Title |
Publisher |
Price ▲ |
Sometimes rules supplements read like the world-setting bible of frustrated novelists. While solid world-building is a useful skill, you don’t always need four paragraphs of flavor text to tell you swords are cool, magic is power, shadows are scary, and orcs are savage. Sometimes a GM doesn’t have time to slog through a page of history for every magic weapon. Sometimes all that’s needed are a... [click here for more] |
Rogue Genius Games |
$1.00
|
Sometimes rules supplements read like the world-setting bible of frustrated novelists. While solid world- building is a useful skill, you don’t always need four paragraphs of flavor text to tell you swords are cool, magic is power, shadows are scary, and orcs are savage. Sometimes a GM doesn’t have time to slog through a page of history for every magic weapon. Sometimes all that’s needed are... [click here for more] |
Rogue Genius Games |
$1.00
|
Sometimes rules supplements read like the world-setting bible of frustrated novelists. While solid world- building is a useful skill, you don’t always need four paragraphs of flavor text to tell you swords are cool, magic is power, shadows are scary, and orcs are savage. Sometimes a GM doesn’t have time to slog through a page of history for every magic weapon. Sometimes all that’s needed are... [click here for more] |
Rogue Genius Games |
$1.00
|
Sometimes rules supplements read like the world-setting bible of frustrated novelists. While solid world-building is a useful skill, you don’t always need four paragraphs of flavor text to tell you swords are cool, magic is power, shadows are scary, and orcs are savage. Sometimes a GM doesn’t have time to slog through a page of history for every magic weapon. Sometimes all that’s needed are a... [click here for more] |
Rogue Genius Games |
$1.00
|
Sometimes rules supplements read like the world-setting bible of frustrated novelists. While solid world-building is a useful skill, you don’t always need four paragraphs of flavor text to tell you swords are cool, magic is power, shadows are scary, and orcs are savage. Sometimes a GM doesn’t have time to slog through a page of history for every magic weapon. Sometimes all that’s needed are a... [click here for more] |
Rogue Genius Games |
$1.00
|
Sometimes rules supplements read like the world-setting bible of frustrated novelists. While solid world- building is a useful skill, you don’t always need four paragraphs of flavor text to tell you swords are cool, magic is power, shadows are scary, and orcs are savage. Sometimes a GM doesn’t have time to slog through a page of history for every magic weapon. Sometimes all that’s needed are... [click here for more] |
Rogue Genius Games |
$1.00
|
Sometimes rules supplements read like the world-setting bible of frustrated novelists. While solid world- building is a useful skill, you don’t always need four paragraphs of flavor text to tell you swords are cool, magic is power, shadows are scary, and orcs are savage. Sometimes a GM doesn’t have time to slog through a page of history for every magic weapon. Sometimes all that’s needed are... [click here for more] |
Rogue Genius Games |
$1.00
|
Sometimes rules supplements read like the world-setting bible of frustrated novelists. While solid world- building is a useful skill, you don’t always need four paragraphs of flavor text to tell you swords are cool, magic is power, shadows are scary, and orcs are savage. Sometimes a GM doesn’t have time to slog through a page of history for every magic weapon. Sometimes all that’s needed are... [click here for more] |
Rogue Genius Games |
$1.00
|
Sometimes rules supplements read like the world-setting bible of frustrated novelists. While solid world-building is a useful skill, you don’t always need four paragraphs of flavor text to tell you swords are cool, magic is power, shadows are scary, and orcs are savage. Sometimes a GM doesn’t have time to slog through a page of history for every magic weapon. Sometimes all that’s... [click here for more] |
Rogue Genius Games |
$1.00
|
Sometimes rules supplements read like the world-setting bible of frustrated novelists. While solid world- building is a useful skill, you don’t always need four paragraphs of flavor text to tell you swords are cool, magic is power, shadows are scary, and orcs are savage. Sometimes a GM doesn’t have time to slog through a page of history for every magic weapon. Sometimes all that’s needed are... [click here for more] |
Rogue Genius Games |
$1.00
|
Sometimes rules supplements read like the world-setting bible of frustrated novelists. While solid world- building is a useful skill, you don’t always need four paragraphs of flavor text to tell you swords are cool, magic is power, shadows are scary, and orcs are savage. Sometimes a GM doesn’t have time to slog through a page of history for every magic weapon. Sometimes all that’s needed are... [click here for more] |
