
Epic Munchkin
(Reprint)
Does your Munchkin adventure end too soon? There you are, multi-raced and multi-classed, with three hands full of killer items, buffed up with sidekicks and Munchkin Fu styles . . . and the game's over. Rejoice, for Epic Munchkin is here. You will find gathered in this one set the Epic rules for all Munchkin core sets and supplements published through December 2012.
7-page PDF.
Stock #37-2011,
$FREE.
Across the Symphony, from Heaven to Hell, in Earth, and even in the Marches, there are places which have meaning. They are more than just earth and stone -- they're cared for or abhorred, worked in and lived in, important to people . . . and even more important to your characters!
This book is full of different locations that can be used as instant adventures, or worked into a campaign to add flavor. The secret projects of Demon Princes; the sacred areas protected by Archangels; Ethereal Domains etched into the global unconscious; purely human areas on Earth that the War hasn't touched yet -- they're all here. Dozens of places hide secrets, all waiting to be discovered by those who won't know what they're getting into!
For all the players who keep asking their GMs where they are, and all the GMs trying to give them an answer -- You Are Here. Now the players just have to cope with it . . .
131-page PDF.
Stock #30-3316,
$9.00.
Buy Now!
Epic Munchkin
(Reprint)
Does your Munchkin adventure end too soon? There you are, multi-raced and multi-classed, with three hands full of killer items, buffed up with sidekicks and Munchkin Fu styles . . . and the game's over. Rejoice, for Epic Munchkin is here. You will find gathered in this one set the Epic rules for all Munchkin core sets and supplements published through December 2012.
7-page PDF.
Stock #37-2011,
$FREE.
The shadows from the streaks of rain form lines like prison bars across the wall of your office. Who can you trust in this questionable world? Only yourself . . . and Pyramid, the PDF magazine for roleplayers. This month we turn our black-and-white gaze on the world of noir:
This Pyramid also presents a criminal Murphy's Rules with Greg Hyland, plus Steven Marsh's rain-soaked Random Thought Table. Let this issue's illumination help you out of the dark . . . and into the world of noir!
39-page PDF.
Stock #37-2642,
$9.00.
Buy Now!
GURPS Magic Items 2 once again opens the doors to shops full of arcane artifacts and enchanted objects . . . over 450 completely new items.
All of the familiar magical shops from GURPS Magic Items 1 are here, with new items for armor and protection, magical weaponry, mystical healing, necromantic magic, curses, tricks and traps, and more. You also get eight new shops for magic-seeking adventurers to visit, with items for bardic magic, adventuring items, holy magic, and toys and entertainment.
You'll also find:
Many mystical items lurk within these pages! Time to go shopping!
(This is an e23 reprint of a GURPS Third Edition product.)
131-page PDF.
Stock #30-6512,
$9.00.
GURPS Traveller Classic: Planetary Survey 6 – Darkmoon
"Welcome to Darkmoon Imperial Prison. I am Warden Kaede Malone, and you are very lucky. Instead of a filthy, lice-infested prison mine, you've come to a clean, state-of-the-art correctional facility.
"Darkmoon Prison is operated under Ministry of Justice charter by Schunamann und Sohn AG. You will work hard to repay your debt to society for the crimes you committed, and your debt to SuSAG for providing the necessities of life here. If you demonstrate contrition and participate in recommended programs, you may qualify for change in your status and stay at a minimum-security facility.
I see mention that this is a SuSAG operation has caused a stir. Don't be afraid! SuSAG pharmaceuticals are all extensively tested on animals before any human trials are run."
The Darkmoon system has been many things -- a base for the Imperial Navy, a System Defense Boat and Space-Submarine Warfare School, the last stop of a fringe group of cultists seeking to escape the downfall of civilization . . . but when the Navy left, the system became a backwater, and economic ruin set in. To the rescue came the megacorporation Schunamann und Sohn AG, which turned the facility into a maximum-security enterprise.
On a gas-giant moon under miles of ice and water, this "escape-proof" prison is the final stop for 3,000 of Imperium's worst scum, from corsairs to Ine Givar terrorists. But Darkmoon is no ordinary prison world . . . a prisoner who steps out of line may find that he's been reclassified "lab rat."
(This is an e23 reprint of a GURPS Third Edition product.)
52-page PDF.
Stock #30-6806,
$2.99.
