Episode 69 - V20 Roundtable II with Rich Thomas
The fifth of the Vampire 20th Anniversary Edition roundtables, Eddy talked again with Rich about the cover of V20, the layout, and practical jokes involving a hearse.
Price: $0.00
A local lord needs supplies from a nearby town to rebuild his castle. One problem: that town, Ravenspointe, is under siege by a local colony of hobgoblins. The only way to secure the supplies is to not only drive the hobgoblins away from Ravenspointe, but to take the fight to the abandoned temple in which the foul creatures live.
The Hobgoblins of Ravenspointe is a 4-encounter D&D 4th Edition Heroic Tier adventure that's been designed so it can be scaled for 1st through 10th level adventurers. It's the first of a series of campaign modules that can be added to any Heroic Tier campaign. It's designed to be easy to run and easy to drop in to an existing campaign.
Moreover, this adventure is part of the larger Stronghold Campaign, begun in The Goblins of Summerkeep.
Each monster is presented in three variations, one for 1st level adventurers, one for 5th level, and one for 10th level. As a result, it's easy to tweak the monsters for any party from 1st to 10th level.
In addition, each piece of dialogue is presented in two columns: a carefully-written piece of dialogue that you can read as "boxed text," and a detailed summary that you can customize according to your preferred speech patterns.
The full-color artwork and maps have been carefully color-corrected to print perfectly on color and black-and-white printers. The module includes maps that will print in standard one-inch squares on a normal piece of paper.
Price: $5.00
Introducing Magic & Miracles, an alternative magic system for use with the OpenD6 role playing system. Inside you'll find three alternate systems; one for Arcane Magic, one for Faith based Prayer, and one for Conjuration. Each system has its own unique feel, and offers something more than simple "Extranormal" abilities. Inside you'll find over 140 spells, prayers, and tricks, and three new character templates, one for each type of magic.
If you've played OpenD6 Fantasy, or Adventure, and have found yourself wanting more from the included magical systems, give Magic & Miracles a try. You won't be disappointed.
Price: $4.00| THIS IS A BUNDLE PRODUCT. WHEN BUYING THIS ITEM YOU WILL RECEIVE SEPARATE DOWNLOAD LINKS FOR EACH PRODUCT LISTED BELOW... |
| Total value: | $59.30 |
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| THIS IS A BUNDLE PRODUCT. WHEN BUYING THIS ITEM YOU WILL RECEIVE SEPARATE DOWNLOAD LINKS FOR EACH PRODUCT LISTED BELOW... |
| Total value: | $62.95 |
| Special bundle price: | $41.96 |
| Savings of: | $20.99 (33%) |
| THIS IS A BUNDLE PRODUCT. WHEN BUYING THIS ITEM YOU WILL RECEIVE SEPARATE DOWNLOAD LINKS FOR EACH PRODUCT LISTED BELOW... |
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A bestiary of epic proportions!
Encounter dragons, sprites, gorgons, sabertooth tigers, and foes of all stripes, spots and scales. Even the leviathan is not too big for this comprehensive bestiary!
Inside you'll find hundreds of animals, monsters, and races. Many are culled from myth, others are staples of fantasy fiction and games, and many more are completely original - unlike anything you have ever seen in a role playing game before!
Creatures & Monsters provides:
The Enemies of the Emperor are many...
Aliens, Heretics, and Daemons scheme from the shadows to oppose the Imperium of Man, but the Space Marines of the Deathwatch are sworn to hunt down and destroy all enemies of the Emperor. Remain vigilant! Learn the nature of your foes, that you might better purge them from the stars.
Mark of the Xenos, a supplement for Deathwatch, presents a myriad of worthy challenges for any Space Marine, from the ravening Tyranid swarm to the sleek, technologically-advanced Tau... and many more!
Discover guidance and counsel from notable members of the Deathwatch on how best to exterminate each threat. Plus, experience new advanced rules for battling hordes of creatures in massive engagements. With bolt, shell, and flame, purge the vile alien from the stars of the Jericho Reach!
Price: $20.00Introducing Magic & Miracles Sampler, an alternative magic system for use with the OpenD6 role playing system. This sample includes an overview of the complete system you will find in the full production of Magic & Miracles.
