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50 Fathoms Explorers Edition
The world is drowning. The natives say three witches in Ograpog were sentenced to death directly by King Amemnus, drowned by the rising tide. With their dying breath, they cursed Caribdus, the land itself, to drown as they were, in fifty fathoms of cold dark sea. The people of Caribdus are adapting to their wet new world. Crab-like scurillians, massive grael, lonely doreen, mysterious kraken, curel kehana, and the nigh-human masaquani now sail the seas aside the new visitors, humans from the age of piracy, dashing corsairs, bloodthirsty bucaneers, and savage sea dogs drawn from the mists of earth on unfamiliar tides. Many believe these visitors to be destined to defeat the Sea Hags and save Caribdus from a watery grave, but most seem interested only in joining the plunder of forgotten treasures in a drowning world.
This new Explorer’s Size edition of the classic and much-loved 50 Fathoms includes the updated text of the original game, plus the 50 Fathoms Companion, all compatible with Savage Worlds Deluxe and beautifully colored by three-time Hugo Award winning artist Cheyenne Wright! Fifty Fathoms is not a complete game. You’ll also need the Savage Worlds core rulebook to play.
Jodi’s Notes:
I am proud to have edited on the new edition of 50 Fathoms, but as a re-release I didn’t add anything. One thing I did do, which won’t affect everyone, is make some of the language more innuendo and less direct when discussing adult matters, so this RPG gets my stamp of approval to play with your kids! Feel free to ask me what I changed specifically. In fact, I am preparing to run 50 Fathoms for my daughters as their first campaign.
Buy the .pdf through our RPGNow storefront by clicking here!
Buy the Player’s Guide .pdf through our RPGNow storefront by clicking here!
Agents of Oblivion
Ready for horror-fueled espionage action? Agents of Oblivion wants you! Agents of Oblivion is the highly anticipated Savage Worlds setting book we like to call “The Perfect Cocktail of Horror and Espionage.”
The pages within are graced with everything you need to play the style of spy game you want to play, from “The Company Line” where every nightmare and conspiracy you can imagine is real and you can wield the powers you need to drive back the darkness to “Spy versus Spy” where you can take things on in a gritty brutal fashion.
John Rogers, creator and executive producer, says it nicely. “You have in your hands a rules set that lets you play anything from “Spellslinging Spy vs. Alien Brain Eater” to “Harry Palmer vs. That Unpleasant Fellow from Bulgaria.” They haven’t glossed over any of the little nuts and bolts you need to play a realistic spy game, if that’s your desire–they’ve just streamlined it to be Fast, Furious, and Fun. That I can use one setting to play both those extremes is impressive as hell.”
Let’s break things down a bit more:
Agent generation is designed with flexibility in mind and expands the Savage Worlds base rules while remaining true to them. Within are options to even modify your agent’s abilities between missions. Add to that resources, and you have a setting that truly shines—spytech, special training, SUDs (single use devices), and a multitude of ways to trick out your loadouts and options to grab.
If you’re the Director, there’s plenty for you within these pages as well. Advice on how to integrate spy and horror themes into your games along with details on modeling your campaign into one of the seven campaign frameworks and a robust spy sampler where we show you how by example of how to create a campaign in each of the styles. Combine this with mission generators, creature generators, and more and you can leap into the modern world of high stakes espionage and horror with complete confidence.
Find the .pdf by clicking here!
Nominated for 2012 ENnie for Best Supplement
All For One Paris Gothique (Free Shipping!)
Paris Gothique is the definitive guide to Paris for All for One: Regime Diabolique.
This supplement includes information on all the important figures, places, and secret societies in France’s capital city. Also included is information on Parisian streets, architecture, and other aspects of everyday life.
In short, Paris Gothique provides the Game Master with everything needed to run swashbuckling adventures in the city.
Contents of the book include detailed information and locations in central Paris, how to set up adventures, new personalities and secret societies, and of course new monsters and lackeys!
This book requires the use of All For One: Regime Diabolique, to play.
