An RPG Zine of dungeons and other locations for your roleplaying adventures.
The Zine-o-Map Kickstarter is 5 bucks in PDF, 10 bucks in Print plus PDF.
Of course, you. Can always uses Dyson’s maps for free...
Do you still play Gamma World or another post-apocalyptic, science fiction RPG? Do you wish there was more material for the games you play? Well, your wish has been granted: a 36-page fanzine for your post-apocalyptic game campaign or reading pleasure! In the second issue of Gamma Zine, you'll find three short adventures, new mutated monsters, lost and forgotten tech, and more.
The zine will be black & white, saddle-stitched and digest-sized. Unlike the first project in 2019, the size of this second issue is fixed because it's already written!
Although the fanzine will focus primarily on the first edition of Gamma World by TSR, we'll try to keep much of the fanzine flexible to allow the reader to adapt its contents to other systems. However, when statistics are displayed for foes and challenges, we'll use the earliest edition of Gamma World for the rules and stats.
Face it. You don’t care what the adventure is called. You’re just there to blow the reactor. And nothing says that you mean business when you kick in a bunker door like rolling a glow-in-the-dark high-impact d20 across the table — unless it’s rolling a different color glow-in-the-dark d20 on your next action! These 20mm glow-in-the-dark d20s come in four different isotopes, so there’s a die for every mutant murder hobo occasion. Charge one of these chemiluminescent babies up with an LED flashlight, and they even glow in different colors with the lights on!
Proven by the super-science of the Ancient Makers to roll better and luckier than normal 20-sided dice, each Mutant Murder Hobo d20 glows when charged, and all those extra photons create a mild propulsive force that only adds to the spin, span, and sass of each toss of these deadly d20 dice.
We go in assuming you already have the core books to play your favorite games and instead jump right into OSR-inspired material that is unavailable anywhere else, giving you an entire cover-to-cover zine devoted strictly to cool new adventures, quirky NPCs, wondrous magical items, marauding monsters, fell locations, relics from beyond the mists of time and all sorts of heroic fantasy resources for your tabletop games.
As this project launches, The Phylactery is a cover-to-cover 24-page, saddle-stitched, 5.5-inch by 8.5-inch B&W printed zine with a bad ass color cover by Planet X favorite Ed Bickford. This booklet is jam packed with page after page of heroic fantasy adventure influenced heavily by early third party RPG badassery like Dave Hargrave’s infamous Arduin Grimoire series and the early Dragontree Press stuff. The Phylactery is meant to be a quick and easy resource that you can pull ideas and plot hooks from for use directly at your gaming table. There’s no fluff in here and nothing padding out the page count - just pure old school goodness created exclusively for the fantasy gaming community. We have absolutely JAM-PACKED a ton of RPG goodness in here for you.5 bucks for the PDF, 10 bucks for print plus PDF (free shipping in the US). I'm in for print :)
Let's talk about what's inside: This is a glimpse into how I run a campaign. I've run games for over 41 years, and like every game master in existence, I've created my own rules and mechanics. I provide a list of these rules/mechanics to provide a sense of immersion particular to the Komor Forest. Then you'll find Hounds Head, a place for the party to get information, get henchmen, get supplies, sell stuff, and rest until their next adventure. Then what follows is an array of adventures. The adventures aren't meant to be played in any order. While the adventures are separate there are connections between some of them. Within the adventures there are new magic items, new spells, new monsters, and new artifacts. And any old school gaming zine wouldn't be complete without random tables. Yeah, it's got some of those.Wait a second! Our party is currently IN Komar Forest. Am I even allowed to back this? Fuck it. I ain't telling Tim if you don't ;)
This book is an expansion to The Midderlands - An OSR Setting & Bestiary
Important Note:
This book contains some content already found in The Midderlands Additions, and The Midderlands Additions II supplements. It also contains lots of new content not published already.
Contains Strong language & Graphic Descriptions
Written for use with the Swords & Wizardry Complete roleplaying game, but suitable for any Old-School D&D-style roleplaying game.
More green-hued, twisted, dark-fantasy, old-school mini-setting. Now expanded to include the whole of the British Isles and beyond.
The first book (The Midderlands — An OSR Mini-setting & Bestiary) focused on the land-locked Midderlands, a twisted version of central England. This book expands the setting to include the whole of Havenland, Scrotland, Oldenwale, Emeraude, and beyond.
Learn about Bear Maw, Darkpool, H’sst-Akal, Middercastle, Queensmyr, Scar Burg, the Great Wall of Hadreen and many more locations.
