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		<title>DriveThruRPG.com Newest Items</title> 
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        <item>
            <title><![CDATA[RPG Background Loops MP3: The Playroom]]></title>
            <link><![CDATA[http://rpg.drivethrustuff.com/product/115757/RPG-Background-Loops-MP3%3A-The-Playroom]]></link>
            <pubDate>Tue, 18 Jun 2013 17:27:34 CDT</pubDate>
            <description><![CDATA[<img src="http://rpg.drivethrustuff.com/images/4847/115757-thumb100.jpg" border="0" alt="RPG Background Loops MP3: The Playroom" align="left" hspace="3" vspace="3"><b>Publisher</b>: Plate Mail<br /><p>This was once a happy home a very long time ago. Whatever happened to change that has scarred this place and trapped the dead. Combine it with more MP3s to score your entire adventure. Check out our other MP3s and PDFs by simply searching <b>Plate Mail Games. This MP3 was not part of the Kickstarter campaign. </b></p>
<p><strong></strong>This was once a happy home a very long time ago. Whatever happened to change that has scarred this place and trapped the dead. Combine it with more MP3s to score your entire adventure. Check out our other MP3s and PDFs by simply searching <b>Plate Mail Games. This MP3 was not part of the Kickstarter campaign. </b></p>
<p>Professional Golden Reel and Emmy nominated sound designer and editor Wes Otis brings you great background loops for your tabletop RPG. Each MP3 is 10 minutes long and loops perfectly. They are mixed to be played in the background, adding ambience to your storytelling without being a distraction. Wes has taken his 30 years of game mastering experience and 14 years of post production experience to craft each location.</p><b>Price</b>: $1.50]]></description>
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            <title><![CDATA[System correction test FirstFable]]></title>
            <link><![CDATA[http://rpg.drivethrustuff.com/product/115751/System-correction-test-FirstFable]]></link>
            <pubDate>Tue, 18 Jun 2013 16:20:34 CDT</pubDate>
            <description><![CDATA[<img src="http://rpg.drivethrustuff.com/images/432/115751-thumb100.jpg" border="0" alt="System correction test FirstFable" align="left" hspace="3" vspace="3"><b>Publisher</b>: OneBookShelf, Inc.<br /><b>Price</b>: $0.00]]></description>
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            <title><![CDATA[Landscape: The Acrid Well]]></title>
            <link><![CDATA[http://rpg.drivethrustuff.com/product/115746/Landscape%3A-The-Acrid-Well]]></link>
            <pubDate>Tue, 18 Jun 2013 13:46:49 CDT</pubDate>
            <description><![CDATA[<img src="http://rpg.drivethrustuff.com/images/4236/115746-thumb100.jpg" border="0" alt="Landscape: The Acrid Well" align="left" hspace="3" vspace="3"><b>Publisher</b>: Polycosm Publishing<br /><p><strong>Landscape: The Acrid Well</strong> is a tool containing two versions of a detailed map: one of them pre-marked and the other blank.</p>
<p><strong>The first version</strong> is marked with six locations (<em>tube</em>, <em>meanders</em>, <em>slip</em>, <em>shrine</em>, <em>chambers</em> and <em>shore</em>), each given a table of six possible encounters or discoveries. The map is also marked with six access points and the page has six possible rumour seeds.</p>
<p><strong>The second version</strong> has no lettering or numbering, to make it easier for you to adapt it to the circumstances in your world.</p>
<p>Each map can be used as it is, possibly in conjunction with 1:285 (6mm) scale miniatures, or redrawn as required in play.</p>
<p>The tool is compatible with various genres and systems and suitable for use in roleplaying and beyond. It can be used as all or part of an adventure site, or the basis for one, as well as to inspire events at the site, even at the table in the course of games.</p>
<p>The two pages are arranged for ease of use on screen or printed, the key features occupying a single page. The tool includes:</p>
<ul>
<li>two versions of a detailed map - one of them pre-marked, the other blank</li>
</ul>
<ul>
<li>six marked locations - <em>tube</em>, <em>meanders</em>, <em>slip</em>, <em>shrine</em>, <em>chambers</em> and <em>shore</em></li>
</ul>
<ul>
<li>six tables, one per marked location, each with six encounters or discoveries</li>
</ul>
<ul>
<li>six possible rumour seeds relating to the map, for expansion or inspiration</li>
</ul>
<p>The tool can be used with <a target="_blank" href="http://www.rpgnow.com/product/99048/Narrative%3A-Abandoned-Space"><strong>Narrative: Abandoned Space</strong></a>, the map elements acting as a setting or structure for development. It can also be used in representing the kind of subterranean space suggested in <a target="_blank" href="http://www.rpgnow.com/product/114956/World%3A-Shale"><strong>World: Shale</strong></a> or a section of the tunnels running through the weird mountainous shore of Screeside, as featured in Abandoned Space and <a target="_blank" href="http://www.rpgnow.com/product/114126/Events%3A-Screeside---The-Gloaming"><strong>Events: Screeside - The Gloaming</strong></a>.</p>
<p>It is the second entry in an ongoing series which so far includes <a target="_blank" href="http://www.rpgnow.com/product/115047/Landscape%3A-The-Lost-Dig"><strong>Landscape: The Lost Dig</strong></a>.</p>
<p>Both of the entries in the series are also part of the <a target="_blank" href="http://www.rpgnow.com/product/113971/All-current-items-%5BBUNDLE%5D"><strong>all current items bundle</strong></a>.</p><b>Price</b>: $0.79]]></description>
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            <title><![CDATA[Transylvanian Adventures: The Winter Home]]></title>
            <link><![CDATA[http://rpg.drivethrustuff.com/product/115605/Transylvanian-Adventures%3A-The-Winter-Home]]></link>
            <pubDate>Tue, 18 Jun 2013 10:27:35 CDT</pubDate>
            <description><![CDATA[<img src="http://rpg.drivethrustuff.com/images/5563/115605-thumb100.png" border="0" alt="Transylvanian Adventures: The Winter Home" align="left" hspace="3" vspace="3"><b>Publisher</b>: Land Of Phantoms<br /><p><em><span>T</span>ransylvanian Adventures</em> is a supplement for Goodman Games&rsquo; <em>Dungeon Crawl Classics</em>. It is quasi-historical and heavily influenced by Gothic Horror and the Hammer Films of the 1950s, 60s, and 70s. The setting is a mythical version of Transylvania at the turn of the 19th century. There are no Elves, Dwarves, or Halflings.</p>
<p>&quot;The Winter Home&quot; is an introductory adventure designed for the pre-generated characters included in the back of this book, although any party of four 3rd-level<i> Dungeon Crawl Classics </i>characters could give it a try as well. Running this adventure will require a copy of Goodman Games&rsquo; <i>Dungeon Crawl Classics Roleplaying Game</i>. It is assumed the reader is familiar with DCC&rsquo;s rules and conventions.</p><b>Price</b>: $3.99]]></description>
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            <title><![CDATA[Wildstar Class Corvette/RPG Battle Maps]]></title>
            <link><![CDATA[http://rpg.drivethrustuff.com/product/115741/Wildstar-Class-Corvette-RPG-Battle-Maps]]></link>
            <pubDate>Tue, 18 Jun 2013 08:59:22 CDT</pubDate>
            <description><![CDATA[<img src="http://rpg.drivethrustuff.com/images/2856/115741-thumb100.jpg" border="0" alt="Wildstar Class Corvette/RPG Battle Maps" align="left" hspace="3" vspace="3"><b>Publisher</b>: Wydraz<br /><p>The Wildstar Class Corvette is the perfect ship for a crew of trained veterans and experienced explorers. Room for over forty supporting crew and even a few passengers; every station on board is detailed. In an emergency, the shuttles and esacpe pods cover all crew members in need of escape. With two Dual Plasma Cannons as the main armament, the Wildstar is capable in any space battle. New technology includes advanced medical and science bays, as well as a holographic survival suite. And of course there is a mess hall.</p>
<p>Incuded:<br />Basic ship statistics<br />Deckplan and key<br />Battle maps (one deck, 48&quot; x 70&quot; assembled)<br />Bonus cargo crates</p><b>Price</b>: $3.75]]></description>