Inside you'll find three alternate systems; one for Arcane Magic, one for Faith based Prayer, and one for Conjuration. Each system has its own unique feel, and offers something more than simple "Extranormal" abilities.
This sample gives you 36 of the over 140 spells, prayers, and tricks to be found in the full product.
If you've played OpenD6 Fantasy, or Adventure, and have found yourself wanting more from the included magical systems, give Magic & Miracles a try. You won't be disappointed.
Price: $0.00For decades magic has been a backbone and prominent feature of Call of Cthulhu. Whether it is a race to stop the summoning of some god or alien, the need to communicate with things on other worlds by means of arcane scripture, or solving murders done with hexes rather than guns, magic has been inevitably wedded to the game narrative.
Here is, hopefully, a useful breakdown of what magic is, what it can do, how it works and how Investigators can make it work for them. Of course, humans are not the only ones who can use this mysterious force and Mythos specific magic is also examined.
MISKATONIC UNIVERSITY LIBRARY ASSOCIATION monographs are longer works by one or more authors on a subject of import to Call of Cthulhu roleplayers. On these products the author has also fulfilled the functions of editor and layout artist; we at Chaosium have done little in the way of editorial. We found these works compelling and thought that you would enjoy them. Through the publication of monographs we can offer our most loyal fans more information more easily, and evaluate the potential of these works for eventual release to the wholesale market.
Requirements: Full or Ultimate License of Fantasy Grounds and the Call of Cthulhu ruleset.
Conversion to FG by: Alan Neilson
CALL OF CTHULHU
Horror Roleplaying in the Worlds of H.P. Lovecraft
Call of Cthulhu is published by Chaosium Inc.
Call of Cthulhu (r) is the registered trademark of Chaosium Inc.
Fantasy Grounds II is a trademark of SmiteWorks USA LLC. (C) 2010 SmiteWorks USA LLC. ALL RIGHTS RESERVED. Visit the Fantasy Grounds II website at http://www.fantasygrounds.com for more product information.
Similarities between characters in Call of Cthulhu and persons living or dead are strictly coincidental.
This product is Copyright 2011, Chaosium & SmiteWorks USA, LLC. Used with permission from Chaosium. This product's format, programming code, and presentation is copyrighted by SmiteWorks USA, LLC. Redistribution by print or by file is strictly prohibited.
Price: $12.95Suzerain is an Origins Award Nominee from the Savage Mojo design house (who brought you Shaintar and Gamescapes, and are Origins Award winners for Deadlands Reloaded). This edition of Suzerain is written for the Savage Worlds rule system (SW:EX rulebook required), expanding the core rules in a number of key ways - a new approach to races is just the beginning.
Suzerain takes characters from one world to another or even to another time. History and fantasy, past present and future - they are all your playground now. Gaming groups just became...
...a pantheon in the making
Where most Savage Worlds settings finish their campaigns, Suzerain is just getting started. With Suzerain a Novice character can expect to battle his way up to being a true Hero of the universe, to meet deities, and finally to become a god himself!
Requires: A Fantasy Grounds full or ultimate license and the Savage Worlds v3 Ruleset.
Fantasy Grounds II Conversion: Kevin Doswell
Produced under license by Savage Mojo, Ltd. ©2011. All Rights Reserved.
The Savage Worlds Ruleset (Fantasy Grounds II Conversion) by SmiteWorks USA, LLC, (C) 2011, ALL RIGHTS RESERVED. The Savage Worlds Ruleset format, programming code, and presentation is copyrighted by SmiteWorks USA, LLC and Pinnacle Entertainment Group. Redistribution by print or by file is strictly prohibited.
Fantasy Grounds II is a trademark of SmiteWorks USA, LLC (C) 2011. ALL RIGHTS RESERVED.
Price: $19.95Introducing a whole new rank to Savage Worlds - Demigod - and lots of toys to go with it. Over 50 new Edges, and an innovative approach to races is just the beginning.
Take your characters from one world to another or even to another time. History and fantasy, past present and future - they are all your playground now. Your gaming group just became... ...a pantheon in the making.
This Player's Guide contains all the information you need to create characters in any time and place, then develop them until they become gods!
