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Found 17 results

  1. GUIDE TO THE GALACTIC FRONTIER RPG Revolution D100 system Teaser 1 Teaser 2 Visit our Facebook Page for a sneak peek
  2. Hi all, DevaCon is fast approaching! On April 29th in Chester, UK we're having a one day games convention in the Crowne Plaza (Prince of Wales suite). There'll be Call of Cthulhu, The One Ring, but also some non-Gloranthan RuneQuest! We'd love to see you there! https://devaconblog.wordpress.com/
  3. The year is 1092 in the Age of Itania. King Girart of Mirensa, villified as the killer of children, schemes to bring the Nine Kingdoms under his crown while Safiro of Tivonna engages magi and spies to thwart Girart's ambition. Mad King Bertrant of Ossirenza bears the burden to defend the lands of Men against marauding Krek even as his galleys war on Tivonnan ships to satisfy his raging temperament. In the wild North the rangers, always outnumbered, battle the depredations of ruthless Kyaksa tribesmen who strike from mountain strongholds. In the steppes to the east the Solok tribes battle each other to satisfy the blood-lust of their gods and raid the West for its riches. The Vashaniin, an ancient and prideful people, spurn involvement in the affairs of Men while they prepare for the coming of a threat more dire than any of the petty squabbles of the West - an enemy that even now may be probing the defenses of the gray walls of the mountains of the Eastern Divide. By James Brian King. 136 pages. Published November 2010 by Chaosium. TarsaPreview.pdf
  4. The village wise-woman creating herbal mixtures to cure her neighbours of the latest plague to curse their homes, the crone who disguises herself as a beautiful young woman to entice men to their doom, the travelling warlock who trades in potions and talismans which may or may not be truly magical. These are all examples of witches; men and women for whom witchcraft is an art and a profession. Within this monograph you will find new spells common to witches, rules for brewing magic potions and rules for creating talismans - a new kind of one-shot magic item in which the witch invests a portion of their soul for a short time. There are also descriptions of various witches’ organisations, and optional allegiance rules for flavouring magic ‘black’ or ‘white’. BRP: Witchcraft is a monograph best suited to Dark Ages, High Medieval, High Fantasy, Arabian Nights and Renaissance settings. However, there is nothing to stop you playing a modern witch selling magic potions under the table at a local diner or an apocalypse survivor rediscovering the old ways. By Byron Alexander. 76 pages. Published by Chaosium December 2010.
  5. This scenario/sourcebook features two open and non-linear adventures and information about the city-state of Miraz and the setting of the Shattered Lands. It is an epic self-contained mini-campaign that is designed to be picked up and played, or be a mine of ideas for a Gamesmaster looking to adapt it to his/her own campaign. Miraz the Golden sees itself as inheritor of the old Lion Empire. It is an oppressive military police state which seeks to dominate its neighbours. Some say the wrath of the gods has been brought down because of its hubris and it is currently stricken by a plague. Its Tyrant looks on from his remote palace, as the victims of the plague shuffle round the streets as newly-risen zombies. While his heirs fight amongst themselves to see who will succeed their father, once he is toppled by the rebellion that is fermenting in the streets.Into this madness step the beginning adventurers, out to make a fortune and a name for themselves. A Travellers Guide to the Shattered Lands: A brief overview of the setting with Cults and example character concepts. Enough for a GM to use the setting without clipping the wings of inspiration. Dead Pot Country: Enter the ancient ruins of the River Valley Civilization in search of a missing Merchant. Life and Death: Journey to the tyrannical city of Miraz and stop the plague of Undeath that afflicts it. Six Pregenerated characters: So you can pick up and play. “One day this city will have to choose between Life and Death” The Prophet, before being taken to his execution one hundred years ago in the city state of Miraz. By Newt Newport. 100 pages. Published by D101 Games November 2010.