Rogue Genius Games |
$1.00
|
Sometimes rules supplements read like the world-setting bible of frustrated novelists. While solid world-building is a useful skill, you don’t always need four paragraphs of flavor text to tell you swords are cool, magic is power, shadows are scary, and orcs are savage. Sometimes a GM doesn’t have time to slog through a page of history for every magic weapon. Sometimes all that’s needed are a... [click here for more] |
Rogue Genius Games |
$1.00
|
Sometimes rules supplements read like the world-setting bible of frustrated novelists. While solid world-building is a useful skill, you don’t always need four paragraphs of flavor text to tell you swords are cool, magic is power, shadows are scary, and orcs are savage. Sometimes a GM doesn’t have time to slog through a page of history for every magic weapon. Sometimes all that’s needed are a... [click here for more] |
Rogue Genius Games |
$1.00
|
Sometimes rules supplements read like the world-setting bible of frustrated novelists. Although solid world-building is a useful skill, you don’t always need four paragraphs of flavor text to tell you swords are cool, magic is power, shadows are scary, and orcs are savage. Sometimes a GM doesn’t have time to slog through a page of history for every magic weapon. Sometimes all that’s needed are... [click here for more] |
Rogue Genius Games |
$1.00
|
Sometimes rules supplements read like the world-setting bible of frustrated novelists. While solid world-building is a useful skill, you don’t always need four paragraphs of flavor text to tell you swords are cool, magic is power, shadows are scary, and orcs are savage. Sometimes a GM doesn’t have time to slog through a page of history for every magic weapon. Sometimes all that’s needed are a... [click here for more] |
Rogue Genius Games |
$1.00
|
Sometimes rules supplements read like the world-setting bible of frustrated novelists. While solid world-building is a useful skill, you don’t always need four paragraphs of flavor text to tell you swords are cool, magic is power, shadows are scary, and orcs are savage. Sometimes a GM doesn’t have time to slog through a page of history for every magic weapon. Sometimes all that’s needed are a... [click here for more] |
Rogue Genius Games |
$1.00
|
Sometimes rules supplements read like the world-setting bible of frustrated novelists. While solid world- building is a useful skill, you don’t always need four paragraphs of flavor text to tell you swords are cool, magic is power, shadows are scary, and orcs are savage. Sometimes a GM doesn’t have time to slog through a page of history for every magic weapon. Sometimes all that’s needed are... [click here for more] |
Rogue Genius Games |
$1.00
|
Sometimes rules supplements read like the world-setting bible of frustrated novelists. While solid world- building is a useful skill, you don’t always need four paragraphs of flavor text to tell you swords are cool, magic is power, shadows are scary, and orcs are savage. Sometimes a GM doesn’t have time to slog through a page of history for every magic weapon. Sometimes all that’s needed are... [click here for more] |
Rogue Genius Games |
$1.00
|
Sometimes rules supplements read like the world-setting bible of frustrated novelists. While solid world- building is a useful skill, you don’t always need four paragraphs of flavor text to tell you swords are cool, magic is power, shadows are scary, and orcs are savage. Sometimes a GM doesn’t have time to slog through a page of history for every magic weapon. Sometimes all that’s needed are... [click here for more] |
Rogue Genius Games |
$1.00
|
Sometimes rules supplements read like the world-setting bible of frustrated novelists. While solid world- building is a useful skill, you don’t always need four paragraphs of flavor text to tell you swords are cool, magic is power, shadows are scary, and orcs are savage. Sometimes a GM doesn’t have time to slog through a page of history for every magic weapon. Sometimes all that’s needed are... [click here for more] |
Rogue Genius Games |
$1.00
|
Sometimes rules supplements read like the world-setting bible of frustrated novelists. While solid world- building is a useful skill, you don’t always need four paragraphs of flavor text to tell you swords are cool, magic is power, shadows are scary, and orcs are savage. Sometimes a GM doesn’t have time to slog through a page of history for every magic weapon. Sometimes all that’s... [click here for more] |
Rogue Genius Games |
$1.00
|
Sometimes RPG rules supplements seem to have as much world setting information as they do game mechanics. While solid world-building is a useful skill, you don't always need four paragraphs of flavor text to tell you swords are cool, magic is power, shadows are scary, and orcs are savage. Sometimes a GM doesn't want to slog through a page of history for every magic weapon. Sometimes all that's needed... [click here for more] |
