Thursday, 31 May 2012

XDM X-Treme Dungeon Mastery

I'm going a bit crazy with all of these posts this week. *grin* I've just seen this book  on Old School Gamers on Facebook and "had to share".

I think I want a copy just for the title!  :D

XDM X-Treme Dungeon Mastery
by Tracy Hickman (Author), Curtis Hickman (Author), Sandra Tayler (Editor), Howard Tayler (Illustrator)

The blerb is giggle-worthy too:
The cure for the common game! Throw off your chains! Too long have your role playing games been held in the bonds of substandard gamemasters, bound in needlessly complicated rules sets, and enslaved by players who will avoid doing anything unless it counts toward leveling up! It is time to take a stand!

Learn from the masters the ancient secrets of how to:

  • Officially become an XDM and impress dates. (Do-it-yourself secret initiation rites included.)
  • Master the secrets of designing adventures that tell stories.
  • Create magic illusions that can even make your players disappear!
  • Use actual fire in your game properly.
  • Hijack the game as a player, and how to deal with a player revolution as an XDM.
  • Plus loads more!


If I could go back in time and rewrite Dragonlance, it would be this book...only with more dragons in it. --Tracy Hickman


I can say without any shame or bias, that this is one of the best books ever written and should be in every hotel room next to the bible. --Curtis Hickman


Possessed by the spirits of Da Vinci, Van Gogh, and Jack Fred, I illustrated a book that you should buy two of...one to read and one to hang on your wall.--Howard Tayler

Oh, man. :D


Wednesday, 30 May 2012

Dungeon layout promo graphic

Cross-posted to Inked Adventures (on blogger).

I'm fairly proud of this - I have the week off and so far I'm been mainly worrying about tax forms (stress-dull-worry-dull-brain hurts), so I'm pleased that my creative juices have been flowing a little, despite my main computer being a bit broken, and it being unusually hot and humid in the UK atm.

Split cava wine on the keyboard as well tonight... sheesh.

....This is seriously overdue!  I realise that there aren’t have enough examples of how sections from the (Inked Adventures Modular Dungeon Cut-Up Sections) Basic Pack can be used.

So here’s a sort of promo-poster thing for your visual enjoyment. :)



Happy dungeoning!

http://bit.ly/IAstore

Tuesday, 29 May 2012

Too much Mythos revelation in sci-fi games? -Eldritch Skies (Battlefield Press)

My spooky nightime reading at the moment is a perusal of the alternative history background in Eldritch Skies by Battlefield Press -

Versus...?


Eldritch Skies is roleplaying game in it's own right, projecting the Lovecraftian world of horrific monsters into our space travelling future.

I must say I'm finding it hard not to superficially compare this setting to the one in CthulhuTech - which I now know is about as existential as freshly baked muffins in Sunday School (see this post where I claim the opposite).  So far I'm finding Eldritch Skies easier to follow in terms of setting and game mechanics, maybe it just looks more like a more traditional role-playing game.

I'm loving the well thought out background regarding the humanity's unfortunate overlaps with the utterly uncaring cosmos of Cthulhu and other denizens, but there's something missing from the horror and wonder of the original stories or Chaosium games.  Many sci-fi game settings are quintessentially post-apocalyptic or cyperpunk where the human race have adapted to a new world, with modifications or gadgets, in an almost fatalistic but laissez-faire attitude to culture shock.

In CthulhuTech I feel that there's a sense of empowerment in fighting the Mi-Go and other beasties from the safety of mech suits, or charging up with Shadowrun-style occult energies.  It's all a bit of a Manga-meets-Lovecraft mash-up (and the authors admit this).  At least in 1920's Call of Cthulhu, a last resort shotgun firing randomly at shadows in the sewer has a sense of suspense.  Finding a lost forbidden text in a library can be a big deal in CoC, that alone could incapacitate a character with a chronic mental health condition.  Eldritch Skies, at least in the introduction, tries to instil awe and wonder at the human race's  contact with interdimensional horrors.  But I'm beginning to wonder, that apart from character fear in remote space colony settings, that too much of the Mythos has been revealed and mankind is (disappointingly) still relatively sane -if not richer for it by actually exploiting the energies from the dark.

