| Product Name ▲ |
Publisher |
Price |
Rolemaster Classic goes Classical
Rolemaster: Rome brings you everything you need to run your Rolemaster Classic game in the greatest Empire the world has ever seen: The Roman Empire. This brand new book provides a wealth of setting detail as well as new rules to give you a whole new world of adventure for Rolemaster.
Play as a noble Patrician, a sturdy Centurion, a ferocious Gl... [click here for more] |
Arion Games |
$10.00
|
Our 100th set of paper miniatures is a licensed release based on the Brand New Rolemaster Rome campaign setting, and contains nearly 130 individual figures! All of the training packages are represented here as both male and female characters (where appropriate) as well as mounted figures and all of the new monsters. This set will bring your Rolemaster Rome game to vibrant life!Of course, this... [click here for more] |
Arion Games |
$10.00
|
Sea Law contains the ship combat system and naval campaign guidelines for the Rolemaster system. With Sea Law a GM can set up and resolve naval battles involving a wide variety of ships from early oared galleys to great sailing ships. In fact, the combat system doesn't require a GM-it is a fully functional boardgame. Sea Law has everything you need to handle action o... [click here for more] |
Guild Companion Publications |
$10.00
|

Shadow World
...A planet hangs on the threshold between Order and Chaos, a focus of strange powers and portals to alien dimensions. Sorcery clashes with ancient technology while capricious deities make war and the Dragonlords walk as men. Against them all rises the Unlife, a force whose dark servants seek the destruction of all that lives...
The long wait is over...
Retu... [click here for more] |
Guild Companion Publications |
$20.00
|
The skyship trembled and began to list to starboard, her structure creaking ominously. Both men staggered but regained their balance as the craft slewed about in a strangely majestic spin, drawn towards the Essænce vortex. Ignoring the wind tearing at his clothes and flowing hair, Sulfean carefully replaced his Compass in its padded leather pouch. Moje fought to control his own flappin... [click here for more] |
Guild Companion Publications |
$7.00
|
The Raven Queen didn't even bother to rise from her throne as she cast her spell. Red forks of light lashed out from her long black fingernails and stabbed at the second Clycallah spy. He screamed and crumpled at her feet next to his cohort. She hadn't gotten anything useful from the first prisoner, but maybe this one will last a bit longer...
The Queen's lips curled into a cr... [click here for more] |
Guild Companion Publications |
$16.00
|
A classic module of Shadow World, set in the east of the continent of Jaiman, and updated by Terry Amthor for play in both its original time era and the current Shadow World timeline.
The original Cloudlords of Tanara was set over three thousand years before the present time of 6056 in the Third Era. Some things are the same, but many things have changed. Groups dormant for age... [click here for more] |
Guild Companion Publications |
$15.00
|
Terry Amthor makes a triumphant return to the Shadow World in this all-new region module for The Land of Xa-ar and Northern Saralis on the continent of Jaiman.
Jerrin is King in Haalkitaine, and while he claims to be Emperor of all Jaiman, he is far away to the east and the Phoenix Crown holds no real power here. Xa-ar and Saralis are fractured lands, trying to recover from the last occ... [click here for more] |
Guild Companion Publications |
$15.00
|

Erik stumbled to the side, his numb barely-working fingers fumbling for an energy cell. The laser fire stopped for a moment as his opponents waited for him to show himself. They wouldn't give up their cover. They'd wait for him to move. After several, agonizing seconds, he managed to slide a new power cell into his blaster. The burns along the left side of his body made the slightest moveme... [click here for more] |
Guild Companion Publications |
$15.00
|

Enhance your Spacemaster: Privateers game with optional rules and further details of the Privateers universe.
Issue #1 Table of Contents
Introduction...................................................................11.0 Pressure and Vacuum Exposure..............................21.1 Rapid Pressure Changes..................................31.2 Explosive Decompression................ [click here for more] |
Guild Companion Publications |
$3.00
|

