A 36-page Zine, 5th in a series.
Either the dungeon has flooded or you took a very wrong turn somewhere, because you don't remember The Flaming Hellscape being this damp. No time to look back, however . . . there are all sorts of fun new monsters to fight and odd new weapons to do it with. Are you the king of the sea, or will you take a dive? There's only one way to find out . . . check out Munchkin Something Fishy today!
56 cards and a rulesheet.
Your newest furry Munchkin friends are back for the holidays! With festive art by Katie Cook, these cards are the purrfect addition to your Munchkin Tails game (or any other Munchkin game that needs a dose of Christmas magic)!
Fifteen cards to bring out your animal side this holiday!
GURPS Shapeshifters (Reprint)
Moon-linked curses. Shape-stealing aliens. Strange gifts and genetic quirks passed down through your bloodline. Ancestral curses. Cute little critters that gladly turn into the latest technotoy and back again. Chameleonic spies. Body-morphing symbionts. Doppelgängers.
They're all shapeshifters . . .
In GURPS Shapeshifters, GMs and players will find all they need to build creatures that change their bodies as easily as most people change their clothes. Character-creation rules, campaign guidelines, and sample shifters of every shape and size – they're all here. Drop a Cinematic Werewolf into your game, or craft a mysterious alien species that is far more than it seems.
Also included are suggestions on incorporating shapeshifting creatures into a new or existing campaign and examples of fully fleshed-out shifters – races and individuals, cursed and gifted.
Your campaign will never look the same again!
130 black-and-white pages. Softcover.
GURPS Spirits (Reprint)
The creatures of the Other World are all around us. Some were once alive. Some were created by human imagination. And some are completely inhuman but thirst for our souls.
GURPS Spirits is a complete guide to the spirit realm and its inhabitants. It includes a catalog of spirits from around the world: angels, demons, djinn, dryads, ghosts, loas, manitou, raksasha, and many, many more. It is also a campaign guide for those who see spirits, serve them, use them . . . or fight them!
Also included: an expanded version of the ritual magic rules first seen in GURPS Voodoo, as a system for spirit-mediated magic.
No horror roleplaying campaign is complete without a ghostly apparition, the rattle of chains in the dead of night, or a malevolent spirit wreaking havoc. And the creatures of GURPS Spirits can be used in many other types of campaigns -- from the questing knights of old to the paranormal investigators of today to the galactic explorers of tomorrow!
130 black-and-white pages. Softcover.
26-card expansion for Illuminati 2nd Edition and a rulesheet.
ISBN 080742096226 .
Hexagram #1 issued a challenge: Come up with an adventure for The Fantasy Trip that fits on a postcard. Dozens of intrepid architects answered the call! This collection compiles all 40 submissions we received, including the four winning entries. Each scenario features a map and the details necessary to bring it to life. Brave "The Grim Grove," discover the "Treasure of the Stone King," and visit "The Bestial Faire." It's a special delivery of adventure! These adventures can prove inspiring for players of The Fantasy Trip: Melee, a complete game that's the perfect introduction to the world of The Fantasy Trip – and it's available as a FREE download!
40 TFT adventures written by the public - on their original postcards!
The INWO Book is your handbook for Illuminati: New World Order, the trading-card version of Illuminati – the classic, award-winning game of guile, intrigue, and world domination. Here you'll find everything you need to explore the devious strategies and evil schemes that will add a new level of excitement to your INWO games.
(This is a digital reprint of the original printing.)
Dungeon delvers spend much of their careers exploring creepy crypts, forbidden fortresses, tenebrous temples, and so on. Traditionally, such places consist of room after room, behind the doors of which wait monsters, traps, and loot. But not all areas are created equal, and the most memorable prove to be far more than they seem at first glance.
GURPS Dungeon Fantasy Encounters 2: The Room aims to be one of those areas that looks like any other but quickly becomes . . . well, interesting. Explaining further would give away too much! It suffices to say that The Room could show up anywhere and give the cunning GM a way to while away many an hour of gaming.
Just step through The Door!