For Week Mar 4, 2010


Arcana

The world is about to fall into turmoil, the likes of which it has never faced before. The Magus, Mordicain, is dead, found in his tower with a dagger thrust deep into his chest. The Magus is dead and he has left no heir to the title. The ten Magi now stand alone, none ready or powerful enough to challenge their brethren for the title and the power that comes with it. So now the realms of the world ready themselves for the wars to come, the chaos to flow and the blood to spill. Welcome to Arcana, a new RPG world where players will take on the roles of a hero, king or in is some cases, even one of the ten mighty Magi. These heroes and lords then will live and have adventures in the world of Tifnarra, become involved in grand adventures, intrigue and danger, or for others, the fate of their kingdom lies in their hands. Some few may even take on the role of one of the great Magi, vastly powerful mages, who through tradition and might have ruled the world since the dawn of time. Arcana is generic world, designed for use with any Fantasy RPG System, and so the information presented here and in other Arcana expansions will of course be a bit vague as to stats, levels and powers. The intention is to give the GM and players a world rich in personality, history and depth, one where they can seek adventure, but use any RPG system they feel most comfortable with. The basics of the game world are presented here in this core book, but as expansions are released, the complexity of the world will grow as more and more of its history, dangers and wonders are explored. When it is all said and done, Arcana will become a vast world of detailed and expansive depth, one where that you and your friends can full explore.

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The Manual of Exalted Power: Alchemicals

Designed by the Great Maker Autochthon before the Primordial War, the Alchemical templates inspired the Exalts fielded by the Incarnae against their creators. Yet, during that war, Autochthon heard the Great Curse directed by his slain Primordial brethren. As the First Age progressed, he watched as that Curse twisted the minds of the Exalted. Knowing it was only a matter of time before the Solars’ growing paranoia was directed at him, the King of All Craftsman gathered thousands of worshipers inside himself and fled to Elsewhere. Within his very body, these mortals built a highly advanced civilization, and to preserve it, Autochthon finally built his prototype Champions. Ever since, the artificial Chosen of the Machine God have kept the Eight Nations safe. But as the long-dormant Autochthon’s health deteriorates, the threats the Alchemicals face grow ever greater. Can these Exalted save their world-god, or has Autochthon’s flight to Elsewhere only ensured his demise? A character sourcebook for Exalted featuring:

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Bill Coffin's Septimus

Bill Coffin's Septimus sets the players inside a Dyson Sphere made from an unknown and unknowable alien technology. Faction pitted against faction to control the sphere and the amazing technology therein -- a technology so great that no weakness cannot be eliminated and even death is not final. But, even as the obsessed techno-cult, the Sindivar Extant seeks to build a Utopia around Septimus' many nanofoundries, a dark secret spreads. The same technology that is a boon to so many billions of people contains a flaw, a flaw that may have spelled doom to the great originators, a flaw that threatens to crush Septimus and its inhabitants, even before the greatest of secrets yet remains undiscovered Whether you fight alongside the Extant and the Cadre, or whether you join one of the many factions seeking to wrestle power and wealth from the Cult, you are sure to find a game that is right for you. This 360 page RPG comes packed with everything you need for many hundreds of hours of gaming. This books needs no additional material to play. It comes with the OpenD6 core rules, huge amounts of setting information, complete with area maps, plus the most exhaustive character generation and character option information ever in a single D6 System book.

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In the Company of Giants

This new race and racial class is designed for use by player character's at every level of play, with custom special abilities and feats based on elemental powers and subrace paths such as ettins and frost giants. They are designed to allow you to play something completly new or a classic giant.

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Phantasia Zoologica I: Dogs

Dogs are more than just pets. They can serve as hunters, guards, warriors, and mounts. They have personalities all their own, from stoic and proud to bouncy and affectionate. Above all, they are loyal companions to their masters, and the relationship between a man and his dog can easily rival the feelings he has for his closest friend among his own race.

If dogs are so important, why would one want to gloss over the details of their stats, their temperament, or their appearance? Wouldn't you want to describe a dog in as much detail as you would a player character or an NPC?

