an adventure designed . . . [read more]

Sci-Fi Clip-Art Collection One
This collection of twenty files, each one 600 dpi line art, is available for use in your commercial and private projects. A total of 27 illustrations of varying degrees of skill are included in this collection. Starships, character portraits, combat scenes, and full-body shots are all represented within . . . [read more]

Relics
This PDF sketchbook includes over 30 sketches by Christopher Shy, best known for his work with White Wolf, Eden Studios, Steve Jackson Games, and Wizards of the Coast. These are mature images intended for adults who enjoy dark, disturbing artwork. 38 pages, two of which are completely blank.

Sci-Fi Clip-Art Collection Two
This is a collection of thirteen files, ten of which are 600 dpi line art and three of which are 72 dpi RGB paintings (16" wide). All of the art in this collection is available for use in your commercial and private projects. A total of 20 illustrations of varying degrees of skill are included in this . . . [read more]

Scrollworks: Characters and Locations
It's pretty cool. I recommend it. -- Monte Cook (comments on the Scrollworks print zine) Scrollworks is the print zine for D20! This PDF collects characters, magic items, and locations from the pages of Scrollworks #14-29 and presents them to you in an easy-to-use format. Over twenty characters, seven . . . [read more]

Sci-Fi Clip-Art Collection Three
This is a collection of fifteen files, all 600 dpi line art illos. All of the art in this collection is available for use in your commercial and private projects. A total of 15 illustrations of varying degrees of skill are included in this collection. This collection focuses on aliens. A 12-page PDF is . . . [read more]

The Ixiptla
An Adventure for The Whispering Vault. Written by Chris Pramas of Green Ronin Publishing, this free adventure for The Whispering Vault is perfect for an evening game.

Vault Collection One
The Whispering Vault, the cult-classic roleplaying game, is now available in this fantastic collection that makes it easy for new players to immerse themselves in the dark, twisted setting. This collection includes: The Whispering Vault -- The core rules. Dangerous Prey -- A collection of new rules that . . . [read more]

Vault Collection Two
This second collection of Whispering Vault PDFs is perfect for those new to the game or long-time players who haven't tried any of the newest releases. Includes Mortal Magic, Mastering the Vault, The Vault and Time, The Book of Shadows, and the free PDF Whisperings.

vs. Monsters Card Deck
This 9-page PDF is designed to be printed on 7 cardstock sheets, double-sided. The sheets are then cut apart to form a custom 54 card deck. You do not need this card deck to play vs. Monsters. The game uses an ordinary deck of playing cards. This deck exists only for those people who want a custom deck . . . [read more]

Six Planar Gates
In this 4-page PDF, Philip Reed presents six new planar gates that can be used in any planar campaign. The Door of Fire, The Infinite Ladder, The Unwanted Coach, and three others are described in this short PDF. Suitable for use with any D20 System game involving planar travel.

Secrets of the Dwarves
This 10-page PDF, written by Sam Witt, provides a dozen secrets the dwarves keep from the rest of the world and ways in which you can use those secrets in your campaign. When determining which secrets to use in a campaign, it is important to remember that not all of these secrets are designed to work . . . [read more]

Six Living Planar Gates
Six Living Planar Gates, written by Philip Reed, presents the DM with a half-dozen unusual planar gates that drink deep from the well of weirdness. From the breath of a dying woman to the shadow of a man these gates are the strangest yet released by Ronin Arts. The gates in this PDF may not suit everyone's . . . [read more]

Prestige Secrets: Assassins
Written by Rory G. MacLeod Artwork by Michael Franchina Prestige Secrets: Assassins is the first in a new series of PDFs, each one offering options for prestige classes found in the SRD. In this first 20-page PDF you will find: Notes and suggestions for an assassin's place in the campaign. Three new variants . . . [read more]

The Enemy Below (9 Underground Monsters)
The Enemy Below is a 10-page PDF of underground/cave monsters written by Andrew Hind. Featuring a total of nine different monsters, each one on a single page to make printing simple, The Enemy Below includes: Cave Toad Rock Unicorn Raisa Shadow Trapper Weaver Bat Ironblight Worm Dracul Gladiatrix Mesquita

Retro Rockets Action Cards 2 (Thrilling Tales)
This expansion to Ronin Arts' Retro Rockets Action Cards presents another 18 cards ready for you to print, cut, and shuffle into your existing deck. Face an alien warlord. Return to find your homeworld under the control of aliens. Leap to the back of an alien mount and fight your way through enemies. . . . [read more]

Superline #6: Hit the Beach!
Welcome back, supers fans! As the hot months of summer overtake us it's time to Hit the Beach! Superline #6: Hit the Beach! is the latest issue in Ronin Arts' popular 'zine for use with the M&M roleplaying game. In this issue you will find: A preview of the upcoming Ultimate Power book, written by Steve . . . [read more]

TIC: Legends of Avadnu
The world's first epic-level monster collection! Featuring the most powerful creatures from Avadnu's history, Legends of Avadnu uses material recently added to the SRD to create monsters for use in any epic-level d20 System game. Presented in the same format as the acclaimed Denizens of Avadnu with stunning . . . [read more]

TIC: Digital Denizens - Templates
Digital Denizens: Templates continues a series of PDFs which collects the monsters from our Ennie Nominated product Denizens of Avadnu into groupings of monsters with similar Challenge Ratings. This particular release includes all of the Templates from Denizens of Avadnu. Digital Denizens is presented . . . [read more]

TIC: The Broken Isles Player's Guide
From the creators of the award-nominated Denizens of Avadnu comes the first in-depth look at the world of Violet Dawn. On a group of mysterious islands isolated from the mainland of Kaelandar, primitive humans struggle for survival. They count among their enemies a dangerous and bizarre environment, . . . [read more]

TIC: The Broken Isles Lorebook
From the creators of the award-nominated Denizens of Avadnu comes the first in-depth look at the world of Violet Dawn. On a group of mysterious islands isolated from the mainland of Kaelandar, primitive humans struggle for survival. They count among their enemies a dangerous and bizarre environment, . . . [read more]

Superline Index
One of the challenges as a player or GM is keeping track of where that new rule (or power, or feat, or vehicle, or . . . well, you get the idea) is in your collection. With the Superline Index you can find your favorite Ronin Arts M&M Superlink information quickly and easily.

