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BEWARE THE ROAD LESS TRAVELLED! Designed with the busy GM in mind, this book contains 50 detailed encounters covering a variety of situations and locales. Whether you're after a random encounter that's more than just a standup fight on featureless terrain, an exciting mini-adventure on the spur of the moment, something to break up the party's travels, or a starting scene for an adventure of your own devising, this book has something for you. To help speed up play, every encounter is designed to fit one or two pages containing all of its pertinent information, so there's no need to flip between pages. Lavishly illustrated with maps, everything you need to play these encounters is within the covers of this fantastic book! Although designed for the Hellfrost setting, each encounter contains the stats required for play, so it can be used in any Savage Worlds fantasy setting! Hellfrost is an heroic fantasy setting by Triple Ace Games and is designed for use with the award-winning Savage WorldsTM RPG.
TRAVEL THE LANDS OF SNOW AND ICE A world of adventure at your fingertips! This supplement for the Hellfrost setting details the entire continent of Rassilon. From the snow-shrouded wastes of the High Winterlands to the relatively warm hills of the southern Hearthlands, this book covers every realm and major settlement, plus numerous sites of adventure. A handy reference section provides the GM with information of how to construct his own steads, villages, and towns. Organized with the GM's needs in mind, each realm covers basic socio-political information, important background, the nation's government and military, adventure hooks, as well as notes on the geography and major locales. Also covered in this volume are important organizations of less than savory reputation. Now your heroes can fight the cultists of the Ashen veil, who crave immortality through necromancy, defend remote settlements from the cannibalistic Cult of the Bear God, and confront the Seekers of the Black Key, who desire nothing less than to release the forces of the Abyss. The Hellfrost Gazetteer contains no rules information, making it a valuable resource regardless of your favoured roleplaying system. Hellfrost: Gazetteer is a core book in the epic Hellfrost setting for the award-winning Savage Worlds RPG.
PREPARE TO FIGHT FOR YOUR LIVES! Enter a world where Ice Demons and Frost Wights wait to destroy the careless adventurer. Do you dare to tread the same path as them? This core book for the Hellfrost setting contains information and statistics for over 300 hazards, monsters, and citizens of Rassilon. Whether your heroes explore the Hearthlands or the Hellfrost itself, all manner of potential allies and fearsome foes await. Assassins and nobles, clerics and mages, Hearth Knights and healers, sailors and mercenaries-the GM has over 40 archetypes at his fingertips, easily added to their game. Among the many creatures detailed are over a dozen types of orcs and elementals, complete stats for six breeds of dragon, and five races of giants, as well as trolls, elementals, fey, demons, undead, and unique Hellfrost beasts. As well as the monsters there are new rules for knockback and a chapter on creating relics, Hellfrost's permanent magic items. A simple system and generous advice gives the GM everything he needs to create an unlimited variety of relics in just a few moments. Lavishly illustrated throughout, the Hellfrost: Bestiary contains everything you need to populate a town or ruin. Your fantasy adventures will never be the same again! This book is designed for use in conjunction with the Hellfrost Players' Guide. Hellfrost: Bestiary is a core book in the epic Hellfrost setting for the award-winning Savage Worlds RPG.
A hostile fleet. A planet killer. And one shot to make it right. In this gripping new military science-fiction novel, a battle-tested infantry squad pursues an inhuman enemy into the vacuum of space. Maseo Kaytu's squad is yanked from a much-deserved furlough by an emergency deployment off-planet. But why is Command sending grunts into the "Big Empty"? Without CAVs, without backup--hell, without gravity--the squad is more vulnerable than ever. Tasked with a mission that only they can complete, they track the enemy across the killing vastness of space, from a bizarre interplanetary warehouse to the hidden heart of a research habitation...and beyond. But the enemy is tracking them, too. Scanning, calculating, preparing. Kaytu joined the military to redeem the bad choices of his past, yet now--trapped in hostile territory--he learns that soldiers face the hardest choices of all.
An idea book for Fantasy Roleplaying Games offering answers to such eternal questions as "What's in the Giant's Lunchbox?" and "Why is there an Underworld?" The Dungeon Dozen provides over 200 system-agnostic random tables designed to fuel game ideas for GMs and players of fantasy role playing games. These tables run the gamut from quick monster generators, encounter tables, strange treasures, weird hirelings, and solutions to at-the-table quandaries for when the players take an unanticipated turn.Loaded with black and white old school dungeon art calculated to spur on the imagination, the PDF is thoroughly book-marked and has a quick-reference guide and full index.
"The Marshal's Handbook is the setting book for Deadlands Reloaded." -- From back cover
The Nobel Prize-winning Egyptian writer Naguib Mahfouz refashions the classic tales of Scheherazade into a novel written in his own imaginative, spellbinding style. Here are genies and flying carpets, Aladdin and Sinbad, Ali Baba, and many other familiar stories from the tradition of The One Thousand and One Nights, made new by the magical pen of the acknowledged dean of Arabic letters, who plumbs their depths for timeless truths.
The essential handbook integrating fear and horror into D&D play, this guide provides everything Dungeon Masters need to run a horror-oriented campaign or integrate elements of creepiness and tension into their existing campaigns.
Masks of Nyarlathotep is a Lovecraftian exercise in horror and mystery. This Call of Cthulhu roleplaying classic is a series of linked adventures forming one long and unforgettable campaign. Horrifying deeds and dangerous sorcery dog those who dare attempt to unravel the fate of the Carlyle Expedition. Set in 1925, adventures begin in New York, then move overseas to England, Egypt, Kenya Colony, Shanghai, and western Australia. Such extended globetrotting requires wit and planning by the players. Their investigators must have steady finances, good language skills, and a willingness to persevere despite governmental interference and cultist harassment. Meanwhile the keeper must bring to life different exotic locales, recreate the sensibilities of other cultures, and balance non-player-character foes and friends to allow each investigator to earn his or her own destiny--ultimate triumph, perhaps, or perhaps madness and agonizing death.