By my Code!
Do you plan on running a game of knights and honor? Want to play a knight in your upcoming campaign? Then A Squire’s Guide to All Things Knightly is the book for you. Inside you will find 24 pages of knightly facts, from an exhaustive list of the different noble titles to the different parts of a knight’s armor to a discussion of the knightly code of honor with... [click here for more]
Avast! Do you want to play a pirate or are you running a seafaring game? If you need to brush up on your nautical terms or learn the pirate code, then the Cabin Boy’s Pocket Pirate Handbook is for you. The Cabin Boy’s Handbook is 20 pages of seafaring facts, from sailing jargon to ship types. Add to that the 14-page role playing appendix that contains useful universal record sheets, character... [click here for more]
At last I have found the missing journal of Andarus Randaval. Now does anyone know ancient Greek?<o:p></o:p>
Every game master needs a foreign language sometimes. Whether it’s to give a foreign NPC a little flavor, the language the lost journal of Doctor Maniacal was written in or the ancient carvings on the cave wall, foreign languages can spice up a game and give the... [click here for more]
GM: ‘Come in, I have been waiting for you,’ says the creepy old hag as she beckons you into her hut.Player 1: I have a bad feeling about this.Player 2: I look around the room. Do I see any telltale signs of witchcraft?GM: Like what?... [click here for more]
GM: You have tracked the fiend back to an island known as Savage Horn Island.Player: Sounds like fun, I’m in.
A truly memorable, over-the-top master villain is the centerpiece of any good game, whether in a fantasy setting, action pulp game or a superhero world. But a memorable villain needs to come from somewhere suitably evil, or at least have a suitably evil-named impenetrable... [click here for more]