Sign up for our newsletter
Subscribe to our emails
A Classic Freeport Adventure for Shadow of the Demon Lord!In the beginning, there was Death in Freeport, the award-winning adventure that revealed the City of Adventure to thousands of tabletop gamers. Originally designed for Dungeons & Dragons, this adventure has been updated and adapted for use with the Shadow of the Demon Lord tabletop roleplaying game. This adaptation brings Freeport to the world of Urth and shows you how the exciting tales and thrilling adventures set in this evocative city began. Designed for novice characters, the characters find themselves stranded in Freeport, the great trading city on the Pirate Isles, and recruited to perform a simple job for a decent reward. However, the deeper they dig into the mystery, the stranger the tale becomes until uncover a terrible conspiracy and secrets worth dying for.Death in Freeport is the first part of the epic Freeport Trilogy. To use this adventure, you need a copy of Shadow of the Demon Lord. While not expressly necessary, having the Shadow of the Demon Lord Freeport Companion, the Demon Lord’s Companion, and The Pirate’s Guide to Freeport from Green Ronin Publishing will certainly enhance your experience.
£15.99 £10.00
Explore the world of Rifts® using the Savage Worlds system! Garnet Town Gambit Adventure A small town is caught in the middle between different groups wanting to exploit the region. Heroes of the Tomorrow Legion arrive just in time to make a difference in this settlements future. But first, the Legionnaires have to deal with various threats that could wipe this town off the map! GM Screen The hardcover landscape GM Screen brings all the tables and charts for easy reference, including Combat Options, Reaction Table, and Ley Line Characteristics! These two items are sold together and require the Savage Worlds core rules, Rifts®: The Tomorrow Legion Players Guide, and Rifts®: Game Masters Handbook to play.
£16.99 £15.30
From publisher blurb:“You want to go where?!”Players are an unpredictable lot. You spend hours planning the perfect adventures, then they ignore your carefully staged clues to head off in a direction you had not prepared. Savage Lairs is here to help.This book presents a range of sixty encounters all tailored to fit within a typical fantasy forest. Each page presents a new scene that offers a way to occupy the players while you try to figure out how to adapt your masterwork to their unexpected actions. Some could lead to a side quest or an unrelated adventure, but this is not necessary. These encounters help you to occupy the heroes for a bit, while you hurriedly readjust your main focus.Savage Lairs Fantasy Forests is for use with any fantasy setting.
£15.99 £14.40
From publisher blurb:IN A WORLD FULL OF MONSTERS AND MADNESS, IT'S GOOD TO KNOW WHAT'S COMING.One day, your heroes may face a heavily mechanized patrol of Coalition Soldiers. The next, they're trading lasers and mystic bolts with a horde of cybernetic-loving demons called Brodkil. Next week, a gargantuan tentacled horror from a Rift threatens every living thing in the region, and it's up to the Tomorrow Legion to stop it...somehow.Rifts®: Savage Foes of North America contains stats and descriptions for all of the major monsters and enemies a group of heroes might face as they serve in the Tomorrow Legion: the Coalition States, the Federation of Magic, the Black Market, the 1st Apocalyptic Cavalry, the bandits of the Pecos Empire, and much, much more. Important key figures, such as Emperor Prosek, Lord Alistair Dunscon, and Sabre Lasar are included. For those times when a Rift opens and you want randomly figure out what comes out of it, there's an extensive Creatures from the Rifts Generator to help you.
£19.99 £18.00
From publisher blurb:WELL, THAT ESCALATED QUICKLY!Running Savage Rifts® is unlike any game you've ever run before: everything is bigger, faster, and over-the-top, with more adventure and threats thanks to the gaping holes in space-time that define the setting. The heroes of the setting are powered up and equipped with the kind of gear you need to fight inter-dimensional wars.WE'VE GOT YOUR BACKThe Rifts® Game Master's Handbook is packed cover-to-cover with everything you need to master a setting with decades of history and a Megaverse® of possibilities. A thorough yet concise overview of the world, with a focus on the North American continent where the Tomorrow Legion is based, adds to information about all the factions and other major known threats the heroes are likely to encounter. All you need to know about the ley lines, the Rifts®, how they work, and how to on-the-fly generate them at need is included. You also get a powerful Adventure Generator tailored to the unique qualities of Rifts® North America and the foes that plague the Tomorrow Legion, powerful and useful advice on running a Savage Rifts® campaign; and much, much more!
£20.99 £18.90
From publisher blurb:WELL, THAT ESCALATED QUICKLY!Running Savage Rifts® is unlike any game you've ever run before: everything is bigger, faster, and over-the-top, with more adventure and threats thanks to the gaping holes in space-time that define the setting. The heroes of the setting are powered up and equipped with the kind of gear you need to fight inter-dimensional wars.WE'VE GOT YOUR BACKThe Rifts® Game Master's Handbook is packed cover-to-cover with everything you need to master a setting with decades of history and a Megaverse® of possibilities. A thorough yet concise overview of the world, with a focus on the North American continent where the Tomorrow Legion is based, adds to information about all the factions and other major known threats the heroes are likely to encounter. All you need to know about the ley lines, the Rifts®, how they work, and how to on-the-fly generate them at need is included. You also get a powerful Adventure Generator tailored to the unique qualities of Rifts® North America and the foes that plague the Tomorrow Legion, powerful and useful advice on running a Savage Rifts® campaign; and much, much more!
