Welcome to 100 Oddities for a Graveyard, the fourth entry in Skirmisher Publishing’s popular "Oddities" series!
As roleplaying locales go, graveyards are classic, and can play a part in just about any type of game. As long as adventurers venture and people die, there will be graveyards. Fantasy, historical, urban, modern, horror, and even sci-fi or post-apocalyptic games can all benefit... [click here for more]
Welcome to Skirmisher Publishing’s Oddities for a Thieves’ Guild, second entry in an ever-expanding series of curiosities for places absurd, bizarre, creepy, devastated, enervated, and frustrated (we can go on and come up with an entire alphabet of abject adjectives, but we have already calibrated our cogitation contraptions to alliterative mode).
Oddities are the details that... [click here for more]
Welcome to 100 Oddities for a Wizard's Library, third entry in Skirmisher Publishing's ever-expanding series of curiosities designed to fill the empty corners of your campaign worlds!
Oddities may clutter a shelf or lie forgotten in a corner but are not defined by where they are so much as what they are and are unusual by their very nature. A dead rat in the basement of an abandoned... [click here for more]
A Brief History of Gnolls: Anthropophagy and Emeralds from Wales to Wisconsin and Beyond traces the history of the title fantasy creatures in literature and gaming, from when they were first introduced nearly a century ago up through the present. Features of this unique and entertaining volume include two entertaining quasi-academic essays by writer Paul Haynie that examine the literary history... [click here for more]
This special 33% off bundle contains four related titles, including the "Kos City" universal campaign sourcebook, an adventure set within it, a piece of short fiction that takes place in the same location as this scenario, and a document of bonus content for the adventure.Bonus Content for 'Into the Mines of Moira'Regular... [click here for more]
Radiation. For many in a post-apocalyptic world, the word conjures burning thoughts of flesh-corrupting terror; for others, the tingling aura of mutation-granting nirvana. In the core Mutant Future rules this damage/mutation mechanic is cut and dried: you get crispy and a roll to save — fail enough times you get dead or sprout something. This first installment of a two-part series makes... [click here for more]
As a weary game master, nearing the end of a long session and faced with a sudden, sticky conundrum, have you ever looked across at a table full of your eager/irate/meddlesome players (taut with the expected wisdom of your decision), and thought: “Man ... I wish there was a rule for this”? For many of these unexpected cases, now there is. This issue of Wisdom from the Wastelands... [click here for more]