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Dark Horizons: Cold Black, Sinister Adventures
Louis Agresta, Nicolas Logue
Dark Horizons: Cold Black
Aug 2008
It gets quiet out there in the black of space. When you're on prisoner transport duty aboard the Gloomdrake, carting the galaxy's most vile mass-murderers and rapists to the frozen penal world of Avalon, you've got nothing to do but listen to the void.

The universe has a way of throwing nasty surprises at those foolish enough to brave her unfathomable darkness. When a gravity well knocks the Gloomdrake out of hyperspace near a long lost derelict hulk it seems like a great payday. Salvage of a pre-war vessel, like the Seraphim can make a man rich beyond his wildest dreams, but where has this titanic ship been for the last few hundred years? Why has it turned up near Avalon? What horrors await inside, and are the PCs really the first to discover the abandoned science vessel, or has something else already made its home there?

To make matters worse, all contact with Avalon has been cut off. It could be just a communications error, or maybe the Seraphim's new denizens found their way down to the prison world already? When alien horrors mingle with the galaxy's most depraved psychopaths every spacer's nightmare comes true. Welcome to Cold Black, and a thousand fates worse than death.

 
     
     
 
Pathfinder #13: Shadow in the Sky, Paizo Publishing
Greg A. Vaughan
Pathfinder #13: Shadow in the Sky
Aug 2008
The elves of the Mierani Forest have been hiding something from outside eyes for hundreds of years, but now, this sinister secret has escaped. What at first seems to be a sudden uprising in unsanctioned banditry in the Riddleport hinterlands is in fact something altogether more menacing—the dark elves have come to Varisia. Yet the threat presented by the drow from below may be nothing compared to a new threat from the skies above. Can a new group of heroes save the world from the Second Darkness?

This volume of Pathfinder kicks off the third Pathfinder Adventure Path campaign—Second Darkness—and presents a detailed gazetteer of the intrigue-filled streets of Riddleport, details the Gold Goblin Gaming Hall and several of Riddleport's most popular games of chance, and presents a half dozen new monsters native to the Riddleport region. It also contains a bonus adventure that presents a typical Riddleport thieves' guild.

 
     
     
 
PC Pearls, Goodman Games
Greg Oppedisano, Rone Barton, Adam Daigle, Stephen S. Greer, Liz Courts, Hal Maclean, Russell Brown, Tom Ganz, Stefan Happ, Tim Hitchcock, Phil Larwood, Willie Walsh, Louis Agresta, Clinton J. Boomer, James MacKenzie, Craig Shackleton, Scott Gable, Ted Reed, David Schwartz, Rob Manning, John E. Ling, Jr., Ed Healy, Michael Kortes, Jonathan Drain, Dave Hall, Ashavan Doyon
PC Pearls
Aug 2008

Bring your characters alive...
...then keep them that way!
PC Pearls is an indispensable tool for players and GMs seeking to invest their characters with personality, depth, motivations, and drives. Included herein are tables and treatises addressing every facet of a character's history, each designed to spark the imagination and bring your character to life! This inspiration is presented alongside the adventuring wisdom of Lord Havoc Bedlam, survivor par excellence, who was once heard to remark:

"I don't have to be faster than the dragon, just faster than you."

PC Pearls: Because no PC should ever be a meat-shield.

 
     
     
 
Colonial Gothic: Poor Wizard's Grimoire, Rogue Games
Ed Healy, Troy E. Taylor
Colonial Gothic: Poor Wizard's Grimoire
Aug 2008
The World is steeped in Magic.
It is everywhere and courses through all things.
Some claim that Magic is fueled by Ether. Others claim it is a Divine gift granted to those chosen by Providence. Still others claim that Magic is not a gift, but a curse. And some claim that Magic is a tool of the Devil, created to further his Infernal ends on earth.
None of these claims comes close to the Whole Truth.
Magic is a Force of Nature, whose Secrets all may uncover with Time and Wisdom. Yet Magic is also a Danger to those unwilling to treat it with the Respect such a Force deserves.
Despite the Danger, some still dare to take up the Study of Magic and to use its Power. Even in this Modern Age, new Discoveries are made about the Workings of Magic. New Insights reveal Power many deemed impossible. Those Discoveries can be found here — Rituals, Witchcraft, Talismans, and Relics.
Are you willing to face the Danger and uncover the Secrets of Magic?

Editors: Ed Healy, Troy E. Taylor

 
     
     
 
Thousand Suns: Pilot's Guide to the Core Worlds, Rogue Games
Ed Healy, Troy E. Taylor
Thousand Suns: Pilot's Guide to the Core Worlds
Aug 2008
These are worlds of wonder.
At the heart of the inhabited galaxy lie Humanity's most populous and sophisticated planets. The dizzying spires of their cities are matched only by the complexity of their cultures, exemplifying all that is best among the Thousand Suns. The Core Worlds glitter like jewels in the crown of interstellar civilization.
These are worlds of upheaval.
Sophistication breeds decadence and power inevitably gives way to corruption. The Core Worlds are no different. With each year, these planets grow ever more self-interested and debauched. The vitality and drive that gave them command of the stars is long since gone, leaving behind only a hollow shell, ripe for exploitation by demagogues and revolutionaries alike.
These are worlds of glory.
The Core Worlds have no equals in art, commerce, technology -- or power. Idealists and cynics alike are drawn here from the farthest reaches of the galaxy, for this is where the future of the Thousand Suns is written. Whether that future is a bright or a dark one has not been decided and the actions of a daring few may yet tip the balance one way or another.
These are worlds of adventure.