All For One Regime Diabolique (Savage Worlds) (Free Shipping!)
The year is 1636 and France is a troubled nation.
A great and terrible evil gnaws at its core.
Darkness stalks the land.
All that stands between chaos and order are the King’s Musketeers.
Explore a France of swashbuckling action, powerful magic, daring deeds, courtly intrigue, witty repartee, and vile monsters! The characters are France’s bravest and proudest defenders, the King’s Musketeers. Pitted against them is a plethora of corrupt nobles, black magicians, fell demons, and twisted secret societies.
Set at the height of power of Cardinal Richelieu and Louis XIII, All for One: Régime Diabolique mixes the action of literary works such as the Count of Monte Cristo and The Three Musketeers with horror and intrigue to create a unique, vibrant setting.
The high-action is powered by the Savage Worlds Roleplaying System and requires Savage Worlds to play.
Strap on your sword, salute the King, and prepare to fight the creatures of darkness!
All For One Regime Diabolique (Ubiquity) (Free Shipping!)
The year is 1636 and France is a troubled nation.
A great and terrible evil gnaws at its core.
Darkness stalks the land.
All that stands between chaos and order are the King’s Musketeers.
Explore a France of swashbuckling action, powerful magic, daring deeds, courtly intrigue, witty repartee, and vile monsters! The characters are France’s bravest and proudest defenders, the King’s Musketeers. Pitted against them is a plethora of corrupt nobles, black magicians, fell demons, and twisted secret societies.
Set at the height of power of Cardinal Richelieu and Louis XIII, All for One: Régime Diabolique mixes the action of literary works such as the Count of Monte Cristo and The Three Musketeers with horror and intrigue to create a unique, vibrant setting.
The high-action is powered by Ubiquity, an innovative roleplaying game system that emphasizes storytelling and cinematic action.
Strap on your sword, salute the King, and prepare to fight the creatures of darkness!
All for One: Régime Diabolique is a complete roleplaying game from Triple Ace Games.
All For One Richelieu's Guide Compendium I (Free Shipping!)
HARK, FOR HIS EMINENCE, CARDINAL RICHELIEU SPEAKS!
You may not like Cardinal Richelieu, but what he has to say might just keep you alive. You can be sure it will add a host of new elements to your All for One game, as well as greatly expand the background on the alternate 17th France.
Contained in this supplement is information on:
• The Queen’s Musketeers.
• Wondrous Devices: Unusual devices, new weapons, and Da Vinci machines.
• Creatures of Sin: A host of diabolical creatures that stalk the night.
• Nobles & Courtiers: Detailing the nobility of France and the most important court positions.
• Nautical Adventures: Rules for ships and ship combat.
• The Church: A brief look at the Catholic Church
• Radicals: A look at some of the radical groups threatening France
• Fencing Schools: Expanded information on the core fencing schools, plus exclusive Talents
• Guidelines for creating non-Musketeer characters, a host of example characters, and dozens of new lackeys
This information previous appeared in the first eight Richelieu Guide supplements.
Richelieu’s Guide Compendium One requires the All For One Régime Diabolique RPG.
All for One: Régime Diabolique is the award-winning musketeer
roleplaying game from Triple Ace Games.
To find the .pdfs, go here and download each Richelieu’s Guide separately
All For One: Le Mousquetaire Deshonore (Free Shipping!)
Revenge is a dish best served cold!
Le Mousquetaire Déshonoré is a four part adventure campaign for the musketeer roleplaying game, All For One Régime Diabolique.
At its core, Le Mousquetaire Déshonoré is a tale of revenge involving a former King’s Musketeer. Thrown out of the company for being caught in the act of a heinous crime, Delmar Boulanger blames four musketeers for his ouster. Vigorously resisting his arrest Boulanger was severely disfigured during a fight and lost an eye.
This bitter and disgraced musketeer spent a little over a decade learning to fight with one eye and plotting his revenge.
Each adventure in this amazing campaign follows his path to revenge!
All for One: Régime Diabolique is the award-winning musketeer roleplaying game from Triple Ace Games.