How Eldritch Skies plays as a game, I'm not sure, but like many Cthulhu settings and scenarios, it's a lot of fun to read - but then I reckoned that the Keeper always had the most fun in Call of Cthulhu.  If I come to a useful conclusion on this from reading later chapters, I'll let you know. ;)

It's a cool read so far, though!  No doubt, the fear will come later ... with the knowledge ...

Gamebook Goodness

Friends on Facebook will have noticed my triumphant cheer at finally reaching and killing the infamous Balthus Dire after a thirty year relatively unfocussed comings and goings from my copy of Fighting Fantasy Citadel of Chaos.  On this occasion it involved rapid play and a few cheaty back-tracks on the iPad version of the game.  Finally, not only did I get by the deadly Ganjees but I also knew the code for the tumblers on his door.  Now, Citadel of Chaos is by no means a difficult gamebook to play, and blind luck will allow some players to succeed in one run, but I suspect that when given the choice between left or right, or continue onwards or go down stairs, that I kept choosing "right" and "down" no matter how many times I'd played, so perhaps this time applying some meta-gaming "beat-the-book" logic, like I had to with Deathtrap Dungeon - silly missing gems.  This sort of thing is somehow easier in an electronic medium if there's a "back" button - as with the iPhone/iPad version.  When playing by pencil and dice I can barely remember the page I'm turning to, never mind the page I've just arrived from!  The nice thing about the iPad version is the fact that you can't cheat with the dice in combat and Luck rolls, which makes victory that little bit sweeter, especially if the game has insisted that you start with "Skill 8" and a Luck of "7" - sheesh, with values like that I usually re-roll - I mean, in real world terms, I'd consider my limitations and not start life as a "foolhardy adventurer" and stay on the farm, milking BoviYaks (or some such fantasy equivalent of grazing cattle...  ENRAGED BOVIYAK -SKILL 4, STAMINA 10). 

Well, I had a delightful surprise today!  Upon confessing that I had yet to properly play Destiny Quest The Legion of Shadow (possibly due to my sojourns into the Fabled Lands 1-4 which I procured at the same time), and so, I explained, was hesitant in buying the newer improved edition, Stuart Lloyd (of Lloyd of Gamebooks) had a copy despatched to me via Amazon, clearly because it's very important to own the very latest the solo game book world has to offer in entertainment!  By this I mean actual "paper" books.   Us "old-schoolers" love the smell of a dead tree.  We are living in interesting times with regards to solo game texts, but it's important to let authors and publishes know that short term file format ebooks are not the only way forward (even if print-on-demand one-copy-per-customer is the alternative).  Fabled Lands author Dave Morris discusses the future of series here and to be honest, he sounds like he's turned his back on real books.  

New, improved, with more sections!
Anyhow, here's the new book DestinyQuest The Legion of Shadow by Michael J. Ward, on the right, in "C" format paperback, next to the smaller original - the thickness of which I originally measured with the height of a Lego stormtrooper.  It's a truly mighty tome - and there's an advert in the inside cover for Book II The Heart of Fire, coming out in Winter 2012 - which should be spiffy.  I'd love to tell you more, but at the moment all I can say is that the dice system is very RPG-like and customisable to the player's tastes with regards to equipment, objects, spells and so forth.

A monster of a quest!  Highly collectable.  It is your destiny...

Paperback and hardbacks on Amazon UK and US:



See also the author's site: destiny-quest.com for more information and free downloads.

(Thanks again, Stuart!)