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            <title><![CDATA[The Archaeologist's Handbook]]></title>
            <link><![CDATA[http://rpg.drivethrustuff.com/product/115740/The-Archaeologist%27s-Handbook]]></link>
            <pubDate>Tue, 18 Jun 2013 07:23:00 CDT</pubDate>
            <description><![CDATA[<img src="http://rpg.drivethrustuff.com/images/5004/115740-thumb100.jpg" border="0" alt="The Archaeologist's Handbook" align="left" hspace="3" vspace="3"><b>Publisher</b>: YSDC<br /><p style="text-align: center;"><strong>A career in ruins&hellip;</strong></p>
<p style="text-align: left;">Welcome to <em>The Archaeologist's Handbook</em>, a handy tome for all armchair adventurers who want to know more about playing characters who delve into the past and discover ancient treasures (or fascinating insights).<br /> <br />This book provides a firm framework for archaeology-based adventures and characters. Inside these pages you will find a trove of knowledge about the history of archaeology, field and laboratory techniques, famous sites, museums and more. Spiced with a few devious suggestions for play, this handy-sized volume will prove a boon to player and game master alike.<br /> <br /><em>The Archaeologist's Handbook</em> is written by a professional archaeologist with more than a decade of experience in both archaeology and roleplaying games.</p><b>Price</b>: $9.41]]></description>
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            <title><![CDATA[Hell Beach]]></title>
            <link><![CDATA[http://rpg.drivethrustuff.com/product/115737/Hell-Beach]]></link>
            <pubDate>Tue, 18 Jun 2013 05:22:34 CDT</pubDate>
            <description><![CDATA[<img src="http://rpg.drivethrustuff.com/images/4491/115737-thumb100.jpg" border="0" alt="Hell Beach" align="left" hspace="3" vspace="3"><b>Publisher</b>: DramaScape<br /><p><strong>Hell Beach</strong></p>
<p><em><strong>DramaScape&nbsp;Battlemaps Volume 03</strong></em></p>
<p><em><strong><strong>This product is designed for use with 15mm miniatures and is a 48 inch x 30 inch Battlemap and has no overlay.</strong></strong></em></p>
<p><em><strong><strong><em>&ldquo;You are about to embark upon the great crusade, toward which we have striven these many months.&rdquo;&nbsp;</em><strong>-Dwight D. Eisenhower</strong><br /><br />Hell Beach is a single large map of a French beachhead defended by Germans on the June 6, 1944 D-Day invasion done on a 15 mm scale for miniature war gaming. The German defenses include obstacles built of timber and steel to impale and sink Allied ships placed on the beach and in the water on the coastal shelf, mines hidden in the water and in the sands of the beach, two sets of barbed wire, two sandbag bunker positions for MG42s and mortars, and three pillbox casemate bunkers placed on top of a cliff looking down on the beach.&nbsp;<br /><br />Will the Allies again prove victorious on D-Day? Or will the German defenses defeat them this time creating an alternative history?<br /><br />Beyond a war gaming reenactment, this could also be used for some interesting alternative role playing or war gaming. For example, the player characters are super soldiers for the allies (super powers or greatly improved physical and mental attributes), and are sent in during the invasion to deal with new German threats, everything from German soldiers that revive as zombies when slain but only once to German soldiers that transform into monsters to German super soldiers that could have abilities similar to their own. Their ultimate mission goal is to enter a French town and gain access to the main chateau where the experiments are being performed by a mad German scientist (or even a collaborating French scientist who derives a sadistic pleasure from turning Germans into monsters). Where the most powerful German super soldiers guard their creator (or they even turn on their creator as a twist).</strong></strong></em></p><b>Price</b>: $1.99]]></description>
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            <title><![CDATA[DMGR6 - The Complete Book of Villains (2e)]]></title>
            <link><![CDATA[http://rpg.drivethrustuff.com/product/16900/DMGR6---The-Complete-Book-of-Villains-%282e%29?it=1]]></link>
            <pubDate>Tue, 18 Jun 2013 00:00:00 CDT</pubDate>
            <description><![CDATA[<img src="http://rpg.drivethrustuff.com/images/44/16900-thumb100.jpg" border="0" alt="DMGR6 - The Complete Book of Villains (2e)" align="left" hspace="3" vspace="3"><b>Publisher</b>: Wizards of the Coast<br /><p>A paranoid warlord, a bitter drow priestess, a power-mad archmage, a sly dwarven assassin - not all the characters in the AD&amp;D game went the way of the heroes.</p>
<p>Villains (beings dedicated to committing evil) are the most dangerous of all foes, and thus the most useful of tools a Dungeon Master has to create a memorable campaign. This book presents the most complete guidelines ever offered on creating villains for role-playing games. Miss this advice at your own peril!</p>
<p>*****</p>
<p><strong>Product History</strong></p>
<p>DMGR6:<i> The Complete Book of Villains</i> (1994), by Kirk Botula, is the sixth book in the series of Dungeon Master Guide Rules (DMGR) supplements. It was published in May 1994.</p>
<p><b><i>Continuing with the DMGRs.</i></b> Though its name suggests that <i>The Complete Book of Villains</i> might be a &quot;Rogues Gallery&quot;-type of book, nothing could be further from the truth. <i>Villains</i> instead is a book of GM advice, all about creating and running great villains in FRPGs. As such, it nicely complements the other &quot;DM Advice&quot; books in the DMGR series: <a href="http://www.dndclassics.com/product/16887/DMGR1-Campaign-Sourcebook-and-Catacomb-Guide-%282e%29?term=dmgr1&amp;it=1">DMGR1:<i> Campaign Sourcebook and Catacomb Guide</i></a> (1990) and <a href="http://www.dndclassics.com/product/16940/DMGR5-Creative-Campaigning-%282e%29?term=dmgr5&amp;it=1">DMGR5:<i> Creative Campaigning</i></a> (1993).</p>
<p>As with the entire DMGR series, <i>Villains</i> is a prestige-format blue leatherette book that's meant to supplement the second edition <i>Dungeon Master's Guide</i> (1989). Unlike the previous books in this series, there's no actual &quot;DMGR&quot; code on <i>Villains</i>, for TSR stopped using that code in 1994; nonetheless, the book is widely accepted to be DMGR6.</p>
<p><b><i>Widely Applicable.</i></b> <i>Villains</i> is sold as an AD&amp;D book and has stats for a few AD&amp;D characters here and there. However, the advice it contains is quite generic, and thus GMs have used it widely for all sorts of fantasy roleplaying games. Despite its focus on RPGs, multiple authors have even talked about using <i>Villains</i> to create characters for their fantasy novels.</p>
<p>Producing a largely system-independent GM book wasn't a first for TSR; in fact, DMGR1: <em>The</em> <i>Campaign Sourcebook and Catacomb Guide</i> was also mostly free of mechanics. That's probably why it and <i>Villains</i> are two of the DMGR sourcebooks that remain both well-lauded and widely appreciated even today.</p>
<p><b><i>Monsters as Villains.</i></b> Chapter 6 of <i>Villains</i> covers an interesting topic: turning &quot;monsters&quot; into villains. The idea of using unique and individualized monsters as villains in adventures dates all the way back to TSR's first published adventures. Thus, the stone giant Chief Nonsra and his wife, who appear on the third page of <a href="http://www.dndclassics.com/product/17037/G1-3-Against-the-Giants-%281e%29?term=g1+&amp;it=1">G1: &quot;The Steading of the Hill Giant Chief&quot;</a> (1978) are differentiated from standard monsters by their fighting capacity: &quot;he fights as frost giant, she as a male hill giant.&quot; Similarly, <a href="http://www.dndclassics.com/product/17043/D3-Vault-of-the-Drow-%281e%29?term=d3+&amp;it=1">D3: &quot;Vault of the Drow&quot;</a> (1978) is filled with dark elves who have either character class levels or special fighting ability. However, the most famous monster-as-villain probably appeared a few years later: When Count Strahd von Zarovich shows up in I6: &quot;Ravenloft&quot; (1983), he gets a full page of stats.</p>