Retro Rockets Number Two (Thrilling Tales)
Welcome back, Cadet! Get ready for more retro sci-fi excitement with Retro Rockets Number Two, Ronin Arts' second release in support of Adamant Entertainment's Thrilling Tales. In this exciting episode of our on-going journey we encounter the Venusian Vessel, a commercial liner just waiitng to host adventure, . . . [read more]

PZP: Mooks Amok! #1
Is your plot feeling a bit underpopulated? Do your villains need some extra firepower or a few streetwise scum? Are your heroes calling for allies and assistance? Look no further -- Mooks Amok! is here! The Mooks Amok! line of PDF supplements are all about the "other guys" -- from the nameless goons guarding . . . [read more]

Permafrost
Twenty years ago there was a major planar accident, an epic-level screwup of such magnitude that it pushed the prime material plane out of its place in the cosmos. Ever since then the world has been getting colder and colder. The whole world is in the worst ice age you can imagine -- the equator's frozen . . . [read more]

A Magical Medieval City Guide
This excerpt from A Magical Medieval Society: Western Europe is the winner of 2 ENnies awards! "Best Electronic Product" and "Best Free Product". In the months since the release of A Magical Medieval Society: Western Europe, we at Expeditious Retreat Press have fielded more questions concerning cities . . . [read more]

A Magical Society: Guide to Mapping
This free pdf is a 37-page peek into XRP's product, A Magical Society: Ecology and Culture. A collection of the three mapping sections in A Magical Society: Ecology and Culture, A Magical Society: Guide to Mapping is a stand alone that helps people make maps for plausible worlds. Taken from a macro prospective, . . . [read more]

A Magical Society: Guide to Monster Statistics
This 19 page PDF breaks down the D20 monster stat block, delineating the interconnectivity between statistics, how each entry shapes a monster's CR, and how to properly present information within the monster stat block. Nominated for a 2005 GenCon ENnie award! Besides being an excellent resource in and . . . [read more]



November 18, 2006: Tabletop Adventures: Overlord's Birthery - Inventory Reduction Sale!

A message from the downtrodden workers at Tabletop Adventures:

Greetings from Tabletop Adventures! We are pleased to announce the celebration of the birthday of the Overlord, and also that of his gracious consort. Back in April, the Overlord noted that another PDF publisher had a sale ostensibly to reduce his inventory. This caught his fancy, so the Overlord has declared that for his birthday, Tabletop Adventures will have its own Inventory Reduction Sale! All our electronic products will be offered at a discount of no less than 20% from now through the end of November.

While we are pleased for our customers, the minions are very concerned about the report we are going to have to give at the end of the sale. We are afraid that the Overlord does not quite understand this 'electronic sales' thing. At the end of the Inventory Reduction Sale, if we cannot show that the inventory has been reduced, Bad Things Will Happen.

So the minions request that you please take advantage of this sale! Simply go to our publisher page for discounts on all our PDF products. At the end of the month we will announce to the Overlord the number of sales in his honor in triumphant voices, and then cheer loud and long while the herald proceeds quickly through the 'remaining inventory' information. Thank you for your support!

For the Overlord,
The good people of Tabletop Adventures


– Thomas Weigel, e23 Manager
e23@sjgames.com



November 17, 2006: Released November 16, 2006

Released November 16, 2006

Modern Dispatch (#12): New Starship Class Templates
This issue, by Philip Reed, details four new starship class templates and five new pieces of starship equipment that can be used in your own designs.

Modern Dispatch (#13): Avebury Henge
James Maliszewski presents an interesting adventure location in this issue of the Modern Dispatch. Includes the Atlanteans, an occult race for use in D20 Modern games.

Modern Dispatch (#16): CyberStealth Action
This issue, by Philip Reed, details new feats, the cyberop prestige class, and adventure seeds for stealth action futuristic games.

Modern Dispatch (#17): The Sword of St. George
This issue, written by James Maliszewski, presents players and GMs with information on St. George including a special advanced class and the disease dragon.

Modern Dispatch (#20): The Gravity Star
Philip Reed presents a new starship in this issue. Includes an illustration and deckplan of the starship and a new ship concept, starship quirks.

Modern Dispatch (#22): The Grays
This issue details those aliens known as the grays. Includes racial statistics for grays and the half-gray template. Written by James Maliszewski.

Modern Dispatch (#24): Escaped Terror
Escaped Terror details five monsters and a rough adventure idea for D20 Modern campaigns. Designed primarily for campaigns involving magic and the supernatural, the information in this issue of the Modern Dispatch can be used by the GM to either construct an adventure or to add to an adventure of his . . . [read more]

Modern Dispatch (#28): Rosslyn Chapel
James Maliszewski presents information on an adventure location and the Templars in this issue of the Modern Dispatch. Includes Game Master Characters and information for use in D20 Modern games.

Modern Dispatch (#32): Deadline, Inc.
This issue of the Modern Dispatch features Deadline, Inc., the military arm of a company that has holdings in gas, oil, and minerals. It considers itself to be a military consultancy, and it purports to specialize in advice and problem resolution for legitimate governments. It is an independent entity, . . . [read more]

Modern Dispatch (#36): Alien Artifacts
Lizard presents eight alien artifacts for use with futuristic campaigns in this Modern Dispatch issue. Including both background information and game statistics these artifacts are ready for action in your next campaign. Enough information is included to inspire the GM -- each artifact can be used as . . . [read more]

Modern Dispatch (#40): The Hellcrash Transmission
This Modern Dispatch issue, by Philip Reed, is a short adventure outline for futuristic D20 Modern campaigns. This is not a complete adventure but, rather, an outline and the tools necessary for the GM to expand the material herein into an adventure that suits his campaign.

Modern Dispatch (#44): Superhero Adventure Outlines
This issue of the Modern Dispatch features five short adventure outlines for RPGObjects' Blood & Vigilance. The adventure outlines were written to inspire both quick encounters and full-length adventures in the GM's campaign. As with all game material - and especially adventure supplements - the information . . . [read more]

Modern Dispatch (#48): The Mad Dogs
This issue of the Modern Dispatch features the Mad Dogs, a mercenary company known for taking on assignments that other mercs turn down. Includes information on incorporating the mercs in your campaign, involving the players, and a breakdown of the company's organization.

Modern Dispatch (#52): Starship Sensor Contacts
This 8-page issue of the Modern Dispatch features three new starship sensor contacts -- adventure seeds and encounters written for use with starships -- and a new starship design. To use the starship with miniatures you will need SkeletonKey Games' e-Future Tiles series including tiles from Ronin Arts' . . .

Modern Dispatch (#56): Executive Solutions
This issue of the Modern Dispatch features Executive Solutions, a mercenary company written by Michael Tresca.

Modern Dispatch (#60): Mecha Critical Cards
This issue of the Modern Dispatch features a set of cards that can be printed and cut out to form a deck of critical hit effects. By using this card deck you can make critical hits against mecha more brutal. This system replaces the basic critical hit rules and is an expansion of the optional rules presented . . . [read more]

Modern Dispatch (#64): Mecha Defects and Quirks
This latest issue of the Modern Dispatch adapts existing mecha defect rules from existing OGC to the mecha rules found in the future SRD. Additionally, mecha quirks -- an unusual flaw + benefit that gives a mecha a unique flavor -- has been included. GMs and players can use these defects and quirks to . . . [read more]

Modern Dispatch (#68): CyberStealth Action 2
This sequel to CyberStealth Action features new stealth and cybernetic feats and new cybernetic components for use in futuristic stealth action campaigns. 5-pages. By Philip Reed.