WHQ: better dungeon layouts in random play

I had a moment to myself in my flat tonight, but didn't quite have enough time to play a full solo Warhammer Quest game as planned, so I decided to enjoy myself by just laying out the dungeon as the card decks told me, with some improvised rules regarding extra exits from rooms as dictated by the roll of a die and then splitting the deck according (hard to explain if you haven't played WHQ* - but it's a home-brew improvised expansion on the T-Junction rules).

*Or is it "WQ"?  I think I'm might be getting confused with AHQ... and I'd be making this mistake all of the time.

Once a new board section is laid down roll one die (d6):
1,2,3=Number of exits are as normal; 4,5 one extra exit; 6 two extra exits
Incidentally, T-junctions can now become cross-ways (well almost)

Normally there's only ever one exit from a room in dull old
Warhammer Quest, so mix up the fun with a few extra exits!
(Taken with a phone camera - having some PC issues atm)
Lots of interesting WHQ and HeroQuest pictures and threads
can be found in the Lost and the Damned Forum



It was a little crazy because the deck was split three ways in the starting room (I rolled a "6"), and I'm not sure I dealt the cards correctly because the Quest Room ended up being two board sections away (the large Tomb Room at the top of the picture).

The journey of "play" basically went East then doubled back to the starting room (the dungeon entrance is marked with the arrow), then North, where the Quest room was found, and then the my imaginary players were given the option to clear the rest of the dungeon (for monster scalps and treasure) by exploring the West sections.  When the dungeon cards run out the players can see that the room or corridor is a dead end but an encounter might still be triggered.

In WHQ the dungeon usually ends once the Quest Room is completed, whereas I'd encourage retreats to the main entrance in the middle of play (like in D&D - returning to village, rest up, go shopping) or the option to battle their way out after the Quest Room -perhaps encountering wandering monsters in the now relatively empty dungeon.  In some ways the doubling back compensates for possible shorter routes to the Quest Room. 

I was also trying out a random way of positioning exits in relation to entrances, but common sense and practical spacing would often decide this (no pieces must overlap!) - so another die roll is not required.

I am aware that there are countless random dungeon tables and systems in many RPGs, and my preference often flips from die rolls to card decks in an instant.  The system in the AD&D DMG (1e) is truly surreal in terms of the room shapes.  I prefer systems which are simple enough to construct with standard floor plans or tiles quickly.  I'm guessing that this is where drawing onto a battle mat on graph paper has it's advantages, but I prefer solid floor plans.   I may develop a dungeon randomiser or card deck for my Inked Adventures Modular Dungeon Sections Basic Pack.  Laying down new sections is easy, but determining the number of doors or archways (links to other sections) is whole different kettle of fish,  but we'll see .... watch this space.

Monday, 28 May 2012

Lord of the Rings LEGO

EDIT: Since composing this post Forbidden Planet seem to be hiding the LotR Lego WTF!  Sheesh.  I will still share - even if some of the links are null and void.  Shopping FAIL!

My good friend Mortis drew my attention to this, Forbidden Planet (uk) are now selling and taking pre-orders on a selection of Lord of The Rings LEGO sets. 

You'll find some of these sets on Amazon too (although I was struggling to locate them today on the UK site), so some of the links here are to Amazon proper / US.

I'm trying to break my addiction to Star Wars Lego, so I'm a little torn by all of this.  I mean it's all just so perfect for D&D type games!  


Attack on Weathertop
at Forbidden Planet


Lord of the Rings: The Mines of Moria Forbidden Planet



If you're having trouble with the links use the widget thingy on the right.

No doubt that if you're in the UK, by the time you read this, Amazon UK will have updated their lists - one of the best places to look will be here: Lego Store on UK Amazon Films and Tie-ins (also good for Star Wars Lego).

Curse those Danes!  Taking our money...!  It's the Viking invasion all over again!
They will conquer us all ... one brick at a time ...

