Spirit Slayers (Hunter: The Vigil)

By Matthew McFarland, John Newman, Howard Wood Ingham, Mike Lee, Stew Wilson, Martin Henley

The evening is filled with beasts — beasts that stroll as women and men, that prey on those that stray from the herd, that starvation for blood and flesh while the moon rises. we won't be the sheep to those wolves. we are going to hunt the wolves ourselves.

A Chronicle ebook for Hunter: The Vigil™
• A Hunter’s examine shapeshifters: those that shape lunatic tribes, those that scouse borrow their strength from the satan or from animal skins, those that develop into contaminated or cursed. This e-book additionally appears to be like at spirits from a hunter’s perspective.
• 3 new compacts and one new conspiracy: the confederation of spirit cults often called Les Mystéres.
• New instruments within the hunter’s arsenal for searching shapeshifters and spirits, and principles supplied to create either robust hunter protagonists and scary werewolf antagonists.
• looking flooring: Philadelphia takes a glance on the hunter-werewolf fight that has been occurring within the urban of cohesion because the progressive conflict and ahead of.

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Earthdawn Gamemaster's Guide (3rd Edition)

By Carsten Damm, James Flowers

[Please observe, this PDF can't be opened with the Foxit PDF viewer. I don't comprehend the technical purposes yet that's the way it is. Adobe reader will paintings simply effective however]

Before technological know-how, earlier than background, an period of magic existed in our world's dim previous. Magic flowed freely, touching each point of the lives of fellows and ladies of the Namegiver races. It used to be an age of heroes, an age of fantastical deeds and legendary tales. It was once the Age of Legend. because the point of magic rose, so did the chance, luring Horrors from the depths of astral space-nightmare creatures devouring all existence of their direction. For 4 centuries, whole international locations concealed underground because the Horrors devastated their lands, a gloomy time that grew to become often called the Scourge. A century in the past, the folk of Barsaive emerged from their sealed kaers and citadels. Trolls, dwarfs, elves, orks, and people dwell facet through part with unique races: the lizardlike t'skrang, the small, winged windlings, and the earthen obsidimen. Fantastical creatures live once again within the forests and jungles. Arcane energies supply strength to these prepared to profit the methods of magic. Earthdawn is a delusion role-playing online game set in a global of excessive experience, excessive magic, and poor hazard. The Earthdawn Gamemaster's consultant presents revised video game mechanics, huge atmosphere fabric, instructions for developing campaigns in Barsaive, info on creatures, dragons, Horrors, spirits, magical treasures, and lots more and plenty extra!

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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 all over instantaneously, within the deep jungles and large savannas, within the stormy skies and the darkest seas, different werebeasts hunt. Serpents with the crafty of people waft within the darkness, jaguar warriors supply bloody sacrifices to their objectives, and cuning spiders weave their spells to seize prey. the opposite altering Breeds ahve been driven to the edge - yet now they're pushing again. they'll take their rightful position below sunlight and Moon, or die within the trying.

Tiger and Dragon, Raven and Rat

The different werebeasts of the area of Darkness are introduced absolutely to mild, permitting gamers and storytellers to combine shapeshifters right into a chronicle. all the 11 assorted Changeling Breeds is roofed intimately, besides the mysterious alliances between their sort. Storytellers looking for the fitting new antagonist for a online game or gamers drawn to getting into the surface of a distinct werebeast are either welcome right here; now there are extra thoughts for Werewolf than ever.
Players advisor to the altering Breeds contains:

info at the 11 altering Breeds except Garou, from the Ajaba hyenas to the Rokea sharks
personality production info, 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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Angmar: Land of the Witch King (MERP ICE #2300)

By Heike Kubasch

Angmar contains:

- four significant ground plans
- eight B&W maps
- Cultures, herblore & instructions for working your individual adventures
- A 16" x 20" full-color double-sided removable mapsheet, facet no 1 of which information the NORTHERN MISTY MOUNTAINS, facet #2, maps out town of CARN DÛM

Trolls, Giants, Dragons, Bears, Wargs, Orcs and naturally THE WITCH KING OF ANGMAR


"It is ever so with the issues that males commence: there's a frost in Spring or a blight in summer season, they usually fail in their promise" (LotR III, p.182).