Requires: A Fantasy Grounds full or ultimate license and a connection to a host running the Savage Worlds v3 Ruleset. A GameMaster with the GameMaster Edition is highly recommended. Having this installed locally will speed up access to the material and allow you to peruse the book without needing to request access from the Host. You can review this material off-line by creating a new Savage Worlds campaign.
Fantasy Grounds II Conversion: Kevin Doswell
Produced under license by Savage Mojo, Ltd. ©2011. All Rights Reserved.
The Savage Worlds Ruleset (Fantasy Grounds II Conversion) by SmiteWorks USA, LLC, (C) 2011, ALL RIGHTS RESERVED. The Savage Worlds Ruleset format, programming code, and presentation is copyrighted by SmiteWorks USA, LLC and Pinnacle Entertainment Group. Redistribution by print or by file is strictly prohibited.
Fantasy Grounds II is a trademark of SmiteWorks USA, LLC (C) 2011. ALL RIGHTS RESERVED.
Price: $12.95In your dreams, endless rows of reptilian humanoids lay upon couches. Each body writhes in pain, but you know with the unerring assurance of the dream that all are sleeping. A wavering voice swirls throughout the room, rising and falling in intensity, finally resolving into words: "When will the dreamers awaken?"
More than a thousand years ago, the reptilian race of Harlass Orn inhabited the swamps surrounding Kith'takharos. Their greatest architectural triumph was the construction of nine Teleportation Towers. These towers also precipitated the Harlass Orn downfall, for the magic employed in large-scale teleportation allowed malicious extra-dimensional creatures called Veilwalkers to enter normal space.
The Harlass Orn sought shelter in a magically protected refuge called Tarass Shar Orn. Here they planned to hibernate until the Veilwalkers left normal space. But the Veilwalker named Dreamseeker infiltrated Tarass Shar Orn and transformed the dreams of the sleeping Harlass Orn into perpetual nightmares. Now the Dreamseeker slowly consumes their minds.
The Dreamers Awaken is a Savage Worlds adventure for 4-6 Veteran characters. The characters must enter Tarass Shar Orn to free the sleeping Harlass Orn, battling the Dreamseeker's constructs before confronting the Veilwalker in its place of power: the Dream Realm, where the laws of physics do not apply and thought becomes reality.
This product contains a Fantasy Grounds II module and an accompanying 64 page PDF for an estimated 25 hours of playing time. The module contains all the information necessary to run the adventure, including 14 custom tokens for NPCs and creatures. The PDF duplicates the contents of the module in an easy to read format.
The Dreamers Awaken naturally follows The Nine Towers Kith'takharos adventure. The basic Kith'takharos Setting is available for free in a rules agnostic format at www.whitehairedman.com.
Price: $7.50
Being a bastard is sometimes a survival trait. I am not a bad man. Well, I must be honest with myself: I don't try to be a bad man. It just seems to... happen. I woke up in a castle populated by corpses. Devoid of past or present, bereft of even a name, so I must be honest with myself. I discovered I am a wizard with a blade, silent as the wind, and as deadly as a forest fire. When other men look and see safety, I can feel the ambush coming. When others see only smiles, I can smell the hidden plots and secreted knives. When others only see walls and guards, I can find a highway to the heart of the most imposing castle. I wish I knew what all these things mean, but I must be honest with myself and say I know not. I must be honest because I am a fantastic liar. If I begin lying to myself I will not be able to survive. And I intend to survive. A virtuoso in the symphonies of death, follow Fox Crow as he begins a journey of self discovery begun in an abbitoir, that continues through forbidding lands and the courts of the highest born, and culminates in the coldest darkness filled with temptation and murder. The first fantasy novel of award winning author, James Daniel Ross, I Know Not is a hard hitting, gritty, adventure. Welcome to a world with far more shadows than sunshine. Walk the forest paths where the faries eat human flesh. Explore a world where the heroes may wear black.