Explore the shipwrecks of the coast, and be harried by Gloomcrabs, Sharkfolk, Leviathan Spawn and more.
Learn of the dangers of the neighbouring countries, Gaulandia and the Serpentlands.
This book is full of more horrors and threats to the safety of not only the midderfolk, but havenfolk at large.
Sea monsters, threats of invasion, countrywide travel, island enclaves, and ship combat to name a few. This expanded setting gives more opportunity for adventure and who doesn’t love adventure?
WANT A HARD COPY? HEAD OVER HERE: http://monkeyblooddesign.co.uk/The-Midderlands
The first book focused on the land-locked Midderlands, an area I know well. In terms of a campaign area, it is small – approximately 45 miles by 35 miles – which allows for a feeling of close ties and for the actions of the player characters to have a tangible influence. I have been to Haven’s End, Ill Faircombe, Blymouth, Great Lunden, Windsour, Caer Oldenwale, Bellthorp… the list goes on. I realised that I know quite a bit about some of the other locations around my fair island home. I love the sea, the rugged hills and mountains of Oldenwale, and I frequently take trips to Bear Maw. I realised I could use the same approach as I used in The Midderlands to twist and mould other locations, and finally make my way to the seas and discover the other landmasses at its borders.
Ports, shipwrecks, Gaulandia, Scrotland, Oldenwale, Emeraude, and the Serpentlands could all be used to make the setting larger and introduce more alarming horrors and threats to the safety of not only the midderfolk, but havenfolk at large. Sea monsters, threats of invasion, countrywide travel, island enclaves, ship combat to name a few. An expanded setting gave more opportunity for adventure and who doesn’t love adventure?
Classic Gaming!
Easy-to-learn, fast and fun to play, Castles & Crusades is the game for those who enjoy tales of high adventure and epic fantasy.
Now available in the Classic Box Edition! Everything you see here in one beautiful box!
This set contains five booklets including all the rules to play, monsters, treasure and a starting adventure.
The Castles & Crusades Classic Edition box contains everything needed to create heroic characters and enter a world of fantastic adventure. A world where brave adventurers battle ancient dragons, descend into dungeons in search of treasure and glory, and rescue mystic artifacts from the clutches of evil wizards.
Castles & Crusades' easy-to-learn attribute-based rules system allows players to choose among archetypal character classes and races to create their characters. Spells, equipment, fast-paced combat rules, and all essential information needed for the players of Castles & Crusades is in this box.
Gather some friends, grab some dice, unleash your imagination – you’re entering the grand adventure that is Castles & Crusades!
This set contains the following:
Five Books *Each Book is 5.5 inches wide and 8.5 inches tall. They are saddle stitched. They are black and white in the interior and black with red on the covers.
Here's the link.NOTE: The first four volumes do not contain new material for the C&C PRG. These books recast material already published in other sources, but is presented here in a Classic Style Box set.
- Vol. 1 Men and Magic, 36 pages (this includes the OGL)
- Vol. 2 Eldritch Enchantments, 52 pages (this includes the OGL)
- Vol. 3 Adventures in the Wilderness and Underworld, 36 pages (this includes the OGL)
- Vol. 4 Monsters & Treasure, 44 pages (this includes the OGL)
- Kane’s Gauntlet, 36 pages (this includes the OGL)
- 3-5 Character Sheets
- Reference Sheets (this reprints various charts in the books above)
- Dice (randomly chosen colors)
- 1 Golf Pencil
The game is written, the art is done, the editing is finished and layout is done! The PDF has already been uploaded to DriveThruRPG, and proof copies ordered!
This game is ready to go. We just need your help to get the word out about it, and help make sure everyone gets paid! Gallant Knight Games has already paid for the art, layout, and editing, but making games is more expensive than that.
The long term success of a game can often depend on retail stores, gaming groups and more. The goal of our project is to run a focused, tight campaign that will allow us to make a high-quality offset print run of the corebook in both softcover and hardcover. We believe James has created a work of art here, and we want to show case that with the best print run we can do.
The day the funds are delivered to Gallant Knight Games you'll get your PDF and we'll put the game to print. This will be a very fast turn around and a very tightly focused project. We're producing one book, and everything else is digital.
What is Swords & Wizardry?
Swords & Wizardry is more than a re-statement of the original rules that gave rise to 5e. It is fast-playing, easy to start, and easy to learn by anyone. Swords and Wizardry is a snapshot of the rules as they existed in 1978 right before "first edition" was released. The fifth edition game currently played, watched and beloved by millions is great fun, but the structure of the rules has changed over the course of editions, and there's a unique feel to the earlier versions of the game which you may not have encountered before.