Enhance your Spacemaster: Privateers game with optional rules and further details of the Privateers universe.
Issue #2 Table of Contents
Introduction...................................................................1Radiation Rules..............................................................2Gravity............................................................................6Fu... [click here for more] |
Guild Companion Publications |
$3.00
|

Enhance your Spacemaster: Privateers game with species creation rules:
Issue #3 Table of Contents
1.0 Races and Cultures...................................................21.1 Aliens.................................................................21.1.1 The Nature ofAliens..................................21.1.2 General Biology........................................31.1.3 Psych... [click here for more] |
Guild Companion Publications |
$3.00
|
Enhance your Spacemaster: Privateers game with optional rules and further details of the Privateers universe.
Issue #4 Table of Contents
1.0 The Culture of the ISC.............................................21.1 The Dragoons...................................................21.2 The Falar...........................................................21.3 The Humans.................... [click here for more] |
Guild Companion Publications |
$3.00
|

Enhance your Spacemaster: Privateers game with optional rules and further details of the Privateers universe.
Issue #5 Table of Contents
1.0 The Semi-Psychic.....................................................22.0 Port of Call: Helios..................................................42.1 Ruler...................................................................42.2 Government....... [click here for more] |
Guild Companion Publications |
$3.00
|

Enhance your Spacemaster: Privateers game with further details of the Privateers universe and campaign plotpoints.
Issue #6 Table of Contents
1.0 Port of Call: Hassus..................................................21.1 Ruler...................................................................21.2 Government.......................................................31.3 Capitol......... [click here for more] |
Guild Companion Publications |
$3.00
|

Enhance your Spacemaster: Privateers game with further details of the Privateers universe and campaign plotpoints.
Issue #7 Table of Contents
1.0 Port of Call: Crrrrlorrrol.........................................21.1 Ruler...................................................................21.2 Government.......................................................21.3 Capitol............ [click here for more] |
Guild Companion Publications |
$3.00
|
Enhance your Spacemaster: Privateers game with optional rules about space environments, further details of the Privateers universe and campaign plotpoints.
Issue #8 Table of Contents
1.0 Fear and Influence Attacks................................................21.1 Role Playing Influence Attacks......................................21.2 Mechanics Of Influence Attacks............... [click here for more] |
Guild Companion Publications |
$3.00
|

Gregory watched engines burn. The gravity had gone out. In zero-G, fires started as a sphere instead of a flame, until the air started to move and they settled on a direction of "up". Their color was bluer too. It was almost pretty. "I wanted the salvage" the Lieutenant said. "Evacuate, sire" Gregory said. "If we hadn't lost gravit, we'd already b... [click here for more] |
Guild Companion Publications |
$15.00
|
Spacemaster: Privateers
The panel exploded in a glowing crash of sparks. Mrralff cursed violently, waiting for the diagnostics to flicker across his screen. He breathed a sigh of relief. Nothing was damaged that did not have a redundant system.
Their relative velocities had carried Mrralff and his enemy far apart. It would take a moment for t... [click here for more] |
Guild Companion Publications |
$20.00
|
Spacemaster Privateers: Races & Cultures
Alarion looked around him, confirming with his eyes what his instruments told him. 600 Light Horse, moving in a wave through the fire of the guns. 600 Tulgaran Knights of the Horse. Bying for the cause. He turned his attention back to the field of death. the guns were blasting, but they hadn't been prepa... [click here for more] |
Guild Companion Publications |
$15.00
|

The cat pounced again, and Christian swung his sword. The monoblade clashed with the cat's hazzok, throwing Christian to one side and bruising his shoulder as 250kg barreled through where he used to be standing. Christian scrambled back to his feet, just in time. He didn't know why the cat was after him, but when a Falar wanted you dead, you usually died. He swung again as the cat ... [click here for more] |
Guild Companion Publications |
$15.00
|

AE Error\Memory failure\correction online\Running diagnostic O ...The unot that called itself Peter dove for cover as a blast scorched the earth where he had been standing. This was bad. He loaded another energy cell into his weapon. His Lat. He was in trouble. Perhaps if he... AE ADFA\Failed|Rebot|Memory failure|Diagnostic O TePer r5lled t8... ...one side as the smoke cle... [click here for more] |
Guild Companion Publications |
$15.00
|