£15.99 £14.40
From the back of the book:With the advent of the plastic hull, people of all species took to the Acid Sea to explore, seeking new shores and facing dangers unknown. Life on the sea is different than life in the relative safety of the kingdoms and monarchies. Sailors must face the dangers of hunger, starvation, or becoming hopelessly lost and adrift while the plastic hulls of their boats slowly melt into uselessness. Large portions of the sea remain unexplored and uncharted, denying pirates the assurance of a safe journey home. If treasure is found, there’s always a hostile crew or two out there on the waves, lying in wait to raid returning ships. And twisted corpses of dead sea life animated by Unseen forces haunt the waves. It takes an extra level of grit to brave the Acid Sea. Do you have what it takes?Pirates of Pugmire is a chronicle sourcebook for both Pugmire and Monarchies of Mau. It’s usable with either game, or as part of a joint experience.
£41.99 £37.80
From publisher blurb:Welcome to Alpha Complex! Welcome to the ranks of the Troubleshooters! Welcome to Paranoia!As a Troubleshooter, you are a member of Alpha Complex’s most expendable elite force. Tasked with finding trouble and shooting it, you will be hunting mutants, terrorists, traitors, [CLASSIFIED], secret societies, renegade bots, and DAIVs, which are [REDACTED]. You’ll save Alpha Complex from its greatest threat, unless you accidentally become Alpha Complex’s greatest threat.Completely rebuilt from the ground up, Paranoia is the classic RPG of a darkly humorous future, rebooted for a humorously dark present. All-new mechanics include a simple yet brilliant character-generation system, a bluffing-based card-driven combat system that encourages creativity, clever moves and lying, a special Computer Dice which means even the simplest interaction can become hilariously fatal, in-game XP point rewards, and more advice to GMs than you can shake a stick at. Three single-session adventures introduce you painlessly to the new mechanics and background, and are designed to be played straight out of the box.Everything is the same but everything is different.You look worried, citizen. Relax! It’s still Paranoia. The year is still 214. You still have six clones and a laser pistol. The Computer is still your friend.Contains:The Player's HandbookThe Gamesmaster's HandbookThe Missions Book110 Playing CardsCharacter Cards
£55.00 £49.50
Publisher blurbSTRONG, FIERCE GLAIVES. REALITY-BENDING NANOS. JACKS OF ALL TRADES.The characters of the Numenera™ RPG are varied and intriguing — and there are so many options! Even after you choose to be a glaive, will you be a Charming glaive who Leads, a Learned glaive who Wields Two Weapons at Once, or a Graceful glaive who Rides the Lightning?Create characters, explore the setting, and learn the basic rules in this inexpensive player’s alternative to the Numenera corebook. It’s perfect for getting a taste of the game, having an extra rules and setting reference on hand at the gaming table, or for game masters to hand to new players. The Player’s Guide is a fantastic, ready resource for anyone playing Numenera, and a wonderful introduction and teaching tool for the game.The Numenera Player’s Guide packs a lot into a 64-page package: An overview of the exciting Ninth World setting The basic rules to play Numenera Everything needed to create characters in a step-by-step process A variety of options that allow players to create the characters they desireFrom the introductionThe Player’s Guide offers a brief overview of the setting and the rules of the game, and it provides all the information you need to create a character so you can play Numenera, explore the Ninth World, and discover its wonders and dangers for yourself.
£14.99 £9.50
From publisher blurb:The villainous resistance of New York City was one of the last to hold out against the alien invasion. The evil v’sori responded by placing the island of Manhattan beneath an unbreakable energy field.Trapped within, the city’s toughest and most cunning super villains must battle it out for food, weapons, resource, and dominance.But they are not alone. A strange creature swarms in the sewers and subways. Powerful gangs rise and raid their rivals. The Black Hand controls a vast black market of scavenged goods. And rumors of a way out are–so far–nothing more than street gossip.Only the strong will survive, and only the most calculating will eventually……BREAK OUT!Necessary Evil: Breakout is a prequel to Pinnacle’s smash hit Necessary Evil setting. It features Street Level super villains trapped within the alien cordon of Manhattan attempting to form gangs, dominate their rivals, and eventually break out of the v’sori prison. Break Out details the New York City Prison setting, its villains and heroes, and features a full-length Plot Point Campaign for the most nefarious of souls.
£17.99 £16.20
From publisher blurb:HERE BE MONSTERS: BEWARE.In the Iron Kingdoms peril lurks at every turn, as fearsome and terrifying creatures both great and small look to turn unwary adventurers into their next meal or enslave them beyond death. From ferocious packs of ravenous burrow-mawgs to deadly ethereal pistol wraiths that haunt the back roads and forgotten cemeteries, the Monsternomicon is filled with creatures both mundane and supernatural to challenge even the most experienced adventuring parties.This essential full-color guide to the wicked denizens of the Iron Kingdoms gives you everything you need to introduce them into your own adventures.Features: Rich, evocative background information and stats for over 40 monsters. New creature templates for customizing your monsters to fit specific environments and themes. Fully compatible with both the Iron Kingdoms Full Metal Fantasy Roleplaying Game and the upcoming Iron Kingdoms Unleashed Roleplaying Game.DISCOVER WHAT LURKS IN THE SHADOWS!
£19.95 £18.00
Molotov College is a TTRPG about super-powered drama. Inspired by superhero media like The Umbrella Academy, X-Men and Titans, you play as the alumni of a superhero school. The heroes have to deal with villains, ghosts, the authorities and the impending apocalypse, while having to confront their past trauma and overcome their differences. No Dice, No MastersThis game uses the Belonging Outside Belonging system by Avery Alder and Benjamin Rosenbaum. It is a GMless system that uses a token economy instead of dice, and characters don’t have numerical stats. Number of players: 3-6 Time required: 2-4 hours (3-4 hours recommended) The game is design and written by W.H. Arthur, with art by Xrystina Marcos. Support the creator directly here!
£15.00
Subscribe to our emails