Apocalypse Prevention, Inc. (Savage Worlds)
Join the fight to protect earth – Now using the Savage Worlds ruleset! Monsters and demons have existed on Earth since its inception, terrorizing humanity throughout history. But some of them decided to fight back, creating a company of like-minded beings (even other demons) to defend the Earth from supernatural threats.
Today, the shadow company has it’s hands in every facet of life all around the globe, using this grasp to police supernatural activity. Demon races that live on Earth (i.e. the aquatic Lochs, shape-shifting Changelings, or even the pyrotechnic Burners) have joined the company as well, ensuring their safety as well as humanity’s.
Each agent arms themselves in a different way, but all stand as the last chance for Earth’s defense against countless dimensional and magical enemies. Apocalypse Prevention, Inc. details everything you need to become agents and protect the Earth.
- Full details regarding API, their methods and motivations
- 12 playable races, from Humans to the vampiric Taylari and the lunatic Wolf People
- New systems for Magic and Cybernetics
- A host of new Edges and Hindrances, including new Martial Arts Edges
Beasts & Barbarians Golden Edition
Welcome to the dangerous Dread Sea Dominions, a place where mighty barbarians do combat with hideous monsters, dark warlocks whisper terrible sorceries in forgotten temples and noble amazons duel in the sun scorched arenas of Faberterra, capital of a decadent empire!
In this book, you will find:
Thirty new Edges.
Three arcane backgrounds: Lotusmastery, Sorcery, and the Path of Enlightenment
Dozens of new weapons, armors, and mounts
A simple but elegant system to develop your character between adventures and to manage the enormous riches you’ll find!
Rules for Heroic Incapacitation
Henchmen and Right Hands to support your villains
Twenty dreadful monsters
Fifty-one Non Player Characters
An adventure generator explicitly tailored for Sword and Sorcery to
create a great plot in no time
A fully fledged adventure in the Dominions
And much, much more!
Gird your loins, get your broadsword ready and prepare to face the threats of Beasts and Barbarians, the new sword and sorcery open
setting from GRAmel.
Requires the use of the Savage Worlds core rules.
Beasts of the Dominions (Beasts & Barbarians)
The mysterious Moloke-tanu hunting in the tall grass of the Ivory Savannah…
The Yellowfingers lurking in the darkest tombs of the Cairnlands…
The Yarakan, or Great Devourers, dreaming memories of a fallen empire…
Ten monsters of the Dread Sea Dominions, each with a dedicated Savage Tale, await you within.
In addition, a Player Appendix to let you play the dreaded Disciples of the Black Temple!
Grab your battleaxe, ready your bow, and prepare to face the Creatures of the Dread Sea Dominions!
This book presents ten monsters and NPCs typical of the Dread Sea Dominions, complete with stats, descriptions, and a complete Heroic Tale you can use as a stand-alone adventure, or customize to fit your campaign.
The scenarios are designed for a party of 4–6 Seasoned heroes, but you can alter them for more experienced groups. They can be played in any order, though some tales work better in the given sequence (check each tale’s Requirements). Each scenario also includes a Hook, which you can use as inspiration for your own
stories as well.
Each group of foes is based in a different area of the Dominions and evenly distributed across the lands, giving your party opposition in each major nation of the setting. However, you can relocate them to countries work better for your campaign.
In addition you find an Appendix, dedicated to players, to play the mysterious Disciples of the Black Temple, a sect of dark sorcerers with an even darker master.
Coffin Rock (Deadlands: Reloaded Adventure)
A Town Sliding into Hell!
The mining town of Coffin Rock, Colorado, is a seething cauldron of trouble.
The local soiled doves are a making a killing, some say ghosts walk the streets, and a mad serial killer is on the loose. And there’s more, amigo! Lots more.
A group of outlaws have hatched a vengeful scheme to get even with the locals, a new preacher is stirring up trouble, and a mysterious shaman foretells dark tidings from the nearby hills.