<p>For all of that, support for individualized monsters evolved quite slowly in the D&amp;D books. The first edition <i>Dungeon Master's Guide</i> (1979) offers just a page on the subject; it focuses on monsters as PCs and concludes, &quot;you are virtually on your own with regard to monsters as player characters.&quot; Basic D&amp;D provided some rules for specific races in GAZ10: &quot;The Orcs of Thar&quot; (1988) and the &quot;Creature Crucible&quot; series (1989-1992). This might have encouraged second edition AD&amp;D to provide better guidelines, which were expanded into rules for 30 humanoid races in <a href="http://www.dndclassics.com/product/16998/PHBR10-The-Complete-Book-of-Humanoids-%282e%29?term=phbr10&amp;it=1">PHBR10:<i> The Complete Book of Humanoids</i></a> (1993).</p>
<p>That was pretty much the state of the art for monstrous characters in 1994, when <i>Villains</i> was published: rules were limited, but extant. Mind you, <i>Villains</i>' suggestions are still ad hoc, related more to background than to mechanics. D&amp;D would have to wait until 3e (2000) for monstrous villains to receive full mechanics.&nbsp;</p>
<p><b><i>About the Creators.</i></b> Botula wrote a handful of books for TSR in the 90s; his others focused on the settings of Dark Sun and Jakandor.</p>
<p><b>About the Product Historian</b></p>
<p>The history of this product was researched and written by Shannon Appelcline, the author of&nbsp;<i>Designers &amp; Dragons</i>&nbsp;- a history of the roleplaying industry told one company at a time. Please feel free to mail corrections, comments, and additions to shannon.appelcline@gmail.com.</p><b>Price</b>: $9.99]]></description>
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            <title><![CDATA[DMGR7 - The Complete Book of Necromancers (2e)]]></title>
            <link><![CDATA[http://rpg.drivethrustuff.com/product/16942/DMGR7---The-Complete-Book-of-Necromancers-%282e%29?it=1]]></link>
            <pubDate>Tue, 18 Jun 2013 00:00:00 CDT</pubDate>
            <description><![CDATA[<img src="http://rpg.drivethrustuff.com/images/44/16942-thumb100.jpg" border="0" alt="DMGR7 - The Complete Book of Necromancers (2e)" align="left" hspace="3" vspace="3"><b>Publisher</b>: Wizards of the Coast<br /><p><em>Come, let us explore the art of necromancy together.</em></p>
<p>&nbsp;&nbsp;&nbsp;&nbsp; - Arch-Necromancer Kazerabet <br /><br /> Necromancers like Kazerabet and their priestly counterparts have mastered many dark, forbidden secrets. This tome reveals these mysteries to the Dungeon Master, who will find new NPC kits and volumes of necromancer's minions, familiars, secret societies, poisons, magical items, enchanted tomes, and dozens of new wizard and priest spells, plus the deadly Isle of the Necromancers, a portable setting which can be placed into any existing campaign.</p>
<p>*****</p>
<p><strong>Product History</strong></p>
<p>DMGR7:<i> The Complete Book of Necromancers</i> (1995) is the seventh book in the Dungeon Master Guide Rules (DMGR) supplement series for AD&amp;D 2e. It was published in March 1995.</p>
<p><b><i>Continuing the DMGRs.</i></b> As with its predecessors in the DMGR series, the<i> Book of Necromancers</i> is a prestige-format squarebound book with a blue leatherette cover. Though it doesn't feature a &quot;DMGR&quot; code, it's widely accepted as being DMGR7. Unlike its predecessors, <i>Necromancers</i> covers a totally new topic: character classes.</p>
<p><b><i>Continuing the PHBRs.</i></b> By the end of 1994, TSR had published thirteen PHBR books - covering all of the major classes for AD&amp;D 2e, most of the subclasses, and most of the major races. The series would end later in 1995, following the publication on two final books on barbarians and ninjas. Each of the PHBR books tended to follow the same format, usually including background notes for the class (or race), character kits, and, where appropriate, equipment, special powers, and spells.</p>
<p><i>The Complete Book of Necromancers</i> thus looks remarkably like a PHBR release, but rather than covering a class or a race, it details two closely related subclasses: the necromancer specialization for wizards, and those priests who worship death in some form. The discussion of these two subclasses includes background notes, character kits, new spells, and equipment.</p>
<p><b><i>Not for Players.</i></b> Despite looking a lot like a PHBR release, <i>Necromancers</i> fits into the DMGR series because it's specifically not intended for players, instead offering up rules only for NPC necromancers. The introduction thus clearly states that the book is &quot;for the Dungeon Master's eyes only.&quot;</p>
<p>This restriction is due to the fact that necromancers are generally evil, which would offer grave &quot;moral&quot; problems to players. It also suggests that the <em>animate dead</em> spell is a game breaker in the hands of PCs, with the result being that &quot;half of the adventure will be reduced to the necromancer sending minions into the dungeon.&quot;</p>
<p>We can probably qualify these claims with the fact that TSR of the 90s was deathly afraid of the religious right and &quot;angry mothers&quot; criticizing D&amp;D for being satanic. It's actually quite remarkable that Lorraine Williams' TSR was willing to produce a book about necromancers at all; it's certainly no surprise that the TSR of this era also claimed that necromancers shouldn't be played by PCs.</p>
<p><b><i>About NPC Classes.</i></b> Over the years, there's been a genuine need for NPC classes in the D&amp;D game, for people like sages and aristocrats are necessary to most game settings, but they generally aren't that interesting to players. However, D&amp;D also started using &quot;NPC character classes&quot; for wider purposes, beginning in the late 70s.</p>
<p>Some of the earliest character classes published in <i>Dragon</i> for use with D&amp;D were just labeled as &quot;unofficial.&quot; That was the case with the healer and the samurai that appeared in <i>The Dragon #3</i> (October 1976). However, shortly thereafter - and throughout the reign of AD&amp;D 1e (1977-89) - new classes published in <i>Dragon</i> for AD&amp;D tended to instead be labeled as &quot;NPC classes,&quot; only usable by the GM. The first of these was the ninja, published in <i>The Dragon #16</i> (July 1978).</p>
<p>It's most likely that this was done to maintain game balance: classes didn't have to be carefully playtested if they were just going to be used by an GM. <i>Dragon</i> editor Jake Jaquet explained the matter succinctly in issue #43 (November 1980), when writing about the witch NPC: &quot;<em>Dragon</em>'s responsibility, as we see it, is not to set forth major rule changes or additions to the already complex D&amp;D and AD&amp;D game.&quot; Using NPC classes also let <i>Dragon</i> publish bizarre classes like the timelord (1982) that simply wouldn't be appropriate in most AD&amp;D games.</p>
<p>Although some of the <i>Dragon</i> NPC classes such as the anti-paladin (1980) and the bandit (1982) were evil, their alignment probably wasn't why they were offered for use by GMs only. Evil was much more accepted as a fun alternative for playing AD&amp;D in the 70s and early 80s. While Gygax said in <i>The Dragon #9</i> (September 1977) that &quot;the Greyhawk Campaign is built around the precept that 'good' is the desired end sought by the majority of humanity and its allied races,&quot; he also stated, &quot;Players can assume the role of a good or an evil character without undue difficulty&quot; a few years later, in <i>The Dragon #29</i> (August 1979). D&amp;D started coming under media (and religious) scrutiny only in the mid- to late-80s, following the James Egbert affair, which changed TSR's stance on evil, on demons, devils, assassins, and other &quot;undesirable&quot; elements in AD&amp;D 2e (1989).</p>
<p>Whatever the reason, <i>Dragon</i>'s decision to publish new character classes for AD&amp;D 1e as &quot;NPC only&quot; was largely a matter of convenience. All of the NPC classes came with complete level and XP tables, which are only necessary for PC classes, and the text of the articles often suggested that the authors thought that PCs might be using the classes.</p>