Elendil and his heirs prepared kingdoms once they got here to Middle-earth from Numenor; Gondor within the South, and Arnor within the North. either have been reasonable and wealthy kingdoms at the start of the 3rd Age. at present the historical past of the 2 kingdoms parted; the big name of Gondor rose, yet that of Arnor fell into darkness. forces introduced the destruction of the North state. the 1st was once the waning of the Dunedain who dwelt in Arnor. the second one, and much better used to be the shadow that got here from the land of Angmar. the lads of Arnor withstood the evil energy of the Witch King for 6 lengthy centuries, a tribute to the power and tool of the Dunedain of the North.

Arnor had suffered relatively little within the conflict opposed to Sauron on the end of the second one Age, and the dominion must have prospered. even though the numbers of the Dunedain were lowered, they have been nonetheless nice. The weather of Arnor was once light and the land used to be fertile and freed from enemies. For a number of hundred years concerns went good, however the air of Eriador appeared unwholesome for the descendants of Numenor. Arnor fell into decline lengthy earlier than the land held any whisper of the shadow of Angmar. For purposes unknown the Dunedain deserted their capital of Annuminas upon the beaches of Lake Nennuial, and withdrew to the lesser castle urban of Fornost.

The state of Arnor was once doomed to "a frost in Spring, and a blight in Summer." The heirs of the dominion may possibly now not agree at the succession to the throne of Arnor within the 9th century of the 3rd Age. In T.A. 861 the power of the northern realm used to be divided into 3 kingdoms: Cardolan, Rhudaur, and Arthedain. The quarreling persisted; Rhudaur and Cardolan contested the ownership of the tower of Amon Sul and its Palantir. The watch on evil slept within the north; males grew to become inwards and anxious themselves with their very own affairs. The rumours of evil multiplying within the mountains didn't curiosity them; for Arthedain and Cardolan at the least, the mountains have been some distance off. None gave their consciousness to the unpromising valley in a northern fork of the Misty Mountains.

The Witch King arose in Angmar throughout the realm of Malvegil of Arthedain, it slow among T.A. 1272-1349. males grew to become conscious of the growing to be evil within the mountains, yet Angmar used to be nonetheless getting ready its strength. No attacks at the Dunedain got here until eventually Argeleb, the son of Malvegil, assumed the throne.

The subsequent sixty years have been darkish ones for the Dunedain of the North. The Dunedain of Rhudaur have been pushed out through evil hillmen in league with Angmar and Argeleb was once slain in conflict. jointly Arthedain and Cardolan held the elements Hills opposed to Angmar. In 1409 T.A. the Witch King of Angmar published his deadliest attack. Amon Sul used to be raised and burned and the Dunedain have been compelled to escape westward. Cardolan was once laid to waste. support got here to the Dunedain from the Elves of the gray Havens, Rivendell, and Lorien. The armies of Angmar have been repelled from Fornost and the North Downs, and compelled to withdraw to Angmar. The shadow of the North used to be contained for a time.


The land of Angmar is likely one of the grimmest locations in all of Middle-earth. it's not black and twisted like Mordor, yet heartbreakingly chilly and barren. It lies in a northern fork within the Western Misty Mountains, and within the japanese Misty Mountains. Little task is founded upon the barren undeniable among the fork within the mountains; the border protect of fellows is determined within the rolling hills upon the sting of the low plateau. those males watch the lengthy border highway that runs from Carn Dûm to the southern tip of Angmar. The orcs want the protection of the tunnels within the mountains. within the East the Witch King has no border shield; the mountains bar access into Angmar from that course, other than to those that recognize the orcish tunnels.

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Rolemaster Fantasy Roleplaying ; Spell Law of Mentalism

By S. Coleman Charlton, John W. Curtis III, Terry K. Amthor, Peter C. Fenlon Jr.

Rolemaster fable Roleplaying is a really versatile and accomplished RPG-system from Iron Crown agencies: http://ironcrown.com
This torrent includes Spell legislations; of Mentalism.
From the web site:
The brain is an grand software. these of this realm have discovered the best way to use the non-public energy locked inside themselves to create magical effects.

Of Mentalism comprises every thing you would like when you are taking part in a Mentalism dependent spell caster.

60+ Spell Lists, together with Evil Spell Lists
All 6 Mentalsim Professions
Elemental assault Tables & Criticals
Special Notes & strategies Detailing How Spells paintings

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Masters of the Art *OP (Mage)

You've gotten survived numerous centuries. Your wisdom of magick is extraordinary. The very primal forces of the universe quiver at your merest beckoning. What secrets and techniques watch for the mage who possesses such masterful wisdom? loss of life, Beginnings, the knowledge of the Oracles those are your quests now. permit none stand among you and the sunshine of Ascension!

