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Wisdom from the Wastelands Issue #35: Terror Weapons

Wisdom from the Wastelands Issue #35: Terror Weapons


During the final wars, various factions came to rely on psychological tactics like terror, rather than conventional bombs, bullets, and energy beams, as their weaponry of choice. Many believed a terrified populace was an unproductive populace, demoralized and ripe for civil unrest, all useful conditions for the terror-users. Sometimes this strategy worked, but other times it backfired so badly the...   [click here for more]
Skirmisher Publishing  $0.99

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Wisdom from the Wastelands Issue #49: Unique Superscience Artifacts V

Wisdom from the Wastelands Issue #49: Unique Superscience Artifacts V


With amazing powers, terrible mutants, and scientific advancements available only in our collective imagination, Mutant Future stretches the bounds of conception. From a foundation of Clarke's Second Law and Goblinoid Games' supplement Realms of Crawling Chaos, we present superscience artifacts, devices that are one step beyond and seemingly magical even to characters familiar with wondrously...   [click here for more]
Skirmisher Publishing  $0.99

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Wisdom from the Wastelands Issue #21: High-Tech Melee Weapons

Wisdom from the Wastelands Issue #21: High-Tech Melee Weapons


Although most Ancients considered melee weapons like swords, axes, maces, spears, and even exotic ranged weapons such as bolas and shuriken to be archaic, some did practice the use of such weapons, and there were inevitably high-tech versions of them. This issue deals with these modern melee weapons, describes alternate methods of creating them, and introduces some new weapons.  Wisdom from the...   [click here for more]
Skirmisher Publishing  $0.99

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Wisdom from the Wastelands Issue #44: Unique Superscience Artifacts III

Wisdom from the Wastelands Issue #44: Unique Superscience Artifacts III


Following a theme begun in Wisdom from the Wastelands Issues #39 and #42, this issue of Wisdom from the Wastelands focusing on superscience artifacts coalesces around things alien — whether otherworldly, extra-planar, or just plain weird. Whether derived from myth, history, fiction, fantasy, or real life, weapons and armor, personal objects, vehicles and buildings can all become iconic,...   [click here for more]
Skirmisher Publishing  $0.99

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Creatures of the Tropical Wastes (Mutant Future)

Creatures of the Tropical Wastes (Mutant Future)


Do you need more monsters and mutations for your postapocalyptic, sci-fi, or fantasy game? If so, Creatures of the Tropical Wastes is what you are looking for! Fully compatible with Mutant Future - as well as Labyrinth Lord and other games that use the familiar and easy-to-use "Basic" role-playing game rules introduced in the 1970s - this collection includes: * A Foreword by...   [click here for more]
Skirmisher Publishing  $4.99

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Wisdom from the Wastelands Issue #5: Domesticated Creatures

Wisdom from the Wastelands Issue #5: Domesticated Creatures


With the huge variety of life, domesticated creatures in Mutant Future come in all shapes and sizes. Some are harmless, some are inherently dangerous, and some become so when they are not tended and become feral. This issue of Wisdom from the Wastelands contains 10 new creatures that the people of the post-apocalyptic wastes have relationships with and make use of in various ways. This...   [click here for more]
Skirmisher Publishing  $0.99

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Wisdom from the Wastelands Issue #18: Robots Part 3

Wisdom from the Wastelands Issue #18: Robots Part 3


Robots are just as important to Mutant Future as biological creatures. They can be antagonists, sources of information, or even slave labor. In this third installment of four robot-themed issues there are eight new robots, as well as several new accessories, a new weapon, and a new form of locomotion. Only a few of the machines in this article have precise dimensions; the examples here are intended...   [click here for more]
Skirmisher Publishing  $0.99

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Wisdom from the Wastelands Issue #26: Energy Weapons

Wisdom from the Wastelands Issue #26: Energy Weapons


The latest installment in our popular series on leading edge military technology and combat rules, this issue brings five deadly weapon systems and several new combat “conditions” to your gaming table. As a warning, Mutant Lords should use this equipment with care — some of these systems are extremely powerful. Even those weapons that do not appear lethal can devastate specific target...   [click here for more]
Skirmisher Publishing  $0.99

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Wisdom from the Wastelands Issue #38: Radiation Sickness

