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.
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.
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.
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.
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.
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.
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
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.
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.
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.
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 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.
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.
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!
The end isn’t nigh—it’s past! Welcome to Hell on Earth Reloaded, the dark future of the strange past of Deadlands.
The year is 2097, but the future is not our own. The long Cold War between the United and Confederate States of America finally came to an end—in world-wide hellfire. The rain of ghost rock bombs shattered most anything man could call civilization, cracked the space between this world and the next wide open, and birthed a true Hell on Earth.
But that was 16 years ago, and we’ve done the one thing we’re pretty good at—survive in spite of ourselves. Sure, some folks have some extra limbs, you’re likely to get killed for the scraps in your pocket, and everything east of the Mississippi is overrun with a crazed army of undead, but what other option do you have?
Join us in this dark future, where what remains cries out for new heroes while hiding from old—even ancient—villains. Has your body been wracked by the constant radiation exposure, or have you learned to channel the lingering power of the atom to your will? Remake the world as you wish. Hell, you can’t make it any worse…
Hell on Earth Reloaded contains everything you need to run endless adventures in the post-apocalyptic Wasted West with the Savage Worlds game system: new Edges, Hindrances, new Arcane Backgrounds, copious information about the various locales, races, and mysteries of the Wasted West, and dozens of creatures and nefarious foes.
Hell on Earth Reloaded requires the Savage Worlds core rulebook to play.
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.
Hard times make hard men. And women. And the world of Deadlands in the 1930s is one of the hardest. Heroes of this dark era must deal with the Great Depression, constant cold war between the North and South, the unrelenting industrialization of the modern world, corrupt governments, and more than a few terrors lurking in the darkness. Those who struggle against this evil are steely-eyed private dicks, fast-talking grifters, wild-eyed inventors, and shadowy houngans. With enough moxie—and more than a little luck—they might just be enough to turn the tide.
Deadlands Noir is a roleplaying game that takes place in the Deadlands universe of the 1930s. The core book explores the featured campaign setting of New Orleans while the Companion covers Shan Fan, Chicago in the Roaring Twenties, Lost Angels in the glitzy Forties, and the City of Gloom in the Fifties. Deadlands Noir focuses on mystery, investigation, action, and horror in the grim and gritty cities of the 1900s.
The Deadlands Noir RPG uses the Savage Worlds core rules.
Although I did not work on the core Noir book (I focused on the Companion) Clint worked his tail off on this one. We were blown away by the fan response on this–I know we keep saying it but it’s so true! This has more product support out at once due to the wildly successful Kickstarter, so thank you if you backed it! So keep an eye out for these other products:
Deadlands Noir fiction:
and Deadlands Noir double-sided maps:
Deadlands Noir introduced you to the rain-soaked streets of the Big Easy and the heroes who battle from its shadows. The Deadlands Noir Companion shines a light on the rest of Noir North America—including Chicago, Shan Fan, Lost Angels, and the incredible City of Gloom.
The Companion also introduces martial artists, and adds Sykers and the Blessed to the ranks of those struggling against the eternal darkness.
Don’t go alone into the black night, shamus. Take a Companion.
There was a lot of work put into this: 4 Plot Point Campaigns at once! All 4 authors really delivered with a lot of material and some memorable characters. My challenge was in making it sound like it all came from the same person (sort of). This is a product I’m particularly proud of. :)
This has more product support out at once due to the wildly successful Kickstarter, so thank you if you backed it! So keep an eye out for these other products:
Deadlands Noir fiction:
and Deadlands Noir double-sided maps: