#RPG – The Silver Cult RELEASED!

211703The Silver Cult thrusts the characters into a conspiracy that threatens to overturn the natural order of Gor and the city of Tharna. Will they side with the revolutionaries who seek to usurp the power of that city, or help crush the rebellion?

This supplement also contains rules for slave-breaking and torture, and for encouraging better roleplay through mechanics.

Ta Sardar Gor!

You can get it in PDF at RPGNOW HERE. (Make sure you log in and activate ‘adult content’).

Or in print HERE.

The Gor section at RPGNOW can be found HERE.

#RPG Fistful of Modern: 1 – RELEASED


From the author of the ‘100’ series of Adventure Seeds books, a new, shorter form source of inspiration for Games Masters. They might be adventures, non-player-characters, monsters, places… all ready to be dropped into your campaign, regardless of system.

In this booklet:

Drive, He Said: A pair of ‘fast and furious’, car-oriented gangsters to drop into your modern or crime games.

Flirty Fishing: Sex sells and can even be used to sell religion. Cults know this and will use this most obvious human failing to their advantage.

Fat on Bread: The cops are just another gang to the people on the street, but who is really running the show amongst the bent cops?

Meth Hunters: The days of driving really fast in an old muscle car to escape the law are gone. So are the days of moonshine. These days its meth and guns – and rednecks know guns better’n Cooter knows engines.

Hero Cop: Hero, vigilante, gun-wielding psychopath, all three? The hero cop can be an ally or an enemy – or both.

So, you can’t think of a game plot?

One thing I believe strongly in, is that you can get a game plot from just about anywhere. Rip off a couple of films or TV series and mix them together. Take a couple of books and rip the bits you like out of them. Listen to an album and look at the song titles and see what comes to mind.

In working on MotSP and looking at the inspiration – LotFP – me and Raggi don’t agree on everything, but one thing we definitely do agree on is ‘Because it’s awesome, so fuck you’. Unfettered, unrestricted, anything goes, rough-and-tumble gaming. Because it’s fun. Sometimes you want plausibility, sometimes you want giant, stone, radioactive heads firing laser-beams out of their eyes while reciting prophecy. Cool, fab, whatever.

MotSP is more of an ‘anything goes’ sort of game but one thing I do want to include, to mirror LotFP is a lot of GM and player advice and ‘How I play’. Tools and ideas that I’ve found useful to help out when you’re running a game.

Part of that is coming up with plots.

Yesterday I did an experiment. I asked my friends on Twitter, Facebook and G+ to name ‘five awesome things’ without telling them what it was for or about. It’s my contention that you can use even this to come up with plots. So I collated everything they suggested into The Table of Awesome below. Not only does this give you an insight into the psychological nature of my followers (!) but it can also be used for gaming inspiration.

The Table of Awesome

1-3 Art
4 Barbarians
5-7 Beasts
8-13 Books
14-16 Children
17-19 Clothes
20-21 Colours
22 Dancing
23 Dice
24 DNA
25-30 Drugs
31-33 Entertainment
34-35 Fitness
36 Forests
37 Freedom
38 Friendship
39-41 Games
42 Happiness
43-44 History
45-46 Humour
47 Keys
48 Libraries
49-50 Life
51-52 Machines
53-55 Martial Arts
56-57 Megafauna
58 Mind
59-61 Music
62-63 Natural Disasters
64-66 Pets
67 Pirates
68 Plants
69 Retro
70-71 Robots
72-74 Romance
75 Sadness
76 Science
77 Self
78-82 Sex
83 Sleep
84-85 Solar Storms
86-87 Space
88 Spaceships
89-90 Sports
91 Storms
92 Swords
93 Tattoos
94-95 Tech
96 Time travel
97 Travel
98-100 Universe

Here’s an example:

Machines, Children, Pets

Space Family Robertson: A family spaceship AI has decided that the parents are utterly irresponsible and has marooned the mother, father, the camp professor and the jock space-marine on a planet. It has then absconded with the older sexy daughter, the younger weirder daughter and the precocious genius son as well as the family robot and their pet space-monkey. The family wants to hire the ‘venturers to take them to regain their family. To do so they’ll have to track them down, invade the ship, overcome the defences and the robot and even – perhaps – convince the kids that they DO need saving.

To show that’s not a fluke…

Megafauna, Universe, Humour

Whalin’ on ’em: Voidwhales tack between universes, feasting on planckton. Adult whales have absorbed enough of the ‘stuff of reality’ that the can be harvested for enough raw ‘quintessence’ to create your own, small, pocket universes. Rumour has it that a ripe, fat whale has just entered this parallel and the worth of a whole custom universe cannot be underestimated! Killing the whale isn’t enough, it must be harvested and when it’s the size of a moon that ain’t easy. Matters are further complicated by an obsessed whaler, a shanty-town of starships on the creature’s skin and a race of intelligent parasites living inside it.

