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Nochet: Queen of Cities (RuneQuest)
by Tuomas [Verified Purchaser] Date Added: 02/29/2024 10:58:19

About as perfect as a supplement can be. Insane amount of detail, intrique, fun, mayhem, politics, people and cults in a logical and exciting setting. My only complaints are that I can't give 6 stars and now I have to change my campaign so that the players end up in Nochet. Not really a problem since this books oozes ideas for roleplaying.



Rating:
[5 of 5 Stars!]
Nochet: Queen of Cities (RuneQuest)
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Creator Reply:
Thanks! Glad to hear you're enjoying it, and look forward to hearing about any future adventures in Nochet!
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SKELETONS
by Edward [Verified Purchaser] Date Added: 02/29/2024 06:53:23

This book is an elegant collection of dozens of skeletons rolled up and statted for you to insert into your game.

These aren't your great uncle Gygax's one hit die turnable by a level 1 cleric skeletons!!! These are just as fearsome than the creatures that were once wrapped around them, if not more.

You get human skeletons of varying amounts of armour/weaponry, but there are also dinosaur, crocodile and big cat skeletons.

Something you probably haven't seen in any supplement before is the selection of Dark Troll skeletons! In this volume, fairly so, the troll's bones themselves are made of stone, and are naturally quite strong.

They have solid hit points, weaponry and attack rolls, and could really really mess the whole afternoon of under-prepared adventurers.



Rating:
[5 of 5 Stars!]
SKELETONS
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Lucie's Dispensation
by Harald [Verified Purchaser] Date Added: 02/28/2024 03:13:23

This is an adventure set in France, 1918. It offers a fresh but plausible approach on Cthulhoid horror. Maybe a little more magic than everybody likes, but I like this approach. It goes very well with the Hidden Magic style of CoC. The writing is good, the idea splendid. Higly Recommended.



Rating:
[5 of 5 Stars!]
Lucie's Dispensation
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Call of Cthulhu: Arkham
by Jacob [Verified Purchaser] Date Added: 02/26/2024 09:00:13

This is a very solid rework of the old Arkham books. If you have the old book, this is an updated version of that, with the goal of not straying outside of the area those books were covering.

If you don't have the old book, and you're interested in Arkham, this book is great! The only downside is it doesn't include the adventures of the prior edition, but it uses that space to make Arkham itself more gamable.



Rating:
[5 of 5 Stars!]
Call of Cthulhu: Arkham
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No Silver Linings
by Conor [Verified Purchaser] Date Added: 02/25/2024 17:01:40

Excellent scenario - really good scope for role play and investigation culminating in a showdown with very cool baddies with interesting lore behind them. Highly recommend.



Rating:
[5 of 5 Stars!]
No Silver Linings
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Cultist Armoury: Handout's for The Haunting
by Clay [Verified Purchaser] Date Added: 02/25/2024 11:27:37

These are so good. The handouts look great, and authentic. They are peppered full of subtle details that add depth to an already great adventure.

The only thing even close to a complaint that I might have is that addressed are sparse and don't include house numbers, but registries existed for things like that so it's easy to hand wave, and it makes it easier to move locations around.



Rating:
[5 of 5 Stars!]
Cultist Armoury: Handout's for The Haunting
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Treasures of Glorantha: V2 — Relics of the Second Age
by Brian D. [Verified Purchaser] Date Added: 02/24/2024 04:27:47

If you've seen the previous Gold best-selling volume in Austin Conrad's Treasures of Glorantha series, you'll have some idea what to expect from this new book. The previous volume was a very cleanly presented compendium of interesting magical items, every one of them historically and mythically appropriate to the game setting, alongside two more powerful magical materials, and useful advice on treasure rewards and sharing.

This new volume is an impressive step forward, with art and layout pretty much as good as it gets on the Jonstown Compendium - very close to professional quality. I'll be buying the print version the day it comes out, as this is a genuinely gorgeous looking book. I'll especially highlight the art by Armazém Fantástico and Ludovic Chabant, which is top notch, as is the cover by Laura Galli. The text is well-written, edited, and proof-read throughout. The PDF is properly bookmarked and internally hyperlinked, which is a helpful feature that I wish more authors would provide.

Treasures of Glorantha Volume Two presents relics from Glorantha's Second Age - a period where vast transgressive magical empires transgressed against the norms of reality, ruthlessly exploiting myth, magic, and draconic power, until the world rebelled and left them in ruin. It also offers an optional new system for magical powers: "Vows of Power" made to the gods in return for magical boons. These initially feel a little on the too-powerful side - but they do come with associated commitments and risks, emphasising character passions and behaviours rather than being purely transactional, as most RuneQuest magic is.