Saturday, 19 May 2012

Free Cthulhu Battlemap (Lord Zsezse Works)

Battlemap - Way to Cthulhu -
FREE from Lord Zsezse Works on DTRPG
Two of my favourite words "Cthulhu" and "floor-plan" - or in this case "Battlemap". 

It's atmospheric, spooky and free!

Battlemap - Way to Cthulhu - FREE from Lord Zsezse Works on DTRPG
$0 (46 MB Zip file - PDFs and JPGs)

Tales of the Space Princess RPG sci-fi clips random misc


Tales of the Space Princess RPG (Lulu Print Copy)
Tales of the Space Princess RPG E-Book
(Lulu 20% off code: MAYBOOKS12 )
I've yet to type up my notes about the thrilling fast-play RPG Tales of the Space Princess. The inspirational sources for this "dungeon crawl in space" (paraphrasing) seem to rest everywhere between pulp sci-fi fiction right through to Star Wars (where the metaphorical "dungeon" is the Death Star, and the space princess is, well, a space princess).

The simple, flexible, rules can pretty much cover all traditional sci-fi settings - John Carter of Mars, for example (from over at The Land of Nod where to the author resides in his custom built atomic capsule).

Some monsters and game mechanics have been cleverly smuggled across from the D&D WotC d20 SRD and camouflaged to fit in with space suited heroes, evil scientists, alien sidekicks, robots, super-science and deadly technological traps - so it's all pure pulp sci-fi adventure with familiar twists. 

I've having some fun tonight, randomly browsing the web for videos and images which give me that feel of 30s through to 60s sci-fi.  I will now forcibly share some of this with you.

Looking away from thescreen will lead instantly to carbon vaporisation.


Flash Gordon!




"So, Buck, how was that Magnetic Ray?" - very early Buck Rogers film piece (all very odd, but the designs are very faithful to the comic strip)


From my old LJ blog (entry)
See also my scans of Dan Dare
Naturally there's lots of retro sci-fi goodness on web. Go run some key words through those image search engines, like "retro" and "rocketship". 

Enjoy this Google Ray Gun image search.

More organised thoughts on 'Space Princess soon. :)

Ming the Merciless:
"Put them in the DUST CHAMBER!"


If links to Tales of the Space Princess on Lulu.com are running slow try here.

Friday, 11 May 2012

Wizards World 1983 Goblinoid Games

Wizards' World RPG (1983)
Goblinoid Games
$4.99 on DriveThru
http://bit.ly/GGWW1983
A second go at this entry...

I'll lie and say I've just written for you an incredibly witty, informative and inciteful review, before it got wiped away by the wrong keystroke, as opposed to my usual "GEE, LOOK AT THIS, IT'S AN OLD-SKOOL RPG! KEWL!" - naturally, I'm paraphrasing my own style here.

But, gee look at this ...!

I was planning to write about cackling Dark Lords kidnapping Space Princesses, but this week I managed to kill my main PC, after being distracted by yet more PDF downloads of rulebooks and role-playing lore, whilst Real Life things (job, personal life, ug) mustered forces to invade the territories of my true love: that of the games "hoarding".  I've also just discovered that I'm way too broke to go to the Beer & Pretzels Games Weekend tomorrow in Burton-on-Trent.  This is a shame, because (a) I've already bought the ticket; and (b) it looks as though some folks will be playing recognisable games like Tunnels & Trolls and not just some third generation booster-deck card-twisting card elaborate comic based Top Trumps or WH40K clones, but hey, it's all good clean box-shifting fun. ;)

So instead, as a fan of the old ways, I felt it was important to tell you about the latest Goblinoid Games facsimile release of the Wizards' World RPG from 1983 (that's almost as old as CDs, remember CDs? Man, the fun we had back in the 20th century...).

Goblinoid Games have been really treating us recently to nibblets of the past with titles like Starships & Spacemen and Time Master.