Rogue Genius Games |
$1.00
|
Sometimes rules supplements read like the world-setting bible of frustrated novelists. While solid world- building is a useful skill, you don’t always need four paragraphs of flavor text to tell you swords are cool, magic is power, shadows are scary, and orcs are savage. Sometimes a GM doesn’t have time to slog through a page of history for every magic weapon. Sometimes all that’s needed are... [click here for more] |
Rogue Genius Games |
$1.00
|
Sometimes rules supplements read like the world-setting bible of frustrated novelists. While solid world- building is a useful skill, you don’t always need four paragraphs of flavor text to tell you swords are cool, magic is power, shadows are scary, and orcs are savage. Sometimes a GM doesn’t have time to slog through a page of history for every magic weapon. Sometimes all that’s needed are... [click here for more] |
Rogue Genius Games |
$1.00
|
Sometimes rules supplements read like the world-setting bible of frustrated novelists. While solid world- building is a useful skill, you don’t always need four paragraphs of flavor text to tell you swords are cool, magic is power, shadows are scary, and orcs are savage. Sometimes a GM doesn’t have time to slog through a page of history for every magic weapon. Sometimes all that’s needed are... [click here for more] |
Rogue Genius Games |
$1.00
|
Sometimes rules supplements read like the world-setting bible of frustrated novelists. Although solid world-building is a useful skill, you don’t always need four paragraphs of flavor text to tell you swords are cool, magic is power, shadows are scary, and orcs are savage. Sometimes a GM doesn’t have time to slog through a page of history for every magic weapon. Sometimes all that’s needed are... [click here for more] |
Rogue Genius Games |
$1.00
|
Sometimes rules supplements read like the world-setting bible of frustrated novelists. While solid world-building is a useful skill, you don’t always need four paragraphs of flavor text to tell you swords are cool, magic is power, shadows are scary, and orcs are savage. Sometimes a GM doesn’t have time to slog through a page of history for every magic weapon. Sometimes all that’s needed are a... [click here for more] |
Rogue Genius Games |
$1.00
|
Sometimes rules supplements read like the world-setting bible of frustrated novelists. While solid world- building is a useful skill, you don’t always need four paragraphs of flavor text to tell you swords are cool, magic is power, shadows are scary, and orcs are savage. Sometimes a GM doesn’t have time to slog through a page of history for every magic weapon. Sometimes all that’s needed are... [click here for more] |
Rogue Genius Games |
$1.00
|
Sometimes rules supplements read like the world-setting bible of frustrated novelists. While solid world- building is a useful skill, you don’t always need four paragraphs of flavor text to tell you swords are cool, magic is power, shadows are scary, and orcs are savage. Sometimes a GM doesn’t have time to slog through a page of history for every magic weapon. Sometimes all that’s needed are... [click here for more] |
Rogue Genius Games |
$1.00
|
Sometimes rules supplements read like the world-setting bible of frustrated novelists. While solid world-building is a useful skill, you don’t always need four paragraphs of flavor text to tell you swords are cool, magic is power, shadows are scary, and orcs are savage. Sometimes a GM doesn’t have time to slog through a page of history for every magic weapon. Sometimes all that’s needed are a... [click here for more] |
Rogue Genius Games |
$1.00
|
Sometimes rules supplements read like the world-setting bible of frustrated novelists. While solid world- building is a useful skill, you don’t always need four paragraphs of flavor text to tell you swords are cool, magic is power, shadows are scary, and orcs are savage. Sometimes a GM doesn’t have time to slog through a page of history for every magic weapon. Sometimes all that’s... [click here for more] |
Rogue Genius Games |
$1.00
|
Sometimes rules supplements read like the world-setting bible of frustrated novelists. While solid world- building is a useful skill, you don’t always need four paragraphs of flavor text to tell you swords are cool, magic is power, shadows are scary, and orcs are savage. Sometimes a GM doesn’t have time to slog through a page of history for every magic weapon. Sometimes all that’s needed are... [click here for more] |
Rogue Genius Games |
$1.00
|
Drawing on the rules presented in the Genius Guide to Relics of the Godlings I and II, the Relic Files bring new magic items to your game table. Drawing on mythology and traditional fantasy tropes, each Relic Files PDF presents a new relic suitable for use in most fantasy campaigns.