The rules in Swords & Wizardry are based on the original 1974 game, plus all of the supplements released from 1974 to 1978, articles in the Strategic Review and the Dragon magazine from that period, plus tips for house rules choices. The rules are organized in a more modern fashion than the original books, and are more accessible to those who started gaming after the 1970s.
Swords and Wizardry Box Set Contents
Four Softcover Rule-books :
Player Book
Spells & Magic
Monsters
Referee's Book
Also includes:
Extra height is reserved for dice,minis, adventures or ... expansions?
Stretch Goals
The new espionage role-playing game from Merle M. Rasmussen, creator of the first espionage role-playing game.
The time: now. The place: everywhere.
Your mission: preserve peace and stability in a world rife with conflict, mistrust, duplicity, and shadowy organizations.
You are an agent of ICON: The International Covert Operatives Network. You have been recruited from your former life, trained in the ways of tradecraft, and sent into the field to handle the missions that other agencies cannot, or will not handle.
One player is the Administrator, describing and controlling the game world, while the other players take on the role of international spies, working behind the scenes where governments won’t go.
Tense negotiations, dangerous combat, thrilling car chases, tradecraft, surveillance, intrigue, and subterfuge are all at hand with the roll of the dice.
Top Secret: New World Order is a tabletop role-playing game recommended for 2–8 players.
Investigator! This all-new Stygian Fox Cthulhu Bundle presents tabletop roleplaying scenarios and sourcebooks of realistic horror from Stygian Fox Publishing. Though written for the Call of Cthulhu RPG rules, these fiercely imaginative (and uncomfortable) investigations range beyond the Mythos and across many times and locales. Caution: Not for children.
For just US$7.95 you get all four titles in our Starter Collection (retail value $42) as DRM-free .PDF ebooks, including The Book of Contemporary Magical Places, the modern-day CoC scenario I Want to Play, the beautiful Cartomancy 23: Lovecraft Country Map Pack collection, and an unusual play aid: Afterlives, a deck of print-and-cut cards that describe your Investigator's ultimate post-scenario fate.
And if you pay more than the threshold price of $19.75, you'll level up and also get our entire Bonus Collection with five more scenarios and sourcebooks worth an additional $60, including Nakuko (set in 1990s Japan); The Dark Forest (modern-day Michigan); Thorston, the Shunned Town on the Dee and Nightmare on the Necropolis Express (both Cthulhu by Gaslight Victorian-era); and Autophagia (1920s New York).
Outdoor Encounters are poker-sized, 330 gsm game cards that the GM may use to randomly generate an outdoor event in any fantasy roleplaying game. The cards are generic in nature and not designed for any one game system. Experienced GMs will have no problems incorporating the encounters into the game of their choice.
YOU DO NOT NEED THE FIRST OR SECOND SETS TO USE THESE NEW CARDS!
These cards may be either used randomly -- ask the players to draw a card when the party is traveling across the countryside -- or, instead, the GM may select a card when looking to throw a quick encounter at the players.
Outdoor Encounter cards are not intended for novice gamemasters. The encounters described on these cards do not include monster or character statistics, game mechanics, or detailed instructions for using each card. Outdoor Encounter cards are, in a sense, adventure seeds with a slight twist. These cards are only useful once you've applied some effort to the suggested encounters.14 bucks for the deck in print plus PDF, 4 bucks for PDF only.
Village Backdrops are short, richly detailed supplements that each present a single village ready to insert into almost any home campaign. Perfect for use as a waystop on the road to adventure, as an adventure site themselves or as a PC’s home, Village Backdrop present the details so the busy GM can focus on crafting exciting, compelling adventures.
This GM’s Miscellany collects together twelve Village Backdrops, along with bonus, never seen before material, together in one place.
GM’s Miscellany: Village Backdrops is the work of many talented designers and features the following villages:
Yes, that is an affiliate link above. Keep your bartender in fresh beer and hot lunches by using The Tavern's affiliate links :)This product is a Dual Format PDF. The downloadable ZIP file contains two versions, one optimised for printing and use on a normal computer and one optimised for use on a mobile device such as an iPad.
- Creighton Broadhurst: Ashford, Coldwater, Kingsfell, Lanthorn, Longbridge, Thornhill, Wellswood
- Jeff Gomez: Bleakflat, Suurin
- Richard Green: Black Wyvern
- Marc Radle: White Moon Cove
- Mike Welham: Shroudhaven