It's a curious notion which drives me to buying older titles in PDF or POD.  Like many an RPG lover, I feel that it's a romance of with many facets. A very different aspect reveals itself to me when I see the older covers.
 In the case of Wizards' World, it's primarily the collector, and curious archivist in me that hits the "add to cart" button (and by the way, real shoppers don't do wish-lists!).  The DM/player in me is somewhat more cynical when it comes to imagining convincing a newly-assembled group of players to try this system over the umpteen other sparkling gems on our shelves.  So this title is a triple R "read, ruminate and resource" product - purchasing it will make me richer in knowledge, and wiser when approaching my other systems - and if you can't play it, "mine" it to hell!  ;)  On an collector-nostalgia note, just the thought that I may have seen this in a shop as younger man / teen / boy-player back in 1983 (although I swear it reads like a game from 1979-81) makes me super-curious, hungry to purchase and, to be frank, a little sweaty with excitement.  (Yes, yes, I know ...)  This, naturally, leads me back to my need to reassure myself that's "okay" to buy games purely to read - or perhaps to play in the far future many years hence when there's time.  -That it's perfectly fine to indulge oneself in the micro-to-macro thought-experiments of dice maths and campaign building.   Somewhere in this search is an RPG-philosopher's stone, or a perfect easy-play haiku of a game system.  The really twisted thing is that if I find it, I may just have to keep it to myself, I mean, exposing it to a group of players may just ruin the perfection!
Okay, just kidding.
Maybe there's therapy for ex-DMs.
("They killed all of the NPCs and trampled all over my beautiful dungeon!")

Wizards' World:
The text seems to be an electronic scan conversion of the original rulebook (or retyped) with black and white pencil and ink art - also presumably from the original book.  At 83 pages long it's a "complete" system, but it's pretty concise all-you-need level-based-progression D&D-type game.  Lots of space is given over to a fascinating variety of races and classes.  Standing out in terms of originality are the Demonic Halflings, Metamorphic Dwarves, Jesters and Vampires (there's definitely more types than in the AD&D PH).  Some of the dice mechanics will seem familiar and yet it's different enough from D&D or RuneQuest to warrant a thorough look.  After spell lists and a bestiary, the rest of the rules feel rather "squeezed" into this fantasy happy meal.  I'm guessing that if you're a connoisseur of the main game systems from the late 70s - early 80s Wizards' World will entertain and fascinate.  There's something about the production values, illustrations and writing style which really makes me want to place this game two or three years earlier than 1983: it provides more choice for players when compared with D&D B/X or AD&D, maybe T&T or RQ1, whilst not providing oodles of extra rules as in the AD&D DMG.  It lacks the marketing gloss and introductory easy-play game chapters which start to appear from around 1983. (I won't be backing up this generalisation, by the way, just drawing a hazy line in my own narrow perception of gaming history.  However, I actually have a real soft spot for well presented do-this-then-that play-by-example games)
In case you didn't believe me about
those character races and professions ;)

So far, I have the bought the PDF from DriveThruRPG and I'm considering buying the printed book - although I think I need to do a bit more research, i.e. was the original in a box?  I'm having the same dilemmas with buying Bushido and Space Opera in bound book form ... but that's another story.

There were so many colourful boxes on those shelves in the 80s.  *drool*  Maybe I can make new boxes...

Summary:
If you collect older games, Wizards' World is a classic, yet subtly refreshing, absolute bargain of game.


Wizards' World RPG (1983)
by David Silvera
Goblinoid Games
$4.99 USD / £3.13 GBP on DriveThru
http://bit.ly/GGWW1983


Wizards' World RPG
in paperback on Lulu.com
$17.95 USD / £9.73 GBP



13.05.12 EDIT: Since typing the above entry, Goblinoid Games have posted an interview with the author which eliminates some of my speculation regarding this games relationship with D&D  :) - check it out.

Sleep well, Maurice Sendak.



