Brinda inspected the strange orb. It shimmered like polished steel. She drew her finger across the surface and watched... [click here for more] |
Rogue Genius Games |
$1.00
|
Utilizing the rules presented in The Genius Guide to Relics of the Godlings and The Genius Guide to Relics of the Godlings II, the Relic Files brings new magic items to your game table. Drawing on mythology and traditional fantasy tropes, each Relic File PDF presents a new relic suitable for use in most fantasy campaigns. Relic Files: From Beyond the Stars is a series of short PDFs that blends... [click here for more] |
Rogue Genius Games |
$1.00
|
Drawing on the rules presented in the Genius Guide to Relics of the Godlings I and II, the Relic Files bring new magic items to your game table. Drawing on historical myth and traditional fantasy tropes, each Relic Files PDF presents a new relic suitable for use in most fantasy campaigns.
Merlin looked hard at Arthur. “Those are precious gifts! Do not treat them lightly, particularly the scabbard.”... [click here for more] |
Rogue Genius Games |
$1.00
|
Drawing on the rules presented in the Genius Guide to Relics of the Godlings I and II, the Relic Files bring new magic items to your game table. Drawing on historical myth and traditional fantasy tropes, each Relic Files PDF presents a new relic suitable for use in most fantasy campaigns. Bedivere stumbled backward, reaching for a discarded goblin blade, but his enemy was faster and kicked the sword... [click here for more] |
Rogue Genius Games |
$1.00
|
Drawing on the rules presented in the Genius Guide to Relics of the Godlings I and II, the Relic Files bring new magic items to your game table. Drawing on historical myth and traditional fantasy tropes, each Relic Files PDF presents a new relic suitable for use in most fantasy campaigns. Knights of the Pendragon ... there were three of them. “Damnit,” Bror swore. The orc warlord ran forward and... [click here for more] |
Rogue Genius Games |
$1.00
|
You Want Me To Drop The Hammer?!
Based on the rules presented in The Genius Guide to Relics of the Godlings I & II the Relic Files brings new magic items to your game table. Drawing on historical myth and traditional fantasy tropes, each Relic File PDF presents a new relic suitable for use in most fantasy campaigns.
Forged by the First Smiths from the purest ore, Svarduun - The Black... [click here for more] |
Rogue Genius Games |
$1.00
|
No Gm? No group? No problem!
Physical and social distancing interrupting your game plans?
In this GM-less, solo adventure for Pathfinder 2nd edition you are Tarklo Dirge, a wanderer and sword- for-hire. You are one of a rare group of people called duskwalkers, ashen-colored humanoids who guard the cycles of life and death. You have put more unquiet souls to rest than you care to count, and you... [click here for more] |
Rogue Genius Games |
Pay What You Want
|
A recent TV series not give you the ending you wanted? Enjoyed it, but wish it had catered to your favorite fan theory?! Well, worry no more! With the wand of vision, you can put yourself in a pocket reality where everything went the way you would have written it!