  6. In Search of the Trollslayer is classic beer-and-pretzel dungeon-crawl filled with monsters, traps, and treasure! Your players will need to use their brawn as well as their wits to survive this dungeon. It is designed for 3-6 characters of Heroic Campaign power level. Other power levels may be used with some adjustment to encounters and obstacles. It is also suggested that the players create their characters using the total hit point option, as this will allow for a much more dynamic and exciting adventure. It is recommended that the party include at least one Wizard or Sorcerer, as there are several obstacles that will require their arcane skills to get past. This scenario is set in a dank and dismal swamp but could be placed in any campaign world with a few minor modifications. Three hundred years ago a brave human hero named Sir Tolwar was slain while leading an epic charge during the height of the Troll Wars. The body of the knight was never found but, because of his bravery, the tide of the war turned and Sir Tolwar became revered as a Saint. A brotherhood was formed that honored the knight, and they erected a shrine on the very site of the battlefield where Sir Tolwar was slain. They called themselves the Brotherhood of the Lance in reference to the weapon Sir Tolwar wielded on that fateful day — a golden spear called Kerok, the Trollslayer. Word of the shrine spread. Pilgrims thronged to this holy place, where to behold the spear of the saint could cure disease, heal the sick, or bestow courage for those going forth into battle. At first The Brotherhood accepted only donations for the upkeep of the shrine. But soon greed began to take root within their ranks. They began to charge great sums of money to look upon Kerok, causing those who truly needed the help of the saint to be turned away. The Brotherhood began to purchase farmland surrounding the shrine, demanding the serfs that worked it to pay exorbitant rents. As the years passed the Brotherhood of the Lance became nothing more than a cruel landlord. The greed and selfishness of the brotherhood angered the gods. They summoned a mighty cataclysm which shook the earth and flooded the Order’s holdings, creating the Dread Swamp. The monks themselves were transformed into hideous creatures haunting the catacombs of the shrine. Now the shrine is all but forgotten; a ruin rotting in the middle of the Dread Swamp. But legend has it that Kerok the Trollslayer, the lance of Sir Tolwar, remains hidden within the walls of the forgotten shrine, waiting to be claimed by any adventurer willing to retrieve it. By Troy Wilhelmson. 48 pages. Published by Chaosium May 2009.
  7. A complete and easy to play Fantasy Roleplaying game, with monsters, magic and exotic locales. OpenQuest uses the classic D100 rules mechanic, which uses percentages to express the chance of success or failure.Open Quest is based on the Mongoose RuneQuest SRD (MRQ SRD), with ideas from previous editions of Chaosium’s RuneQuest and Stormbringer 5th, mixed in with some common sense house rulings from the author’s twenty years of experience with the D100 system. Final Edition. Character Generation: • Points buy by default, both for skills and characteristics (although there are optional rules for Random Characteristic generation) • Players come up with a concept for their character and build it the way they want. • Default rules produce jack of all trades characters, which are capable in combat, magic and practical skills. • Optional specialist character rules to produce characters who are more warrior or magician in concept. Character Improvement: • Characters gain improvement points for completing goals and entertaining play. • Players may then spend as they see fit on automatic skills and magic advancement. Skills: • Many skills are more groups of broad skills. For example Sleight, Hide and Stealth are all grouped together as Deception. This results in a streamlined and much shortened skill list. • Gone is the ‘golf bag’ of weapons skills, replaced by Close Combat, Ranged Combat and Unarmed. • Modifiers only added when they bring a big impact into play. Either plus or minus 25% or 50%. No more fiddly adding or subtracting of a +5% or -10% here and there. • Clear guidelines of when to call for a skill test and when not to. Combat: • Combat rounds are 5 sections of time, were combatants act in DEX order (INT if casting spells) • New combat manoeuvres available for all to speed up combat and make it more exciting • Characters with combat skills over 100% may split their attacks and defences to take on mulitple opponents. • No Hit Locations (although easy enough to add back in). • Damage taken directly off a Hit Points total, based on SIZ + CON divided by two. • Major Wounds (as seen in Stormbringer) an optional system. Magic: • Three approaches to magic: Battle, Divine and Magic. • All characters have some Battle Magic as default. • Summoning and Enchantment built into each approaches. • Specialists : Shamans, Priests, Holy Warriors , Adepts and Magus. • Sorcery now completely based upon one ‘Sorcery Casting’ Skill. This is the chance to cast a spell and limits the amount that the spell’s range, magnitude and duration can be manipulated. Creatures: • Twenty five monsters detailed. • Along with common domestic and giant animals. The Empire of Gatan: • A straightforward fantasy setting, with enough detail to pick up and play but enough room for Games masters to make it their own. The Road Less Travelled: • This is an introductory scenario suitable for beginning players and Games Masters • It is designed to give a general introduction to most of the rules systems Everything in the core OpenQuest rule book, except the illustrations by Simon Bray, is open gaming content under the Open Gaming Licence. This means that you can use all or part of the book to produce your own games, rules, adventures even for commercial release as long as you include the Open Gaming Licence included in the back of the book. By Newt Newport, with Tim Bancroft, Simon Bray, Paul Michener, John Ossoway, Graham Spearing and Tom Zunder. 182 pages. Published by D101 Games September 2010.