Monday, 7 May 2012

Chaotic Caves for Basic Fantasy RPG


I was going to tag this onto the previous post regarding Lulu codes and recent purchases but perhaps it warrants it's very own post. :)

I forgot to mention another recent purchase from Lulu, which I'm enjoying flipping through, is The Chaotic Caves by J.D.Neal.

Written for the Basic Fantasy RPG, it's essentially very easy to adapt to B/X D&D, AD&D and clones of (etc.).  Chaotic Caves is a part rewriting of, and homage to, the caves complex (and the Keep -but now it's a "Manor") from B2's Keep of the Borderlands.  The difference here is that no extra dungeon room "stocking" is required - it's a complete product - unlike it's D&D predecessor which was an "introductory" packaged with the purple D&D Basic Set.

J.D.Neal has done a marvellous job of recreating -something which is rather unfashionable these days-  a low level dungeon primarily inhabited by low level humanoid monsters.  Excellent. :)

The book is well written, well presented, with player maps, pre-gen characters and a handful of old-style b/w pictures.   The Lulu copy I bought has a shiny black cover with a narrow spine - much preferable to my usual fair of stapled paper print-outs. In this way, JN1 The Chaotic Caves is a perfect shelf neighbour to my copy of Morgansfort.

The manuscript text ("JN1 The Chaotic Caves") is free to download, like with many of the Basic Fantasy products from here, but I like to treat myself to these texts in bound form - They make better nighttime reading for me in book form.  Since the Basic Fantasy writers and publisher are not motivated by profit, the prices of all of the Basic Fantasy books on Lulu are super-low.

Perhaps some pressure should be brought to bear upon Gonnerman and Neal to release JN2 Monkey Isle through Lulu as well. ;)

Other Basic Fantasy titles on Lulu (thumbnail links):

 


Shiny print-on-demand rulebooks and adventures

PDF and Open Office docs - free to download.

Community Forum


Make mine .... Basic!

Sunday, 6 May 2012

May of the Dead Carnival Free Crypt Room Floor Plan

I'm not a big fan of zombies, but I've
got nothing against a nice clean
skeleton arising from a gothicy tomb. :)
Going Last is celebrating a whole month of undead things in their May of the Dead Carnival!  Lot's of interesting stuff is going on over at Going Last and a handful of other blogs.

My last minute contribution (awaiting clearance) follows...

(x-posted to Inked Adventures main site and the blogger mirror)

Spur of the moment free product!

This was partly inspired by the Going Last’s May of the Dead Carnival, but also it’s a chance for me to share with you some graphics from the seriously long overdue Crypts, Tombs and Catacombs pack.

Presenting The Crypt Room (with door)…

The Crypt Room available on DTRPG now
http://bit.ly/CryptRoom (Free download)


May of the Dead Carnival

Saturday, 5 May 2012

Lulu May 2012 20% off codes

Looking for print-on-demand RPGs on Lulu this month?
Then be sure to use this 20% off code. :)


Lulu-related... 
Over the last week or so, as well as dipping into rulebooks and scenarios from my Derby Con-Quest haul, I've really been enjoying reading John Slater's Tales of the Space Princess, which I hope to write more about / celebrate shortly. :)

Tales of the Space Princess RPG (Lulu Print Copy)
Tales of the Space Princess RPG E-Book 

For many awesome and retro super-science things relating to Tales of the Space Princess go to The Land of Nod - "Space Princess" labelled entries

Happy Free Comicbook Day

I'm the lousiest follower of mainstream or indie comic titles, but if you're looking for a freebie on Free Comicbook Day, and can't get to a Friendly Local Geekery Superstore ... then perhaps take a surf-stroll through DriveThruComics Free products.  :)
This blogger refuses to comment on the amount of "soft-core" titles DTComics are peddling. ;)


Free downloads at DriveThruComics.com

$25 (£15) Charity Bundle Wayne Foundation


More downloads than you can handle!
The 2nd Annual Wayne Foundation Charity Pack
$25 DTRPG
Available only from 4th May -18th May 2012
When I read things like this, I want there to be a Batman in the world, but at least the US has the Wayne Foundation and other charities "who are committed to fighting human trafficking, child prostitution, & child sex exploitation one victim at a time by providing individuals with a safe home environment that will empower them with the tools they will need to stop the cycle of abuse."

