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Savage Sneak Attack [BUNDLE]

Savage Sneak Attack [BUNDLE]

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133855-thumb140.jpgA Cyborg in King Althor's Court
Regular price: $2.99
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The Millennium Tournament approaches. Knights, wizards, and priests from across the land flock to the capital for what promises to be the greatest celebration ever seen in Lomia. But on the road to the tournament, something strange happens. A man from the future warns of a cyborg and a shape shifter: wanted assassins who traveled to the past for purposes unknown. The heroes must track down the fugitives from the future and stop their evil plot. A Cyborg in King Althor’s Court is an adventure for Savage Worlds, in which classic fantasy heroes fight cyberpunk villains. It is set in the world of Kron, and works as a stand-alone one-shot or a prelude to the upcoming Kronocolypse campaign setting....

138154-thumb140.jpgA Mother Fragging Dragon
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The Dragon Slayers are a small team of highly trained, heavily armed mercenaries. They've taken on everything from rampaging cyborgs to hostile takeovers, but a real dragon? You're joking right? Those things are from fairy tales. Or not. A Mother Fragging Dragon is an adventure for Savage Worlds in which the heroes play hi-tech mercenaries fighting a real fire-breathing dragon. It is set in the world of Kron, and you can use it as a stand-alone adventure, or as a prelude to the upcoming Kronocolypse campaign-setting....

393964-thumb140.jpgBeacon in the Dark (Savage Worlds)
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The dwarves of Karn Ungil seek to reclaim their former outpost of Ballo Dar from dark elf invaders. They are sending a small group of spellcasters to sneak into the heart of the outpost to reawaken its magical defenses. The dwarves of Karn Ungil ask the player characters to escort this expedition through the twisting tunnels of the realm beneath. While dark elves attack the group, they face a greater danger — one of them has already betrayed the group from within. Beacon in the Dark is an adventure recommended for characters Seasoned rank or higher. It is set in the Undercaverns and can be dropped into nearly any campaign or run as a one-shot. In addition to the adventure, Beacon in the Dark features: 3 NPC allies 7 new or modified monsters 1 new magic weapon A GM cheat sheet to track t...

126143-thumb140.jpgBroken Earth (Savage Worlds)
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Bombs fell. Billions died. Now you must pick up the pieces and rebuild this Broken Earth. Broken Earth is an adventure setting that takes place in a post-apocalyptic version of Earth. It deals with a small fraction of the world, what was once the northern Midwest of the United States, and a tiny bit of southern Central Canada. As an adventure setting, Broken Earth includes many compelling locations and adventures, but also gives the heroes freedom to explore the world. The book gives the GM everything you need to run a prolonged campaign in the Broken Earth setting, including locations, NPCs, plot points, mutant monsters, and a detailed first adventure that brings the party together. This book also contains everything in the Broken Earth Player's Guide. If you are a player in a Broken Ear...

152541-thumb140.jpgBroken Earth: Fire Queen of Dover (Savage Worlds)
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Word has spread from fishing village to fishing village about the Fire Queen protecting the town of Dover. She is a powerful mutant able to control fearsome dragons and use them to fight off raiders. Little does anybody know, while the Fire Queen influences her dragons, they also influence her, making her increasingly cruel and unpredictable. The Fire Queen of Dover is set in the Broken Earth setting, but with a little work can be used with any post-apocalyptic campaign....

226373-thumb140.jpgBroken Earth: Hart Plaza (Savage Worlds)
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Hart Plaza sits along the Detroit River, amid the ruins of that once great city. Once a large open space used to entertain vast crowds, in the years since the Great War it has been repurposed as one of the most important trading sites in the Great Lakes region. Home to almost a thousand people throughout the year, the population spikes at various points during the warm months, as people come from all over the region to buy, sell, and trade. Hat Plaza is set in the Broken Earth setting, but with a little work can be used with any post-apocalyptic campaign. This product and all the others in the Tales from the Great Lakes series are available in a money-saving bundle....