Wisdom from the Wastelands Issue #38: Radiation Sickness


Radiation. For many in a post-apocalyptic world, the word conjures burning thoughts of flesh-corrupting terror; for others, the tingling aura of mutation-granting nirvana. In the core Mutant Future rules this damage/mutation mechanic is cut and dried: you get crispy and a roll to save — fail enough times you get dead or sprout something. This first installment of a two-part series makes things...   [click here for more]
Skirmisher Publishing  $0.99

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Wisdom from the Wastelands Issue #41: Alternate Forms of Radiation

Wisdom from the Wastelands Issue #41: Alternate Forms of Radiation


As one of technology’s four horsemen, radiation is an important factor in post-apocalyptic and sci-fi games: hazard, theme, bringer of mutation, waster of civilizations. The game mechanics assume a single kind of radiation, which reacts in a single way with the human, animal, or mutant plant body. But in real life, this isn’t the case. Radiation comes in different forms, with different intensities...   [click here for more]
Skirmisher Publishing  $0.99

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Wisdom from the Wastelands Issue #15: Robots Part 1

Wisdom from the Wastelands Issue #15: Robots Part 1


Robots are just as important to Mutant Future as biological creatures. They can be antagonists, sources of information, or even slave labor. This is the first of four robot-themed issues, and presents eight new robots, as well as several new weapons and accessories. Only a few of the robots in this article have precise dimensions; the examples here are intended as types, not specific...   [click here for more]
Skirmisher Publishing  $0.99

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Wisdom from the Wastelands Issue #36: Plant Mutants II

Wisdom from the Wastelands Issue #36: Plant Mutants II


In real life, we take plants for granted. Stretching out on the grass on a summer’s afternoon, leaning back against a gnarled oak with a good book (or your favorite device), watching the kids twirl the tire swing slung from a sturdy branch — these things don’t happen in Mutant Future. The grass spits acid, the oak bites, and … it is better not knowing what’s going to happen with that...   [click here for more]
Skirmisher Publishing  $0.99

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Wisdom from the Wastelands Issue #47: Underwater Rules

Wisdom from the Wastelands Issue #47: Underwater Rules


Water covers over 70% of Earth’s surface, so it is likely that many adventures will take the occasional aquatic turn. This could happen in the wilds, on the open ocean, or down in inky subterranean depths. Mid-exploration, an evil game master might even open the water valves in an underground tunnel or inundate some ruins below a destroyed dam. A naive player could believe the worst thing about a...   [click here for more]
Skirmisher Publishing  $0.99

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Wisdom from the Wastelands Issue #42: Unique Superscience Artifacts II

Wisdom from the Wastelands Issue #42: Unique Superscience Artifacts II


Excalibur. Mjolnir. Aegis. The Millennium Falcon. The Eiffel Tower. A red shirt. A sonic screwdriver. The Horn of Roland. The Spear of Destiny. Whether from myth, history, fiction, fantasy, or actual real life, weapons and armor, personal objects, vehicles and buildings all can become iconic, even legendary and use such advanced technology that they appear to be magical. Wisdom from the Wastelands’...   [click here for more]
Skirmisher Publishing  $0.99

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Wisdom from the Wastelands Issue #37: Plant Mutants III

Wisdom from the Wastelands Issue #37: Plant Mutants III


Although some might treat plants as a monotony of greenery and stalks, there is actually a great deal of variety within their kingdom. The previous two issues in our plant series discussed organisms derived from a more “normal” botany, and this one takes a flying leap into the wa-hoo aspects. There are many weird and wonderful things you can do to play with this diversity, from alien plants, to...   [click here for more]
Skirmisher Publishing  $0.99

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Wisdom from the Wastelands Issue #34: Plant Mutants I

Wisdom from the Wastelands Issue #34: Plant Mutants I


No matter what your choice of post-apocalyptic game, plants usually get the hind bud. And, unfortunately, Mutant Future is no exception. Although the core rulebook has example mutant plants and many plant mutations, there just are not enough of either. This is especially true considering that our world has many more plants than animals. Wisdom from the Wastelands is dedicated...   [click here for more]
Skirmisher Publishing  $0.99

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Wisdom from the Wastelands Issue #13: Medical Devices