Havagract reversed the polarity on his drive, rocking forward as the inertial dampers fought to keep up with a sudden blast from his foe. his control panel exploded in a shower of sparks. Not good. All his weapons were redlining, and damage control had failed to reroute power. He had to get far enough away from the planetary atmosphere to kick in the quantum drive. He brought the craft into... [click here for more] |
Guild Companion Publications |
$15.00
|
Only your soul is at stake!
From the forgotten rites of lost religions to the dutiful chants of young acolytes, open the realm of Channeling fully to your prayers!
Inside you will find over 50 spell lists - with hundreds of spells. Plus all of the character information needed to expand the core Channeling professions of your Rolemaster Fantasy Role Playing g... [click here for more] |
Guild Companion Publications |
$10.00
|
When the sorcerer raises a hand ...
The magic of the universe is all around us. Tap into the natural Essence and shape your destiny!
Inside you will find over 50 spell lists - with hundreds of spells. Plus all of the character information needed to expand the core Essence professions of your Rolemaster Fantasy Role Playing game, including the Illusionist, th... [click here for more] |
Guild Companion Publications |
$10.00
|
Open the doors of your mind ...
The power of the mind lies just beyond the reach of most. Now you can tap into the ultimate personal power! Open the doors of your mind and the realm of Mentalism will be yours!
Inside you will find over 50 spell lists - with hundreds of spells. Plus all of the character information needed to expand the core Mentalism professions of your ... [click here for more] |
Guild Companion Publications |
$10.00
|
Before Shadow World, there were the Loremaster modules:
The Iron Wind recounts the tale of Elor Once Dark, a famed Loremaster who traveled to the chill land of the Mur Fostisyr, snow-clad isles surrounded by cruel glaciers and treacherous icy wastes. It is the home of the Iron Wind, an arm of the unlife threatening to subdue the valiant peoples of the isles. Demons,... [click here for more] |
Guild Companion Publications |
$5.00
|
This is a game about a little girl.
The only little girl in the whole wide world.
The only person there is, really.
This is a game about her dreams and her imagination, about make-believe and magic, and the world of stories. But mostly it's about the girl.
You play different parts of her - her love, her fear, her curiosity, and more. Together with her Ima... [click here for more] |
Valent Games |
$1.00
|
The Toyman's Fair
By D. Andrew Ferguson
Inspired by the Ennie Award-nominated Construct Companion, The Toyman's Fair is a complete adventure module for Rolemaster. It is designed for adventurers from levels 8-11, but guidance is given on how to scale the encounters for both lower and higher-level parties.
Local farmers have reported strange beasts are abroad, attacking t... [click here for more] |
Guild Companion Publications |
$5.00
|
Before Shadow World, there were the Loremaster modules:
Welcome to the VOG MUR, a tropical island group teeming with adventure. Search for the secret of ORDYE THROG, nestled in the slopes of BUIR DOM, the once active volcano. Face the unspeakable terror that wanders the ancient MAUSOLEUM OF GART. Discover why the LON LEMIRA has for centuries been a place of awesome reverence.
VO... [click here for more] |
Guild Companion Publications |
$4.00
|

Welcome to the Timestream!
Got a bag full of fresh dinosaur eggs to sell? Or Dead Sea Scroll originals? How about analog masters of the Beatles' first platinum album? That's a good day's work for an ambitious Freetimer. Too bad there is a crack team of Timekeeper agents hot on your trail and looking to put an end to your lucrative "antique" trade. And here they come! It's time... [click here for more] |
Guild Companion Publications |
$8.00
|

This is issue #25 of White Wolf Magazine (3rd Annual Superhero issue). Please note that all advertising in this PDF is out of date.
This issue features:DC HeroesChampionsRolemasterTorgMagic ScrollsCapsule Reviews... and more. ... [click here for more] |
White Wolf |
$2.95 $1.99
|