All that stands between the town and more chaos than a twister in Kansas are a posse of strangers still dusty from the trail. Polish up your six-guns, dust off your Hoyle’s, Fire up that flamethrower, and get ready for more Weird Western action than you can shake a tomahawk at!
Coffin Rock, better hope it doesn’t put you in the ground!
Coffin Rock is a rootin’ tootin’ Savage Tale for the award-winning Deadlands RPG. (Deadlands Adventure, full color, softcover, 32 pages)
Requires the Savage Worlds core rules, Deadlands Player’s Guide, and Deadlands Marshal’s Handbook to play.
Daring Tales of Chivalry Compendium
RISE SIR KNIGHT & PREPARE FOR BATTLE!
Daring Tales of Chivalry Compendium is a set of five Savage Worlds adventures set in a medieval England full of mystery and where legends come to life!
A Knight’s Tales
When two monks ask Sir David of Winchester and his entourage for help it seems like a righteous quest is beginning. But the monks of Muchelney Abbey lead a colorful and interesting life, and their problem is no earthly one.
To save the monks’ physical bodies, and maybe their eternal souls, the knights must deal with a divine servant who guards a holy weapon and a French raiding party attacking southern England before facing down the true monster.
Death at the Joust
Sir David and his illustrious band of heroic fighters enter the city of Wells. It seems the whole county of Somerset has come out to greet the Knights and Men-at-Arms who are soon to meet each other on the tournament field.
However, unknown to the heroes is that someone is going to be murdered! The heroes have to solve the mystery and figure out the murderer in this medieval who-dun-it!
The Danbury Curse
Our heroic retinue has arrived in the marshy land of East Anglia. It seems to be gripped by a permanent winter that has made the local marsh people turn to the pagan gods hoping they can return the true order of the seasons.
All is not what it seems as our heroes discover an oasis of good weather keeping the Danbury lands in permanent summer. They soon discover an ancient devilish pact with an ancient folk called the Fae has secured this false summer. Can they uncover the truth of the Fae and more importantly break the curse?
Castle Fairstone
Castle Fairstone puts the heroes between two feuding families locked in a castle. Soon they discover they aren’t alone, and what starts, as a tense negotiation soon becomes a desperate fight for survival against strange unknown forces
The Madness of Sir Stephen
In The Madness of Sir Stephen the heroes are asked to investigate the strange affliction of a trusted lord. What follows will pitch them against brigands and a creature of legend which has haunted the land for centuries.
Daring Tales of Chivalry Compendium by Triple Ace Games uses the award winning Savage Worlds roleplaying system. You need the Savage Worlds core rules to use this book.
Daring Tales of the Space Lanes Compendium I
Strap in and prepare for lift off, with the first adventure compendium of Daring Tales of the Space Lanes!
Triple Ace Games presents five epic space adventures where fighting evil crimelords, dodging bounty hunters, and evading asteroids while blasting at enemy fighters is all part of a day’s work.
Waylaid on Wayland: When a senior political figure offered the heroes a tidy sum to deliver a small package it seemed like easy money, but that was before people started trying to kill them. What begins as a simple cargo run quickly has the heroes involved in a running battle over who gets to control a powerful political organization on the industrial world of Wayland. Trash incinerators, acid rain, high speed chases through chimney stacks, and a showdown where the scenery is just as dangerous as the opposition await!
Gunboat Diplomacy: Sure, helping a guy being blasted at by an armored goon was the right thing to do, but it’s embroiled the characters in the start of a potentially nasty situation. When an entire space navy is trying to kill you, you know it’s not a good day to take to the stars! Space Dangers: A special appendix detailing numerous space hazards you can throw into your own space tales. From asteroids to gravity wells to wormholes, that cargo run just got a whole lot more dangerous.
Bad Debts: Life in the spacelanes is hard, and spacers have to go where the money is. In this case, that means tracking down the kidnapped daughter of a senior member of the powerful Galactic Trade Assembly. From the explosive energy crystal world of Kerexi IV to the gas processing spacestation known as Dante and onward to a secret starship controlled by a powerful criminal fraternity, the heroes are plagued by vicious bounty hunters led by the ruthless and cunning Pandit Morg, an alien psion armed with a very deadly weapon!