Wisdom from the Wastelands Issue #13: Medical Devices


Fantasy has spells and potions to heal injuries and resurrect the dead. Science fantasy has similar ways of curing what ails, but through technology. Although the Mutant Future core book describes a plethora of drugs, there were only a handful of medical devices available as technological treasure. This issue provides several new pieces of medical equipment that Mutant Lords can use as rewards,...   [click here for more]
Skirmisher Publishing  $0.99

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Wisdom from the Wastelands Issue #19: Robots Part 4

Wisdom from the Wastelands Issue #19: Robots Part 4


Robots are just as important to Mutant Future as are biological creatures. They can be antagonists, sources of information, or even slave labor. In this fourth installment of author Derek Holland’s robot-themed issues there are new forms of locomotion, new accessories and weapons, and some additional rules.  Wisdom from the Wastelands is dedicated to providing useful information,...   [click here for more]
Skirmisher Publishing  $0.99

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Wisdom from the Wastelands Issue #2: Monsters That Improve with Age

Wisdom from the Wastelands Issue #2: Monsters That Improve with Age


Like a fine wine, some monsters improve with age, and it is to them that this second thematic issue of Wisdom from the Wastelands is devoted! An age chart can be a wonderful tool for Game Masters who want to scale monster encounters so that they are commensurate with the powers and artifacts possessed by the player characters. A chart of this sort is made up of three columns, one each for the...   [click here for more]
Skirmisher Publishing  $0.99

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Adventures in Wonderland: A Sourcebook for OGL Roleplaying Games

Adventures in Wonderland: A Sourcebook for OGL Roleplaying Games


Welcome to Wonderland, a strange, sometimes creepy alternate world that incorporates aspects of a fairytale land, the elements of children's nightmares, and a demi-plane of chaos! This OGL sourcebook is inspired by the works of Lewis Carroll, including his Alice's Adventures in Wonderland and Through the Looking Glass and a number of poems. It includes: * More than 20 monsters...   [click here for more]
Skirmisher Publishing  $4.99

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Microlite20 RPG Collection (2020 Edition)

Microlite20 RPG Collection (2020 Edition)


The 2020 edition of The Microlite20 RPG Collection includes the basic Microlite20 RPG (only 2 pages of actual rules) and over 100 RPGs based on those rules. New or updated games in the 2020 edition include:  Dark Heritage 2, Ad Astra, Microlite20 Fandom Version, M20 Modular, Cult of Undeath, Microluxe20, Fantasy Hack...   [click here for more]
RetroRoleplaying  Pay What You Want

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Wisdom from the Wastelands Issue #43: Optional Combat Rules II

Wisdom from the Wastelands Issue #43: Optional Combat Rules II


As a weary game master, nearing the end of a long session and faced with a sudden, sticky conundrum, have you ever looked across at a table full of your eager/irate/meddlesome players (taut  with the expected wisdom of your decision), and thought: “Man ... I wish there was a rule for this”? For many of these unexpected cases, now there is. This issue of Wisdom from the Wastelands introduces...   [click here for more]
Skirmisher Publishing  $0.99

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Wisdom from the Wastelands Issue #17: Artifact Conditions

Wisdom from the Wastelands Issue #17: Artifact Conditions


Artifacts play a key role in Mutant Future. Like magical items in fantasy games, artifacts are treasures sought by adventuring parties that brave the mutant-infested ruins of the Ancients’ world. But often these treasures are in less than pristine condition due to factors such as age, neglect, or misuse. Wisdom from the Wastelands is dedicated to providing useful information, game...   [click here for more]
Skirmisher Publishing  $0.99

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Noble Wild Holiday Bonus Pack

Noble Wild Holiday Bonus Pack


This mini-publication contains several holiday-oriented items suitable for use in any OGL game supported by The Noble Wild, Skirmisher Publishing’s ENnie-nominated and Gold-bestselling “Animal Player’s Handbook.” Its contents include a new Species, the Noble Reindeer; a new Feat, Nose So Bright; a new Deed Tree, Polar Courser; and a new animal, the Reindeer. This...   [click here for more]
Skirmisher Publishing  Pay What You Want

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Wisdom from the Wastelands Issue #45: Mutant Dinosaurs