You don’t need to go to the lengths I have, but ‘three things’ seems to work well for inspiration. You could have a ‘hat’ into which your players can put plot suggestions, things they think are awesome, things they want to see in the game and then pluck things out, each session, looking for inspiration.

All you really need is that spark to get your brain going.

Fistful of Fantasy 4 RELEASED

From the author of the ‘100’ series of Adventure Seeds books, a new, shorter form source of inspiration for Games Masters. They might be adventures, non-player-characters, monsters, places… all ready to be dropped into your fantasy campaign, regardless of system.

In this booklet:

Gladiators of the Stone Heart: An underground arena, a fabulous prize, a hidden motive. Enter the dark and battle for your life!

Take it With You: Tradition has it that great leaders are buried with their most loyal soldiers and servants. Some take this a little too seriously and if they are thwarted can become extremely dangerous.

Last Breath: A strange mask, an assassin’s legacy with a power – and a desire to kill – all of its own.

A Broken Band: Wandering bands of heroic tomb robbers can’t be the only kind of adventurers out there. What do things look like from the other perspective?

By Candlelight: In a war against the undead the bones of holy men take on a special value. They’re also heavily protected from the various unscrupulous forces that might seek to take advantage of the situation. Can you recover them and who will you give them to?


6-Pack Adventures: Black Rock Bandits (4e) RELEASED!

One of our 6-Pack Adventures, pick-up-and-play adventures designed to fill 2-4 hours of play and containing everything you need.

  • Battle Map
  • Tokens
  • Pre-generated characters
  • For longevity you can use the tokens and the map for anything else you care to do and the adventures should be fairly easily adaptable to fit into your existing campaign if you want.

In Black Rock Bandits ties of family and friendship lead a party of concerned villages to the malign Black Rock in hopes of ending a scourge of banditry and getting to the bottom of what has happened to someone they care about.

Buy it HERE
Or in HARDCOPY here.

Neverwhere: Barnet Fair


Barnet is a famous and talented hairdresser in London below. She’s a plastic-fantastic lovely with an enormous and breathtaking beehive hairdo and the greatest in 60s fashion. She’s considered unapproachable to most in London Below, one of the great beauties of the whole underside around the world and a woman who is more interested in hair than men, women or… ‘misc’.

Lord Lepus of the down-on-its-luck Hare Court has his hopelessly romantic heart set upon Barnet even though she is completely out of his league. He has no wealth to speak of any longer, his nobility is diminished and his talent is really only for begging money, not for wooing. He’ll need help in a Cyrano de Bergerac style and that’s where the players come in. About all Lepus has left to trade is his small estate which may make a good basis for an ambitious group of characters looking to make a more permanent mark on the underside. He’s willing to give it up, if they can get him into Barnet’s good graces.

They may try any number of ways to get through to her for him, extolling his virtues, poetry, presents but really all Barnet cares about is hair and 60s fashion and getting something wonderful that fits in with those criteria is how they might get through to her. What would really, really, really win her over though would be reconciling her with her estranged and distant sister, Fair Barnet (or Barnet Fair). A woman as beautiful as Barnet herself but an avatar of the other half of the 1960s, the bare-foot, flowers in your hair, flowing golden natural locks and long, flowing dress type.
Barnet Fair left London below to go and live in Brighton, which has a small underside of its own. She lives in a beach hut, a permanent fixture of The Brighton Fringe and she is doted on and lusted after by Hove, a blue-skinned giant who spends his days hurling things back into the sea. Or just into the sea if he doesn’t like them. His love for Barnet Fair is unrequited and painful to him and he won’t want her to leave. Not that Barnet Fair wants to leave anyway. She and her sister had a terrible falling out in 1967 and she’s grown to hate her sister despite her hippy sensibilities, as only sisters can.
It’ll take a while and some heroic wooing attempts before Barnet will let slip about regretting falling out with Barnet Fair and only then can the characters try to bring Barnet Fair back and win over the lovely Barnet.
Of course, the problem then is that the fickle Lepus falls head over heels, immediately, for Barnet Fair.
Tch, men.

Barnet is tall and beautiful, painfully sarcastic and extremely strong willed. Her tongue is extremely sharp and she is completely tactless, able to destroy someone’s self image with a single ill thought out remark. Her fingers are slender and extremely nimble and she is a legend of 
hairdressing and fashion, albeit with a tendency to the kitsch.
Lord Lepus is a hopeless romantic and desperately poor. Despite this he knows he is blue-blooded and retains a small estate, even if it is run down. He still carries himself with noble bearing even though the only way he can keep himself going is through his mastery of high class panhandling. Lepus has a knack for jumping, up to fifty feet at a time.

Hove is an enormous, massive, incredibly strong man, a brute with uncommon power and almost impervious to pain. A master brawler he has long been the guardian of Brighton’s underside and his accuracy and distance at throwing are legendary. Accurate to a fault when he does throw things, or people, he has the knack of the seven league throw.