<p>That brings us to <i>The Complete Book of Necromancers</i>. Although NPC classes had become a rarity by 2e days, TSR was willing to roll out the old idea, probably for some or all of the reasons stated above. Meanwhile, the reaction of players to a new character class was probably no different than it would have been in the 80s - which is to say that these new necromancers surely ended up as PCs.</p>
<p><b><i>A History of Roleplaying Necromancers.</i></b> A necromancer appears in &quot;Shadow of a Demon,&quot; the Niall of the Far Travels short story from <i>The Dragon #2</i> (August 1976). However, it took quite a bit longer for the character class to appear in D&amp;D.</p>
<p>Unofficially, necromancers appeared in some early D&amp;D knock-offs such as <i>Beasts, Men &amp; Gods</i> (1980). Lewis Pulsipher wrote up a necromancer class for AD&amp;D in <i>White Dwarf #35</i> (November 1982), and shortly afterward Lenard Lakofka detailed the AD&amp;D &quot;death master&quot; in <i>Dragon #76</i> (August 1983) - though the latter was, again, officially an &quot;NPC class.&quot;</p>
<p>Meanwhile, in official AD&amp;D publications, some characters self-identified as necromancers, such as the famous magic-user Bigby, who is said to be a necromancer in WG5: &quot;Mordenkainen's Fantastic Adventure&quot; (1984). However, those publications didn't include any rules to back up their characters' claims of necromancy.</p>
<p>Official AD&amp;D rules for necromancers didn't appear until AD&amp;D 2e (1989). Here, necromancers were described as a mage specialization. This also marked a sea change in how necromancers were described in TSR's publications. Prior to 2e, necromancers were always referred to as &quot;evil&quot; or &quot;vile&quot;; afterward, they were just one subclass among many.</p>
<p><b><i>About the Creators.</i></b> Steve Kurtz wrote a handful of supplements for TSR in the mid-90s. Many of them, like <i>Necromancers</i>, were a bit dark, including <i>Cities of Bone</i> (1994) and <i>Ruined Kingdoms</i> (1994) for Al-Qadim, and <i>The Evil Eye</i> (1995) for Ravenloft.</p>
<p><b>About the Product Historian</b></p>
<p>The history of this product was researched and written by Shannon Appelcline, the author of&nbsp;<i>Designers &amp; Dragons</i>&nbsp;- a history of the roleplaying industry told one company at a time. Please feel free to mail corrections, comments, and additions to shannon.appelcline@gmail.com.</p><b>Price</b>: $9.99]]></description>
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            <title><![CDATA[Monstrous Compendium - Ravenloft Appendix III (2e)]]></title>
            <link><![CDATA[http://rpg.drivethrustuff.com/product/17524/Monstrous-Compendium---Ravenloft-Appendix-III-%282e%29?it=1]]></link>
            <pubDate>Tue, 18 Jun 2013 00:00:00 CDT</pubDate>
            <description><![CDATA[<img src="http://rpg.drivethrustuff.com/images/44/17524-thumb100.jpg" border="0" alt="Monstrous Compendium - Ravenloft Appendix III (2e)" align="left" hspace="3" vspace="3"><b>Publisher</b>: Wizards of the Coast<br /><div><span style="font-family: Arial; font-size: small;">Inside this book are dozens of sinister beings waiting to strike terror into the hearts of role-players everywhere. From the dreaded scarab beetles of Har'Akir to the archer skeletons of darkon and the drow vampires of Arak, these Creatures of Darkness will provide hours of diabolical adventure. But be warned - if you buy this accessory, your AD&amp;D game players may never forgive you.</span></div>
<div>&nbsp;</div>
<div><span style="font-family: Arial; font-size: small;">*****</span></div>
<div>&nbsp;</div>
<div><span style="font-family: Arial; font-size: small;"><strong>Product History</strong></span></div>
<div><br />The <em>Ravenloft Monstrous Compendium III: Creatures of Darkness</em> (1994) was written and designed by a collection of freelance authors including Kirk Botulla, Shane Hensley, Nicky Rea, and Teeuwynn Woodruff. Another six designers filled in monsters as well, and the 128-page compendium was edited by William W. Connors. Connors had written the first two <em>Ravenloft Monstrous Compendium</em> appendices, and he admits in the introduction to having particularly high standards for the work, a fact that is evident in the final product. The monsters included are a mix of wholly original foes and monsters adapted from published Ravenloft modules. <br /><br /><strong><em>Well, I Didn't Expect THAT.</em></strong> One of the things that Ravenloft traditionally does well is taking the known and twisting it in a particularly terrifying or unexpected way. Rubbery boneless corpses go a long way towards making zombies interesting again, for instance. The boowray gives a GM the fantastic excuse to whisper awful advice in the ear of a player. The carrion stalker turns your game session into <em>Alien</em>, undead familiars seek to teach a lesson to the wizard who let them die, and crawling ivy is a simple plant that can terrify anyone trying to enter a house that it covers. Not every creature is inspired (I'm not sure I'll ever use the akikage, which is effectively a duty-obsessed ninja ghost), but a drow drider lich leading a small army of insectoid undead is bound to be memorable. <br /><br /><strong><em>Variations on a Theme.</em></strong> This compendium has several groups of monsters that riff off of a basic type: There are three types of &quot;animators,&quot; three types of cloaker, five types of figurine, four golems, four liches, five lycanthropes, six viruses, four will o'wisps, and five zombies. This is not a bad thing; despite starting with a known quantity (or in the case of viruses and figurines, creating a new category), some of these monsters are brilliant. &quot;Zombie fogs&quot; are practically a staple of horror movies, and back when this supplement first came out, I built an entire campaign arc around the viruses.</div>
<div>&nbsp;</div>
<div>Still, there are a few clunkers - I'm pretty sure that other lycanthropes sit around and mock the wereray, for instance - but the variations in design produce frightening, effective monsters. Animators can make simple objects come to life, for instance, but you're going to get the attention of your players when the entire ship they're on turns out to be possessed by a greater animator. It's easy to build an entire adventure around this. <br /><br />Overall, this collection of over 120 statted monsters is worth your attention if you're playing AD&amp;D or want some ideas for horror-based villains. There's innovative and fun design in here, along with some creatures your players probably won't expect. Moving them out of Ravenloft and into a non-Ravenloft campaign is simple, and this appendix makes a nice supplement to the core monsters of AD&amp;D.<br /><br /><strong><em>About the Creators. </em></strong>This was the only TSR game supplement written by freelancer Kirk Botulla.</div>
<div>&nbsp;</div>
<div>Shane Hensley is an author, game designer, and CEO of Pinnacle Entertainment Group, publishers of Deadlands and Savage Worlds; he was a lead at Cryptic Studios on their award-winning <em>City of Heroes</em> and <em>City of Villains</em> MMORPGs.</div>
<div>&nbsp;</div>
<div>Nicky Rea is an author and game designer who has written a slew of material for TSR, White Wolf, Fading Suns, and other publishers.</div>
<div>&nbsp;</div>
<div><span style="font-family: Arial; font-size: small;">Teeuwynn Woodruff is an experienced game designer with credits including Wizards of the Coast's Magic: the Gathering, Pok&eacute;mon, and Duelmasters, along with&nbsp;a number of products for White Wolf's <em>Vampire: the Masquerade, Werewolf: the Apocalypse, </em>and<em> Mage: the Ascension</em> games. She is currently creative director at Lone Shark Games. <br /><br /><strong>About the Product Historian</strong><br /><br />History and commentary of this product was written by Kevin Kulp, game designer and admin of the independent D&amp;D fansite ENWorld. Please feel free to mail corrections, comments, and additions to kevin.kulp@gmail.com.</span></div><b>Price</b>: $9.99]]></description>