Wisdom from the Wastelands Issue #45: Mutant Dinosaurs


Using their expertise in biotechnology, the Ancients created or recreated many new species for use as pets or livestock. Ever-popular dinosaurs were among the first large, complex creatures brought back in the lab. This was not cloning or “de-extinction” in the strictest sense, but rather a combination of genetic archaeology and reinterpretation, and the Ancients designed the animals for their...   [click here for more]
Skirmisher Publishing  $0.99

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Wisdom from the Wastelands Issue #40: New Races 2

Wisdom from the Wastelands Issue #40: New Races 2


Over time, mutations can become consistent, creating unique species and new creatures — for example, birds evolving from dinosaurs. But Mutant Future races need not be consistent, or even physical creatures. Two years ago, Wisdom from the Wastelands Issue #4 introduced a number of new racial possibilities for player characters. We continue that project here, with several...   [click here for more]
Skirmisher Publishing  $0.99

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Creatures of the Wastelands: Mutational Evolution

Creatures of the Wastelands: Mutational Evolution


Creatures of the Wastelands: Mutational Evolution is a guide to developing a more vibrant post-apocalyptic campaign setting by constructing families of related mutants, and is full of both suggestions and examples of how Game Masters can accomplish this. Mutational Evolution is fully compatible with Mutant Future, as well as Labyrinth Lord and other games that use the familiar...   [click here for more]
Skirmisher Publishing  $5.99

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Wisdom from the Wastelands Issue #12: Parasite Mutations/Transformations

Wisdom from the Wastelands Issue #12: Parasite Mutations/Transformations


Gut worms and intestinal bacteria, athlete’s foot fungus, toxoplasmosis protozoa, lycanthropy and Rage and vampire viruses. Whether biological fact or fictional terror, we are surrounded (and colonized) by parasitic lifeforms, some of which evolved to become a necessary part of us — while others affect our behavior, or become our nightmares. Parasite mutations were originally introduced in the...   [click here for more]
Skirmisher Publishing  $0.99

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Wisdom from the Wastelands Issue #7: Planar Creatures & Concepts

Wisdom from the Wastelands Issue #7: Planar Creatures & Concepts


One mutation that could greatly influence a campaign setting and its population is plane shift. Once a planar gate is opened, anything that comes through will affect the Mutant Future world. New arrivals could include seeds, spores, eggs, creatures, diseases, energy, technology, or even changes in the laws of physics. This issue provides a few example creatures, mutations, and energies...   [click here for more]
Skirmisher Publishing  $0.99

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Wisdom from the Wastelands Issue #32: Shapeshifters

Wisdom from the Wastelands Issue #32: Shapeshifters


Shape changing is a fascination crossing time, culture, and genre: Greek gods and mythic Indian monsters, vampires, were-creatures, spirit and shadow beings all captivate and intrigue with their metamorphoses. Shapeshifting in Mutant Future is no different; one of the most interesting and useful powers, it provides a player character with new abilities and opportunities a single body cannot....   [click here for more]
Skirmisher Publishing  $0.99

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Wisdom from the Wastelands Issue #22: Personal Shields

Wisdom from the Wastelands Issue #22: Personal Shields


Force screens were developed for individuals from all walks of life, to guard them from all manner of threats. There were simple fields that warded users from the insults of weather and city life, those that protected police against small caliber firearms, and those used in military powered armor systems and combat vehicles. All shields operate on the same basic mechanic: they project a protective...   [click here for more]
Skirmisher Publishing  $0.99

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Wisdom from the Wastelands Issue #27: Metamorphosis II

Wisdom from the Wastelands Issue #27: Metamorphosis II


Once again we bow to the wisdom of the Ancient philosophers, who recognized that the only constant in life (aside from death and taxes) was change, change, change. Metamorphosis can take very strange twists — and even have multiple stages. The six creature sets included in this issue show how very dissimilar creatures can be the same species, just young or mature forms.  One of the most...   [click here for more]
Skirmisher Publishing  $0.99

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Wisdom from the Wastelands Issue #25: Metamorphosis I

Wisdom from the Wastelands Issue #25: Metamorphosis I


In poetry, the transformation from caterpillar to butterfly describes how something ugly becomes uniquely beautiful. But in nature metamorphosis is common as living things change forms over their life cycles. And this change is not just traditional fairy tale beauty: maggots become flies, tadpoles become frogs, and chest bursters become alien warriors. The eight creature sets in this issue show how...   [click here for more]
Skirmisher Publishing  $0.99