Modern Dispatch (#72): Starship Critical Cards
This issue of the Modern Dispatch features a set of cards that can be printed and cut out to form a deck of critical hit effects. By using this card deck you can make critical hits against starships more brutal. This system replaces the basic critical hit rules and is an expansion of the optional rules . . . [read more]

Modern Dispatch (#76): More Starship Class Templates
In this 6-page PDF are four new starship class templates, and five starship devices, for use with the future SRD. From the Frankenstein-class (a cobbled together mess of parts) to the Nova Dragon-class (a powerful combat ship) these new templates expand upon those found in the base rules. Written by Philip . . . [read more]

Modern Dispatch (#80): More Starship Sensor Contacts
This 6-page issue of the Modern Dispatch features four new starship sensor contacts -- adventure seeds and encounters written for use with starships -- ready for a GM to drop into almost any sci-fi campaign. For additional sensor contacts see Modern Dispatch #52 and Future: Six Free Sensor Contacts. . . . [read more]

Modern Dispatch (#84): Mecha Arcana
Welcome to the magical future! This issue of the Modern Dispatch presents the Mecha Mage, a new prestige class that blends magic and mecha into one destructive force. Including new spells, new mecha devices, and a sample mecha, this PDF includes everything you need to start adding magic to your mecha . . . [read more]

Modern Dispatch (#88): Starship Cargos
Building on the concepts found in Future: 13 Starship Cargos David Jarvis and Mark Gedak present 10 new cargos ready for use in your future d20 campaigns. Including new robots, a new alien species, and more, the cargos in this PDF can be used as adventure hooks or background filler. 9-pages. Written by . . . [read more]

Modern Dispatch (#92): Retro Rockets Pack
The Retro Rockets series collides with the popular Modern Dispatch as two new -- and illustrated! -- rocket ships land in this latest Dispatch. For more rocket action don't miss the other releases in the Retro Rockets series. For use with Adamant Entertainment's Thrilling Tales.

Modern Dispatch (#96): Auto Combat Tools
A popular feature of many post-apocalyptic campaigns is the "road warrior," the individual armed with gun and car that sets off into the wasteland in search of adventure. In this issue of the Modern Dispatch you will find an assortment of new feats and vehicle equipment to assist GMs and players in creating . . . [read more]



November 14, 2006: Released November 13, 2006

Released November 13, 2006

Forbidden Arcana: Burning Spellbooks
Burning Spellbooks is the latest release in the Forbidden Arcana series of mini-sourcebook PDFs. Written by Philip Reed, author of 101 Mundane Treasures and 101 Spellbooks, this 12-page PDF is packed with 27 different tables that assist a GM in determining what special effects occur when a spellbook is . . . [read more]

Forbidden Arcana: Kelust's Tower
This 28-page landscape PDF, written by Michael Hammes with additional material by Philip Reed, presents a six story wizard's tower complete with a sampling of books, spells, magical and mundane treasures, and notes on using the tower and wizard in your campaign. What you will not find is a detailed write-up . . . [read more]

Forbidden Arcana: Wizards' Spellbooks
This latest release, written by Michael Hammes (Forbidden Arcana: Spelltouched Feats, Forbidden Arcana: Lost Spells), features three spellbooks and some information about the wizards who use them. With 10 new spells, 4 new magic items, and enough ideas to inspire a trio of adventures, Forbidden Arcana: . . .

Forbidden Arcana: Spelltouched Feats
Forbidden Arcana: Spelltouched Feats, 12-pages long, is written by Michael Hammes and illustrated by Christopher Shy. Featuring 25 spelltouched feats (inspired by a previously-existing OGC product), this release follows the Forbidden Arcana practice of expanding magic within the D20 System.

Forbidden Arcana: Potion Mixology
Michael Hammes, author of Forbidden Arcana: Lost Spells and An Evening's Entertainment brings us a 12-page PDF covering rules for mixing potions to create new, unique effects. Packed with nothing but new rules and "crunch," this PDF reintroduces an old rules idea to the newest edition of the world's best-selling . . . [read more]

Forbidden Arcana: Performance Magic
Michael Hammes, author of Forbidden Arcana: Lost Spells, An Evening's Entertainment, and Forbidden Arcana: Potion Mixology presents a new PDF that focuses on bards, sorcerers, and wizards and the art of performance magic. From discussions on exactly what performance magic is to new spells, new magic items, . . . [read more]

Forbidden Arcana: Magical Pipes and Tobaccos
This latest release in the Forbidden Arcana line, written by Michael Hammes, is a 13-page PDF devoted to new rules for magical pipes and tobaccos. Including new spells, this Forbidden Arcana release is another fabulous addition to this popular line of inexpensive PDFs.

Forbidden Arcana: Magical Foods
Michael Hammes, author of Forbidden Arcana: Lost Spells and An Evening's Entertainment brings us a 12-page PDF packed with rules for crafting magical food. From feats to spells to magic items this short PDF includes everything you'll need to start creating magical foods that challenge and delight.

Forbidden Arcana: Magical Diseases
Written by Philip Reed, author of 101 Mundane Treasures and designer of Steve Jackson Games' Frag, Forbidden Arcana: Magical Diseases presents 21 new magical diseases, a new prestige class, and seven spells. Each release in the Forbidden Arcana series details a new magical secret that can be dropped into . . . [read more]

Forbidden Arcana: Lost Spells
This release in the Forbidden Arcana is by Michael Hammes, author of the popular adventure pack An Evening's Entertainment, and 20-pages in length. Covering the results of disrupted spells, the tables within this PDF present a wide range of events that befall bards, clerics, druids, paladins, rangers, . . . [read more]

Seeds: Fantasy I
Seeds are story ideas, plot ideas, creature ideas, adventure hooks, anything that can grow into an enjoyable gaming experience. Each seed is small (only a paragraph or two at most) and each Seed product will be small as well (only four to five pages), but just like their namesakes, they have great potential . . . [read more]

Seeds: Fantasy II
Seeds are story ideas, plot ideas, creature ideas, adventure hooks, anything that can grow into an enjoyable gaming experience. Each seed is small (only a paragraph or two at most) and each Seed product will be small as well (only four to five pages), but just like their namesakes, they have great potential . . . [read more]

Seeds: Fantasy III
Seeds are story ideas, plot ideas, creature ideas, adventure hooks, anything that can grow into an enjoyable gaming experience. Each seed is small (only a paragraph or two at most) and each Seed product will be small as well (only four to five pages), but just like their namesakes, they have great potential . . . [read more]

Seeds: Fantasy IV
Seeds are story ideas, plot ideas, creature ideas, adventure hooks, anything that can grow into an enjoyable gaming experience. Each seed is small (only a paragraph or two at most) and each Seed product will be small as well (only four to five pages), but just like their namesakes, they have great potential . . . [read more]

Seeds: Fantasy V
Seeds are story ideas, plot ideas, creature ideas, adventure hooks, anything that can grow into an enjoyable gaming experience. Each seed is small (only a paragraph or two at most) and each Seed product will be small as well (only four to five pages), but just like their namesakes, they have great potential . . . [read more]

Seeds: Modern I
Seeds are story ideas, plot ideas, creature ideas, adventure hooks, anything that can grow into an enjoyable gaming experience. Each seed is small (only a paragraph or two at most) and each Seed product will be small as well (only four to five pages), but just like their namesakes, they have great potential . . . [read more]