The main "plunder" section lists 30 items, all with detailed histories that place them firmly within the setting, and often very detailed descriptions of their powers, and the associated requirements to activate them. As the author says, there are no +1 longswords here. Indeed, many of the items have complex multi-tiered powers, some with effects at a scale that can make these items the focus of several scenarios, or in one or two cases even an entire campaign. These more powerful items tend towards the legendary end of the scale, and I think some of them may sit best in the hands of NPC antagonists. Three items are supported by spirit cults, and there are related new Rune and Sorcery spells.

Fans of Gloranthan lore should be particularly delighted. Amongst the book's pages there are artefacts relating to the machine god Zistor, Alakoring Dragonbreaker, Arkat, EWF dragon powers, Kimos, Errinoru, Tolat, Jajagappa, Lopers and more. For those less well-versed, the powers of the items remain largely self-explanatory.

This high quality book is clearly a labour of love. It describes many fascinating artefacts, most of which could inspire a GM's scenario or campaign plans (some may be too geographically or culturally specific for any given game). It will likely take some thought for a GM to work out how best to use them, especially for the more powerful items - there's nothing here that will just be found randomly on the floor of a cavern, hidden under some debris. These are treasures that can drive a storyline - and in some cases, perhaps make history.



Rating:
[5 of 5 Stars!]
Treasures of Glorantha: V2 — Relics of the Second Age
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Creator Reply:
Thanks for the kind words, Brian! They're much appreciated.
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Carnival of Madness: A Call of Cthulhu Scenario for the 1970s
by Marcus [Verified Purchaser] Date Added: 02/23/2024 09:20:35

Absolutely incredible. I ran this for my group as a one shot, and everyone at the table had a brilliant time. It has a different atmosphere to most Call of Cthulhu modules, but it was still incredibly creepy and intense. I strongly recommend it



Rating:
[5 of 5 Stars!]
Carnival of Madness: A Call of Cthulhu Scenario for the 1970s
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Flash Cthulhu - Café au Morte
by Nicolaas [Verified Purchaser] Date Added: 02/23/2024 08:11:28

It is an excellent encounter that can be used for a spur-of-the-moment session or worked in to spice up an existing campaign—highly recommended.



Rating:
[5 of 5 Stars!]
Flash Cthulhu - Café au Morte
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Treasures of Glorantha: V2 — Relics of the Second Age
by Nick B. [Verified Purchaser] Date Added: 02/23/2024 00:33:10

A second collection of plunder for RuneQuest: Roleplaying in Glorantha. All of these treasures originated in the fabled Second Age, being creations of the sorcerous Middle Sea Empire, the draconic Empire of the Wyrms Friends, or stranger powers yet: a handful even come from distant Pamaltela. An opening chapter has rules allowing any adventurer to swear mighty vows and gain powerful boons, effectively creating their own gifts and geases or heroquest rewards. After that are thirty new magic items, each described using the classic Plunder format. These items originated all over Glorantha: an appendix gives the last known or probable current location of each Treasure.Every item is woven into Gloranthan myth and history: many are unique (e.g. Alakoring’s sword Dragonbreaker; Tolat’s Red Sword of Victory), some are more common (potions of Liquid Hate, brewed from distilled tears; Mythographic Wheels, running permutations of mythology as they spin), others can vary in power (did you merely inhale the breath of a True Dragon, or the greater Inner Breath of Arangorf?), and most bring as many potential complications as advantages to their users. Reading this collection provides many valuable insights into the wonders of the lost Second Age, the abuses of the God Learners and the perils of Draconic self-mutilation. The book is beautifully illustrated throughout, comparable to Chaosium’s own publications; one picture of the Machine God Zistor is a work in progress sketch, and I can’t wait to see it finished!



Rating:
[5 of 5 Stars!]
Treasures of Glorantha: V2 — Relics of the Second Age
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Creator Reply:
I'm delighted to hear you enjoyed the book. Thank you for the high praise!
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A Midsummer Night's Darkness
by David W. [Verified Purchaser] Date Added: 02/22/2024 21:33:53

Tremendously fun and exploring a dynamic, yet often ignored part of history, this ia a well designed rollicking good adventure with a lot of nice histroical shout outs.



Rating:
[5 of 5 Stars!]
A Midsummer Night's Darkness
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Nightmares Beneath the Lonely Plateau
by Thomas [Verified Purchaser] Date Added: 02/22/2024 05:59:26

Nice, well laid out scenario that offers great advice along the way for new keepers such as myself. Excited to run this with my group!



Rating:
[5 of 5 Stars!]
Nightmares Beneath the Lonely Plateau
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The Well of All Fear
by Thomas B. [Verified Purchaser] Date Added: 02/18/2024 14:27:42

I am planning on running a Regency Campaign for Cthulhu and am on the hunt for additonal material to use, the classic time poor GM story. This is an excellent product, its got all you could want and while I don't use Roll20 I am a big user of VTTs and find the online material to be of signficant value. The adventure is actually excellent, there are twists and turns and to be honest a good surprise in the resolution options. Its also got an excellent Cads of Regency vibe which I think is vital to the setting.