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Wisdom from the Wastelands Issue #29: Mutualists I

Wisdom from the Wastelands Issue #29: Mutualists I


To mangle a paraphrase from John Donne, no mutant is an island — unless your mutant is an island. And even then it probably does not live entirely alone. Whether you are part of a community or a party of adventurers, Ancient philosophers from the Liver Pool had it right: everyone gets by with a little help from their friends. When two or more different species help each other, the cooperation...   [click here for more]
Skirmisher Publishing  $0.99

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~ Plague & Rabies ~

~ Plague & Rabies ~


This mini-supplement includes two iconic diseases, Plague and Rabies, that storytellers can incorporate into their games. They are samples of the many diseases and other maladies that appear in Insults & Injuries, Skirmisher Publishing's guide to incorporating “realistic” diseases into roleplaying games, which is available in both OGL/d20 and Pathfinder...   [click here for more]
Skirmisher Publishing  Pay What You Want

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Wisdom from the Wastelands Issue #20: Mutation Modifiers

Wisdom from the Wastelands Issue #20: Mutation Modifiers


Just as a single change to a stock creature can result in a very different and distinct entity, mutation modifiers can expand the scope and variety of Mutant Future mutational powers, altering them slightly with bonuses or penalties. With little or no tweaking, these modifiers can also be applied to supernatural powers — such as spell-like abilities — used in games from other genres.  Wisdom...   [click here for more]
Skirmisher Publishing  $0.99

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Tests of Skill (An OGL Adventure and Sourcebook)

Tests of Skill (An OGL Adventure and Sourcebook)


Tests of Skill is designed to entertain and challenge players through scenarios and encounters that can be overcome optimally through role-playing, skill use, and diplomacy. While traditional hack-and-slash techniques can be used to complete portions of the scenarios, most groups will find that tact, thought, and appropriate use of skills, feats, and abilities are generally much more useful...   [click here for more]
Skirmisher Publishing  $9.99

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Wisdom from the Wastelands Issue #23: Sea Monsters

Wisdom from the Wastelands Issue #23: Sea Monsters


Despite much of the planet being covered by ocean, sea monsters have oddly been absent from all editions of the game that inspired Mutant Future. Such a vast area, in a variety of latitudes and conditions, provides a huge playground in which to design creatures. As a result, sea monsters could be anything from kaiju crabs to a form of bacteria that converts biological mass to various...   [click here for more]
Skirmisher Publishing  $0.99

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Wisdom from the Wastelands Issue #6: Factions

Wisdom from the Wastelands Issue #6: Factions


Social-political groups were one element that brought a lot of fun into the original old-school science-fantasy games. This issue presents several factions or alliances Mutant Lords can easily incorporate into their existing campaigns. There are no rules covering these organizations, and decisions regarding joining/recruitment, membership benefits, NPCs, group size, and home base locations are left...   [click here for more]
Skirmisher Publishing  $0.99

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Wisdom from the Wastelands Issue #11: Optional Combat Rules

Wisdom from the Wastelands Issue #11: Optional Combat Rules


In almost every roleplaying game, one of the biggest aspects is combat. Mutant Future is no exception, for, in many ways, combat could be considered one of the game's most crucial aspects - next to mutations! In this spirit, here are several new optional rules a Mutant Lord can use to expand the combat possibilities in his or her game. Wisdom from the Wastelands is dedicated to providing...   [click here for more]
Skirmisher Publishing  $0.99

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Wisdom from the Wastelands Issue #14: Aggregates

Wisdom from the Wastelands Issue #14: Aggregates


Having another creature living on or inside your body is not a thought most would enjoy. Nor is the idea of having the same type of creature living inside a child and grandchild, joining generation after generation, until, over time, the two species gradually merge. But, this already happens. Humans and termites rely on intestinal bacteria to aid digestion, lichen are the synthesis of fungus and algae,...   [click here for more]
Skirmisher Publishing  $0.99

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Wisdom from the Wastelands Issue #10: Monsters That Improve with Age 2