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            <title><![CDATA[PHBR13 Complete Druid's Handbook (2e)]]></title>
            <link><![CDATA[http://rpg.drivethrustuff.com/product/16903/PHBR13-Complete-Druid%27s-Handbook-%282e%29?it=1]]></link>
            <pubDate>Tue, 18 Jun 2013 00:00:00 CDT</pubDate>
            <description><![CDATA[<img src="http://rpg.drivethrustuff.com/images/44/16903-thumb100.jpg" border="0" alt="PHBR13 Complete Druid's Handbook (2e)" align="left" hspace="3" vspace="3"><b>Publisher</b>: Wizards of the Coast<br /><div><span style="font-family: Arial; font-size: small;">Druids love forests, true - but they love the arctic tundra, tropical rain forests, broad savannas, and fungi caverns of the Underdark, too. This 128-page accessory expands the living world of the druid in the AD&amp;D 2nd Edition game, bringing new homes, character kits, personalities, spells, magical items, herbal lore, and a hundred details on druidic society, sacred groves, and high-level aspirations. </span></div>
<div>&nbsp;</div>
<div><span style="font-family: Arial; font-size: small;">This book has it all - don't leave the woods without it! </span></div>
<div>&nbsp;</div>
<div><span style="font-family: Arial; font-size: small;">*****</span></div>
<div>&nbsp;</div>
<div><span style="font-family: Arial; font-size: small;"><strong>Product History</strong><br /><br /><em>The Complete Druid's Handbook</em> (1994) by David Pulver tackles the problematic&nbsp;situation of the druid in AD&amp;D. Along with the paladin, druids have always been a challenge for many players to play effectively; true neutral isn't necessarily an alignment that comes easily to a lot of players, and the druid is one of the few classes that requires player characters to duel a NPC in order to advance to high levels. <br /><br />This supplement takes on the challenge head-on with six chapters and several appendices that cover mechanical expansions for the class (such as new spells, variant druids, variant races, and a number of druidic kits), and roleplaying advice to help both with individual characters and with the vast druidic hierarchies to which these characters belong. The advice helps neutral characters justify why they should adventure with non-neutral companions, advice that's often needed.<br /><br /><strong><em>&quot;That Giant Spider Can Control Mold!&quot;</em></strong> PHBR13 starts out with the fascinating topic of druids from non-forest environments. There are&nbsp;arctic druids, desert druids, jungle druids, swamp druids, and more. One of the most interesting variant druidic branches is the gray druid, an underground and cavern-based&nbsp;variant who can shapechange into a giant spider and control jellies, molds, and fungi. I'm not sure if it's effective in everyday adventuring, but it's extremely handy in dungeons or the Underdark. This approach is indicative of the book as a whole; it's a nice mixture of imagination and solid advice.<br /><br /><strong><em>&quot;Why Is That Woman Covered with Bees?&quot;</em></strong> Probably because she's a hivemaster, one of the 14 druidic kits in this book. In additon to that one, though, there are&nbsp;some particularly good ideas in this section: a lost druid, bitter and evil due to having lost their lands to destruction and who now plot devastation and revenge; pacifist druids, who survive through negotiation and diplomacy; outlaw druids, hunted for their actions. All good stuff. Even better, kits are generally well-balanced, with mechanical hindrances to match the mechanical benefits, and there are even kits that are focused entirely on flavor, offering no mechanical changes at all. </span></div>
<div>&nbsp;</div>
<div><span style="font-family: Arial; font-size: small;">Pulver really gets this section right. Not all of the kits are scintillating for player characters&nbsp;- you may not find the &quot;village druid&quot; out adventuring, but instead at home&nbsp;focusing on the village's agriculture - but that's forgivable and understandable. This is a solid and useful section. <br /><br /><strong><em>The Druidic Order Summons a Moot.</em></strong> Chapter 3 and 4 cover druidic orders and roleplaying. The concept of a druidic order is one that's generally foreign to most players; I suspect that most druids in a AD&amp;D game operate independently until they reach high levels, and then suddenly they have to fight someone to advance. Chapter 3 gives context and meaning to the druidic order, breaking down its organization, goals, and responsibilities. Druidic &quot;bans&quot; are also introduced, where druids who sin against the order are exiled. And of course this section houses&nbsp;rules for the infamous druidic challenge. <br /><br />Interestingly, this book also gives information about the Shadow Circle, a tolerated group of fairly evil druids who see nature as a hostile, cleansing force. This gives DMs an easy method for using druids as antagonists without bringing in Order politics. <br /><br />The roleplaying chapter is exhaustive, giving the advice you'd expect about the True Neutral alignment, and then following this up with excellent sections on faith, responsibilities, and concrete strategies for holding to druidic responsibilities. It's good, solid, practical advice that can easily make playing a druid much more fun. But there's much more in this book: New spells, new magic items, herbal magic, and features of sacred groves are all discussed in detail. The section on groves is particularly interesting, providing a myriad of plot hooks, along with rules for adding permanent and unusual magic effects into groves or standing stones.<br /><br /><em>The Complete Druid's Handbook</em> is fun to read, packed with good (and balanced!) new rules, and it can help players who are faced with an unusual class. While most of the information applies to AD&amp;D, the section on sacred groves and the superb roleplaying advice translate well into other editions of the game, if not into other fantasy games altogether. This book is one of the stand-outs in the <em>Complete</em> series.<br /><br /><strong><em>About the Creators.</em></strong> David Pulver is a Canadian freelance author and game designer with over 50 roleplaying game credits to his name. He has written extensively for Steve Jackson's GURPS, along with games for TSR, Guardians of Order, White Wolf Publishing, GDW, West End Games, and ICE. <br /><br /><strong>About the Product Historian</strong><br /><br />History and commentary of this product was written by Kevin Kulp, game designer and admin of the independent D&amp;D fansite ENWorld. Please feel free to mail corrections, comments, and additions to <a>kevin.kulp@gmail.com</a>. </span></div><b>Price</b>: $9.99]]></description>
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            <title><![CDATA[Verloren The Rufescent and the Atramentous]]></title>
            <link><![CDATA[http://rpg.drivethrustuff.com/product/115734/Verloren-The-Rufescent-and-the-Atramentous]]></link>
            <pubDate>Mon, 17 Jun 2013 22:28:31 CDT</pubDate>
            <description><![CDATA[<img src="http://rpg.drivethrustuff.com/images/4135/115734-thumb100.jpg" border="0" alt="Verloren The Rufescent and the Atramentous" align="left" hspace="3" vspace="3"><b>Publisher</b>: Dylan Hartwell<br /><p><b><span>Verloren is a city hanging in the balance. &nbsp;Either it will fall to an ancient evil or triumph based on your actions. &nbsp;Enclosed are city details, maps, nine original monsters, and interesting non-player characters for encounters in and out of Verloren. &nbsp;In this fantasy supplement, players will face powerful monsters and explore a decaying city to discover the secret of The Change and save the thousands of inhabitants.</span></b></p>
<ul>
<li><strong>9 Original Monsters</strong></li>
<li><strong>Over 20 Original Illustrations</strong></li>
<li><strong>3 New Spells</strong></li>
<li><strong>Lots of NPCs and Story Hooks</strong></li>
<li><strong>2 Maps</strong></li>
</ul>
<p><b><span><br /></span></b></p><b>Price</b>: $3.99]]></description>