Seeds: Modern II
Seeds are story ideas, plot ideas, creature ideas, adventure hooks, anything that can grow into an enjoyable gaming experience. Each seed is small (only a paragraph or two at most) and each Seed product will be small as well (only four to five pages), but just like their namesakes, they have great potential . . . [read more]

Seeds: Modern III
Seeds are story ideas, plot ideas, creature ideas, adventure hooks, anything that can grow into an enjoyable gaming experience. Each seed is small (only a paragraph or two at most) and each Seed product will be small as well (only four to five pages), but just like their namesakes, they have great potential . . . [read more]

Seeds: Modern IV
Seeds are story ideas, plot ideas, creature ideas, adventure hooks, anything that can grow into an enjoyable gaming experience. Each seed is small (only a paragraph or two at most) and each Seed product will be small as well (only four to five pages), but just like their namesakes, they have great potential . . . [read more]

Seeds: Modern V
Seeds are story ideas, plot ideas, creature ideas, adventure hooks, anything that can grow into an enjoyable gaming experience. Each seed is small (only a paragraph or two at most) and each Seed product will be small as well (only four to five pages), but just like their namesakes, they have great potential . . . [read more]

Seeds: Sci-fi I
Seeds are story ideas, plot ideas, creature ideas, adventure hooks, anything that can grow into an enjoyable gaming experience. Each seed is small (only a paragraph or two at most) and each Seed product will be small as well (only four to five pages), but just like their namesakes, they have great potential . . . [read more]

Seeds: Sci-fi II
Seeds are story ideas, plot ideas, creature ideas, adventure hooks, anything that can grow into an enjoyable gaming experience. Each seed is small (only a paragraph or two at most) and each Seed product will be small as well (only four to five pages), but just like their namesakes, they have great potential . . . [read more]

Seeds: Sci-fi III
Seeds are story ideas, plot ideas, creature ideas, adventure hooks, anything that can grow into an enjoyable gaming experience. Each seed is small (only a paragraph or two at most) and each Seed product will be small as well (only four to five pages), but just like their namesakes, they have great potential . . . [read more]

Seeds: Sci-fi IV
Seeds are story ideas, plot ideas, creature ideas, adventure hooks, anything that can grow into an enjoyable gaming experience. Each seed is small (only a paragraph or two at most) and each Seed product will be small as well (only four to five pages), but just like their namesakes, they have great potential . . . [read more]

Seeds: Pulp I
Seeds are story ideas, plot ideas, creature ideas, adventure hooks, anything that can grow into an enjoyable gaming experience. Each seed is small (only a paragraph or two at most) and each Seed product will be small as well (only four to five pages), but just like their namesakes, they have great potential . . . [read more]

Seeds: Pulp II
Seeds are story ideas, plot ideas, creature ideas, adventure hooks, anything that can grow into an enjoyable gaming experience. Each seed is small (only a paragraph or two at most) and each Seed product will be small as well (only four to five pages), but just like their namesakes, they have great potential . . . [read more]

Seeds: Pulp III
Seeds are story ideas, plot ideas, creature ideas, adventure hooks, anything that can grow into an enjoyable gaming experience. Each seed is small (only a paragraph or two at most) and each Seed product will be small as well (only four to five pages), but just like their namesakes, they have great potential . . . [read more]

Seeds: Pulp IV
Seeds are story ideas, plot ideas, creature ideas, adventure hooks, anything that can grow into an enjoyable gaming experience. Each seed is small (only a paragraph or two at most) and each Seed product will be small as well (only four to five pages), but just like their namesakes, they have great potential . . . [read more]

Seeds: Pulp V
Seeds are story ideas, plot ideas, creature ideas, adventure hooks, anything that can grow into an enjoyable gaming experience. Each seed is small (only a paragraph or two at most) and each Seed product will be small as well (only four to five pages), but just like their namesakes, they have great potential . . . [read more]

Seeds: Horror I
Seeds are story ideas, plot ideas, creature ideas, adventure hooks, anything that can grow into an enjoyable gaming experience. Each seed is small (only a paragraph or two at most) and each Seed product will be small as well (only four to five pages), but just like their namesakes, they have great potential . . . [read more]

Seeds: Horror II
Seeds are story ideas, plot ideas, creature ideas, adventure hooks, anything that can grow into an enjoyable gaming experience. Each seed is small (only a paragraph or two at most) and each Seed product will be small as well (only four to five pages), but just like their namesakes, they have great potential . . . [read more]

Seeds: Horror III
Seeds are story ideas, plot ideas, creature ideas, adventure hooks, anything that can grow into an enjoyable gaming experience. Each seed is small (only a paragraph or two at most) and each Seed product will be small as well (only four to five pages), but just like their namesakes, they have great potential . . . [read more]

Seeds: Horror IV
Seeds are story ideas, plot ideas, creature ideas, adventure hooks, anything that can grow into an enjoyable gaming experience. Each seed is small (only a paragraph or two at most) and each Seed product will be small as well (only four to five pages), but just like their namesakes, they have great potential . . . [read more]

Seeds: Horror V
Seeds are story ideas, plot ideas, creature ideas, adventure hooks, anything that can grow into an enjoyable gaming experience. Each seed is small (only a paragraph or two at most) and each Seed product will be small as well (only four to five pages), but just like their namesakes, they have great potential . . . [read more]

Seeds: Post-Apocalyptic I
Seeds are story ideas, plot ideas, creature ideas, adventure hooks, anything that can grow into an enjoyable gaming experience. Each seed is small (only a paragraph or two at most) and each Seed product will be small as well (only four to five pages), but just like their namesakes, they have great potential . . . [read more]

Seeds: Post-Apocalyptic II
Seeds are story ideas, plot ideas, creature ideas, adventure hooks, anything that can grow into an enjoyable gaming experience. Each seed is small (only a paragraph or two at most) and each Seed product will be small as well (only four to five pages), but just like their namesakes, they have great potential . . . [read more]

Seeds: Post-Apocalyptic III
Seeds are story ideas, plot ideas, creature ideas, adventure hooks, anything that can grow into an enjoyable gaming experience. Each seed is small (only a paragraph or two at most) and each Seed product will be small as well (only four to five pages), but just like their namesakes, they have great potential . . . [read more]

Seeds: Post-Apocalyptic IV
Seeds are story ideas, plot ideas, creature ideas, adventure hooks, anything that can grow into an enjoyable gaming experience. Each seed is small (only a paragraph or two at most) and each Seed product will be small as well (only four to five pages), but just like their namesakes, they have great potential . . . [read more]

Seeds: Post-Apocalyptic V
Seeds are story ideas, plot ideas, creature ideas, adventure hooks, anything that can grow into an enjoyable gaming experience. Each seed is small (only a paragraph or two at most) and each Seed product will be small as well (only four to five pages), but just like their namesakes, they have great potential . . . [read more]