Price: $4.95Same War, Different Perspective! With a clap of thunder from above, the Aerospace fighters tear through the sky, while below, our women warriors cross the hell of No Man's Land, to close with the enemy; in fourteen all-new military science fiction stories; with an introduction by David Weber, bestselling author of the Honor Harrington novels. Contains stories by: Brenda Cooper, Nancy Jane Moore, Maria V. Snyder, Danielle Ackley-Mcphail, Kimberley Long-Ewing, Ann Wilkes, Laurie Gailunas, S.A. Bolich, Lee C. Hillman, Deborah Teramis Christian, Lisanne Norman, Judi Fleming, Jennifer Brozek, Phoebe Wrap. "There's not a single piece here that isn't well worth reading." -David Weber, bestselling author of the Honorverse series.
Price: $4.99On Staten Island, the forgotten borough of New York Citiy, young men and women are waking up to find out they are no longer the simple humans they were when they went to bed. They're changing, morphing, mutating... and there's nothing that can be done to stop it. So the crew at Sto's house does what anyone would do in this situation: they go in search of the ultimate microbew. Spend some time with the mutant at Sto's House: Diana, the telekentic; Sto, the empath; Jay, the pyrotechnic, and a host of other unique individuals who want nothing more than to just be left alone. Unfortunately for them, they seem to continually find themselves in situations where they have to save not necessarily the world (although maybe someday), but local landmarks and unknowing innocents from those that wish to do harm.. and who wish they were as cool as Sto and his friends.
Price: $4.95
Over the years Avalon Games has come up with all sorts of characters and art to go along with them. So why not offer these wonderful bits of character art to you, and for cheap.
Each set will offer you a single character, in three different formats, black and white, grey scale and full color. All are for use in your personal or commercial products.
Usage Requirements/Limitations
You may reduce, re-color, or crop any image included here. You may not resell these images in clip art packets or art collections.
If you use any of these images, in your product, you must include the statement:<o:p></o:p>
Some artwork copyrighted by Robert Hemminger, used with permission.
By purchasing this product you agree to these terms.
All work has been scanned at 300 DPI.
Why re-invent the wheel when Avalon Games has already done all the hard work.
Price: $1.50
Jarn watched as the Orc horde rushed forward, heading right for him and the fellow Elves beside him. They stood in a straight line before their sacred forest home, each having sworn an oath to protect it from these foul creatures.<o:p></o:p>
Overhead, the High Elven king rode the winds upon the back of his dragon steed, but even with such a mighty beast on their side, Jarn did not think they would hold the day. The mass of green Orcs were too many, he feared, and his folk far too few.<o:p></o:p>
Realms is another great Mini-Game from Avalon Games. Take the side of the bright Elven nations or the foul Orc hordes, as they battle for control of the world. A fast-paced fantasy game of warfare, spells, magical items and mighty beasts, all will be under your control as you battle your foe. Can you out last, out fight and out maneuver your enemy, or will you fall to their sharp edged swords?
This is the third edition of this great game with a new cover, full color layout and a print friendly version for easy play.<o:p></o:p>
Price: $5.99
The Cards of Norn are a collection of 40 "Fate Cards" for you to use as a soothsaying, foretelling, and divination prop during your tabletop roleplaying sessions. Based upon Norse mythology and the lore of the Torn World, these cards are more authentic than ‘real-world' playing cards, and less ‘venturesome' as a Tarot deck. Use the Cards of Norn to foretell player character futures, divine possible influences upon their adventuring careers, or simply as an immediate ‘luck check'.
Do the Goddesses of Wyrd smile upon you?
This book includes:
Ellymil turned the third card over with a pale, sinewy hand. The Gnome had certainly seen more energetic times and now his movements were slow and deliberate. Still, his eyes were sharp and darted from card to card with the grace, speed and understanding of someone in much younger years; this was a good reading and he had a feeling that it was only going to get better.
Defeat caught the light with an understated fwip and the young dark-skinned elf opposite him growned under her breath. Perhaps it was more of a shift in her demeanor, but Ellymil had seen it countless times and smiled, his eyes meeting hers over gold rimmed spectacles.
"Fear not, young Fönn," he grinned, "it does not necessarily mean your defeat. Look," he waved deliberately towards The Moon. "Travel, perhaps, or - when combined with Defeat - maybe the cards are telling you to let go, to move on." Fönn frowned.
Ellymil gestured towards the last card: The Great Wrym.
