Brigans of Mirkwood (MERP ICE #8090)

By Charles Crutchfield

This complement is determined within the so much amazing city of southern Rhovanion. danger the gullies and ravines that shape the streets of Strayhold, a number of miles south and east of Mirkwood. referred to as via many names, few of that are complimentary, it really is domestic to ratings of retailers and travelers who ply the line to Rhûn. It additionally harbors an unsavory lot of highwaymen, petty thieves, and beggars. Brigands positive factors 3 entire adventures. All are self-contained, and will simply be utilized in different locales.

The cost of Strayhold, with its rag-tag choice of constructions, has the air of a dismal carnival. For first time buddies, its corduroy streets shape an intimidating labyrinth jam-packed with hawkers and revellers. Strayhold's retailers cater to vagabonds and rogues out to spend their ill-gotten earnings and to travelers trying to find pleasure or infrequent items. All demeanour of products can be found in the tangled streets; the dealers fluctuate from pleasant and priceless to risky and lethal. regrettably, lots of the population lean towards the latter.


- 2 FULL-COLOR PAGES: that includes a superbly targeted urban map, and a space map of southern Mirkwood
- significant LAYOUTS: detailing an evil magician's fort, the massive Rogue's Clan-hall, the offended Horse hotel; plus magnify city-sections
- STRAYHOLD: a impolite group to not be forgotten, and never to be taken lightly
- three entire ADVENTURES: The day trip to Strayhold, Raid at the Rogue's Clan-hall, The citadel of Leärdinoth

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Greater Harad (MERP ICE #3111)

By William E. Wilson

South and east of the burning sands of a ways Harad lie the towns of Sîrayn. They command the thriving alternate routes of higher Harad, a fertile riverine area tucked among the tough wilderness and the daunting spires of the Yellow Mountains. Dynasties come and pass during this large, cosmopolitan oasis. Amidst mercantile rivalries, a brand new terror confronts the Haradrim. Akhôrahil the Ringwraith - the bleak hurricane King - plots the conquest of higher Harad.

Seek your fortune within the lands of higher Harad the place merchant-lords dominate the roads and sinister tyrant enthroned in Tûl Isra ideas the as soon as autonomous towns. darkish minions sway the population, and slavery flourishes. Whispered stories approximately Obed of the Másra trace that the hero's mythical guns lie unclaimed in a ruined catacomb.


- 22" x 17" FULL-COLOR MAP depicting the region.
- three FULL-COLOR urban MAPS displaying Tûl Isra, Tûl Harar, and Charnesra.
- designated LAYOUTS of the traditional mines underneath Ghabaras, the haunted caverns of Moghóly Dask, and different experience sites.
- IN-DEPTH info at the peoples, cultures, politics, alternate routes, and warcraft dominating the river valleys of higher Harad.
- STATS AND history info for sought after members reminiscent of Tartas Izain, the Taraskon of Tûl Isra, and his evil Nazgûl grasp, Akhôrahil the typhoon King.

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Immortal Eyes: The Toybox (Changeling: The Dreaming)

By Keith Herber, Sam Chupp

The Shining City!

Welcome to San Francisco, website of the resurgence of fae on the earth. This urban may be crucial to the fae, for the Glamour is extra robust right here than anywhere on the earth. No different urban includes extra freeholds and magical websites than the Shining City.

The Elusive Eyes...

The first a part of the Immortal Eyes trilogy. The Toybox, choices up the place "Toys should be Toys" left off. The Immortal Eyes chronicle combines a trilogy of novels with a sequence of online game sourcebooks. this primary chronicle for Changeling: The Dreaming blends wealthy backgrounds and settings with the lavish characterization and tightly woven plots that purely fiction provides. In so doing, the Immortal Eyes chronicle will immerse avid gamers and readers alike within the mystical global of the Dreaming.

Immortal Eyes: The Toybox features:

a glance into the freehold and lives of the various fae population of San Francisco in addition to a whole historical past and evaluate of the bay area.
3 mini-stories designed to mesh with the Immortal Eyes chronicle.
info at the Immortal Eyes chronicle, permitting you to play out the tale because it is within the novels, or continue in a completely new course.

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Hengeyokai: Shapeshifters of the East

By Harry Heckel

On the way to see how the altering Breeds are diversified within the East - this can be your publication. Hengeyokai examines the shapeshifters of the East, describing their detailed cultures and mystery magics. find out how the Tengu fluctuate from their Western Corax brethren and the way they view the face of the jap Umbra. what is extra, the secrets and techniques of the elusive Kitsune werefoxes are absolutely published right here, making this a whole altering Breed publication, besides! Do you actually need to overlook this one?

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Night Stalkers (Hunter: The Vigil)

By Chuck Wendig, Justin Achilli, Richard Thomas

We percentage comparable shadows. yet that doesn’t suggest we’re an identical. They nonetheless need to die.

A moment time.

A ultimate time.

They die by way of the flame. That manner, either one of us see the sunshine, if just for a moment.

This publication for Hunter: The Vigil includes:

• An extreme investigate how the undying Vigil and the immortal vampires come jointly in an everlasting struggle.

• a glance into how each one compact and conspiracy bargains with the callous depredations of vampire society. additionally information new compacts and conspiracies (including the hunters of the Cainite Heresy).

• For vampire-hunters, a bunch of latest strategies, advantages and Endowments (including the Cainite Heresy’s Rites of Denial). For Storytellers, a “build-your-own” vampire part that includes new techniques to use previous folklore.

