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Customer Newsletter for 05/16/2013
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SYSTEM: No rules system associated with this product
You were the best. Underground, cyberpunk street samurai, burglars and breakers, agents of a mysterious spymaster with half a name, zero history, and a plan. He made the missions and you carried them out. You were the go-to crew for high-stakes break-ins, dangerous ops, and impossible escapes. You fought the megacorps, the tyrants, the killers—all for the sake of making a better future, of beating the Technocrats at their own game of shaping tomorrow. You always won, never quit, lived in the now.
Until, eleven years ago, he disappeared…
Now he's back—back in trouble—and it's up to you to save him and maybe, along the way, change the world.
Always/Never/Now (A/N/N) is a complete, stand-alone RPG adventure with pre-generated characters set in a high-action cyberpunk future. This product contains the Player File and Scenario File in one archive. You'll need a slew of dice, your wits, and your imagination to play.
Do you believe there's no school like the old school? All week long we're taking a look at some of our best-selling Old School Rules fantasy titles. We've gathered the top dozen Old School Rules PDFs in one handy location for all you dwarves, wizards, clerics, bards, elves, and barbarians out there! This collection features some of your favorite games from Wizards of the Coast, Goodman Games, Kenzer & Company, and more!
In addition to those top-selling core OSR titles, we have over 6,000 more supplements, adventures, and in-game accessories available now!
Did you know we have RPG-themed music and audio files from producers like Bailey Records, Sonic Legends and Monolith Graphics/Nox Arcana? In addition, some publishers like Pelgrane Press have created music scores for their RPGs. All our music can be downloaded instantly and will save in your Library -- just like your favorite games!
Over on our Facebook page, I asked a couple of questions. For players, do your characters have soundtracks? GMs, do you use background music to intensify powerful scenes in your games? Drop by the Facebook page and let me know!
These are the final days-The signs are clear:Even our pups knowThat this is the age of the Apocalypse!
Werewolf the Apocalypse roared into hobby games in 1992, inspiring a generation of fans to stand up and howl their defiance at a corrupted world in a battle they knew they were doomed to lose. WtA presented the Garou: creatures at once both man and wolf, and filled with a Rage against the evils that would destroy and corrupt both the natural and spirit worlds. Capable of transforming into a variety of forms and blessed with Gifts that enabled superhuman and supernatural powers, the Garou fought many foes, always knowing that in the end they would fall. But what stories would be told and what songs sang of their exploits!
This epic tragic story, combined with the unwavering dedication of an unparalleled fan base, is the reason this book is being published. Werewolf: The Apocalypse – 20th Anniversary Edition brings the entire World of Darkness experience full circle and will serve as the perfect anniversary milestone to celebrate two decades of gaming the epic sagas of the Garou.
What’s in it?
• All thirteen original tribes, tribe variants and Lost Tribes, with their signature Gifts and Rites updated from the Werewolf: The Apocalypse Revised tabletop rules.
• Rules for character creation and advancement.
• Gifts from level one through six, including expanded lists.
• Updated setting to the modern nights.
• New full color original art by Ron Spencer, John Bridges, Steve Prescott, Dan Brereton, Richard Kane Ferguson, and other classic “Apocalypse” artists, as well as classic B&W pieces carefully chosen from the earlier editions.
Deep beneath the keep of Castle Greyhawk, a really nasty device is creating mutated, unpleasant monsters that are running wild throughout the castle and the twelve-level dungeon beneath. The call has gone out for heroic, fearless, and perhaps foolish adventures to out-hack, out-slash, and sometimes even out-think hordes of doughmen, headless mice, manic bee queens, really bad dead things, burgermen, crazed chefs, and movie moguls. If they survive these and much odder obstacles, the characters still have to find the nasty monster creator and put it out of business.
Castle Greyhawkcontains 13 detailed levels for adventuring and exploration. Each is a separate adventure written by different author and each has its own unique brand of baffling weirdness. Some levels involve solving puzzles and some require good old hacking and slashing. The adventure can be played separately or all together as a grand quest to free Castle Greyhawk from the evil, rotten hordes that are plaguing it. The common theme of this dungeon is that no joke is so old, no pun so bad, and no schtick so obvious that it can't be used to confuse and trip up PCs!
Achtung! Cthulhu brings you a wartime TRAIL OF CTHULHU roleplaying game setting packed full of fiendish Nazis, terrifying ancient mysteries, legendary war machines, and enough writhing tentacles to fill ten Reichstags!