With Phantasia Zoologica I: Dogs, you can do just that. Inside you'll find 40 new dog breeds - including 3 undead varieties - to be used as friends or foes. Full stat blocks are provided for each breed, along with appearance, their history, what they do best (hunt, guard, herd, etc.), and their disposition. There is also a selection of new equipment especially for dogs.

Give that puppy all the love she deserves with Phantasia Zoologica I: Dogs!

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Luven Lightfinger's Gear and Treasure Shop

In his years traveling the lands with the Company of the Sunset, Luven Lightfinger learned a thing or two about what equipment an adventurer really needs. The average general store can provide a lot of the basics, but Luven and his companions quickly realized that there are many other items that can make life on the road (and crawling through dungeons) easier and safer. When the time came to retire from adventuring, Luven drew upon the lessons he'd learned on the trail and opened a store, catering to those hardy souls who hear the call of the open road as strongly as he did.

Part sourcebook, part catalogue, Luven Lightfinger's Gear and Treasure Shop is chock full of new items for outfitting your characters. From weapons, armor and trail gear to potions, oils and kits, Luven's shop has it all. He stocks locally produced goods as well as imports from exotic locales, and he guarantees he'll have at least one item in his inventory that you've never seen before. Interested in purchasing some magic items? Luven keeps his collection of those in the back room. Always ready to help out a fellow entrepreneur, Luven will even tell you all about his shop and how he set it up.

No one will want to spend all of their reward at the tavern again after stepping inside Luven Lightfinger's Gear and Treasure Shop!

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Freelance Traveller #3



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100 Sci-Fi Adventure Seeds

Never run out of adventure ideas again! This book contains 100 generic Sci-Fi plots for you to use with your science fiction games. Each plot consists of a premise, three twists and an epilogue. Some can be strung together; others would be able to form full campaigns.

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10 Jackpointers

Everyone’s Watching Everyone The problem with keeping files about ne’er-do-wells is they’re a curious and clever lot. Curious and clever enough to pilfer those files from the corporate compiler, repost them, and add their own commentary-providing a level of meta-information like you’ve never seen before. Get the scoop on Jackpoint-posters like Kay St. Irregular, Ecotope, Man-of-Many-Names, and Turbo Bunny. Remember: not everything you read is true. When the two sources of information are Horizon and Jackpoint … all bets are off. The Jackpointers presented in this download are: Baka Dabora, Ecotope, Fianchetto, Kay St. Irreggular, Lei Kung, Lyran, Man-of-Many-Names, Orbital DK, Riser, and Turbo Bunny. Each has a 2 or 3 page profile.

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Freelance Traveller #2



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Challenge #57



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The Garden of Miracles

From the publisher:
The fortified cemetery called the Garden of Miracles provides a safe burial ground to villages for miles around. A holy man's two-hundred year old blessing keeps the graves tended and prevents the dead from rising. But the Great Lich Bracol wreaked havoc in this area too, blighting the earth and, according to what you’ve heard, burying magic treasure. What happened here? Did Bracol meet his match? Do his treasures remain unfound? The answers await those who dare to investigate—but the villagers say that disturbing the Garden will ruin the blessing on which they rely. This 16-page adventure by the author of Advanced Dungeons & Savages presents a challenge for Novice fantasy characters in Savage Worlds. It also includes a color cover and six pregenerated Novice characters: the Archer, the Berserker, the Fencer, the Priest, the Tomb-Robber, and the Wizard.


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Wheel of Evil

From the publisher:
It’s up to your brave heroes to fight off the invading kobolds and save… the cheese?? Well, a job’s a job, and things underground are seldom what they seem. Wheel of Evil is a 16-page adventure for old-school characters of levels 3 to 5, plus a full-color cover, classic maps, and handouts. Compatible with Labyrinth Lord™ and similar games, including the Advanced Edition Companion.


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Monsters & Treasures of the Wilderlands I

Monsters & Treasures of the Wilderlands 1 includes 27 new monsters designed for use with Castles & Crusades and the Wilderlands of High Adventure. Running the gamut from pesky 1 HD faeries to fallen 15 HD demi-gods, each monster includes details on ecology and society, powers and treasures. Some are hauntingly familiar, just enough so as to trip up the unwary adventurer, while others are entirely new and created from whole cloth. Maps are included showing the most common locations these monsters are encountered throughout the Wilderlands and beyond. Though designed for use in the Wilderlands, every monster can find a home elsewhere, and is easily adapted into just about any fantasy campaign setting. Also included are 16 new treasures, ranging from the least bauble to great and potent (and usually, most dire) relics. Each is tied to the Wilderlands, adding more detail to your Wilderlands campaign, though the histories can readily be altered to suit any campaign.