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            <title><![CDATA[RPG essentials [BUNDLE]]]></title>
            <link><![CDATA[http://rpg.drivethrustuff.com/product/115733/RPG-essentials-%5BBUNDLE%5D]]></link>
            <pubDate>Mon, 17 Jun 2013 21:39:04 CDT</pubDate>
            <description><![CDATA[<img src="http://rpg.drivethrustuff.com/images/5047/115733-thumb100.gif" border="0" alt="RPG essentials [BUNDLE]" align="left" hspace="3" vspace="3"><b>Publisher</b>: Lawrence L Bertoniere<br /><center><table><tr><td><B><font color=#660000>THIS IS A BUNDLE PRODUCT. WHEN BUYING THIS ITEM YOU WILL RECEIVE SEPARATE DOWNLOAD LINKS FOR EACH PRODUCT LISTED BELOW...</B></font><br /></td></tr></table></center><br /><br /><table width="100%" id="bundle_contents_115733" cellspacing="0" cellpadding="0<tr class="dtrpgListing-even" style="border-bottom:1px solid #000000">
<td align="center" width="75" class="main" valign="top"><a href="product_info.php?products_id=110144&it=1"><img src="images/5047/110144-thumb80.jpg" border="0" alt="" width="80"  vspace="5" hspace=5"></a><br /></td><td class="main" width="125" valign="top"><font size="1">&nbsp;<b>Dungeon Template</b></font><br /><b><font size="1">&nbsp;Regular price:</font>&nbsp;</b><font size="2">$1.99</font><br /><b><font size="1">&nbsp;Bundle price:</font>&nbsp;</b><font size="2">$0.49</font><br /></td><td valign="top"><font size="1" font="Arial" class="main"><p>Dungeon Template is a PSD file for use with photoshop. It is a template for the design of dungeon maps. You should not only own photoshop (Or Gimp), but also have a solid understanding of Photoshop basics.</p>
<p>Also included is a GIMP version (.xcf), though, it lacks the blending effects of the PSD file.&nbsp;</p>
<p>There are 3 versions in total. .psd (Try this first), .psd (Max compatibility), and .xcf (Gimp).</p>
<p>The base file was designed using CS5. The gimp file was tested using Version 2.6.</p>
<p>This file assumes you understand the basics of using Photoshop, or Gimp.</p>
<p></p>
<p>For those of you who don't know, Gimp is a free open source graphics editing program, I'd suggest checking it out.</p>
<p></p>
<p>Thanks, and have fun gaming.</p>
<p></p>
<p>PHOTOSHOP T...<br /><br /></font></td></tr><tr class="dtrpgListing-odd" style="border-bottom:1px solid #000000">
<td align="center" width="75" class="main" valign="top"><a href="product_info.php?products_id=110226&it=1"><img src="images/5047/110226-thumb80.jpg" border="0" alt="" width="80"  vspace="5" hspace=5"></a><br /></td><td class="main" width="125" valign="top"><font size="1">&nbsp;<b>Graph Paper Multicolor</b></font><br /><b><font size="1">&nbsp;Regular price:</font>&nbsp;</b><font size="2">$0.99</font><br /><b><font size="1">&nbsp;Bundle price:</font>&nbsp;</b><font size="2">$0.89</font><br /></td><td valign="top"><font size="1" font="Arial" class="main"><p>Multicolor square graph papers.&nbsp;</p>
<p>Colors included are, Black, Blue, Light Blue, Green, Grey, and Red.</p>
<p>All come in both 1 inch, and, 1/4 inch formats.</p>
<p>The file comes as a PDF for easy printing, and zipped transparent PNGs for use with graphic editors. All files are set to 300 DPI.</p>
<p>You can easily use the files provided to print out graphs for use with your favorite games, or as overlays for maps you design yourself on your computer.</p>
<p></p>
<p>Thanks, and have fun gaming.</p>...<br /><br /></font></td></tr><tr class="dtrpgListing-even" style="border-bottom:1px solid #000000">
<td align="center" width="75" class="main" valign="top"><a href="product_info.php?products_id=109593&it=1"><img src="images/5047/109593-thumb80.png" border="0" alt="" width="80"  vspace="5" hspace=5"></a><br /></td><td class="main" width="125" valign="top"><font size="1">&nbsp;<b>Hex N Square Graph Paper!</b></font><br /><b><font size="1">&nbsp;Regular price:</font>&nbsp;</b><font size="2">$0.99</font><br /><b><font size="1">&nbsp;Bundle price:</font>&nbsp;</b><font size="2">$0.89</font><br /></td><td valign="top"><font size="1" font="Arial" class="main"><p>Assorted graph papers presented in both letter and A4 formats. All files are .png and therefor transparent.</p>
<p>You can easily use the files provided to print out graphs for use with your favorite games, or as overlays for maps you design yourself on your computer.</p>
<p>Various&nbsp;square and hexagonal grids are provided which should meet any of your gaming needs.</p>
<p>These files aren't DRM protected for your convience.</p>
<p>DPI 300</p>
<p>Have fun gaming.</p>...<br /><br /></font></td></tr><tr class="dtrpgListing-odd" style="border-bottom:1px solid #000000">
<td align="center" width="75" class="main" valign="top"><a href="product_info.php?products_id=109393&it=1"><img src="images/5047/109393-thumb80.jpg" border="0" alt="" width="80"  vspace="5" hspace=5"></a><br /></td><td class="main" width="125" valign="top"><font size="1">&nbsp;<b>Parchment pack LLB</b></font><br /><b><font size="1">&nbsp;Regular price:</font>&nbsp;</b><font size="2">$0.99</font><br /><b><font size="1">&nbsp;Bundle price:</font>&nbsp;</b><font size="2">$0.89</font><br /></td><td valign="top"><font size="1" font="Arial" class="main"><p>A pack of 7 various parchment papers, along with 1 black leather cover you can print out.&nbsp;</p>
<p>Three plain, 4 with compasses.</p>
<p>Great addtion to anyones game night.</p>...<br /><br /></font></td></tr></table><br /><table><tr><td><tr><td align="right" class="main"><b>Total value:</b></td><td>$4.96</td></tr><tr><td align="right" class="main"><b>Special bundle price:</b></td><td>$3.16</td></tr><tr><td align="right" class="main"><b>Savings of:</b></td><td>$1.80 (36%)</td></tr></td></tr></table><span id="bundle_contents_115733"></span><b>Price</b>: $4.96]]></description>
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            <title><![CDATA[Toys for the Sandbox 76: The House with No Doors]]></title>
            <link><![CDATA[http://rpg.drivethrustuff.com/product/115723/Toys-for-the-Sandbox-76%3A-The-House-with-No-Doors]]></link>
            <pubDate>Mon, 17 Jun 2013 19:40:16 CDT</pubDate>
            <description><![CDATA[<img src="http://rpg.drivethrustuff.com/images/3977/115723-thumb100.jpg" border="0" alt="Toys for the Sandbox 76: The House with No Doors" align="left" hspace="3" vspace="3"><b>Publisher</b>: Occult Moon<br /><p><strong>The Mages of House Vour live in The House With No Doors. In fact, they made it. They&rsquo;re a group of mages who broke away from other houses and started their own. Lacking the imprimatur of the Emperor of Shiel put them in a bad light for awhile, but the cool stuff they construct is changing that. How about a house where the rooms come when called? How about a construct that cleans clothes? Yes, once they made nasty things, but no need to bring up the past. Now House Vour works for the betterment of mankind. You hear about those Guard Mice? Sleep the night away? Don&rsquo;t even stand guard. You say there are war golems in the vault below? Don&rsquo;t give them another thought. No Doors means no one can get at them anyway. Right? Oops, you say,&nbsp;<i>wrong</i>? You&rsquo;re sooo correct! Put some mice in your pocket. Save #76!</strong></p>
<p style="text-align: justify;">Toys for the Sandbox is not a module, it is not a campaign setting, instead it is a framework for GMs to use to reinforce their own imaginations. Sometimes players zig when you expect them to zag, other times they take your plot point into a back alley and leave it penniless and bleeding. Each week we present a new location with a map and some flavor text. In addition we add 4 NPCs with a bit of history and a few simple thoughts on how to stat them for whatever game you are playing. There are also 6 plot hooks each with 3 ways to twist them. Added to that there is usually a table or two filled with rumors and encounters.</p>
<p style="text-align: justify;"><span>Great for use with Legends of Anglerre, Strands of Fate, Dungeon World, Risus: The Anything RPG, FUDGE, Harnworld, and easily adaptable to Dungeons, and Dragons, Dungeon Crawl Classics, Pathfinder, Warhammer Fantasy Roleplay, The One Ring, HERO, GURPS, BRP, and many others.</span></p>