  8. This supplement is a companion book for the Aces High setting. Incident at Alice is split into two sections; the first section is concerned with historical, geographical and societal issues that will allow the Master to explore some of the land of New Mexico during the appropriate period. The second section is a scenario which will allow the players to interact with some of the people and creatures that live here. In the scenario the characters will be involved in a bank raid and will chase an Apache outlaw across rugged terrain. Along the way they will begin to learn of the supernatural entities called the Kachina, sacred, mythical spirits of the Pueblo dwellers religion. The Puebloans themselves have a long and, at times, dark history. Some of which waits to be discovered in one of their forgotten, holy sites. The characters may begin to understand that not all Native Americans are the same. Being able to tell the difference between the thoughtful, artistic Puebloans and the warlike, aggressive Apache will give the characters some insight into the many divergent philosophies that are endemic of the native populations. In the end, learning this difference may be the weapon that allows the characters to succeed or fail in their quest. By Stuart Godbolt. To be submitted to Chaosium by October 2011.
  9. Blood and Badges contains the 9 winning entries for the 2010 BRP Adventure Contest: • I Sette Magnifici Bastardi by Kevin Ross (spaghetti western) • Blood and Badges by Jon Hook (western horror) • The Goblin Hoss by Kevin Scrivner (western horror) • In the Frozen Darkness by R.J. Christensen (fifties horror) • Out with a BANG by Tom Lynch (cyberpunk) • The Haunted Bridge by Rich LeDuc (fantasy) • Company Town: Stepchildren of the Night by Mike Czaplinski (humorous conspiracy) • From Pagania with Hate by Marko Ercegovi’c “Streebor” (medieval horror) • The Prison of Outlaws by Simon Yee (dystopian alternate history) 132 pages. Published by Chaosium June 2011.
  10. Contained within is a Saga of Swords and Sorcery action set in cold barbarian lands, where savage warriors stalk evil monsters in mist shrouded forests. New lands and religions to explore and four new adventures for OpenQuest, also compatible with other D100 systems: Guide to the Savage North: A new mini-setting filled with Tundra, Glaciers, Mountains and Barbarians. Although self contained it ties in with the setting in the OpenQuest rule book. Cults of the Savage North: The Barbarian Gods and the terrifying Blood Gods detailed with full cult write ups. Adventures: • Sellswords of the North: Adventurers are working as caravan guards, and arrive at northern trading post to find it ransacked. Hired to track bandits and bring them to justice. • To Frost Hold!: Adventurers meet priestess who is on quest to recover a magical artefact from the Sorceress daughter of a Frost Giant. Their Quest leads them into an ancient fortress half buried in a Glacier where even more ancient horrors awaken. • The Cauldron and the Pig: A priest has been cursed and thinks he's a pig. Has to be taken to the druids in Bogdan to have curse broken. • The Isle of the Sorcerer: An isle of riches untold and death in abundance. Appendix A: Six heroes of the North: Six pregenerated characters to use directly in your games or as inspiration for your own characters. "Know, oh Emperor, that between the years when the Dragon Drakkar froze the evil Serpent Empire and the rise of your own father's domain to the south, there arose barbarian kingdoms in the Savage North..." By John Ossoway and Newt Newport. 122 pages. Published by D101 Games March 2010.