"Here we rise above our problems and have clear, open choices wherever we look." The Gnome sat back for a moment and puffed on his pipe as the old wooden chair creaked beneath his fragile weight. "No, dear Fönn, these cards are telling you to let go, to move on, and ahead you will find boundless possibilities." He puffed once more. "Shall I turn the fourth card?"
Sample images:
More images are available on in our gallery at www.tornworld.com or on our Facebook page!




Price: $6.00
SOMMAIRE :
6d6
Le match : Poulpe vs. Pulp, le Mythe ou la Terre Creuse ?
à table : méli-mélo de tentacules à picorer / la pan bagnat
Critix – le comic-strip qui pique
Y'a pas que le jdr dans la vie : Emmanuel Gharbi, Positive ID
Retro : 1984
Rôle over the world : l'Espagne, Tras los Montes
A froid : Metal Adventures (chronique + aide de jeu et scénario officiel)
- Une étoile nouvelle
- aide de jeu officielle : la Flotte Lagalla
- scénario officiel : Réquisition
Sur un plateau
JDRA : Les Livres de l'Ours
De MJ à MJ :
- Envie de tuer ?
- aide de jeu Tenga officielle : Le Petit Peuple de la Nuit
- Porte, Monstre, Histoire : le donjon, espace ludique et narratif
Pizza Froide et Coca Tiède (comic-strip)
PLAY : Eauvive/Eaumorte (setting med-fan compatible Pathfinder)
Les Monstres de Couzeix (scénario officiel La Brigade Chimérique)
Infection : phase 2 (campagne générique survival horror, suite et fin)
THEMA : la Fin des Complexes ?
Les Lois de Laws : interview de Robin D. Laws
Panorama : les jeux qui vous décollent la pulpe !
Les Objets du Culte : présentez armes !
Les Indiscrétions de Rafael Colombeau : interview Bloodlust
Histoire de jouer
Inspi : Mission Terre
Inspi : Sucker Punch
Purification Point (scénario générique western adaptable à Deadlands)
La Femme aux Deux Visages (scénario générique Belle Epoque / Grand Guignol)
Welcome to the second in the "I Want My Magic Back!" series by Sigfried Trent. This series aims to encapsulate the old-school eclectic and wondrous feel of pre-4E magic in a 4E class.
One of the more dramatic changes made by 4E was the abandonment of the so called "Vancian" magic system. It was so named in honor of the fantasy author Jack Vance who inspired D&D spell memorization with his Dying Earth series. Instead of memorizing a series of single use spells from a large pool of possibilities, 4E wizards have a relatively fixed set of spells drawn from a far more limited pool. The range of what spells could do also shrank dramatically from near infinite possibility, to a more limited list of damage values and status effects focused mainly on combat with more utility-based effects shifted off into rituals.
The aim in this series is to recapture that old-school magic feeling, but in a way that is mechanically compatible with 4E. Maintaining game balance is important, but we will be stretching the boundaries from time to time in order to give our new spellcaster flexibility in their repertoire and capture some of that wondrous and eclectic magic feeling of yesteryear.
This short book details a wide range of Rank I spells, all suitable for use as a signature spell. With this article and the first article in the series, you should have enough material to run a Vancian Mage of levels 1-3.
Price: $1.99
The Trouble Brewing at Witchcliff Game Pack Content
• 22 pages adventure: The Trouble Brewing at Witchcliff is a Pathfinder®™ Roleplaying Game Compatible adventure for four or five, 6th-7th level characters. It is fully usable with Bandits’ Trail, Black & White miniature scale tiles from Øone Games. “The Trouble Brewing at Witchcliff” is a sandbox adventure, allowing you to customize it to suit your needs.
After many years in abeyance, the Whitcliff Brewery is again producing its famous Whitcliff’s Hidden Derivation beer. In a few short years the brewery’s new owner has turned it from an abandoned building to an operation to rival the brewery’s heyday. Bottles of Whitcliff’s Hidden Derivation are carted across the nation and beyond. After many years of war, the brewery’s success is one sign that there is peace and prosperity ahead.
In truth, the brewery’s new owner is an agent of the war god. Bereft of any current hot conflicts, he channels his divine power into making weapons of war. Using the brewery’s distribution network as a cover he sells his magic weapons to violent organizations throughout the region: mercenaries and rebels, crusaders and cultists. The cleric values no ideology over conflict and his actions may expedite a return to war...