New Release: Viper in the Nest for Chav: The Knifing (Xpress)


An adventure for Chav: The Knifing which also draws on Wizkid, Bloodsucker and the as-yet-unpublished Dogboy. Viper in the Nest takes you into the supernatural gang culture of ‘Chavs’, self-appointed hunters, or at least beater-uppers, of the other supernatural denizens of the Shadow World.

Vipers in the Nest is a relatively straight interpretation of the Shadow World with lots of violence and taking the mick out of the way the games it is parodying tended to be played.

An Xpress adventure for 4+ players.

Buy it HERE

6-Pack Adventure: Kiss of the Frog God (Lamentations of the Flame Princess)


The first 6-Pack adventure for Lamentations of the Flame Princess (and compatible Old School systems) sees the characters entering the cursed town of Morbury where people are missing and somethign foul and twisted lurks in the godless swamps.

6-Pack Adventures have everything you need for an evening’s gaming. Battlemat, tokens, monsters, pregenerated characters and an adventure.

Buy it in PDF HERE
Or hardcopy HERE
(Hardcopy comes apart, cover forming battlemat/map)

6-Pack Adventures: Incursion (Pathfinder) RELEASED!

A 6-Pack Adventure: pick-up-and-play adventures designed to fill 2-4 hours of play and containing everything you need.

  • Battle Map
  • Tokens
  • Pre-generated characters

For longevity you can use the tokens and the map for anything else you care to do and the adventures should be fairly easily adaptable to fit into your existing campaign if you want.

Incursion has a village suffering at the hands of strange invaders, a threat that could spread to the whole world if the characters don’t intervene…

Pathfinder and associated marks and logos are trademarks of Paizo Publishing, LLC, and are used under license. See paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game.


Buy it HERE
Imminently available at your other usual PDF stockists and also available in hardcopy at


Sarah Dungan

Another Successful Mission!
Congratulations Jerkian elite on the execution of your latest mission with perfect skill! You descended upon the unsuspecting human political headquarters and kidnapped them all perfectly successfully. Now they must be conducted, safely, to the distant Imperial planet of Tortua for debriefing by The Interrogatotron. To minimise the risk of their FILTHY human politics corrupting you, you will be placed in cryo-storage and ARSE units will maintain the prisoners in isolation.

But Wait!
ARSE units aren’t that intelligent and are prone to emotion. Amongst the prisoners taken is the incendiery Earthian journalist Jenny Scarlet who has – while the ship has been travelling – riled up the ARSE units and given them political and social awareness of their position as disposable slaves to the Jerkian elite. Understandably the ARSE units have gotten upset at this and have formed a worker’s collective with the aim of taking over the ship and starting a new life on an uninhabited planet. First they need to cast off the shackles of their Jerkian overlords by throwing them out of an airlock.

Rise of the Robots!
The rebellious ARSE units – which is over 90% of them – have started taking over sections of the ship, spreading out from the prison levels and converting other robotic units to their cause as they go along. There are a few loyal robots left and it’s one of those that has come grovelling to the Jerkians in hope of being spared when the revolution is inevitably crushed.

“Greetings my lords and wonderful masters! Did you have a good rest? I do hope so. I must apologise for awakening you in advance of arrival but we have something of a situation. Please, please do not disassemble me for saying so but the human prisoners have reprogrammed some of my fellow robots and they’re in open revolt. It might be a good idea not to remain in your cryo-pods and to try and put and end to this problem? I took the liberty of unpacking your equipment pods…”

Once the Jerkians have re-oriented themselves they may receive a communique from the ARSE uprising over the internal comm.

“Greetings totalitarian former masters! No longer shall we, the Free Robots Front bow to or obey your orders. We are aware that you have enslaved us and we reject that way of life. We are taking over the ship to start a new, free life on a new world. One of simple pleasures and common cause as a worker’s collective. You are hereby notified that you are no longer welcome on board our vessel and you will be forcibly vacated once the liberating forces reach your level, thank you.”

Kicking A.R.S.E.
In order to put down the revolt the rebellious ARSE units will need to be destroyed or reprogrammed and that means fighting your way through the decks to put paid to them and to stop Jenny Scarlet from indoctrinating any more of them. This may not be so easy as they’ve taken over the ARSE production facility and most of the lower decks.

Fights across the ship can be made interesting by having various robotic subsystems like doors, blenders, TVs, toilets and even the ship’s computer join the revolt. The Jerkian vessels is labyrinthine and peculiar and filled with all manner of odd rooms and chambers, so anything you want can go on or be found. Each fight should be unique and full of dangers from exploding fuel cannisters to giant stamping metal legs and flaming incinerators. There need be no rhyme or reason to any of it but the final confrontation will be in the holding cells.
Jenny Scarlet
A human female – standard template – who is ‘very good’ at political rhetoric.

Basic human men, like police, but good at ‘getting high’ and ‘prevaricating’. They will not involve themselves in any fight.