Seeds: Supers I
Seeds are story ideas, plot ideas, creature ideas, adventure hooks, anything that can grow into an enjoyable gaming experience. Each seed is small (only a paragraph or two at most) and each Seed product will be small as well (only four to five pages), but just like their namesakes, they have great potential . . . [read more]

Seeds: Supers II
Seeds are story ideas, plot ideas, creature ideas, adventure hooks, anything that can grow into an enjoyable gaming experience. Each seed is small (only a paragraph or two at most) and each Seed product will be small as well (only four to five pages), but just like their namesakes, they have great potential . . . [read more]

Seeds: Supers III
Seeds are story ideas, plot ideas, creature ideas, adventure hooks, anything that can grow into an enjoyable gaming experience. Each seed is small (only a paragraph or two at most) and each Seed product will be small as well (only four to five pages), but just like their namesakes, they have great potential . . . [read more]

Seeds: Supers IV
Seeds are story ideas, plot ideas, creature ideas, adventure hooks, anything that can grow into an enjoyable gaming experience. Each seed is small (only a paragraph or two at most) and each Seed product will be small as well (only four to five pages), but just like their namesakes, they have great potential . . . [read more]

Seeds: Supers V
Seeds are story ideas, plot ideas, creature ideas, adventure hooks, anything that can grow into an enjoyable gaming experience. Each seed is small (only a paragraph or two at most) and each Seed product will be small as well (only four to five pages), but just like their namesakes, they have great potential . . . [read more]

World Building Library: Indian Heroes and Great Chieftains
A short work written in 1918 by Charles Eastman (Ohiyesa) a Wahpeton and Mdewakanton Dakota (Souix) medical doctor, Indian Heroes and Great Chieftains is an excellent read about the leaders of the American Indian tribes. 38 pages, fully book-marked, containing 11 illustrations and 2 maps. This product . . . [read more]

World Building Library: Items of Folklore - Tibet 2
Welcome to World Building Library: Items of Folklore: Tibet 2! Folktales are some of the most revealing and immersive ways to experience a culture. Passed down orally from generation to generation, folktales take on new meaning with each telling while continuing to bear the traditions, values, and history . . . [read more]

World Building Library: The Anglo-Saxon Chronicle
Originally compiled on the orders of King Alfred the Great, approximately A.D. 890, and subsequently maintained and added to by generations of anonymous scribes until the middle of the 12th Century. The original language is Anglo-Saxon (Old English), but later entries are essentially Middle English in . . . [read more]

World Building Library: The Art of War
Perhaps the most influential book ever written concerning war, Sun Tzu's Art of War is an invaluable read concerning the important matters of war. 19 pages, fully book-marked, containing 6 illustrations. This product contains no rpg gaming information, but it contains useful world-building information . . . [read more]

World Building Library: The Prince
The Prince is the quintessential book concerning the art of achieving and maintaining power by a determined ruler indifferent to moral considerations. So influential was this work by Machiavelli that his name is now synonymous with the content of the book. 45 pages, fully book-marked, containing 9 illustrations . . . [read more]

World Building Library: Tibetan Dress, Arms, & Armor
Tibet is situated in the midst of mountains and sky, southwest of arid Western China and in the stark rain shadow of the Himalayas. In general, Tibet is arid, cold, and high altitude. There are agricultural societies in the southern portion of Tibet at lower altitudes, while herders (some with light . . . [read more]

World Building Library: Yak Culture
Subsistence patterns are a keystone to understanding the nature of a society or community. This work considers nomadic pastoralists whose staple is the yak. Using Tibetan nomadic pastoralists of the highlands, the parts and parcels of their society form a framework from which world builders can create . . . [read more]

World Building Library: The Life of Charlemagne
The first history written about Charlemagne, Vita Caroli or The Life of Charlemagne was written by a court scholar named Einhard. He was a talanted man who made sure to place Charlemagne in the best light, if not always the completely historically accurate light. However, the chronological order of the . . . [read more]

World Building Library: The Life of King Alfred
Traditionally ascribed to Asser, Bishop of St. David's, of Shereborne or of Exeter during the time of King Alfred, The Life of King Alfred is a short work divided into year by year descriptions. 22 pages, fully book-marked, containing 8 illustrations and 1 maps. This product contains no rpg gaming information, . . . [read more]

World Building Library: The Magna Carta
Written by King John, rather unwantedly, the Magna Carta provides an excellent example of what was considered proper and improper use of a king's power. 8 pages, fully book-marked, containing 2 illustrations and 1 map.



November 11, 2006: Do You Roll Old School?

You may or may not be familiar with OSRIC (a tortured acronym for Oldschool System Reference and Index Compilation), but if you ever found wondrous worlds in an old, dinged-up red box, you may want to check out our new offerings.


– Thomas Weigel, e23 Manager
e23@sjgames.com



November 10, 2006: GURPS Lite In Portuguese!

The sixth most popular language in the world is the sixth translation of GURPS Lite! With 200 million speakers world-wide, we're happy to make GURPS Lite (Portuguese Fourth Edition) available to all.


– Thomas Weigel, e23 Manager
e23@sjgames.com



November 9, 2006: Released November 8, 2006

Released November 8, 2006

Behind the Spells: Acid Arrow
The Behind the Spells pdf series continues with the acid arrow spell! This series examines those spells from the SRD that are listed time and again on character sheets throughout gaming. These are the spells which, if on your PC's class list, will be taken as soon as possible and include such quintessential . . . [read more]

Behind the Spells: Antimagic Field
The Behind the Spells pdf series continues with the antimagic field spell! This series examines those spells from the SRD that are listed time and again on character sheets throughout gaming. These are the spells which, if on your PC's class list, will be taken as soon as possible and include such quintessential . . . [read more]

Behind the Spells: Bless
The Behind the Spells pdf series continues with the bless spell! This series examines those spells from the SRD that are listed time and again on character sheets throughout gaming. These are the spells which, if on your PC's class list, will be taken as soon as possible and include such quintessential . . . [read more]

Behind the Spells: Burning Hands
The Behind the Spells pdf series continues with the destructive burning hands spell! This series examines those spells from the SRD that are listed time and again on character sheets throughout gaming. These are the spells which, if on your PC's class list, will be taken as soon as possible and include . . . [read more]

Behind the Spells: Cone of Cold
The Behind the Spells pdf series continues with the cone of cold spell! This series examines those spells from the SRD that are listed time and again on character sheets throughout gaming. These are the spells which, if on your PC's class list, will be taken as soon as possible and include such quintessential . . . [read more]

Behind the Spells: Cure Wounds
The Behind the Spells pdf series continues with the popular cure spells! This series examines those spells from the SRD that are listed time and again on character sheets throughout gaming. These are the spells which, if on your PC's class list, will be taken as soon as possible and include such quintessential . . . [read more]

Behind the Spells: Disintegrate
The Behind the Spells pdf series continues with the disintegrate spell! This series examines those spells from the SRD that are listed time and again on character sheets throughout gaming. These are the spells which, if on your PC's class list, will be taken as soon as possible and include such quintessential . . . [read more]