Wisdom from the Wastelands Issue #10: Monsters That Improve with Age 2


The age chart is a powerful tool for Mutant Lords who want to scale monster encounters with the powers and artifacts of the player characters. These charts describe how a creature’s characteristics change over its lifespan, using three columns: the age of the creature, its hit dice, and notes. Notes might include damage, mutations, drawbacks, or anything else that affects the creature in and out...   [click here for more]
Skirmisher Publishing  $0.99

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Encounters - Volume II - Deadly Sands and Treacherous Seas 5E/3.5E/PF1 - Foundry VTT

Encounters - Volume II - Deadly Sands and Treacherous Seas 5E/3.5E/PF1 - Foundry VTT


Drown in the Sands. Sink in the Ocean. Mummies waking in an ancient tomb. Sand demon destroying oasis. Megalodon assaulting ship carrying heroes. Sand and water are waiting for adventurers to sink them and make them perish. This encounter pack contains 10 carefully designed encounters, with monster tactics, leads, hooks, and new monsters, items, and spells to spice up your game. Easy to use...   [click here for more]
Dragonshorn Studios  $7.95

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Updated Animal Familiars

Updated Animal Familiars


This booklet is dedicated to expanding the options for familiars available to arcane spellcasters like Sorcerors and Wizards and is inspired by a number of the concepts introduced in Skirmisher Publishing LLC’s ENnie-nominated The Noble Wild. This book, an “Animal Player’s Handbook,” presents a detailed system for incorporating viable animal characters into a either traditional or animal-oriented...   [click here for more]
Skirmisher Publishing  $1.99

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Encounters - Volume III - Dark Depths of the Underearth 5E/3.5E/PF1 - Foundry VTT

Encounters - Volume III - Dark Depths of the Underearth 5E/3.5E/PF1 - Foundry VTT


In the darkness beware of the lights. Salamanders preparing an ambush for unsuspecting travelers. Drow outpost attacked by monsters. An aboleth plotting in the lake deep underground. The creatures of the Underearth lurk in the corridors to drag heroes into the darkness. This encounter pack contains 10 carefully designed encounters, with monster tactics, leads, hooks, and new monsters and...   [click here for more]
Dragonshorn Studios  $7.95

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Microlite20 Comprehensive Edition

Microlite20 Comprehensive Edition


What is Microlite20? Microlite20 is an OGL role-playing game containing character generation, combat and rules for magic, monsters and level advancement. It ripped the guts out of d20 leaving just the essence of the game. Skills are much simplified, there are no feats and combat is as simple as it gets. Microlite20 is a trimmed-down, subminiature version of the Primary...   [click here for more]
RetroRoleplaying  $7.50

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Teacher Gamer Handbook

Teacher Gamer Handbook


The Teacher-Gamer Handbook delivers a skillset framework of 36 life-skills for educators to facilitate limitless RPG classroom games in schools and offscreen experiences for learners 10 years and older. Includes a full-scale ready-to-play semester course of literacy driven lesson plans for 40+ hours of co-creative play. Bringing RPGs into education is teaching narrative, critical...   [click here for more]
Wild Mind Training  $29.99

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Creatures of the Wastelands: Habitats

Creatures of the Wastelands: Habitats


Creatures of the Wastelands: Habitats is devoted to some of the possible environments and locations that might exist in a post-apocalyptic campaign setting and how they can be used in role-playing games in general and Goblinoid Games' Mutant Future in particular. Life being what it is, most of these locations have since been colonized by a variety of mutant and non-mutant life forms....   [click here for more]
Skirmisher Publishing  $1.99

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Cooper’s Corrected Summon Monster I-III

Cooper’s Corrected Summon Monster I-III


Some of the most labor-intensive and disruptive sorts of spells in the game are for sure the various levels of Summon Monster. As soon as they are cast, things grind to a halt as the proper stats are looked up, the appropriate Celestial or Fiendish template applied with all its various changes ... And that is assuming just one of it was summoned! And if the caster has the Augment Summoning feat...   [click here for more]
Skirmisher Publishing  $4.99

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Alchemy & Herbalists v3.5

Alchemy & Herbalists v3.5


by Steven Schend The wonders of alchemy and the earthy goodness of herbalism have long been a draw in fantasy games. Alchemy & Herbalists takes these core elementals of medieval fantasy and brings them to life within the d20 rules. Updated for v3.5, A&H provides everything players and Game Masters need to incorporate alchemy and herbalism...   [click here for more]
Bastion Press  $9.99

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