<p></p>
<p style="text-align: justify;"><strong>&nbsp;</strong></p><b>Price</b>: $1.99]]></description>
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            <title><![CDATA[Emily Vitori Designs: Kobold Rogue 1]]></title>
            <link><![CDATA[http://rpg.drivethrustuff.com/product/115721/Emily-Vitori-Designs%3A-Kobold-Rogue-1]]></link>
            <pubDate>Mon, 17 Jun 2013 19:32:48 CDT</pubDate>
            <description><![CDATA[<img src="http://rpg.drivethrustuff.com/images/2863/115721-thumb100.jpg" border="0" alt="Emily Vitori Designs: Kobold Rogue 1" align="left" hspace="3" vspace="3"><b>Publisher</b>: Stardust Publications<br /><p>A 300 dpi .tif image for you to use in your personal or professional projects, subject to the attached license. Art by Emily Vitori.</p><b>Price</b>: $4.00]]></description>
            <!-- <price>4</price> -->
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            <title><![CDATA[Jeremy Hart Designs: Ghoul with Glowing Eyes]]></title>
            <link><![CDATA[http://rpg.drivethrustuff.com/product/115717/Jeremy-Hart-Designs%3A-Ghoul-with-Glowing-Eyes]]></link>
            <pubDate>Mon, 17 Jun 2013 19:17:00 CDT</pubDate>
            <description><![CDATA[<img src="http://rpg.drivethrustuff.com/images/2863/115717-thumb100.jpg" border="0" alt="Jeremy Hart Designs: Ghoul with Glowing Eyes" align="left" hspace="3" vspace="3"><b>Publisher</b>: Stardust Publications<br /><p>A 300 dpi .tif image for you to use in your personal or professional projects, subject to the attached license. Art by Jeremy Hart. This image comes in Color and Greyscale.</p><b>Price</b>: $4.00]]></description>
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            <title><![CDATA[Jeremy Hart Designs: Heavy Plated Warrior 1]]></title>
            <link><![CDATA[http://rpg.drivethrustuff.com/product/115716/Jeremy-Hart-Designs%3A-Heavy-Plated-Warrior-1]]></link>
            <pubDate>Mon, 17 Jun 2013 18:48:01 CDT</pubDate>
            <description><![CDATA[<img src="http://rpg.drivethrustuff.com/images/2863/115716-thumb100.jpg" border="0" alt="Jeremy Hart Designs: Heavy Plated Warrior 1" align="left" hspace="3" vspace="3"><b>Publisher</b>: Stardust Publications<br /><p>A 300 dpi .tif image for you to use in your personal or professional projects, subject to the attached license. Art by Jeremy Hart. This image comes in Color and Greyscale.</p><b>Price</b>: $4.00]]></description>
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            <title><![CDATA[Fallen Leaves: Into the White]]></title>
            <link><![CDATA[http://rpg.drivethrustuff.com/product/115713/Fallen-Leaves%3A-Into-the-White]]></link>
            <pubDate>Mon, 17 Jun 2013 14:59:28 CDT</pubDate>
            <description><![CDATA[<img src="http://rpg.drivethrustuff.com/images/4409/115713-thumb100.png" border="0" alt="Fallen Leaves: Into the White" align="left" hspace="3" vspace="3"><b>Publisher</b>: Adventureaweek.com, LLP<br /><p><strong>Fallen Leaves Adventure Path</strong></p>
<p><strong>A 3.5/Pathfinder Compatible Adventure for 4 level 5 PCs</strong></p>
<p>An ancient rivalry between Elven deities threatens to overtake the entire world, unless an artifact, the Menalpaur, can be recovered! There is only one clue to the hiding place of the Menalpaur, but the Elves have yet to find it. With the help of the PCs, the Elves may find it in time or the whole world may fall under the control of a deity lost to time!</p>
<ul>
<li>The first adventure in the Fallen Leaves Adventure Path!</li>
<li>Cover and interior art by Tim Tyler!</li>
<li>Maps by three-time Ennie Award winning cartographer Todd Gamble!</li>
<li>The first encounter between the PCs and the&nbsp;<a title="Vikmordere" href="http://adventureaweek.com/campaign-setting/locations/vikmordere/">Vikmordere</a>!</li>
<li>New adversary: the Edheliant!</li>
<li>An adventure rich in Adventureaweek lore!</li>
<li>New faction: The Grinning Rogues!</li>
</ul><b>Price</b>: $10.99]]></description>
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            <title><![CDATA[CREATE YOUR BOARD GAME II Tiles & Doors]]></title>
            <link><![CDATA[http://rpg.drivethrustuff.com/product/115708/CREATE-YOUR-BOARD-GAME-II-Tiles-%26-Doors]]></link>
            <pubDate>Mon, 17 Jun 2013 14:16:03 CDT</pubDate>
            <description><![CDATA[<img src="http://rpg.drivethrustuff.com/images/4800/115708-thumb100.jpg" border="0" alt="CREATE YOUR BOARD GAME II Tiles & Doors" align="left" hspace="3" vspace="3"><b>Publisher</b>: Old School Dungeons<br /><p>All tiles and doors for your Boardgame.</p><b>Price</b>: $5.00]]></description>
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            <title><![CDATA[Class Expansions: Mysteries of Madness [PFRPG]]]></title>
            <link><![CDATA[http://rpg.drivethrustuff.com/product/115705/Class-Expansions%3A-Mysteries-of-Madness-%5BPFRPG%5D]]></link>
            <pubDate>Mon, 17 Jun 2013 13:41:46 CDT</pubDate>
            <description><![CDATA[<img src="http://rpg.drivethrustuff.com/images/3827/115705-thumb100.jpg" border="0" alt="Class Expansions: Mysteries of Madness [PFRPG]" align="left" hspace="3" vspace="3"><b>Publisher</b>: Interjection Games<br /><p>Sometimes, all you need to have fun with a class for another few months is a few new ideas to tinker around with. Class Expansions is a series of lightweight supplements for The Pathfinder Roleplaying Game that takes a base class and offers alternative class features that, handily enough, each fit on one page or less.</p>
<p></p>
<p>Following in this vein, <i>Class Expansions: Mysteries of Madness</i> introduces two new mysteries for the oracle base class.</p>
<p></p>
<p><b>The Cacophony</b> - Elsewhere. It is there, just on the edge of hearing, a chorus of lost souls, dead gods, and spirits never given the chance to take shape in this universe. They claw at our universe, screaming out in timeless agony, crying out to regain an existence that once was or to gain one that never was at all. Some individuals are capable of tapping into Elsewhere and making bargains the forgotten vestigial remnants of these beings. Others aren't quite as lucky. Living conduits who are somehow attuned to this Elsewhere, oracles of The Cacophony spend every waking moment steeped in an incessant barrage of tortured screams and are doomed to eventually become one with the white noise of the universe.</p>
<p><b>Perfect Bacon</b> - You have seen it in your dreams. Bacon. Not just any bacon, but a delicious shoulder cut from the most perfectly-raised free range swine ever conceived, lovingly marinated after the fact to make it even more chock full of bacon-y goodness. You desire this bacon. You downright lust for this bacon. The only problem is everyone else believes such an amazing piece of pork product is all part of your imagination. But it exists. It has to! And it has to be divine, too! How else could you start throwing conjured bacon salt at people? A bacon god is, of course, the answer! Your source of power is an enormous, and necessarily invisible, strip of bacon cut from a massive divine sow... and you're going to eat it!</p>
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<ul></ul><b>Price</b>: $1.00]]></description>
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            <title><![CDATA[The Metamorphica (Classic Edition Pay What You Want)]]></title>
            <link><![CDATA[http://rpg.drivethrustuff.com/product/115703/The-Metamorphica-%28Classic-Edition-Pay-What-You-Want%29]]></link>
            <pubDate>Mon, 17 Jun 2013 13:19:25 CDT</pubDate>
            <description><![CDATA[<img src="http://rpg.drivethrustuff.com/images/4483/115703-thumb100.jpg" border="0" alt="The Metamorphica (Classic Edition Pay What You Want)" align="left" hspace="3" vspace="3"><b>Publisher</b>: Red Box Vancouver<br /><p><strong>Random Mutation Tables</strong></p>
<p>If your game has a need for random mutation tables and procedures for creating all sorts of mutant abominations or unnatural things, whether they are corrupt demons and unique monsters or strange aliens and new superheroes, The Metamorphica is the book for you.</p>