140137-thumb140.jpgBroken Earth: Ludington (Savage Worlds)
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After the apocalypse, a cult called the Northern Light made it their holy mission to keep the lighthouse in Ludington running. A village of survivors settled in the shadow of the lighthouse. Ludington offers a safe port from the storm, but danger encroaches the town from every side. Mutant animals and carnivorous plants lurk in woods, bandits have taken the only road out of town, and fish people lurk off shore. Ludington is set in the Broken Earth setting, but with a little work can be used with any post-apocalyptic campaign....

273410-thumb140.jpgBroken Earth: The Falls (Savage Worlds)
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Money is power? Knowledge is power? Maybe where you come from, but around here, power is power. After the Great War, the twin cities of Niagara Falls, New York and Ontario remained empty for decades, except for the occasional scrappers who searched them for ever-decreasing salvage. Then Ma Parker and her associates arrived. She and her crew repaired the hydroelectric generators along the Niagara River and got electricity flowing to what was now a single city known as the Falls. The Falls thrives and is famous for the electric lights that brighten the sky at night. Travelers flock to its trading posts, gambling dens, saloons, and entertainment halls. Some claim the Falls is decadent and filled with immorality, but the people who live there see it as the best chance for humanity’s surviv...

133366-thumb140.jpgBroken Earth: The Haunted Straits (Savage Worlds)
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The Wright family wants to open up permanent trade routes to Geneva and Scrap City on Lake Michigan. From the pre-War maps they’ve salvaged, they know that the sea beyond Wright Town connects to the lake. Boat trade should be easy, at least once they’ve dealt with the Haunted Straits. The Haunted Straits describes an isolated community that perpetuates rumors of vengeful spirits to ward away outsiders. The book includes a history of the area, important NPCs, and plot points. The Haunted Straits is set in the ENnie nominated Broken Earth setting, but with a little work can be used with any post-apocalyptic campaign....

209353-thumb140.jpgBroken Earth: The Radiant Grove (Savage Worlds)
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In the lead up to the Great War, a cave system in a once-unspoiled park in western Wisconsin was turned into a dumping ground for radioactive and biological waste. Somehow in that toxic ground, a miraculous tree bloomed. In the darkness it ate the radiation rather than depending on light from the sun. Fifteen years ago, a band of simians discovered this "Tree of Life" and built their home in it's branch. Their leader, Longmane, has long believed that a time will come when humans die off and apes inherit the Earth. Now the signs Longmane reads tell him that time is now. The Radiant Grove is set in the Broken Earth setting, but with a little work can be used with any post-apocalyptic campaign. Also available in a Pathfinder Roleplaying Game compatible version....

186315-thumb140.jpgDrakonheim Savage Companion
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Drakonheim: City of Bones was released earlier this year. The system-free setting book features an ancient city where necromancers operate openly. The Savage Companion features all the rules you need to play in Drakonheim using the Savage Worlds system, including: 9 archetypes 2 new races (goblin and hobgoblin) 6 new Hindrances 22 new Edges 5 pieces of gear 5 deities 3 new power trappings Expanded rules for necromancers and undead Full stats for all 29 of the major NPCs described in the setting book Several NPC archetypes and monsters An adventure generator Because the companion is designed to work with the Drakonheim: City of Bones setting book, the Companion does notcontain setting information on its own. You can get both the setting book and Savage Companion at a discount in the ...

172854-thumb140.jpgDrakonheim: City of Bones
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Why are we nicknamed the City of Bones? People first started calling us that when the city's founder killed the dragon Ignomia and used her bones to build the walls of Drakonheim. It took on new meaning after the Empire fell. The marble palaces became skeletal remains of a dead civilization. Now there is a third reason. The bones of the dead walk the street. Skeletons and zombies. Why don't we fear them? We do, of course. But what choice do we have? —Gavin Kipper, guide for hire To save the city from disaster, Drakonheim made a deal with a cabal of necromancers. Now this cabal, the Gray Society, holds the real power in the city. Drakonheim is a fantasy city full of intrigue and surrounded by dangers. Goblins dwell in ...