Behind the Spells: Fire Shield
The Behind the Spells pdf series continues with the fire shield spell! This series examines those spells from the SRD that are listed time and again on character sheets throughout gaming. These are the spells which, if on your PC's class list, will be taken as soon as possible and include such quintessential . . . [read more]

Behind the Spells: Fireball
The Behind the Spells pdf series continues with the popular fireball spell! This series examines those spells from the SRD that are listed time and again on character sheets throughout gaming. These are the spells which, if on your PC's class list, will be taken as soon as possible and include such quintessential . . . [read more]

Behind the Spells: Guards & Wards
The Behind the Spells pdf series continues with the guards & wards spell! This series examines those spells from the SRD that are listed time and again on character sheets throughout gaming. These are the spells which, if on your PC's class list, will be taken as soon as possible and include such quintessential . . . [read more]

Behind the Spells: Hold Person
The Behind the Spells pdf series continues with the hold person spell! This series examines those spells from the SRD that are listed time and again on character sheets throughout gaming. These are the spells which, if on your PC's class list, will be taken as soon as possible and include such quintessential . . . [read more]

Behind the Spells: Invisibility
The Behind the Spells pdf series continues with the invisibility spell! This series examines those spells from the SRD that are listed time and again on character sheets throughout gaming. These are the spells which, if on your PC's class list, will be taken as soon as possible and include such quintessential . . . [read more]

Behind the Spells: Levitate
The Behind the Spells pdf series continues with the levitate spell! This series examines those spells from the SRD that are listed time and again on character sheets throughout gaming. These are the spells which, if on your PC's class list, will be taken as soon as possible and include such quintessential . . . [read more]

Behind the Spells: Lightning Bolt
The Behind the Spells pdf series continues with the lightning bolt spell! This series examines those spells from the SRD that are listed time and again on character sheets throughout gaming. These are the spells which, if on your PC's class list, will be taken as soon as possible and include such quintessential . . . [read more]

Behind the Spells: Mirror Image
The Behind the Spells pdf series continues with the popular mirror image spell! This series examines those spells from the SRD that are listed time and again on character sheets throughout gaming. These are the spells which, if on your PC's class list, will be taken as soon as possible and include such . . . [read more]

Behind the Spells: Polymorph
The Behind the Spells pdf series continues with the polymorph spell! This series examines those spells from the SRD that are listed time and again on character sheets throughout gaming. These are the spells which, if on your PC's class list, will be taken as soon as possible and include such quintessential . . . [read more]

Behind the Spells: Prestidigitation
The Behind the Spells pdf series continues with the prestidigitation spell! This series examines those spells from the SRD that are listed time and again on character sheets throughout gaming. These are the spells which, if on your PC's class list, will be taken as soon as possible and include such quintessential . . . [read more]

Behind the Spells: Prismatic Trio
The Behind the Spells pdf series continues with three spells -- prismatic sphere, prismatic spray, and prismatic wall! This series examines those spells from the SRD that are listed time and again on character sheets throughout gaming. These are the spells which, if on your PC's class list, will be taken . . . [read more]

Behind the Spells: Reverse Gravity
The Behind the Spells pdf series continues with the reverse gravity spell! This series examines those spells from the SRD that are listed time and again on character sheets throughout gaming. These are the spells which, if on your PC's class list, will be taken as soon as possible and include such quintessential . . . [read more]

Behind the Spells: Shatter
The Behind the Spells pdf series continues with the shatter spell! This series examines those spells from the SRD that are listed time and again on character sheets throughout gaming. These are the spells which, if on your PC's class list, will be taken as soon as possible and include such quintessential . . . [read more]

Behind the Spells: Shield
The Behind the Spells pdf series continues with the protective shield spell! This series examines those spells from the SRD that are listed time and again on character sheets throughout gaming. These are the spells which, if on your PC's class list, will be taken as soon as possible and include such quintessential . . . [read more]

Behind the Spells: Silence
The Behind the Spells pdf series continues with the silence spell! This series examines those spells from the SRD that are listed time and again on character sheets throughout gaming. These are the spells which, if on your PC's class list, will be taken as soon as possible and include such quintessential . . . [read more]

Behind the Spells: Sleep
The Behind the Spells pdf series continues with the popular sleep spell! This series examines those spells from the SRD that are listed time and again on character sheets throughout gaming. These are the spells which, if on your PC's class list, will be taken as soon as possible and include such quintessential . . . [read more]

Behind the Spells: Teleport
The Behind the Spells pdf series continues with the teleport spell! This series examines those spells from the SRD that are listed time and again on character sheets throughout gaming. These are the spells which, if on your PC's class list, will be taken as soon as possible and include such quintessential . . . [read more]

Behind the Spells: Temporal Stasis
The Behind the Spells pdf series continues with the temporal stasis spell! This series examines those spells from the SRD that are listed time and again on character sheets throughout gaming. These are the spells which, if on your PC's class list, will be taken as soon as possible and include such quintessential . . . [read more]

Behind the Spells: The Walls
The Behind the Spells pdf series continues with the wall of fire, force, ice, iron, stone, and thorns spells! This series examines those spells from the SRD that are listed time and again on character sheets throughout gaming. These are the spells which, if on your PC's class list, will be taken as soon . . . [read more]

Behind the Spells: True Seeing
The Behind the Spells pdf series continues with the true seeing spell! This series examines those spells from the SRD that are listed time and again on character sheets throughout gaming. These are the spells which, if on your PC's class list, will be taken as soon as possible and include such quintessential . . . [read more]

Behind the Spells: Web
The Behind the Spells pdf series continues with the useful web spell! This series examines those spells from the SRD that are listed time and again on character sheets throughout gaming. These are the spells which, if on your PC's class list, will be taken as soon as possible and include such quintessential . . . [read more]

Behind the Spells: Wish & Limited Wish
The Behind the Spells pdf series continues with two popular spells, wish and limited wish! This series examines those spells from the SRD that are listed time and again on character sheets throughout gaming. These are the spells which, if on your PC's class list, will be taken as soon as possible and . . . [read more]



November 8, 2006: Released November 7, 2006

Released November 7, 2006

101 Mundane Treasures
Revised and Expanded! From the author of 101 Spellbooks, Tomes of Knowledge, and Forbidden Grimoires comes another batch of treasure items. Every gamemaster has hundreds of magic items to choose from when selecting treasure but how many mundane treasures are available? This book helps remedy that minor . . . [read more]

1st Appearance: T.O.M.C.A.T.S
T.O.M.C.A.T.S is the inaugural issue of the 1st Appearance line of M&M Superlink products from Blue Devil Games. The TacOps Modular Cybernetics Assault Team is a quasi-military organization specializing in the development of modular cybernetics. The team is comprised of: The leader Knockout, the "brick" . . . [read more]

101 Spellbooks, Tomes of Knowledge, and Forbidden Grimoires
Revised and expanded! Expand Your Library! No longer does a treasure have to be merely a book. This book is designed for the use of players and gamemasters. Inside you will find more than 101 different books for use in any d20 fantasy campaign as well as the spells (75 of them), feats, skills, magic items, . . . [read more]

