The Silver Cult thrusts the characters into a conspiracy that threatens to overturn the natural order of Gor and the city of Tharna. Will they side with the revolutionaries who seek to usurp the power of that city, or help crush the rebellion? This supplement also contains rules for slave-breaking and torture, and for encouraging better roleplay through mechanics. Ta Sardar Gor!
The funniest gaming book of the year! Sex, Dice and Gamer Chicks casts an introspective and irreverent eye onto gamers themselves. Just what drives a rules lawyer? What are the secrets to fame, success and riches as an all-star games designer? Are female gamers weird? These questions and many others are ignored as Sex, Dice and Gamer Chicks tweaks and teases apart the very fabric of gaming and those who call themselves gamers. Written by James Desborough and Jonny Nexus, both World-class Gaming Personalities themselves, Sex, Dice and Gamer Chicks will have you in stitches from beginning to end! Essential reading for gamers, gamer spouses, gamer family members and gamer widows - provided they have a sense of humour.
In this adventure for the Tales of Gor roleplaying game, the characters are charged with investigating peculiar tales of a golden cave on the fringes of the Northern Forest. This book also contains Games Master tips for portraying alien mindsets and using smell in your games, especially with reference to the Priest Kings.
The fifth installment in Gorean Adventures for the Tales of Gor RPG line. This adventure has our adventurers protecting a slaver who has been marked for assassination by the mysterious black caste.
In this supplement for Tales of Gor you join a rebellious inventor on a quest for a mythical lost island and city. Will his technological innovations anger the Priest Kings? Will you fall afoul of the pirates that ply their trade across the Thassa? What will you discover beneath the waves, far from the politics and skulduggery of Civilised Gor? This book also contains information on a (non-canonical) Farther Isle for you to use as a setting or base of operations for your player group.
This companion volume to badly named but well-executed horror RPG Actual Fucking Monsters is bigger than the original! 120 pages of content for your Actual Fucking Monsters games, too spicy for Drivethrurpg.
Aren't we all just a little tired of shiny, brooding, humanised monsters who just want to be loved? Not in this game, here you will play Actual Fucking Monsters who do horrible things are hounded and hunted to the ends of the Earth. Yes, it's fun, just a different kind.
An RPG based around using words to complete tasks, rather than using mathematics. Compatible with popular word-tile games and great for learning spelling and vocabulary in a gun setting.
This book exists to record, for posterity, the events of Gamergate from the perspective of someone within Gamergate. There is a real danger that, what with the media bias against Gamergate, that the other side - the right side - will not get recorded. In the future, anyone looking back is likely to encounter an entirely one-sided version of events from people who have been acting very shadily. As a participant in Gamergate, that worries me. As a historian, that worries me. As someone who cares about truth, fairness and accuracy, that worries me.
Machinations of the Space Princess is a Science-Fantasy role-playing game. That means it's very much about style over substance, mixing science-fiction, magic and psionics in a game world that owes much more to Metal Hurlant and Star Wars than it does to 2001 or Bova's Grand Tour. This is a game of strangeness and fun, of space pirates and beautiful alien princesses, of living planets and robot hordes, of blasters at noon. This is... Sexy, sleazy, swords and sci-fi! A full game combining old and new school thinking, packed with GM and player advice and with simple tools for creating your own monsters, adversaries, weapons, armour, ships and alien races.
A Modern Horror Roleplaying Sourcebook ... An abandoned house, where shadows fall with nothing to throw them... ... A darkened school, with chalkboards scribbled with messages from children dead a dozen years ago... ... An office building, where deals are cut, along with the throats of the innocent... ... All these and ninety-seven more locations from your nightmares for your favourite modern horror game. This book contains one hundred system-neutral adventure seeds for modern horror games from the twisted mind of James "Grim" Desborough and is part of the popular "100 Adventure Seeds" series.
Diceless, mythic adventure stories in a China that never was. This game isn't for you if you're painfully serious about Chinese mythology, or Buddhism or... anything. If you like playing comedy monsters struggling for enlightenment in a mythic China/India (in a hapless fashion) and failing as much as they succeed, then you're in for a treat. This game is best played 'poorly dubbed'.
A cooperative (or competetive) story game about founding a Moon colony, making it succeed and opening up the way to the rest of the solar system.Players take on the parts of 'The Board' and make decisions about the future of the colony, expending political capital and gaining prestige when their plans work.
Deadman's Tome presents Final Contact. This volume of galactic terror features stories that warn of the consequences of bold space exploration, exploitative mining, venturing too far, and contact with foreign entities. You see, dear reader, we are not alone, and the first contact might just be the last!