  11. Veni, Vidi, Vici is a supplement for Rome. The adventures in this scenario pack can either be run as one-shot scenarios or inserted into an existing campaign that is set in the first century BC. If the gamemaster wishes to tie all the scenarios together to form the backbone of a campaign, the element that connects all adventures together could be the best known leader of ancient Rome, Gaius Julius Caesar. He can be the adventurers' patron throughout all these scenarios, providing them with motivations for adventure and enriching the background with his inspiring figure. These four scenarios offer exciting and deadly experiences - including riots, battles and the inevitable skulduggery of Republican Rome! • The Ransom: The party's patron has been kidnapping by pirates, and they must travel to Rome and raise his ransom in a rush against time and their patron's rival's underlings. • The Promise: The party's patron is now free, but he wants revenge against the pirates who held him prisoner. Can the heroes be the key factor in the pursuit and defeat of these seagoing scum? • The Sacrilege: The party members discover that their patron's wife is involved in a torrid affair with a well known patrician, and their loyalty is about to be tested in a plot full of treachery. But is everything really as it appears? • The Invasion: Rome is planning to invade the British Isles, but strategy suggests gathering intelligence beforehand. The party is sent to Britannia as scouts and spies: are there Briton chieftains envious enough of Cassivellaunus to side with the Roman invaders? By Ken Spencer, Pete Nash and Conall Kavanagh. 36 pages. Published by Alephtar Games December 2009.
  12. Foes, beasts and creatures from every corner of the world can be found in this tome, ready to use in your games of Legend! Whether you are looking to populate your world with rare and exotic fiends to foil your players, or simply provide them with some gladiatorial entertainment, this book contains just what you need for the new Legend rules. Like the Legend Core Rulebook, Monsters of Legend is released under the Open Game Licence. By Lawrence Whitaker. 118 Pages. Published by Mongoose Publishing January 2012.
  13. Ashes to Ashes is a dark fantasy setting where wizards deliberately broke the world around a century Ago. The remnants of a mighty, high fantasy civilization litter the world, but civilization is no longer great. It's now a world of poverty, low magic and scarce resources, where people struggle to survive. This setting casts the players as mavericks in a fantasy world that is losing a war it does not even know that it is fighting. Hidden demons and their mortal minions, many of whom do not even know who their masters truly are, manipulate events from the shadows, experimenting with social control mechanisms to steer the human cattle in the direction that they want them to go. The adventurers' goal is to discover and stop them. Ashes to Ashes is a role-playing-heavy, philosophy-heavy, conflict-heavy type of game that would be best enjoyed by serious-minded folk. Ashes to Ashes must, if run correctly, continually force the players to face moral dilemmas. Two introductory scenarios have been included. By Jeff Moeller. 180 pages. Published by Chaosium June 2008. Supplement for this setting: Dust to Dust
  14. Basic Creatures presents an assortment of creatures useful to players of Basic Roleplaying. These critters are drawn from a variety of eras and genres of fantasy and fiction, including: Allosaurus, Baboon, Bandersnatch, Basikisk, Bear, Behemoth, Brontosaur, Centaur, Crocodile, Duck, Dwarf, Elemental, Elf, Ghost, Giant, Gorgon, Griffin, Halfling, Harpy, Headhanger, Horse, Insect Swarm, Lion, Lizard, Manticore, Minotaur, Mummy, Nymph. Octopus, Ogre, Orc, Plesiosaur, Satyr, Sea Serpent, Skeleton, Spirit, Tiger, Troll, Unicorn, Vampire, Werewolf, Whale, Wolf, Wraith, Wyrm, Wyvern, and Zombie. By Sandy Petersen and Steve Perrin. 52 pages. Published by Chaosium April 2009. (Note: Basic Creatures is basically a reprint of the creature chapter from RuneQuest 3 with the references to Glorantha removed).
