Tomb of horrors (1e) pdf download






















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This content requires one of the following products to play:. Year of the Comet contains some Shadowrun, Third Edition game mechanics and statistics. This sourcebook offers more than new pieces of gear, features advancements in biotechnology and chemistry, and introduces nanotechnology. A wealth of plot hooks are also included. Four other runner-favored cities — Cape Town, Caracas, Hamburg, and Istanbul — are also covered, and gamemaster advice is provided for transforming any specific urban locale into a shadow haven.

Skip to content Search for:. Now imagine that the horror is beginning all over again. Download options. This book is a supplement to the Genesys game line that lets you use the Narrative Dice System in a world of historical fiction set based on Norse mythology! Helped, or hindered, by the powerful beings of Asgard.

Their actions depend on your relationship with them. This supplement includes: You can rely on your wits and become a world travelling trader. Lend your arms and make your living as a mercenary.

Or set forward to raid and settle new lands. In Norse mythology, Midgard is the world of men. Of the nine worlds, Midgard separates the world of the gods from the world of the giants and the darker worlds.

And since a world cannot truly be a world without inhabitants, Odin and his brothers created man. Our Midgard is what would be considered fictional history or mythical past.

Meaning that while the origin of the setting was real, we added some steps from Norse Mythology to make it a bit more epic. The Midgard setting takes place in the Viking era, between and Common Era. Norse settlements are in an Iron age technology but were influenced by more technologically advanced civilizations.

Depending on how big the GM wants the world to be, you can travel to many places. Sprawl Survival Guide Street Smart? New to the sprawl kid? You flash your credstick in the wrong alley, drop a name in the wrong company, or flick out a spur at a gunfight and your organs will be next up for auction. Reps are built on etiquette and connections, not just chill attitude and piles of corpses.

This information is essential for both gamemasters and players, detailing the world of Shadowrun and bringing it to life. Also includes expanded rules for lifestyles, travel and fake identities. For use with Shadowrun, Third Edition. Every runner and wannabe comes to Seattle to learn their chops, hone their skills and make those big scores. New Seattle takes the players on a tour of the most exciting city in the world of Each section of Seattle contains information on gangs, corporations, politics, hideouts, major players, criminal organizations and everything else players and gamemasters need to create both straightforward adventures and complex campaigns.

For use with Shadowrun. For use with Shadowrun Third Edition. In addition to critter stats and short descriptions, it includes all of the rules you need for using critter powers. More Data Than Your Rap Sheet Your shadowrunner has more safehouses than a slumlord, more false identities than a schizophrenic and a criminal record that takes up more memory than a Black Hammer utility.

So where do you keep track of all that info? All of the archetypes are covered, from adepts to riggers to otaku, and space is included for edges and flaws, Karma expenditures, character background and more. The Dossier also features handy reference tables to make combat, skill use and healing run more smoothly. For centuries, the merchant princes of the Lyran Commonwealth survived as much through economic might as by the cloak and dagger, steadily growing in strength until their influence could be felt across the Inner Sphere.

Now emerging from the ruins of a short-lived alliance and a bloody civil war, a bold new identity has taken hold of the people united under the mighty fist of House Steiner. More than a mere sourcebook, Handbook: House Steiner provides rules for both Classic BattleTech and Classic BattleTech RPG campaigns, including new personal equipment, creatures, life paths, and more—all tailored for players and campaigns based on the Lyran state!

Had enough of fighting for king and country? Sick of being told what to do and who to kill, and hanging your butt out on the line every day just so some career-climbing general can reap the benefits of your hard work? Do you think you can measure up in the big leagues, and carve your name into the history books for all time? Classic BattleTech Field Manual: Mercenaries, Revised provides an in depth look at modern mercenary operations, including where to go for the best contracts and most active battlegrounds.

Special rules enable you to bring each of these famous outfits to life in your own Classic BattleTech campaigns, while updated rules provide players with detailed instructions for creating and running their own mercenary commands both on and off the field.

In the year , humanity was in the midst of a golden age. United under the interstellar government of the Star League, all mankind prospered and enjoyed an improved quality of life made possible by advances in technology, commerce, human rights, and the arts. Humanity had truly inherited the stars. But those same advances also carried a curse, for the engines of war from the Star League era possessed power unequalled in the Successor States today.

The land of faery, Where nobody gets old and godly and grave, Where nobody gets old and crafty and wise…. Unlock the potentials of your mind and body. Turn your back on the shallow and mundane — join the Universal Brotherhood and be a part of something wonderful! Who are the Brotherhood? Possibly the largest humanitarian organization in the world? To the grime-encrusted inhabitants of the sprawl they are a shining ray of hope in an otherwise hopeless world. This is their way out of the darkness, their key to personal fulfillment and understanding.

They are on every corner. THey knock on every door. And they want to save you too. Now someone has been on the inside of the Brotherhood. Dwellers of the Forbidden City.

Ravenloft 2, The House on Gryphon Hill. Egg of the Phoenix. Adventure Pack 1. Swords of the Iron Legion. Tomb of the Lizard King.

Desert of Desolation. Oasis of the White Palm. Lost Tomb of Martek. Baltron's Beacon. Ravager of Time. Day of Al'Akbar. The Secret of Bone Hill. The Assassin's Knot. Prince of Lankhmar. Blizzard Pass. Into the Maelstrom. Vengeance of Alphaks. Twilight Calling. Talons of Night. Five Coins For A Kingdom. Against the Cult of the Reptile God. The Forest Oracle. Treasure Hunt. Under Illefarn. Vecna Reborn. Die Vecna Die! Against the Giants - The Liberation of Geoff.

Dungeons of Despair. Moonlight Madness. Return to the Tomb of Horrors. Return to White Plume Mountain. The Gates of Firestorm Peak. The Lost Shrine of Bundushatur. The Rod of Seven Parts. The Silver Key. Ruined Kingdoms. Corsairs of the Great Sea. Cities of Bone. Return of the Eight. The Adventure Begins. The Star Cairns. Crypt of Lyzandred the Mad. The Doomgrinder. Return to the Keep on the Borderlands. The Eternal Boundary. The Well of Worlds. In a nutshell: The first ish pages are awesome.

The last ish pages are dead weight. This is the blog. Click here to go to the Zenopus Archives website. Possib le locations:. The highest hill in the Egg of Coot. An island lying miles east of Blackmoor. In the great desert west of the Wild Coast.



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