For the mage who has skilled all that the universe has to provide, the main elegant secrets and techniques are printed. observe new qualities, talents, benefits and Flaws for the really terrifying mage. research principles for growing archmage characters and chronicles. liberate the main powerful powers of the Spheres, past whatever ever visible earlier than. become aware of the keys to Ascension itself.

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Territories (Werewolf: the Forsaken)

By Matthew McFarland, Peter Schaefer, Chris Campbell, James Kiley

“I don’t supply a rattling for those who imagine you've got a few type of correct to this position. I don’t care what the Shadow appeared like ahead of you were given right here, and that i don’t care if you’re the simplest factor to occur to this land because the Fall. the one factor that issues is that if you could cease me and mine from taking this position from you. when you can do this, then it’s yours by way of correct. in the event you can’t, you had no correct attempting to name it your personal within the first place.”
-- Jack bushes, Blood Talon

Borders Drawn in Blood

It’s worthy scuffling with for, even demise for. A pack’s land is its lifeline — it's the haven for his or her household, the wellspring in their religious strength, the final battleground. research simply what it really is that werewolves struggle for — and why. the road has to be drawn.

A Sourcebook publication for Werewolf: The Forsaken™

This e-book includes:

• A players’ advisor to assisting layout the weather of the pack’s territory, entire with a method for buying components either invaluable and baneful

• A entire consultant to Storytelling the struggles over territory and incorporating the territory as a personality in its personal right

• 5 pattern territories to be dropped into any chronicle

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Lodges: The Splintered (Werewolf: the Forsaken)

By Chuck Wendig, Aaron Dembski-Bowden, James Comer, Steven Marsh

"Welcome to our land, my brothers within the blood of the wolf. It was once clever of you to strategy us humbly, for we're beneficiant and type to people who don't draw our anger. Come and let us know tales of the beasts you may have torn aside, the foes you may have defeated, the boys and girls you might have enjoyed. after which we will hunt jointly, host and visitor, and we will see who the dakini worry more."
Karna Blood-Armor, Rahu of the hotel of the Sacred Thread

This booklet includes:

* 22 new inns representing the werewolves of the area, from Poland to Japan to Antarctica

* New presents, rites, advantages and fetishes for the decide on, in addition to pattern characters to force a brand new story

* additional information on enhancing hotels to fit a brand new locale or an altered function

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Book of Lost Houses: The Second Coming (Changeling: The Dreaming)

By Deena McKinney, Christopher Howard, Carla Hollar, Krister M. Michl, Peter Woodworth

Previous desires Die

The desires of Concordia lie damaged within the wake of the excessive King's disappearance. For commoner and noble fae alike, anarchy spreads around the land and threatens the very changeling global. but those that think that the worst has transpired now realize a brand new possibility: The gates of Arcadia swing large as soon as again.

New Nightmares Begin

The 5 sidhe homes left in the back of in Arcadia go back to the mortal global and discover a war-torn land ripe for conquest. The ebook of misplaced homes explores the repercussions of the second one Resurgence as a brand new wave of noble fae burst onto the scene, able to take their areas as saviors or overlords. not anything is still an identical.

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Pathfinder Adventure Path: Shattered Star Part 3 - The Asylum Stone

By James L. Sutter

  • The hunt for the seven shards of the Shattered famous person keeps, with the heroes following the path around the face of Varisia and into the infamous urban of Strangers — Kaer Maga! There, the heroes stumble upon unusual enemies and stranger allies as their quest for the traditional Thassilonian artifact embroils them within the politics of Varisia's so much unique urban. What secrets and techniques lie hidden at the hours of darkness and lethal geographical regions deep below Kaer Maga, the place issues top avoided from day's mild and sane minds lie in wait? Will the heroes live to tell the tale their descent less than, or will the darkish Rider declare their heads for his ever-growing assortment?
  • Continuing the Shattered celebrity experience Path, The Asylum Stone is a Pathfinder Roleplaying online game adventure for 7th-level characters. The Asylum Stone comprises numerous brief, bonus, city-based encounters and side-quests and a glance on the unusual factions of Kaer Maga. New monsters fill the Pathfinder Bestiary, whereas invoice Ward (Return of the Sword) keeps a brand new novella within the Pathfinder’s Journal.

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