My one note of warning is this is probably more of a folk horror as opposed to Cthulhu horror game. The monster as it were is not what it may first seem and the vibe of the setting is specificially aligned to the activities of the humans over the monsters, nor are the monsters necessarily the root of the issue. With that note said I am mightly impressed and look forward to running this as a key adventure in my campaign and would recommend it to anyone with the same intent, it actually provides a bit of a break from unrelenting Cthulhu Horror and the whole setup is a great riff on the 'what ever shall a poor weak woman do in this man's world'



Rating:
[5 of 5 Stars!]
The Well of All Fear
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Korolan Islands: Hero Wars in the East Isles - Volume 1
by risto [Verified Purchaser] Date Added: 02/18/2024 12:40:13

The Korolan Islands , a friendly book from group of friendly people to offer a detailed exploration, introducing readers to the captivating world of the East Isles – a collection of shattered remnants from the eastern continent Vithela. The origin story, involving the sundering of Korola and the subsequent creation of the islands, is both tragic and mythic. The bitter enmity between the islands, subdued during the rule of Golden Mokato, resurfaces, leading to a heroquest that reunites the islands and establishes a unique yearly athletic contest is just one of many great ways to insert life to the previously unknown remote part of the Glorantha for you to explore in series of books by Hannu Rytövuori. The first book, serving as an invaluable resource for both gamers and game masters, does represent easy to read and interesting stories and rules for the area and in total facilitates the crafting of immersive and captivating campaigns in a rich and fantastical setting. The meticulously crafted lore, diverse cultures, and intriguing pantheon of deities provide a wealth of material to enhance the gaming experience. Not forgetting local armours and weapons to create the immersion. For game masters, the text presents an extensive array of islands (19), each with its unique characteristics, history, and mythology. The inclusion of Parondpara (local deities), mystic practices, and cultural details offers a nuanced understanding of the inhabitants, enabling the weavinf of intricate narratives that resonate with authenticity. The varied landscapes, ranging from majestic barrington timber structures to islands ruled by powerful dream magicians, provide a visually evocative backdrop for storytelling. The presence of many key locations ensures a diverse range of environments for campaigns. Each region presents opportunities for exploration and conflict. The pantheon of deities, such as Lika, Hansalgab, and Telmjy, introduces divine elements that can shape the narrative and drive character motivations. Fully detailed rules for cult members of many deities are given to make it easy for any player to jump in the campaign at Eastern Isles. The integration of mysticism, ranging from low Kambolic practices to the advanced dream magic of Weibatkans, offers a spectrum of magical possibilities for both players and non-player characters. While the incorporation of martial arts and mysticism might seem reminiscent of Japan initially, the narrative adeptly turns in to in-depth exploration of martial arts within the context of Glorantha, detailing its historical development, integration with mysticism, and the diverse traditions associated with it and so efficiently weaves these elements into the local culture and so succeeding in something that sounds impossible. I personally do appreciate the courage to add these in the book. The narrative effectively explains the link between martial arts and mysticism, emphasizing the magical and meditative aspects within the Eastern regions of Glorantha. The book serves as an easy-to-read compendium, offering information about daily life, geopolitics, motivations, cults, and wildlife in the area. Abundant illustrations visualize the world for players and while it is not visual masterpiece, it exist for purpose and works nicely.
You also find detailed rules to build a character born on the area, including new species, Keets, that are humanoid birds found only in the Eastern Islands. Major cults have been meticulously detailed in myths authored by Nils Weinander. Particularly, "Aoea and the Suitors" is a captivating narrative delving into the challenges faced by the goddess Aoea during the Nightmare War. The story unfolds as two powerful lords, Sodok and Qaratam, vie for Aoea's affection, presenting her with gifts and audacious proposals. Aoea's clever and resourceful actions to evade the suitors are well-detailed, providing a mix of suspense and strategic thinking. Other myths, such as "Tamorongo and the Rock Eater," "Irvata and the Three Nasty Fish," and "How Mingemelor Won His Armaments," are all outstanding works.



Rating:
[5 of 5 Stars!]
Korolan Islands: Hero Wars in the East Isles - Volume 1
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A Midsummer Night's Darkness
by Stefan [Verified Purchaser] Date Added: 02/16/2024 00:57:03

Read the full review: https://stygian-muse.com/a-midsummer-nights-darkness/ A Midsummer Night’s Darkness is an unabashedly feminist romp through the wilds of Shropshire in the summer of 1909. A group of Suffragists are caravanning through the region, leafleting and making speeches in support of the right to vote for women. Their idyll is soon shattered, however, by forces beyond mortal ken. And a pair of power-hungry misogynists.



Rating:
[4 of 5 Stars!]
A Midsummer Night's Darkness
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