<p>As a collection of biological, psychic, and supernatural mutations, all grouped into tables so results can be randomly selected using dice, this book is a system-agnostic resource for campaigns of such diverse genres as dark fantasy, four-colour comic book, post-apocalypse, modern horror, science fiction, transhumanism, and weird high fantasy.</p>
<p><strong>The Metamorphica contains:</strong></p>
<p>*Over 650 individual mutations, all with their own descriptions.</p>
<p>*Physical and mental mutations, as well as psychic and supernatural powers.</p>
<p>*Several different types of mutation-generating tables.</p>
<p>*Lengthy random creature tables.</p>
<p>*Procedures for using mutations in four different campaign types.</p>
<p>*Procedures for creating aliens, demons, and monsters.</p>
<p>*Procedures for creating mutant animals, humans, and plants.</p>
<p></p>
<p>I wrote this book for myself so you are more than welcome to download it for free. That said, it did take a lot of time and effort, so if you find it entertaining or useful, please consider paying a few dollars for it. And if you have already: thank you! It is very much appreciated.</p><b>Price</b>: $5.00]]></description>
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            <title><![CDATA[Mana Punk: The Elementals of Vond]]></title>
            <link><![CDATA[http://rpg.drivethrustuff.com/product/115695/Mana-Punk%3A-The-Elementals-of-Vond]]></link>
            <pubDate>Mon, 17 Jun 2013 12:51:57 CDT</pubDate>
            <description><![CDATA[<img src="http://rpg.drivethrustuff.com/images/4486/115695-thumb100.jpg" border="0" alt="Mana Punk: The Elementals of Vond" align="left" hspace="3" vspace="3"><b>Publisher</b>: Hot Goblin Press<br /><p style="text-align: justify;"><span>The usually secretive&nbsp;<em>Kroal Empire</em> has trouble brewing deep within its fiery borders; trouble forcing it to admit that it needs outside help. Deep within the heart of this <em>Smoking Crown</em>&nbsp;is a mine under siege, a situation that has deteriorated into a hostage crisis. Thanks to the Zethyrian Adventurers Guild you have the chance to go where few outsiders have been - inside a working&nbsp;<em>Forinite</em> mine. Forinite, or 'Float Stone', is the primary economic resource used by the dwarves to fuel much of their wealth and power. This highly sought after rare material is what makes airships possible, expanding trade routes and enabling wide spread commerce. If the Vond Mines are shut down as a result of this hostage crisis, economic panic is sure to follow.</span></p>
<p style="text-align: justify;"><em>The gratitude of a kingdom is always welcome, but do you dare go where even dwarves fear to tread in order to gain that favor?</em></p>
<p style="text-align: justify;">(A Mana Punk RPG Adventure Module - Designed for 3 to 8 players of beginner to expert experience level. Takes advantage of our &quot;Easy Read Formatting&quot; for simple and concise layout as well as adjustable difficulty.)</p><b>Price</b>: $5.00]]></description>
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            <title><![CDATA[The Cursed Knight- A Dungeon World Playbook]]></title>
            <link><![CDATA[http://rpg.drivethrustuff.com/product/115567/The-Cursed-Knight--A-Dungeon-World-Playbook]]></link>
            <pubDate>Mon, 17 Jun 2013 10:04:28 CDT</pubDate>
            <description><![CDATA[<img src="http://rpg.drivethrustuff.com/images/5554/115567-thumb100.jpg" border="0" alt="The Cursed Knight- A Dungeon World Playbook" align="left" hspace="3" vspace="3"><b>Publisher</b>: Timothy Schroeder<br /><p>Maybe it was an accident, maybe it was a choice. Maybe it was destiny. For whatever reason, you were gifted with a dark power. Will you bend its strength towards good, revel in your power and bring the world to its knees, or be consumed utterly by the monster that lurks within you?</p>
<p></p>
<p>The cursed knight is a brand new base class for the Dungeon World system. The cursed knight walks a perpetual tightrope, gaining both greater power and greater risk of losing control as it unleashes its dark powers. Customize the nature and origin of your affliction, and choose whether to resist or embrace the corruption with 22 possible advanced moves!</p>
<p></p>
<p>The Cursed Knight is licensed under a <a href="http://creativecommons.org/licenses/by-nc-sa/3.0/deed.en_US">Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License.</a></p><b>Price</b>: $2.99]]></description>
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            <title><![CDATA[Haunted House]]></title>
            <link><![CDATA[http://rpg.drivethrustuff.com/product/115520/Haunted-House]]></link>
            <pubDate>Mon, 17 Jun 2013 09:43:13 CDT</pubDate>
            <description><![CDATA[<img src="http://rpg.drivethrustuff.com/images/5555/115520-thumb100.jpg" border="0" alt="Haunted House" align="left" hspace="3" vspace="3"><b>Publisher</b>: Proyecto Arcadia<br /><p>&iquest;Qu&eacute; encontrar&aacute;s en Haunted House?&nbsp;Un sistema de creaci&oacute;n de aventuras r&aacute;pidas en varios entornos (casas encantadas, castillos, trenes, colegios y astronaves) que te permitir&aacute; tener preparada una aventura sencilla de terror, mapa inclu&iacute;do, en veinte minutos. Pero tambi&eacute;n es un juego completo, con reglas para jugar al rol en una ambientaci&oacute;n de misterio, terror y crimen, con creaci&oacute;n de personajes, enemigos, combate y magia... Adem&aacute;s, reglas espec&iacute;ficas para recrear las situaciones m&aacute;s t&iacute;picas del terror: locura, hu&iacute;das a ciegas, accidentes mortales, perderse en edificios laber&iacute;nticos, desgracias que se ve&iacute;an venir desde la primera escena y motivos para no quedarte a solas en la oscuridad.</p>
<p>What would you find in Haunted House RPG? A rule system to create single night adventures placed in haunted houses, castles, trains, schools or spaceships, allowing you to have a horror session ready, maps included, in just twenty minutes. But it is also a complete rpg game with rules to play mystery, horror and crime stories, including character creation, enemies, combat and magic... Furthermore, specific rules to play typical horror situations as: madness, blind fleeing, deadly accidents, get lost in labyrinthine buildings, misfortunes you can foreseen from first scene and reasons not to be alone in the dark.</p><b>Price</b>: $4.00]]></description>
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        <item>
            <title><![CDATA[Bedroom Wall Two-Pack - Pay What You Want]]></title>
            <link><![CDATA[http://rpg.drivethrustuff.com/product/115686/Bedroom-Wall-Two-Pack---Pay-What-You-Want]]></link>
            <pubDate>Mon, 17 Jun 2013 09:42:51 CDT</pubDate>
            <description><![CDATA[<img src="http://rpg.drivethrustuff.com/images/4617/115686-thumb100.png" border="0" alt="Bedroom Wall Two-Pack - Pay What You Want" align="left" hspace="3" vspace="3"><b>Publisher</b>: Bedroom Wall Press<br /><p>Two great games, for the price of your choosing!&nbsp;</p>
<p>For a limited time, Bedroom Wall Press is releasing both of our critically acclaimed RPGs in a two-fer, as a pay-what-you-want bundle, allowing gamers to acquire both our current releases for as much or as little as they like.&nbsp;</p>
<p>This means both the best-selling Hulks and Horrors and the 5-star reviewed Heaven's Shadow, all yours in PDF.</p>
<p>Hulks and Horrors is an old+school inspired science fiction roleplaying game of planetary and dungeon exploration, sending players on perilous adventures into ruined relics of a bygone age of galactic civilization left destroyed by a great plague.&nbsp;</p>
<p>Heaven's Shadow is a Mini Six powered game of assassination and espionage, where players take on the solemn duty of Shadows, assassins of faith tasked with protecting mankind from the insidious and demonic Nephilim.</p>
<p>This download includes both games as watermark- and DRM-free PDFs in 6&quot;x9&quot; format, as well as an .EPUB version of Heaven's Shadow, enclosed in a single .ZIP archive.&nbsp;</p><b>Price</b>: $15.00]]></description>
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