1st Appearance: Luminous
Give your characters some character! Luminous is the second issue of the 1st Appearance line of M&M Superlink products from Blue Devil Games. Luminous is a four-armed, purple bear-like alien, who by twist of fate came to be a member of the Void Rangers, an intergalactic police force. Just how he came to . . . [read more]

Another 101 Mundane Treasures
This sequel to the best-selling 101 Mundane Treasures is more of the same! More armor, more weapons, more clothing, and many more miscellaneous items! If you're looking to populate a treasure room with non-magical treasures, this PDF will help. There are three PDFs included (a 22 page low-res color, a . . . [read more]

Athenaeum Arcane: Cursed Items
Many adventurers go through their careers without ever encountering a cursed magic item. Sages speculate that the appearance of cursed magic items is the result of random chance or a misstep in the delicate creation of a magic item. Many of these so-called mistakes are intentional, crafted for the express . . . [read more]

Athenaeum Arcane: Esoteric Libraries
This 7-page PDF details five libraries, four books, and three magic items (designed to work within libraries). For players and DMs with an interest in research in their fantasy campaigns, this release in the Athenaeum Arcane series adds new options. Written by Robert Emerson.

Athenaeum Arcane: Exotic Weapons
Though they are staples of the genre, not all characters in sword and sorcery-tales wield bows and blades. Some prefer less versatile, but more exotic weapons. In many cases, these tools of the killing trade define those that wield them. And as such, they are invaluable additions to the gaming table . . . [read more]

Athenaeum Arcane: Festivals, Fairs, and Holy Days
This 7-page PDF, written by Andrew Hind, is designed to help GMs world build and bring adventures out of the dungeon by providing five ready-to-use festivals, fairs, and holy days. It's an invaluable tool for building a textured culture, for throwing at PCs to enliven their arrival in a new community, . . . [read more]

Athenaeum Arcane: Magic Items of the Senses
Todd Crapper of Emerald Press presents 12 magic items designed for use with the five senses in this first PDF of a new series. Athenaeum Arcane is Ronin Arts' latest series of magic and mundane items, spells and spellbooks, and DM aids designed for the D20 System. This 8-page PDF (one page devoted to . . . [read more]

Athenaeum Arcane: Mallyate
Is your character tired of never having the right tool for the right job? Maybe he's stuck with a rapier against a gibbering mouther or wearing a cold resistance armor against a red dragon. Fear not! Mallyate is here to give a PC what he needs when he needs it for every combat situation. In this 6-page . . . [read more]

Athenaeum Arcane: Menu Items
This 10-page PDF, written by Carla Harker, provides the DM with 12 different tasty dishes he can make available to his players. These meals add a lot of depth to any fantasy campaign and each dish includes a description for a common inn or tavern and a fine dining establishment -- it's amazing how two . . . [read more]

Athenaeum Arcane: Options for the Dead
Athenaeum Arcane: Options for the Dead, written by Scott Moore, provides a DM with a variety of options for keeping dead player characters in the game. Including five templates, new feats, and rules for possession, Options for the Dead can be used as the basis for unusual adventures and encounters during . . . [read more]

Athenaeum Arcane: Spells of the Vampire
Vampires make very effective spell-casters. Their bonuses to Intelligence and Charisma make them good wizards and exceptional sorcerers, while many vampires enjoy the cleric's ability to rebuke and control other forms of undead. Uninterrupted centuries in which to research and experiment have led to numerous . . . [read more]

Athenaeum Arcane: Substandard Magic Items
This PDF, by Bret Boyd, takes the concept of scroll mishaps and applies it to magic items in general. Scroll mishaps occur when a user tries to cast a spell beyond his current ability (i.e. when his reach exceeds his grasp, although the opportunity is there for success). Substandard magic items come . . . [read more]

Athenaeum Arcane: Treasure Chests
This 7-page PDF, written by Bret Boyd, presents 10 treasure chests that DMs can use to store treasure or as treasure. Includes magical and mundane treasure chests.

Athenaeum Arcane: Valuable Paintings
In this 7-page PDF, author Carla Harker presents 12 paintings that can be used as treasure items or to decorate the walls of an important NPC's home or office. Each painting includes a description, historical information, and value and all 12 have been designed to drop seamlessly into any d20 System . . . [read more]



November 4, 2006: Released November 3, 2006

Released November 3, 2006

Ken Hite's Tarot of Cthulhu: Major Arcana
"They had, indeed, come themselves from the stars, and brought Their images with Them." -- H.P. Lovecraft, The Call of Cthulhu Twenty-two of Their images, to be precise. For the first time ever in Full Edwardian Colour, the Major Arcana of the Cthulhu Mythos unfold beneath your avid gaze. This is the . . . [read more]

101 Arcane Spell Components
Let's make magic magical again! Inside this 27-page PDF you will find rules for supplementary spell components. These are components that can enhance already existing spells or, at times, provide strange side-effects to spells your caster thinks he knows. Players of arcane spellcasters and gamemasters . . . [read more]

101 Divine Spell Components
The author of 101 Mundane Treasures and 101 Spellbooks is proud to turn his eye to divine magic. At last, divine spellcasters are presented with rules for supplementary spell components! For too long the arcane spellcasters have been twisting common items and effects into enhancements for their spells . . . [read more]

101 Feats
Feats. No matter how many feats a typical character may possess during the average campaign players everywhere love new feats. There's something about feats, those bite-sized special abilities that help set a character apart from the others in his party, that excite us. 101 Feats, written by Philip Reed, . . . [read more]

101 Legendary Treasures of Medieval Europe
From the Spear of Destiny to the Shroud of Turin. From the Holy Tunic of Jacque De Molay to the Staff of Merlin. From the Horn of Roland to the Sword of St. Peter. 101 Legendary Treasures of Medieval Europe is a 40-page landscape format PDF, written by Jason McKay and illustrated by Christopher Shy, packed . . . [read more]



November 3, 2006: Released November 2, 2006

Released November 2, 2006

Teams: Hit Squad
Dark Quest Games and Sword's Edge Publishing proudly announce the release of Teams: Hit Squad, a collection of NPCs for use in any modern d20 game. The Hit Squad can be used in various campaigns and their purpose and patron can vary. They may appear as opponents for the player characters. However, the . . . [read more]



November 2, 2006: Released November 1, 2006

Released November 1, 2006

Complete Guide to Velociraptors
Velociraptors are not the largest dinosaurs, nor the strongest, nor the scariest. A tyrannosaur can eat a tribe of velociraptors for dinner, a brachiosaur shakes the earth with every footstep, and a kronosaur can swallow a boat whole. Yet velociraptors are the most feared of all dinosaurs, for a single . . . [read more]

Blood!
The Roleplaying Game of Modern Horror, Second Edition Back from the grave comes the second edition of Underground Games classic horror RPG, Blood! Appropriately enough rewritten and reconfigured by Postmortem Studios. The new edition holds over '150' pages of blood, gore, violence, psychopaths, insanity, . . . [read more]