128840-thumb140.jpgGaia's Revenge (Savage Worlds)
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Swirling snow blocks your vision. Vines twist around your ankles. A fireball explodes. You thank your super-tough skin for shrugging off most of the heat. A man made of stone emerges from the blizzard. You slam your fist into him, but he barely notices. “I thought you were a hero,” he says. “Why are you fighting us? We’re just trying to save the world.” Welcome to Gaia’s Revenge. This short ebook presents a supervillain group ready to use in your Savage Worlds supers game. It provides not only game statistics, but also character backgrounds, adventure hooks, and a sample story arc that demonstrates how to use Gaia’s Revenge as recurring and evolving villains. Gaia's Revenge is a group of idealistic college students turned eco-terrorists. They want to save the Earth by any means necessa...

374295-thumb140.jpgGood Little Children Never Grow Up (Savage Worlds)
Regular price: $3.19
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 $1.93
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Everybody in Hedgebird knows that the old DeMay orphanage is haunted, but that did not stop the Perseville family from moving to town and buying the place. Nor did it stop the Tarnak boys from venturing inside. Now the children are trapped within, and to get them out the heroes must confront terrible ghosts from the orphanage’s past. Good Little Children Never Grow Up is a horror- themed adventure for 4–6 characters characters of any rank. You can run it either as a one-shot adventure or as part of a larger campaign. In addition to the adventure, Good Little Children Never Grow Up includes: 24 handouts for players. Thanks to the restless spirits within the orphanage, each character only gets part of the picture 4 new or modified monsters 1 new magic item 1 ghostly blessing High resolu...

208063-thumb140.jpgHeroes of Drakonheim (Savage Worlds)
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Heroes of Drakonheim, a three-part adventure for Savage Worlds set in the fantasy city of Drakonheim, which can be played as a stand-alone setting or incorporated into any larger fantasy world. In Chapter 1: Rats in the Sewers, the heroes are asked to solve a series of mysterious disappearances. They follow the trail into the sewers, find the goblins responsible, and learn that they are selling dead bodies to a shadowy group of humans. In Chapter 2: Skeletal Society, the heroes discover that the group purchasing the corpses is a cabal of necromancers calling itself the Gray Society. In the process, they may stumble upon a nest of wights, some of the society’s storehouses, and perhaps even one of their initiation ceremonies. These encounters lead to a final confrontation with the leader ...

266664-thumb140.jpgKronocalypse
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 $10.26
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Now updated to Savage Worlds Adventure Edition! The Kronocalypse has begun! Cavemen, wizards, sky pirates, and cyborgs must unite to stop an evil that threatens to destroy time itself. Kronocalypse is a time-travel mash-up setting with a plot-point campaign for the Savage Worlds rules system. It takes place on the world of Kron, a planet that is similar to Earth, but different in many key ways, like that magic is real, and that humans and dinosaurs lived side-by-side. The Kronocalypse setting book includes everything the GM needs to run a campaign in the Kronocalypse including New races like clockwork automaton and gene-engineered replicants New Edges and Hindrances, including Edges for cybernetic enhancement Setting rules for a time-travel campaign Location descriptions for four eras: neo...

131674-thumb140.jpgMeltdown and the AlphEx Corporation (Savage Worlds)
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 $1.20
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Your skin burns as you lunge towards the armored figure. It turns, and a single blow of its lead fist sends you staggering backwards. Its face plate reveals only two glowing eyes. "Sorry pal," it says in a distorted voice. "Nothing personal. I'm just trying to feed my kids." Meltdown and the AlphEx Corporation is short book that presents a supervillain and several related NPCs for you to use in your super-powered Savage Worlds campaign. It contains not only game statics, but also character backgrounds, adventure hooks, and a sample story arc that demonstrates how to use Meltdown and the AlphEx Corporation as recurring elements in your game. Meltdown and the AlphEx Corporation includes the following NPCs: Meltdown: A living radioactive battery who must wear a con...