Robot Rumble: When your trip to Lux III hits “difficulties” your patron suggests a way you can repay him and avoid his lawyers. It’s a simple enough task, on the surface; all you have to do is infiltrate a criminal gang, discover who their boss is, and put him out of business. But there’s a drawback, and it’s a big one. The gang operates in Tin Town,a robots-only slum, and fleshies just aren’t welcome there. But fear not, for your patron has a solution; you’re going to enter Tin Town disguised as robots!
The Last Journey of the Exodus: A man condemned to a terrible fate for his crimes possesses a long forgotten secret: to repay the heroes for an act of kindness, he reveals to them the location of the Exodus, one of the legendary “Lost Ships” with which the Human race began the colonization of the universe thousands of years ago. But strange things, a ruthless madman, and a race against time await the heroes within the hull of the ancient ship.
Daring Tales of the Space Lanes are a pulp space adventure line for the award-winning Savage Worlds by Triple Ace Games. The Savage Worlds Core Rulebook is required for the use of this book.
DarkSummer Nights (RunePunk)
DarkSummer Nights is the first RunePunk supplement and builds upon the unique setting by offering the street-level detail that the fans have demanded. Within the pages are a highly detailed gazetteer of the borough of the City’s capital of DarkSummer, including dozens of new personalities, plot hooks, new groups, and opportunities for adventure. Broken Dreams forms the second half of the book and amplifies and expands the intrigues of DarkSummer with a comprehensive adventure that highlights many of the characters and groups found within the borough. Tell your jobbers to get ready, DarkSummer awaits!
Using the award winning Savage Worlds engine and building upon the unique vision that is RunePunk, Darksummer Nights is worth the wait.
Jodi’s review:
When I was editing RunePunk , I couldn’t breathe a word about it to my friends, even my GM, until I had the book in my hands. I immediately took it home and put it in his hands. “You want to run this,” I said, and he did. In fact, he loved it so much he worked with Sean to flesh out one neighborhood in one city district and provided a series of adventures for it. Am I the luckiest gamer in the world, or what? :)
Oh, and to play this you’ll need both the Savage Worlds core rulebook and the RunePunk setting book. If you’re looking for further adventures in ScatterPoint this is the best option so far. I also recommend it to anyone who really wants a feel for the capital city district of GreyMesa, with everything from NPC characters populating this strange pocket world to player handouts and GM aides. In short, it’s a good read!
Deadlands Marshal's Handbook Explorer's Edition
The contents of the Deadlands Marshal’s Handbook: Explorer’s Edition and the Deadlands Marshal’s Handbook are the same. Only the format is different. Deadlands Marshal’s Handbook: Explorer’s Edition is a 6.5″x9″ softback book, while Deadlands Marshal’s Handbook is a 8.5″x11″ hardback.
There’s Hell on the High Plains, amigo! The Tombstone Epitaph has always been filled with lurid tales of daring desperadoes and deadly drifters, but lately the West’s most-read tabloid claims there’s something more sinister stalking the frontier’s lonely plains: Monsters. Fortunately, where there are monsters, there are heroes. Squint-eyed gunfighters, card-chucking hexslingers, savage braves, and righteous padres have all answered the call. And if they fight hard enough, they might just discover the identity of the mysterious Reckoners some say are behind it all.
The Marshal’s Handbook is the setting book for Deadlands Reloaded. It includes expanded Setting Rules for the Marshal’s eyes only, the lowdown on all the strange locales of the Weird West, more creepy critters than you can throw a tomahawk at, and everything a Marshal needs to keep the Reckoning rolling.
The Deadlands Reloaded Marshal’s Handbook is not a complete game. You’ll also need the Deadlands Reloaded Player’s Guide and the Savage Worlds core rulebook to play.
This is a printed book. Full-color Explorer’s Edition-sized book (6.5″x9″). 176 pages.




