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Kardohan:

[MTE] Ancient World Core Setting Guide
Author: Aaron T. Huss
Pages: 127
Price: €5.45 (DriveThruRPG)


[MTE] Ancient World Player's Guide
Author: Aaron T. Huss
Pages: 66
Price: €3.10 (DriveThruRPG)

Dhuran; a foreboding planet abandoned by the gods. 500 years after the gods rained fire and brimstone upon the land, leaving the few survivors to fend for themselves, secrets are being uncovered. The new civilization of the now godless Dhuran find the malevolent spirits of their long-dead ancestors hunting their descendant bloodline. As if being accosted by the spirits of their ancestors isn’t enough, tears are opening between the mortal and chaos realms, pouring demons, enslavers, and the undead into the world. Though the people have managed to live and grow since that apocalyptic event, they now fight against the denizens of a planet that wants them dead.

Become a warrior and scour the land, protecting your kin and their allies. Fight back against the evil that spills across the land. Raise your sword in defiance; harness the corrupting power of the spirit realm and strike down the chaos; scribe the chaos runes and use the realm’s power against itself; use alchemical knowledge to launch grenades in the face of your foe; take on the role of a hunter seeking out the plagued beings that cross the land; or fight in the name of the gods that left you behind as a crusader determined to bring the gods back to Dhuran. In ANCIENT WORLD, you fight for the survival of those around you: drow, dwarf, half-drow, halfling, and human; you either find victory or become a victim of the chaos your ancestors created, because everything you don’t understand, can and will kill you.

Inside the ANCIENT WORLD CORE SETTING GUIDE you will find:

* An introduction to the history of Dhuran and the current state of the Known Lands.
* Five character races.
* New Edges and Hindrances.
* A change to Arcane Backgrounds with four new options.
* A guide to the Known Lands.
* Over 25 new, unique creatures to torment the PCs.
* Two pregenerated adventures.… and more!

Inside the ANCIENT WORLD PLAYER’S GUIDE you will find:

* An introduction to the history of Dhuran and the current state of the Known Lands.
* Five character races.
* New Edges and Hindrances.
* A change to Arcane Backgrounds with four new options.
This PLAYER’S GUIDE is designed for those who only want to create characters for the ANCIENT WORLD setting and is suitable for virtually any dark fantasy setting.

Kardohan:

[DLR] Blood Drive 3: Range War! PDF
Author: John Geoff
Page Count: 36
Price: $9.99 (Pinnacle)

Blood Drive 2: Range War! is the final adventure in a series that spans one of the longest, most danger-fraught cattle drives in the Weird West! Head ’em up and move ’em out as your posse becomes hardened trail hands fighting for their cattle, their land, and even their lives!

Blood Drive 2: Range War! can be used as part of the Blood Drive series or as a stand-alone Deadlands adventure.

Kardohan:

[Obatron Productions] Tunse'al Setting Guide SW *Preview*
Authors: Vickey A. Beaver, Robert L. Beaver
Pages: 23
Price: Freebie (RPGNow/DriveThruRPG)



This is a preview of the Tunse'al Setting Guide for Savage Worlds. It is NOT complete, but gives you an idea of the world background, the Tunse'al races, and samples of what beasts exist. There will be a second version (systemless) with tables to help you translate the setting information to whatever system you choose. Systemless and Savage Worlds versions of Tunse'al Setting Guide and supplemental materials will be released simltaneously.

When the guide and supplements are ready, they will be available for sale right here!

Kardohan:

[Silver Gryphon Games] Wellstone City Chronicles - Breaking Murphy
Authors: Kevin Rohan
Pages: 13
Price: €1.96 (RPGNow/DriveThruRPG)



Have you ever had one of those days...one where nothing seems to be going right?  One that starts out bad and just seems to get worse and worse?  Today is one of those days.  To top it off, your crew just got a call from the Boss; you have three hours to plan a bank hit, get something out of Vault Security Box 42, and get out.  So far, you've broken a shoe lace, broken a mirror, and feel like you're being stalked by black cats.  You've got a bad, bad feeling about this...

This adventure takes a (potential) break from the normal Wellstone City Chronicles and uses a variant in the rules of the Wellstone City Encounter Deck to make an adventure that is literally different every time you play it.  By drawing three cards at the beginning of the adventure, the Narrator determines what events happen during the hit that make this time through it unique.  These three card draws can dramatically change the way the adventure runs, and even shift alliances of the PCs, so we consider it to be the "gag episode" of Wellstone City.

When drawing cards, you might get any of the following, plus other results for every single other card in the deck:

* A bus load of kids from a local charity organization is taking a tour of the bank, unbeknownst to the PCs at the initial time of the hit.
* The mother of one of the PCs is in the bank and recognizes the PC.  She does not become one of the people already listed as one of the people in the bank; she is a new person completely.
* The Bank Manager has a heart attack before the PCs can get the vault open and he is the only one who knew the combination.
* The power goes out.  A pelican dropped a fish into a transformer and it blew up.  The city is going to need a few hours to get it sorted out.
* A rabid bat swarm comes down out of the drop ceiling.
This adventure is filled with art from Ari Syahrazad, and comes with a map provided by Fabled Environments!  A larger version of the map can be purchased from Fabled Environments, either from their store front at Drive Thru RPG and their affiliates, or get a huge physical print out from their online store at www.fabledenvironments.com!

Kardohan:

[Hellfrost] Skalds & Stories
Model: TAG31295
Author: Paul "Wiggy" Wade-Williams
Page Count: 8
Price: €1.39 (TAG), €1.56 (DriveThruRPG)

Whether huddled around a campfire in the frozen north, seated in a noble’s court, or enjoying the comforts of an ale-hall, citizens enjoy a good story. Told well, a story can remind folk of better times, rekindle their drive, fill their hearts with pride, sorrow, or happiness, take listeners to new lands, and temporarily dispel thoughts of hardships ahead.

Every skald knows dozens of stories, but is master of only a few. This supplement presents a system where skalds purchase their master tales based on their focus and complexity, and can perform them to make friends and influence people. A number of sample tales are included.

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