402639-thumb140.jpgThe Golden Banner (Savage Worlds)
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 $2.41
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Grufus Tinker is hosting a feast to honor the rediscovery of the Golden Banner, a holy relic key to the history of Greenport. But on the day of the feast, word has come to Tinker that somebody plans to attack his celebration. Now Tinker needs a few heroes to investigate the attack and protect his guests. As the characters investigate, they peel back layers of intrigue, and discover a centuries old conflict between faiths. The Golden Banner is a Savage Worlds adventure for five characters of Seasoned or higher rank. It is set in an urban port city that can easily be placed in any setting. In addition to the adventure, The Golden Banner features 5 new humanoid enemies 3 new magic weapon 2 player handouts 3 high resolution maps 7 PNG tokens for your Virtual Table Top ...

397839-thumb140.jpgThis and That: Book and Shelf (Savage Worlds)
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Ad Copy Book and Shelf Between their covers, books can hold nearly anything: answers to a terrible mystery, wizards' spells, or instructions for a popular game. Books have power, and those who possess them know how to use that power, both in the real and fantasy world. Book and Shelf a resource focused using books and libraries in your game. It includes A real-world history of books, from clay tablets to ebooks How books might change in a fantasy world Optional rules for characters building and personal library A random book generator 2 new powers: animate object and bibliomancy 5 new magic items: arcane enchiridion, book of secrets, iron codex, Raska's scroll case of convenience, and shelf of preservation 3 new monsters: author devil, biting book, and
458007-thumb140.jpgThis and That: Cart and Wagon (Savage Worlds)
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Long journeys across fantastical lands are a common part of fantasy fiction and the roleplaying games they inspire. Sure, some heroes make these journeys on foot, but why walk when you can ride? And why just ride a horse when you can ride in style in your gold-covered carriage? Carts, wagons, chariots, and more provide not just transportation. They can also be shelter, sports, monsters, or treasure that you can use to enrich your campaign. Cart and Wagon is a mini-supplement for all things wheel related. It contains: Real-world history of wheeled transportation Vehicles in a fantasy setting Two new pieces of equipment Optional rules for races A sample race: Circus Extremus New power: conjour item A random vehicle generator Two new magical items: chariot of the sun and self-driving wheel...

416855-thumb140.jpgThis and That: Hourglass and Sundial (Savage Worlds)
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 $1.81
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How long have we been in this dungeon? When will the torch run out? Is that dragon about to wake up? Questions of timing are critical in any fantasy roleplaying game, just as they have been throughout history, and just like in history, characters need ways of telling time. Hourglass and Sundial is a mini-book themed around how we tell time. It includes Real world history of telling time: from sundials to atomic clocks Telling time in a fantasy world 2 new traps Guidelines for sundial puzzles Random tables to generate time pieces 5 new magic items: from the massive circle of stones to the handy pocket sundial 3 new monsters: sand ghost, temporal steward, and walking bomb ...

359636-thumb140.jpgThis and That: Lock and Key (Savage Worlds)
Regular price: $2.99
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Since the dawn of fantasy roleplaying games, opening locks has been a staple of fantasy adventures. This mini-supplement is filled with information about locks and how to open them. Lock and Key includes: A real-world history of locks and keys Ideas for a fantasy history Variant Locks – Including real world items like false keyholes, and fantasy items like talking locks A random key generator 2 new traps 4 new magic items 1 new spell 3 new monsters Note: This is the Savage Worlds Adventure Edition compatible version of Lock and Key. It is also available in a 5e version and a Pathfinder 2nd Edition version....

434559-thumb140.jpgThis and That: Pack and Pouch (Savage Worlds)
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Adventurers need to carry a lot of stuff. To explore dungeons, they need rope, torches, crowbars, and 10-foot poles. In the wilderness, they need food, bedding, flint and tinder, and cooking gear. And that’s not even getting to all the treasure they haul home after a hard day’s work. How are they expected to carry all that stuff? In bags of course! Bags are not just an important part of an adventurer’s toolkit, it’s where they keep their toolkit. Pack and Pouch is a mini-supplement for all things bag related. It contains: Real-world history of bags Bags in a fantasy setting Two new pieces of equipment Three NPC porters to carry your stuff One new power: smuggler's boon A random bag generator Eight new magical items including Nebrik Bronzebottem’s bag of nabbing, resourceful pouch, an...