THIS GAME DEALS WITH COMPLEX ADULT THEMES AND CONTAINS ARTISTIC NUDITY. MATURE AUDIENCES ONLY. World of Gor collects the lore of the Gorean cycle of novels by John Norman into one reference volume, intended for use alongside the Tales of Gor roleplaying game. This reference work will also be useful to Gorean roleplayers and fans of all kinds, roleplayers or not as a resource for fan fiction, roleplaying and Gorean activities of all kinds. Illustrated in striking style by celebrated fetish and comic book artist Michael Manning (Spider Garden, Tranceptor) this book is also a visual treat for fans of Gor, giving his unique interpretation to Gor, its creatures and its people. John Norman's works by permission of the author and the author's agents Richard Curtis Associates, Inc. John Norman's works are published by Open Road Media
Sometimes the worst pictures are really the best. The ones that are edited may appear to be the most honest, but because of the overwhelming demand for celebrities to always have smiling, glamorous faces the pictures that show the truth are sometimes left out. Celebrities love to have their picture taken but can also have bad days they do not want documented...after all, despite what people may think, they are human! Paparazzi are just photojournalists with a bad name. They do not choose the pictures you all see. The good paps shoot everything and the picture editors' selections are passed to chief editors who make the final decisions. Celebrities have to sell themselves and the movies or TV shows they appear in, working together with the paparazzi to present themselves at premieres or award shows. Sometimes the celebs are caught off-guard - maybe there's been a row with their boyfriend, they've been turned down for a big part, their TV series was cancelled or perhaps they just woke up on the wrong side of the bed. The real stars somehow manage to have 'star quality' even when crossing the road or doing their shopping. Craparazzi showcases the pictures that have not been published, where the star tried to avoid being snapped, by leaving through the back door, covering their face with a purse or simply hiding. Sometimes the photographer misses the 'money shot' but still gets a picture that tells the story. You be the judge. Enjoy the pictures and the captions and between them see if you can guess who the celebs are?
100 Planets is the companion book to 100 Science Fiction Adventure Seeds providing the idea-strapped Games Master with a hundred ideas for planetary locations for their science fiction campaigns. 100 Planets presents a hundred different worlds, each with its own described society and geography and each with a handful of adventure seeds and helpful ideas to get you started. An invaluable resource for any Games Master.
Never run out of scenario ideas again. This book contains 100 generic horror plots for you to use with your horror games. Each plot consists of a premise, three twists and an epilogue. Some can be strung together, others could form the basis of campaigns. Part of the successful 100 Adventure Seeds series.
Never run out of scenario ideas again. This book contains 100 generic fantasy plots for you to use with your fantasy games. Each plot consists of a premise, three twists and an epilogue. Some can be strung together, others could form the basis of campaigns. Part of the successful 100 Adventure Seeds series.
A runaway space station controlled by a rogue AI. A haven for scum, pirates, slavers and other ne'er-do-wells, squatting amidst the ruin of the fallen Urlanth Empire, right on the edge of a warzone. 100 shops, services and interesting people for your players to interact with, and inspiration for hundreds of adventures and many ideas that can easily be ripped off for other space opera, heavy metal or OSR science fiction games.
The British believe their Empire is unassailable, that no force has the power to stand against it. They are wrong. Across the gulf of space, alien minds have observed the world of Victoriana with covetous eyes. They have come to wage war not only against the British but the whole of the Earth. Will the great Ironclad airship 'Thunderchild' prove a match for the Martian war machines? Can the powerful magic of the Guild protect humanity from the deadly science of an alien race? What part will your characters play in the coming battle? Will they stand against the onslaught or cower against the might of another world? War of the Worlds is the first in the 'Victoriana Shattered' line. This series details new alternate worlds for Victoriana, or campaigns of such import that they will change the world of Victoriana forever.
A dark star fell from the sky bringing with it the end of all things! The sanctity of the world known as Abaddon was shattered when a global apocalyptic event of a meteor impacting the planet causing a destructive ecological and eldritch change. But what really was the meteor that hit the planet of Abaddon. The H'Laqu were not present on Abaddon until the disaster happened. They came with it, were the progenitors of it, were part of the meteor itself. They were - and are - the engineers of Abaddon's destruction. Now they're found, increasingly, all over the world. Insinuating themselves into air, stone, flesh and plants, subverting and spreading, wandering far and wide and engaging in strange and unnatural behaviours that nobody can understand. They're not of this world, not of this dimension, not of this reality in any way. Inscrutable, inimical to the very existence of this world, perhaps even insane, the H'Laqu are a growing presence, a growing influence and a growing concern to all the forces at work across Abaddon. A threat that can't be understood, controlled or even directed, beyond the schemes and plans of man and undead alike. Inside this book you will find you'll need to embark on adventures using A Place Beyond Hell sourcebook including: - The History of the H'Laqu - Over 20 all new feats including Black Blood, Horrific Countenance and Withering Stare. - Over 20 all new spells including Antilife Bolt, Immaculate Dissection, Mind Trap and Void of Despair. - Ten all new monsters and NPCs including Abyssal Arm, Infected Land and Nyxsus the Surgeon. - Background of the Cult of Black Glass - Rules for the Breaching Points of H'Laqu
The Islands of the United Kingdom are steeped in history, myth, magic and folklore. Even the smallest hamlet or the most remote piece of land has some event or some story linked to it and, even if it doesn't, people are more than willing to make one up for you. Discerning the facts from all of these many layers of myth, history and retelling is the scholarly work of a lifetime. It is as dangerous to sanity as any other study of the Mythos, as one creeps ever closer to the terrible truth. Cthulhu Britannica: Folklore gives life to strange tales and strange places where myth meets mythos in Britain's darkest corners, including: Screaming Skulls The Wild Hunt Worms and Dragons Wreckers, Body Snatchers and more
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