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The Genius Guide to Feats of Battle

This product presents numerous feats balanced for any character, but designed to make a few popular concepts easier to play from an early level. This product also introduces a few feats that draw on a character's resistance to magic and supernatural forces, focusing their efforts in ways that grant them benefits but require them to have no caster level. These "feats of battle" give characters who eschew magic altogether a reward for doing so without resorting to creating a whole new kind of magic under a new name.

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Sorcerers of the Wilderlands

Sorcerers of the Wilderlands details the demon-allied wizards, priests, warriors, and rogues of the Wilderlands. Sorcery, that special branch of magical might that can be gained only through pacts with demons, is dealt with in detail, including Dark Pacts, Petty Evils, Lesser Evils, Greater Evils, and in depth, sorcerous spells, including special summonings and curses.

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Warrior-Mages of the Wilderlands

Warrior-Mages of the Wilderlands provides players with an optional multi-class character type for Castles & Crusades, designed specifically for the Wilderlands of High Adventure campaign setting though readily adapted into any campaign. Warrior-mages combine the abilities of both fighters and wizards and adds special, class-specific abilities and special abilities based on ancient traditions.

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Knights of the Dinner Table Magazine #159



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Ice Tower of the Salka

In the Ice Tower of the Salka, the PCs venture into the ice-locked tower of an infamous sorcerer seeking her fabled treasure. Three floors, plus a single dungeon level. Also includes new spells, monsters, and magic items, mostly from the Sword & Wizardry Monster Book. For high level (8th to 12th) level characters.

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Fight On! V2, #7



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The Genius Guide to the War Master

The war master is a new base class, designed for use with the Pathfinder RPG. It is a class designed to lead others in battle, using (mostly) nonmagical talents to grant combat benefits to friends and followers, place enemies at disadvantages, and use the many arts of war in all aspects of his life. A war master is designed to allow both experienced tacticians and players with no sense of strategy to play a cunning commander able to turn the tide of battle with a quick command, clever stratagem, and strong sword-arm used in just the right way at just the right time.

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Dhanurvidya & Varman: The Arms and Armor of India

This fully-illustrated supplement contains more than 70 new powers; full descriptions and statistics for 24 weapons and 20 items of armor or shields; two new weapon groups; and a section on familiar weapons that might appear in an Indian milieu. While a few arms and armor items from India appear in traditional D&D campaigns, the region's rich and colorful variety of ancient and medieval armaments are largely unknown in most campaign settings. Such arms and armor can be used both to enhance the action of a traditional campaign and to punctuate the distinct, exciting adventures and characters possible in settings inspired by the vast region. This book contains information about the weapons used throughout the Indian subcontinent - to include what are now the nations of India, Bangladesh, Pakistan, and Sri Lanka, along with the border regions of Afghanistan, Bhutan, Burma, Nepal, and Tibet - from the most ancient times right up to the pre-Colonial era. It also considers significant influences on the arms and armor of India, such as the 900-year Muslim domination of the region that began in the 7th century A.D.

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Wyrd of Questhaven

Wyrd, a race of half-elven/half ogre magi stock created at the command of The Mandate of the August Personage in Darkness usable as player characters at 1st level, with custom feats, spells, and prestige classes; They make an optimal choice for bards, favored souls, sorcerers, warlocks and wizards. Also included is a Paragon class that makes them just as intersting as the original 3.0 version. Included with this is a plug and play 1st person point of view descriptive text that allows for an easy introduction of this new race into your existing campaign number only in the hundreds. Updated from 3.0 to the Pathfinder Roleplaying Game this product also includes: New descriptive text told from a wyrd's perspective. Raciall Traits with a multiple choice legacy ability 7 level Wyrd Paragon Class 11 Feats The Oni Sorcerous Bloodline Whispering Advisor of the Emperor Dragons Prestige Class 9 Spells

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