• Philadelphia by means of evening: town of concord is besieged through the everlasting fight of vampire as opposed to vampire, hunter as opposed to hunter, and everyone as opposed to every person.

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GURPS Alternate Earths

By Ken Hite

Guidebook to making and taking part in in a single of six parallel Earths. contains maps, histories, personality forms and every thing you would like for an alternative Earth campaign.

GURPS exchange Earths will be made to reserve for a size hopping crusade akin to GURPS Time trip, yet i think it additionally offers players a chance to determine how our personal international "might have been" if only one occasion in heritage used to be replaced. And it presents possibilities to set entire adventures, or even complete campaigns in these worlds.
The six diversified "Earths" during this e-book are virtually textbook examples of the now renowned "What If" line of SF tales. the 1st global, "Dixie", provides us a good suggestion as to what may have occurred if the South had gained the yankee Civil battle. It covers the time from secession to the time whilst the accomplice States of the United States turned a superpower. the second one global, "Reich 5" provide us a chilling examine the realm lower than Nazi rule and the resistance attempt nonetheless lower than means years later. The 3rd international "Rome Aeterna", assumes the Roman empire by no means fell. The fourth global, "Shikaku-Mon", assumes the traditional jap Empire conquered the realm. The 5th international, "Ezcalli", has information for a wierd Earth the place the may possibly of the Aztecs, Incas, and Mayans is unsurpassed. The 6th and ultimate global is the strangest of all. "Gernsback" begins with an easy postulation: what if Nikolai Tesla's innovations labored and have been utilized by an individual with the monetary genius of Morgan? Flying vehicles and broadcast energy are common.

There are rules for adventures, characters, or even complete campaigns for every of the worlds, together with numerous paragraphs approximately even stranger worlds that diverged from those six. those "reality seeds" supply inventive GM's much more exchange worlds to explore.

People wishing to exploit books like Harry Turtledove's remarkable trade earths books want glance no extra for concepts of ways to recreate his books for an odd parallel international crusade. hugely suggested for GURPS GM's and suggested even to SF fanatics eager to discover the ramifications of what may perhaps occur if...

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By Christopher Moore, Meguey Baker, Michael Lingner

They took your life.
You acquired away.
They wish you back.


Psi Run is a role-playing video game approximately those that were abducted through a mysterious workforce for unknown purposes. they've got no reminiscence in their lives earlier than their catch. After discovering an opportunity to flee, they try to stay unfastened, whereas piecing jointly flashes of reminiscence to reclaim their very own earlier. The Runners have extraordinary powers which may support them continue to exist, yet those self same powers additionally hold a possibility of catastrophe for everybody and every little thing round them.

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Players Guide to Changing Breeds (Werewolf: The Apocalypse)

By Brian Campbell, Jackie Cassada, Nicky Rea, Matt McFarland, Chris Campbell, Richard Dansky, Bjorn T. Boe

Beasts in Human Skin

The wolves can't be in every single place without delay, within the deep jungles and large savannas, within the stormy skies and the darkest seas, different werebeasts hunt. Serpents with the crafty of people float within the darkness, jaguar warriors provide bloody sacrifices to their objectives, and cuning spiders weave their spells to trap prey. the opposite altering Breeds ahve been driven to the threshold - yet now they're pushing again. they'll take their rightful position less than sunlight and Moon, or die within the trying.

Tiger and Dragon, Raven and Rat

The different werebeasts of the area of Darkness are introduced totally to gentle, permitting avid gamers and storytellers to combine shapeshifters right into a chronicle. all of the 11 assorted Changeling Breeds is roofed intimately, in addition to the mysterious alliances between their variety. Storytellers trying to find the ideal new antagonist for a video game or gamers attracted to moving into the outside of a distinct werebeast are either welcome right here; now there are extra techniques for Werewolf than ever.
Players consultant to the altering Breeds contains:

information at the 11 altering Breeds except Garou, from the Ajaba hyenas to the Rokea sharks
personality production details, inclusing presents, rites and fetishes, permitting characters of any breed
information at the Beast Courts of Asia, the Ahadi of Africa, and extra

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Servants of the Cinder Queen: A Dungeon World Adventure

By Jason Lutes

There as soon as used to be a monastery perched excessive on a slope of the mountain referred to as Hvitr’s Horn. The warrior-monks who dwelt inside of have been devoted to Hvitr—lawful god of storms and justice—and entrusted with the stewardship of holy artifacts and texts. yet particularly else they have been gatekeepers; for Hvitr’s Horn was once an energetic volcano, and hence (like all energetic volcanoes) a gateway to Ellorash, an elemental aircraft of fire.

The finish of this brotherhood got here with an eruption that spewed forth the Flaming Host of Ellorash, an otherworldly legion led by means of the demi-goddess Gildarthe. Legend holds that Hvitr himself descended from the heavens to overcome again Gildarthe and seal the planar gateway, yet no longer earlier than the monastery and all inside have been drowned in a flood of lava.

Now, three hundred years later, the steading of Meervold, on the foot of Hvitr's Horn, has entered a dismal time. Villagers are disappearing. unusual lighting fixtures are obvious at the chilly slopes. far-off screams echo during the evening. The Council of Elders is damaged and powerless, and those that haven't fled Meervold stay in simple terms simply because they're paralyzed with fear.

What secrets and techniques lie underneath the ruined monastery? Are any of the lacking villagers nonetheless alive? Is there any fact to the rumors of holy artifacts locked in the mountain?

Only a idiot or an adventurer may dare search the answers!

An experience for Dungeon international, designed for ease-of-use and improvisational play.

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