Clipart Critters 9 - Seminude Vampire
Clipart Critters presents an image of a semi-nude female vampire for use with your own RPG products, commercial or personal subject to the accompanying license. Each presented piece is a high quality file suitable for use in print. Titles 1 - Dragonhead by Bradley K McDevitt 2 - Gothic Tattoo by Bradley . . . [read more]

Clipart Critters 8 - Primitive
Clipart Critters presents an image of a primitive warrior for use with your own RPG products, commercial or personal subject to the accompanying license. Each presented piece is a high quality file suitable for use in print. Titles 1 - Dragonhead by Bradley K McDevitt 2 - Gothic Tattoo by Bradley K McDevitt . . . [read more]



November 1, 2006: Released October 31, 2006

Released October 31, 2006

Shamans: The Hidden Paths
Designed for use with Ars Magica Third Edition, this book explores Mythic Europe's mysterious tradition of shamanic magic. With this book you can become a mystical shaman, traveling the spirit world and bending its otherworldly inhabitants to your will. You can become a fierce shapechanger, gifted with . . . [read more]

The Broken Covenant of Calebais
Fifty years ago, the covenant of Calebais was destroyed. No one knows how or why such a powerful and well-defended group of wizards could possibly fall. The truth behind the tragedy only comes to light when you and your friends uncover this mystery. From faerie-inhabited forests to the long-abandoned . . . [read more]

Guardians of the Forests: The Rhine Tribunal
Guardians of the Forests details the birthplace of the Order of Hermes, Mythic Germany. From the sinister faerie heights of the Black Forest, home to Durenmar, through the prosperous and venerable cities of the Rhineland, to the fog-ridden Harz Mountains, to the lowland plain and Crintera's island retreat . . . [read more]

A Midsummer Night's Dream: Part I of the Four Seasons Tetrology
Forged in Fire; Forged in Magic The life of the tree and your covenant are one. Your stone foundations are your cold seed, and only through struggle and fate's kindness may your spring thorns turn to Summer's branches, reaching like your burgeoning power and influence. This supplement is the first in the . . . [read more]

The Tempest: Part II of the Four Seasons Tetrology
Mysterious pools of blood have begun to appear around your covenant and the magical aura has slowly begun to disappear. What is the cause of this curse and can it be stopped before the covenant is destroyed? The fate of the entire Order of Hermes is in the characters' hands, as they must struggle against . . . [read more]

A Winter's Tale: Part III of the Four Seasons Tetrology
A tale must be told of Autumn's death. . . This Ars Magica supplement is part three in the Four Seasons Tetrology, and follows in the footsteps of The Tempest. Herein the Storyguide will find the information needed to organize the descent of your covenant from Autumn to Winter. This book consists of several . . . [read more]

Twelfth Night: Part IV of the Four Seasons Tetrology
Ordained Fate, Ordained Hope This saga supplement is the fourth and final chapter in the Four Seasons Tetralogy. In this sprawling epic, characters and their decrepit Winter covenant must endure the wild machinations of mad wizards and the onslaught of righteous crusaders, only to face death itself. For . . . [read more]

Mythic Europe
World of Mystery; World of Myth Your covenant is one of power and authority, control and mastery. To reach this pinnacle you have seized the lands around you, dominating all their meek inhabitants. You are lord of all you survey. However, there is a much greater world beyond the not-so-far horizon, a . . . [read more]

Tribunals of Hermes: Rome
Geez, Pa, It's Chock Full o' Demons! The birthplace of an Empire. The heart of Christendom. The nexus of the Order of Hermes. The Roman Tribunal is the most magnificent land in Mythic Europe -- and utterly damned. The powers of darkness corrupt Rome's people, taint its Church and stifle its magic. Here . . . [read more]

Deadly Legacy
Legend of Fate, Legend of Doom Legends. They are tales of the past, done and gone, touching the world only in memory. The foolish scoff at legends, dismissing them out of hand. You, though of a young covenant, know better. You know the past forges the present. You know the past hints at the future. You . . . [read more]

Pact of Pasaquine
A Howl of Vengeance For centuries the Pact has protected the peasants of Pasaquine from the enmity of Hrulgar, Prince of the faerie forest. But now the wolf cub of Hrulgar has been slain and the pack leader demands revenge. What sinister plot lies at the bottom of this horrible calamity and what will . . . [read more]

Black Death
Death comes to us in many horrible forms. . . Black Death is an adventure that pits the characters against a most fearsome foe: the plague. The town of Montrouge has fallen victim to contagion, and the neighboring covenant, Ad Vis Per Veritas, has fallen with it. If the characters hope to salvage Ad Vis . . . [read more]

Mistridge
Shrouded in Mystery; Shrouded in Mist Mistridge provides all the information you need to be a storyguide or player in the Mistridge Covenant setting. This book also offers extensive detail on Mythic Europe's Val du Bosque, and allows players the opportunity to create their own characters, or to assume . . . [read more]

Covenants
As there are four seasons in a year, there are four seasons in the life of a covenant. . . This supplement, published in 1990 by Lion Rampant, was the original guide to creating covenants for Ars Magica under the game's 2nd Edition, and has been long out of print. Besides including rules for creating . . . [read more]

Mythic Places
Placed you've only dreamt of. . . Beyond the peasant's reckoning, nay, beyond the mundane world entirely, lie mythic realms that none but the learned, innicent and blessed may perceive. These realms are the resting places of great beings of potence, and if properly approached they may grant great gifts. . . . [read more]

More Mythic Places
More places you've only dreamt of. . . This sourcebook provides five more unusual places to use as the basis for adventures in your Ars Magica saga. These locales are unique because they are composed of regio, levels of magical potence. Each level characterizes a single mythic place in a new way so that . . . [read more]

The Maleficium
From their unfathomable domains, the powers beyond life call forth your soul. Your burdensome choice lies between Light or Dark, and your fate hangs in the balance, either for torment in life and paradise beyond, or paradise in life and torment beyond. Choose Dark and all the world is your bauble, its . . . [read more]

Pax Dei: The Sourcebook of the Dominion
The Peace of God As a magus you wield magical might beyond humanity's comprehension. You command the wind to blow, the sea to part, the forest to wither. You are powerful indeed, but what is the value of worldly power if you must pay for it with your eternal soul? In the eyes of the Divine only your virtue . . . [read more]

Ars Magica 4th Edition Core Rulebook
Come to a land of adventure and mystery, of falling empires and rising nations, of legendary creatures and incredible myths. This is Ars Magica's Mythic Europe, where the power of magic is real and exists alongside historical figures and locations. Stories revolve around the covenant: one part mystical . . . [read more]



2005 News:JanFebMarAprMayJunJulAugSepOctNovDec
2006 News:JanFebMarAprMayJunJulAugSepOctNovDec
2007 News:JanFebMarAprMayJunJulAugSepOctNovDec
2008 News:JanFebMarAprMayJunJulAugSepOctNovDec
2009 News:JanFebMarAprMayJunJulAugSepOctNov

News via RSS | News via E-Mail

Top of Pagee23 Home