367451-thumb140.jpgThis and That: Rope and Chain (Savage Worlds)
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Rope may be the most important invention of all time. It is strong, yet flexible. It built ancient monuments and powered the sailing ships that began global commerce. Rope is also a staple of fantasy role playing games, whether climbing ice cliffs, tying up prisoners, or keeping the party from getting separated in a blizzard. In Rope and Chain you'll find: A real-world history Variant ropes and chains made from fantasy materials New weapons like the lasso, rope dart, and harpoon Optional rules A random rope generator A new power: animate rope 4 new magic items: ghost chain, lasso of honest, living rope, and Surtr's meteor hammer 3 new monsters: chain golem, rope golem, and smimic (half-snake/half-mimic) ...

373317-thumb140.jpgThis and That: Secret and Cypher (Savage Worlds)
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Secrets are valuable. Knowing the enemies’ orders can win a war. Knowing a competitor’s recipe for superior steel can make you rich. As long as there have been people, there have been secrets. The trouble is that sometimes you need to share these secrets, but only with a certain few. That is why humans invented ways to hide secret messages, an art known as steganography. Of the many ways to hide messages one of the most popular is cryptography, the means of turning messages into unreadable blobs of text and then back. Secret and Cypher includes: A real world history of cryptography Optional rules for encoding and decoding message New equipment 1 new power 2 magic items 3 new monsters ...

384710-thumb140.jpgThis and That: Torch and Lantern (Savage Worlds)
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 $1.81
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The dark is dangerous, and full of monsters. Since the dawn of civilization, humans have sought for ways to light their worlds and push back the darkness. Heroes exploring caves, catacombs, and ruins of buried cities bring torches and lanterns to discover ancient treasure and fend off terrible monsters. Torch and Lantern is all about how we see in the dark. It includes: A real-world history of human-made lighting How lighting might change in a fantasy world 7 new pieces of mundane equipment, like fungus lantern and glow goop New modifiers for the light power A random light source generator 3 new magic items, like the intelligent lantern Obo the Illuminator 5 new monsters, including living prismatic sphere and radiant drake This is the Savage Worlds of the product. You can also get it fo...

130003-thumb140.jpgUg See Big Thing that Fly!
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You live easy lives, hunting dinosaurs, sharpening spears, and trying to master fire. Then the Big Thing That Fly came. Like an animal bladder filled with air, but bigger than an apatosaurus. Funny men used magic spears of fire and thunder to attack the People of the Big Cave and People by the Lake. Some died. Many were taken. Now you must save your people from the Big Thing That Fly. But first you’ll need to get there. Ug See Big Thing That Fly is an adventure for Savage Worlds in which the heroes play cavemen and women and dinosaur people fighting an incursion from the future. It is set in the world of Kron, and works as stand-alone one-shot or a prelude to the upcoming Kronocolypse campaign setting. It includes six pregenerated characters....

135067-thumb140.jpgWe've Got a T. Rex
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The Millennium Fair is meant show off the greatest marvels of technology: from electric lights to steam-powered cars to advanced automatons. But everybody is shocked to see a blast from the past: dinosaurs! While the dinosaurs cause chaos, other visitors from the past have a darker agenda. We’ve Got a T. rex is an adventure for Savage Worlds in which steampunk heroes battle prehistoric foes. It’s set in the world of Kron, and works as a stand-alone one-shot or as a prelude to the upcoming Kronocalypse campaign setting....


Total value:$110.92
Special bundle price:$66.99
Savings of:$43.93 (40%)
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Product Information
Rule System(s)
ISBN
1-30000-204-3
Publisher Stock #
SAPB012
Format
Original electronic Click for more information
Scanned image
These products were created by scanning an original printed edition. Most older books are in scanned image format because original digital layout files never existed or were no longer available from the publisher.

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Original electronic format
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This title was added to our catalog on February 14, 2016.