• Wierd Wars Rome Core Rulebook

    From The Publisher:x0Dx0AA Savage Worlds setting, Weird Wars Rome features two Plot Point Campaigns, new rules for creating “Legacies” from era to era, equipment, strange creatures, enemies and allies, expanded rules for naval combat and sieges, the history of Weird Wars in the Roman period, a new Arcane Background, and an Adventure Generator for any war the legionaries of Rome find themselves fighting.

  • Wierd Wars Rome: Nox Germanica Game Screen

    From The Publisher:x0Dx0AThis hardboard, full-color, landscape screen features a raging battle on one side and the most important, accessible charts and tables for Weird Wars Rome on the other. The GM screen also includes the 32-page adventure ox Gmanica, a desperate tale of blood and battle with rebellious barbarians and their sinister allies.

  • Wild Talents: Roleplay in a world Gone Mad

    Wild Talents picks up the settings started by Godlike after the events World War II with the next step in development of the powers of the Talents. Unlike the first wave of Talents to emerge during WWII, these Wild Talents are unable to counter act each other’s powers by will alone. Beyond being a follow-up to Godlike, Wild Talents includes tools and ideas for any superhero setting.

  • Wolfen Empire

    Palladium Fantasy supplement

  • Wolsung: Steam Pulp Fantasy RPG

    Wolsung is a roleplaying game of cinematic action set in the daring times of the Magical-Industrial Revolution.

  • Wonderland No More

    Adventures in a wonderland gone wrong

  • World War Cthulhu: London

    From The Publisher:x0Dx0AWorld War Cthulhu is a new range of settings and scenarios for the Call of Cthulhu roleplaying game. The core settings will focus on conflicts in the 20th Century, as players struggle against two existential threats the influece of the Cthulhu Mythos, and humanity own darkest aspects. The first core setting is World War 2, to be followed by the First World War, The Cold War, and World War Three.

  • Wrath Of Ashardalon Boardgame

    A cooperative game of adventure for 1 players set in the world of Dungeons & Dragons.x0Dx0Ax0Dx0AA heavy shadow falls across the land, cast by a dark spire that belches smoke and oozes fiery lava. A cave mouth leads to a maze of tunnels and chambers, and eep within this monster-infested labyrinth lurks the most terrifying creature of all: a red dragon!x0Dx0Ax0Dx0ADesigned for 1 players, this boardgame features multiple scenarios, challenging quests, and cooperative game play.

  • Wrath Of The Righteous: City Of Locusts

    From the Publisher:x0Dx0AChapter 1: “Battle of Bloodmarch Hill”x0Dx0ABy Patrick Reniex0Dx0Ax0Dx0AThe Giantslayer Adventure Path begins! In the human town of Trunau, a beleaguered settlement surrounded by the brutal orcs of the Hold of Belkzen, the heroes must investigate a mysterious death. Before they uncover the truth, however, Trunau comes under attack by an orc army, and the heroes must help defend it nly to discover that the situation is worse than anyone realizes. For even the fearsome orc raid is just distraction allowing a giant chieftain to recover the relics of an ancient giant hero from a tomb long forgotten beneath the town.

  • Wrath Of The Righteous: Herald of the Ivory Labyrinth

    From the Publisher:x0Dx0AThe cult of Baphomet has been delivered a critical blow, yet the demon lord remains undeterred. Now he taken hostage the herald of Iomedae, goddess of justice and valor. The heroes of the Fifth Crusade must attempt their most angerous and audacious mission yet ravel to Baphomet Abyssal realm known as the Ivory Labyrinth, navigate its trackless mazes, and find the ancient prison in which he keeping the abducted herald. Can the heroes rescue the goddess messenger are they already too late? And was the abduction merely a ruse by the demon lord to lure the heroes into his clutches?

  • Wrath Of The Righteous: The Midnight Isles

    From the Publisher:x0Dx0AChapter 4: “The Midnight Isles”x0Dx0Aby Greg A. Vaughan and James Jacobsx0Dx0Ax0Dx0AAfter an audience with the Crusader Queen, the heroes journey to a fortress that straddles the boundary between this world and the demon-haunted realm of the Abyss. There, they must face powerful agents of the architects of the Worldwound and put a stop to the production of the powerful elixirs being used to grant demons mythic power. Beyond the fortress lies the Abyssal realm of the Midnight Isles, lair of the succubus queen Nocticula nd the source of the crystals used to create the mystical elixirs. Can the heroes navigate the intrigues of the Midnight Isles to strike a critical blow for the forces of good? And can they avoid losing their souls o darkness in the process?