Heroes of the Sea is the second standalone adventure supplement in the globe-spanning Zero Point campaign. Play soldiers, agents, and resistance fighters in the chaos and carnage of the Battle of Dunkirk, as a sinister conspiracy threatens the lives of the retreating Allied forces!
Inside you will find everything you need:
A standalone 69 PAGE multi-episode adventure for several sessions of play!
New rules for Trail of Cthulhu wartime investigations, including tanks and Stukas
17 all-new spells
Maps of Europe and the evacuation at Dunkirk
An “Operational Briefing” and many other beautiful handouts!
Four pre-generated characters to get you playing immediately!
Requires a copy of the TRAIL OF CTHULHU rules to play.
The follow-on from the acclaimed Spider-God's Bride, the Song of the Beast-Gods contains another set of thrilling sword & sorcery adventures.
The land of Yar-Ammon is old, and even older are its gods. From the dawn of time, when bands of hunter-gatherers roamed the land, men and women shared a sacred bond with the beasts they hunted. The primal people bowed before colossal statues of wild beasts, and the priests of Yar-Ammon wore animal masks in imitation of their gods. Each beast had its own cult; each city its own idol.
In the city of Khadis, where the hyena was sacred, the Great Red Sphinx was placated every year with offerings of treasure and blood. The people heaped silver and gold at the feet of the sphinx and feasted on the intoxicating wines prepared by the priests. And then the drunken revelers fell upon the city’s criminals and prisoners of war and hurled them over the city walls to the hyena packs waiting below.
EABA v2 is a technological and to some extent conceptual evolution of the first edition of EABA (or EABA v1). EABA is the self-mocking acronym for the End All Be All role-playing system, a universal system designed to work with any genre, level of realism or gamemaster style. BTRC has been at the bleeding edge of pdf development, with our first pdf gaming products actually predating the advent of places to sell them. EABA v2 continues the tradition, in that it is designed from the start to be a tablet-friendly game, but it is also equally at home on the desktop, laptop or in print-it-yourself form. In its most sophisticated form, the pdf has:
• pop-up navigation menus
• fully hyperlinked
• built-in dice roller
• semi-automated character sheets
• ability to import pictures directly into character sheet
• on-screen mapping
• one-click character creation
• savable changes so you can have your own library of custom characters, NPC's, vehicles, maps and so on.
And all this is in the pdf, so you do not need anything other than a pdf app capable of implementing it. At the moment, the best choices are Acrobat Reader (desktop), PDF Expert (iOS) and qPDF Notes (Android).
Based on a property by Mike Krahulik and Jerry Holkins, the creative minds behind the wildly popular Penny Arcade webcomic.
This fantastic tale introduces the world of the LOOKOUTS.
Journey with our young heroes as they learn the ways of the Lookouts. The secrets of the Eyrewood forest are waiting to be revealed. The Lookouts is steeped in legend, lore, and peril at every turn. Words have significance. Objects have meaning. The dangers are real. Every young son and daughter of Eyrewood must one day step out into the forest with only their friends beside them.
Dangerous Games: How to Play
Once a year, the greatest tabletop gamers in the world descend upon Indianapolis for Gen Con — the Best Four Days in Gaming — to play games, see friends, and have fun. They play things like Dungeons & Dragons, Magic: The Gathering, Warhammer 40,000, Settlers of Catan, Munchkin, and everything else they can get their hands on. Mostly the competition is friendly.
Sometimes it is not.
When a world-famous game designer turns up murdered at the convention, Liam Parker — the young game designer who stumbles across the body — makes it his quest to figure out who killed the man, and why.
In the end, Liam must figure out the rules of this most dangerous game fast — or risk losing his life.
M2: The Ring of Stones
For hundreds of years the stones stood undisturbed, encircling a clearing in the middle of a dense forest. Eight identical slabs of solid rock, towering twenty feet in to the air, anchored in to the earth in such a way that not even the strongest man could so much as budge them.
Nobody knows for sure why they are there, or even who created the circle in the first place, but many believe it's best that they remain undisturbed. Some things are best left unknown.
In recent times the world around these nondescript stones began to change. Evil began to dwell within the forest as it turned dark and foreboding. The wild became a dangerous place, claiming anyone who dared disturb it, and those that have entered it forest were never heard from again.
And, at the center of it all, stands the ring.
Who knows what secrets remain dormant, awaiting to be unlocked by those that seek to harness their power?