Editors: Ed Healy, Troy E. Taylor

 
     
     
 
Pathfinder Module D4: Hungry Are the Dead, Paizo Publishing
Tim Hitchcock
Pathfinder Module D4: Hungry Are the Dead
Sep 2008
A dungeon adventure for mid-level characters.

When a nearby dungeon begins to cough out hordes of the hungry dead, a band of heroes is called up to repel the menace before the nearby town is literally swallowed up by the tide. Will anyone be able to stop this grim feast?

Hungry Are the Dead will be released at Gen Con Indy 2008 and will be the featured adventure in the Paizo Publishing "delve" event at that convention.

 
     
     
 
Dungeon Crawl Classics #55: Dungeon Crawl Classics #55: Isle of the Sea Drake, Goodman Games
Ed Healy
Dungeon Crawl Classics #55:
Dungeon Crawl Classics #55: Isle of the Sea Drake
Sep 2008

Death stalks the Isles!
All through the Known World, the stories are told again and again, by pirate captains and boasting merchant lords: a ferocious sea monster is stalking the trade lanes, and no vessel is safe. The call goes out for a band of heroes willing to dare the impossible: to slay a leviathan of the murky deeps.
Are you and your companions the heroes that can bring back the head of the sea dragon? Or will you perish like those before you, adrift on the unforgiving sea? An adventure of exploration, courage and cunning, Isle of the Sea Drake will challenge characters with savage natives, the walking dead, gold-crazed pirates, a sea dragon, and an ancient mystery from beyond the stars.
When heroes dare the sea dragon, only the most courageous will survive!
Isle of the Sea Drake includes a full-color double-sided poster map depicting the area of the adventure. This world-neutral adventure can be used alone or to launch a campaign in the epic fantasy world of Áereth.

Editor: Ed Healy

 
     
     
 
The Great City Campaign Setting, 0One Games
Tim Hitchcock, Louis Agresta, Rone Barton, John E. Ling, Jr., Greg Oppedisano, Brendan Victorson
The Great City Campaign Setting
Sep 2008
 
     
     
 
The Great City: A Pound of Flesh, 0one Games
Tim Hitchcock
The Great City: A Pound of Flesh
Sep 2008
 
     
     
 
Dark Vistas: The Ebon Shroud, Sinister Adventures
Nicolas Logue, Richard Pett
Dark Vistas: The Ebon Shroud
Oct 2008
North of Tarkshorn Vale, beyond the giant infested Britlebone Mountains, night reigns eternal. Deep in the icy holocaust of the Ebon Shroud the cold kills all but the most stubborn of beasts, and true immortals rule a landscape of frozen nightmares from castles of blood and ice. These elder vampires have held the Ebon Shroud in their jaundiced fist since time immemorial, quelling the last of the wolf lords in a Silver Eclipse long ago. The living are little more than cattle to feed their hunger and toys to satisfy their dark whims.

The only threat to their power is the smoking citadel of Bhaarel, whose smoke-spewing basalt spire rose from the glacial expanse fifty years ago. Just as the rivers of hot fiendish blood that pour through the Black City's stony veins defy the hoarfrost and howling wind, so too does this hell-spat stronghold defy the vampires of the Ebon Shroud.

Long have the civilized races south of the Brittlebone Mountains avoided the scrutiny of both these dread powers, and most who dwell in Tarkshorn Vale know nothing of the ominous powers roiling in the sun-scorned reaches to the north. But now the darkness is on the move. The Ebon Shroud rolls southward swallowing everything in its path, as implacable as the deathless masters who ride with it.

The Ebon Shroud is a 130+ page mega-adventure brought to you by the twisted fever dreams of Richard Pett and Nicolas Logue. Using an exciting and entirely non-linear plot web format The Ebon Shroud allows you and your players to venture into a realm of darkness and adventure in any way you see fit. You are humanity's last hope for survival. How will you face the darkness?

 
     
     
 
Pathfinder Module J4: The Pact Stone Pyramid, Paizo Publishing
Michael Kortes
Pathfinder Module J4: The Pact Stone Pyramid
Nov 2008
Return to the deserts of Osirion in this pulse-pounding sequel to J1: Entombed with the Pharaohs! The action starts in the oppressive empire of Cheliax, where the heroes discover a map to an ancient pharaonic treasure called the Pact Stone carved into the chest of a summoned devil. From there it’s a race pitting adventurers against evil archaeologists in the depths of a desert tomb dedicated to the ancient pharaohs of Osirion. Only the secret of the Pact Stone Pyramid can stop the rival archaeologists from arising as modern pharaohs of limitless power. Can the heroes negotiate a tomb filled with deadly traps in time?
 
     
     
 
The Slumbering Tsar, Part 1: The Desolation, Necromancer Games
Greg A. Vaughan
The Slumbering Tsar, Part 1: The Desolation
Dec 2008
 
     
     
 
The Slumbering Tsar, Part 2: Temple-City of Orcus, Necromancer Games
Greg A. Vaughan
The Slumbering Tsar, Part 2: Temple-City of Orcus
Dec 2008
 
     
     
 
The Slumbering Tsar, Part 3: Caverns of the Barrier, Necromancer Games
Greg A. Vaughan
The Slumbering Tsar, Part 3: Caverns of the Barrier
Dec 2008
 
     

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