• 25 customizable tiles: Øone Black & White: Bandits' Trail original product.
• 7 counters and paper bag (exclusive of this game pack): counters detailing the major NPCs and foes of the adventure plus an exclusive paper bag to store them.

Price: $6.98
The Trouble Brewing at Witchcliff is a Pathfinder®™ Roleplaying Game Compatible adventure for four or five, 6th-7th level characters. It is fully usable with Bandits’ Trail, Black & White miniature scale tiles from Øone Games. “The Trouble Brewing at Witchcliff” is a sandbox adventure, allowing you to customize it to suit your needs.
After many years in abeyance, the Whitcliff Brewery is again producing its famous Whitcliff’s Hidden Derivation beer. In a few short years the brewery’s new owner has turned it from an abandoned building to an operation to rival the brewery’s heyday. Bottles of Whitcliff’s Hidden Derivation are carted across the nation and beyond. After many years of war, the brewery’s success is one sign that there is peace and prosperity ahead.
In truth, the brewery’s new owner is an agent of the war god. Bereft of any current hot conflicts, he channels his divine power into making weapons of war. Using the brewery’s distribution network as a cover he sells his magic weapons to violent organizations throughout the region: mercenaries and rebels, crusaders and cultists. The cleric values no ideology over conflict and his actions may expedite a return to war...

This adventure was specifically designed to be used with the tiles contained in 0one's Black & White: Bandits' Trail product, but it can be easily played without them. Furthermore it can be inserted in any ongoing campaign with ease.

Price: $4.99
Há algo de terrível espreitando a névoa enquanto as ondas que atingem os rochedos da ilha escocesa de St. Margaret; algo que faz pessoas desaparecerem; algo críptico e desconhecido... Seria um ser antigo? Uma criatura mitológica? Ou apenas algum culto de crédulos insanos tentando transformar o mundano em sobrenatural? Essas são as questões de A Agonia de St. Margaret.
Um grupo de pessoas, trazidas a este remoto e obscuro lugar pela força do passado, deverá encontrar pistas e enfrentar um mistério que, se não clamar suas vidas, com certeza clamará sua sanidade.
A Agonia de St. Margaret é um clássico do Mythos de Chtulhu, onde os personagens principais, vocês, serão imersos no realismo da insanidade ao se depararem com o extraordinário. Nesta aventura o objetivo principal é entrar no mundo sem esperança do Mythos; é aceitar que no final de sua jornada não há um baú de tesouros, mas sim um espelho que reflete sua própria insignificância... Esta aventura trará aquele sentimento de reconhecimento para os seguidores do Mythos assim como o terror para aqueles que nunca os leram.
E para aqueles que gostam de algo mais pulp, a aventura pode ser alterada (regras inclusas) para que o mistério desolador de Investigadores perturbados se torne uma aventura mais leve, repleta de suspense, armas e a possibilidade de um final feliz.
A Agonia de St. Margaret é um clássico que deve ser jogado e revisitado por mestres experientes e novatos, perfeito para aventuras curtas ou para convenções. Entre no barco para St. Margaret e deixe a brisa do mar levá-los aos mistérios do Mythos.
Price: $5.50
Dozens of Devious Devices
What dungeon would be complete without traps? You're not really an adventurer until you've fallen into a few pit traps, been hit with at least one poisoned dart, and, of course, been on the wrong side of a hail of arrows launched out of a wall.
Trapmakers with only core rulebooks to work with will quickly find themselves running out of new and creative ways to deal with pesky freelance adventurers however, and everyone knows that a trapmaker who can't find new and creative ways to casually murder adventurers is a trapmaker who's lost his way.
This 44-page book presents a total of 80 new traps at every CR from 1 to 20, designed to get a little more fun and flavor into each and every lethal contraption. In addition, it features four elaborate traps, which serve as stand-alone encounters with extensive and detailed information, and a much greater complexity than the average trap.
A great toolbox for GM's of all sorts, if you've ever found yourself wishing your traps had a little more spring in their step, A Necromancer's Grimoire: The Art of Traps is the book for you!
Price: $2.49