Since there’s no telling which multiverse of entertainment you’ll want, we present four versions of this marvelous magic item,... [click here for more] |
Rogue Genius Games |
$1.00
|
Sometimes rules supplements read like the world-setting bible of frustrated novelists. While solid world- building is a useful skill, you don’t always need four paragraphs of flavor text to tell you swords are cool, magic is power, shadows are scary, and orcs are savage. Sometimes a GM doesn’t have time to slog through a page of history for every magic weapon. Sometimes all that’s needed are... [click here for more] |
Rogue Genius Games |
$1.28
|
Sometimes rules supplements read like the world-setting bible of frustrated novelists. While solid world-building is a useful skill, you don’t always need four paragraphs of flavor text to tell you swords are cool, magic is power, shadows are scary, and orcs are savage. Sometimes a GM doesn’t have time to slog through a page of history for every magic weapon. Sometimes all that’s needed are a... [click here for more] |
Rogue Genius Games |
$1.49
|
Welcome to the Houserule Footnotes: Spell Point Feats, the first in a planned series of short, concise products designed to support material presented in the Houserule Handbooks line of products. This product adds a series of feats for use with Houserule Handbooks: Spell Points, and requires that product to be useful.
The 10 feats included here are designed to both give spell-point... [click here for more] |
Rogue Genius Games |
$1.49
|
Everyman Gaming, LLC is planning a Kickstarter for their upcoming Dynastic Races Compendium product, and we want YOU to get a sneak peak of this product in Dynastic Races Preview! In addition to containing information about the upcoming Kickstarter, which is scheduled to start on June 1st, you will fine the following:
Four sections detailing the biology and physiology of the dynastic races: the willy... [click here for more] |
Rogue Genius Games |
Pay What You Want
|
By Matt Morris
For the Pathfinder RPG customer who wants a little more, Everyman Gaming is proud to introduce Everyman Minis! Uniting several high-quality Pathfinder RPG freelancers under a single product line, each week a different Everyman Gaming author or freelancer tackles an exciting new topic by creating a miniature product specially designed to scratch that product’s particular... [click here for more] |
Rogue Genius Games |
$1.95
|
By Sasha Hall
For the Pathfinder RPG customer who wants a little more, Everyman Gaming is proud to introduce Everyman Minis! Uniting several high-quality Pathfinder RPG freelancers under a single product line, each week a different Everyman Gaming author or freelancer tackles an exciting new topic by creating a miniature product specially designed to scratch that product’s particular... [click here for more] |
Rogue Genius Games |
$1.95
|
For the Pathfinder RPG customer who wants a little more, Everyman Gaming is proud to introduce Everyman Minis! Uniting several high-quality Pathfinder RPG freelancers under a single product line, each week a different Everyman Gaming author or freelancer tackles an exciting new topic by creating a miniature product specially designed to scratch that product’s particular itch.
This... [click here for more] |
Rogue Genius Games |
$1.95
|
For the Pathfinder RPG customer who wants a little more, Everyman Gaming is proud to introduce Everyman Minis! Uniting several high-quality Pathfinder RPG freelancers under a single product line, each week a different Everyman Gaming author or freelancer tackles an exciting new topic by creating a miniature product specially designed to scratch that product’s particular itch.
This... [click here for more] |
Rogue Genius Games |
$1.95
|
For the Pathfinder RPG customer who wants a little more, Everyman Gaming is proud to introduce Everyman Minis! Uniting several high-quality Pathfinder RPG freelancers under a single product line, each week a different Everyman Gaming author or freelancer tackles an exciting new topic by creating a miniature product specially designed to scratch that product’s particular itch.
This... [click here for more] |
Rogue Genius Games |
$1.95
|
By Alexander Augunas
For the Pathfinder RPG customer who wants a little more, Everyman Gaming is proud to introduce Everyman Minis! Uniting several high-quality Pathfinder RPG freelancers under a single product line, each week a different Everyman Gaming author or freelancer tackles an exciting new topic by creating a miniature product specially designed to scratch that product’s particular... [click here for more] |
Rogue Genius Games |
$1.95
|