Charitable cause aside, this is a very uber-packed bundle.  Hats off to the Onebookshelf sites for running these donation based products.

It's worth having a little browse through the titles as these bundle packs often contain more than a few sweet surprises. :)

RPG Titles

Imperfekt Gammes
    Invulnerable – the Super Hero Roleplaying Game
Dilly Green Bean Games
    G-Core
Robert Bohl Games
    Misspent Youth
Naked Hobo Productions (G. Buettner)
    Mistrunner Core Rulebook
Buried Without Ceremony
    Perfect Unrevised
Wicked North Games
    Azamar
Melior Via
    Hope Prep #0: Orientation (ICONS)
NDP Design
    Annalise
Gypsy Knight Games
    Quick worlds #17 – Tal’Kalares (Traveller)
    Quick Worlds #18 – Era (Traveller)
    Quick Worlds #22 – Minerva (Traveller)
    Quick Worlds #23 – Ararat (Traveller)
Soultaker Studios
    Adversairies: The Triad (G-Core)
Evil Hat Productions
    Spirit of the Season (FATE)
Chaotic Shiny Productions
    Arcane Flavor (4e/GSL)
Adamant Drakon Freelance Production
    Dynamo RPG
Brent P Newhall’s Musaeum
    Dark Sun Adventure: The Dark Festival (4e)
    Stronghold Adventure 1: Goblins of Summerkeep (4e)
    Stronghold Adventure 2: The Hobgoblins of Ravensport (4e)
    War in the Deep (4e)
    City of Talon (4e)
Jon Brazer Enterprises
    Book of Magic: Signature Spells 1 (Pathfinder)
    Riyal’s Research: Traps (Pathfinder)
    Legendary Factions: Common Factions 1 (Legend/RuneQuest)
Ally Nauss
    Social Observance
Quinn Conklin
    Falcon Academy (Toys for the Sandbox) Exclusive
FableForge
    Enter the Shadowside
Secret Fire Games
    The Secret Fire
Open Design/Kobold Quarterly
    Kobold Quarterly #17 (Pathfinder/OGL)
Purple Duck Games
    Random Encounters Remastered (Pathdinfer)
    Purple Mountain 1:  Temple of the Locust Lord (Pathfinder) (my review)
Christopher Helton
    Dark Corners (FUDGE)
Troll in the Corner
    Argyle & Crew – Adventures in the Land of Skcos
    Argyle & Crew’s Little Book of Big Ideas
    Mi Gato se Incendia! (My Cat is on Fire!)
    Mirkmoot I & II (Pathfinder)
    World of Aruneus – Contagion Infected Zombies (Pathfinder)
    World of Aruneus – Orcs!  (Pathfinder)
    World of Aruneus – Herbology (Pathfinder)
Posthuman Studios
    Eclipse Phase

Also included are ...

Fiction 
Cate Dean    Rest for the Wicked: The Claire Wiche Chronicles Book 1
Christopher Bunn    The Tormay Trilogy
Tristan J. Tarwater    Thieves at Heart
Dave King    Betrovia
Benjamin Gerber    Breakdown at Pervert Park

Artwork
Ashe Rhyder    Three original character pieces

Since many of the above products are available for sale individually on DriveThruRPG, it may be worth copying and pasting any titles you're curious about in the search box here:



$25 USD / £15.48 GBP /  €19,1  (mainly PDF downloads)
Limited time offer: 4th May -18th May 2012
DriveThuRPG and RPGNow