  15. Here are the winning entries from the 2009 Chaosium BRP Adventure Contest. Explore mythic Australia, battle for lost New Caledonia, assist Boston police in a kidnapping, and make a strategic strike against the Nazi Occult Bureau in the 1930s! These and other adventures take place in different times and places, for Basic Roleplaying and the Basic Roleplaying Quickstart rules. 168 pages total. THE ADVENTURES INCLUDE: The Battle for New Caledonia, by Oscar Rios. The River Terror, by William Noble. Save Me an Angel, by R.J. Christensen. OPERATION: Mind Storm, by Jon Hook. The King, The Maiden, and the Mad Man of Las Islas de los Muertos, by Kenneth Spencer. The Guns of Nero’s Rome, by Michael Silverling. The Soul of Ra Mihn Nudal, by Kevin Scrivner. The Twin Circle Defenders, by Bruce Thompson. The Burmese Extravaganza, by Patrice Crespy. Fools Rush In, by Tom Lynch. Incident at Vasir Station, by Greg White. By many authors. 168 pages. Published by Chaosium October 2009.
  16. Basic Gamemaster provides wisdom and advice on running Basic Roleplaying games. There are five main sections: the first discusses the duties of the gamemaster in devising and presenting roleplaying adventures. The second covers scenario-construction aids for the gamemaster including encounter tables, languages, treasures, and danger-classes. The third treats the social organization postulated in the Basic Roleplaying rules, particularly as they affect adventurer occupations, income, magic and so forth. The fourth explores ships and the sea; supplementary rules to use in your game. Finally, a ready-to-play scenario is presented, intended to be used with the average beginning adventurer group. By Greg Stafford, Charlie Krank, Ken Rolston, Sandy Petersen & Steve Perrin. 48 pages. Published by Chaosium May 2009. (Note: Basic Magic is basically a reprint of the gamemaster chapter from RuneQuest 3 with all references to Glorantha removed).
  17. This tome of a book collects all the rules and options for one of the most original and influential role playing game systems in the world. From its origin, Basic Roleplaying was designed to be intuitive and easy to play. Character attributes follow a 3D6 curve, and the other Basic Roleplaying mechanics are even simpler. Virtually all rolls determining success or failure of a task are determined via the roll of percentile dice. The core virtues of the system are as evident today as they were when it was first introduced. Primary characteristics of Basic Roleplaying that have emerged from decades of play, across many different varieties of the system are as follows: • The system is remarkably friendly to newcomers. It is easy to describe the basics of the game system, and the percentile mechanics, to non-gamers. • Players of other game systems often find Basic Roleplaying to be much less mechanistic and less of a barrier to the actual act of roleplaying. Less time spent on game systems usually equals more time available for roleplaying and thinking “in character.” • Most of the information players need to know is present on their character sheets. • Characters tend to evolve based on practicing the skills they use the most. They do not arbitrarily gain experience in skills and qualities based on ephemeral elements such as levels or experience ranks. • Combat can be very quick and deadly, and often the deciding blow in a conflict is the one to land first. • Basic Roleplaying is remarkably modular: levels of complexity can be added or removed as needed, and the core system works equally well with considerable detail as it does with a minimal amount of rules. The internal consistency of Basic Roleplaying allows for rules judgments to be made rapidly and with little searching through the rulebook for special cases. This book represents a first for Basic Roleplaying—a system complete in one book, without a defined setting. Previously, Basic Roleplaying has been an integral part of standalone games, usually with rich and deep world settings. Due to differences in these settings, Basic Roleplaying has had many different incarnations. Variant and sometimes contradictory rules have emerged between versions, to better support one particular setting over another. Chaosium’s Basic Roleplaying system reconciles these different flavors of the system and brings many variant rules together between the covers of one book, something that has never been done before. Some of these rules are provided as optional extensions, some as alternate systems, and others have been integrated into the core system. By design, this work is not a reinvention of Basic Roleplaying nor a significant evolution of the system. It is instead a collected and complete version of it, without setting, provided as a guide to players and gamemasters everywhere and compatible with most Basic Roleplaying games. It also allows the gamemaster the ability to create his or her own game world (or worlds), to adapt others from fiction, films, or even translate settings from other roleplaying games into Basic Roleplaying. By Jason Durall and Sam Johnson. 400 pages. Published by Chaosium May 2008.
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