RPG Print News – Warhammer: The Old Word RPG, Áth Cliath, Spelljammer (AD&D 2E), and more

A new Warhammer RPG and supplements for Áth Cliath, Star Trek Adventures RPG, D&D 5.5, Old Gods of Appalachia, and The Magnus Archives.
Warhammer: The Old World Roleplaying Game is out with the Gamemaster's Guide now available departing from percentile dice in favor of d10 dice pools and an earlier time in the Old World. The Viking setting of Áth Cliath gets a limited edition box set stuffed with support for the GM and the players and 60 aliens (including playing a Horta) are available for Star Trek Adventures RPG. Dungeons & Dragons 5.5 gets two plant based miniature box set encounters along with a book of alien worlds (yes, for D&D 5.5 but equally excellent to support Spelljammer (AD&D 2E). Finally, collections of adventures are out for both Old Gods of Appalachia and The Magnus Archives.

Note: RPG Print News covers recent RPG releases and some classics, reprints, and sales available from retailers. It does not cover products that are available directly to customers only as print on demand.

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Warhammer Old World RPG Gamemaster's Guide by Cubicle 7 Games
SYSTEM:
Warhammer: The Old World Roleplaying Game (unique d10 dice pool)
PRODUCT TYPE: hardcover supplement
RETAIL PRICE: $44.99
DESCRIPTION: Provides Gamemasters with tools and guidance used when running the Warhammer Old World RPG. Features: rules and guidance to build immersive, perilous, and character-driven campaigns and how to run engaging sessions with advice tailored to the unique tone, themes, and mechanics of the Old World. Includes an Allies & Antagonists chapter with an array of fully developed NPCs, complete with plot hooks, goals, and conspiracies. Rounded out with campaign tools like Grim Portents, NPC Contacts, and Dark Threads.

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Áth Cliath Boxed Set by Pendelhaven
SYSTEM:
Áth Cliath
PRODUCT TYPE: limited (500 available) box set
RETAIL PRICE: $150
DESCRIPTION: The city of Áth Cliath is called the Jewel of the Western Sea. The year is 930 and for more than a decade the Vikings have pressed Hibernia beneath their boots. From his hall, King Sitric rules as the beating heart of Áth Cliath, a beacon of foreign power as the Twilight descends upon the isles. The Gaelic nobles tread a perilous path, balancing feigned loyalty against the whispered plan of rebellion. The PCs walk the streets to become the heroes and outlaws of history. What’s in the box: rule book, denizens book, five historic character books, one mythic character book, an Ath Cliath city overview book, a Riverfleet district deep dive gazetteer, nine playable sagas, eight pregenerated characters, several sets of Elder Futhark runes, seven cloth bags, larger city map (1300+ locales), smaller reference map, and mini PC playmats

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Species Sourcebook by Modiphius Entertainment
SYSTEM:
Star Trek Adventures RPG
PRODUCT TYPE: hardcover supplement
RETAIL PRICE: $54.25
DESCRIPTION: Features: 60 new alien species templates including Android, Breen, Holograms, Horta (how does that even work?!), liberated Borg, Mirror Universe PCs, and Talaxians. Each includes sample values, attribute modifiers, traits, unique abilities, and more. Also has over 120 species talents and guidance and mechanics for creating original Star Trek species.

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Epic Encounters: Forest of the Damned by Steamforged Games
Epic Encounters: Glade of the Evil Oak
SYSTEM: Dungeons & Dragons 5.5
PRODUCT TYPE: box sets with unpainted miniature(s)
RETAIL PRICE: $54.99 each
DESCRIPTION: Each of these boxed encounters come with an encounter booklet with stats, story hooks, tips, and tricks along with a double-sided encounter map. In Forest of the Damned plant humanoids bring a sense of unspeakable wrongness that hangs thick as the canopy overhead, trailing tendrils that tug ancestral memories from the PCs’ bones. Includes 17 monster miniatures with six unique sculpts. The Glade of the Evil Oak is found in the heart of a corrupted forest, perhaps just beyond its monstrous humanoid plant minions. The Evil Oak is a twisted oak of monstrous proportions, a tree corrupted by forces beyond mortal understanding. The huge miniature has a 100mm base and is supported with 24 tokens.

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Legendary Worlds by Legendary Games
SYSTEM:
Dungeons & Dragons 5.5
PRODUCT TYPE: softcover supplement
RETAIL PRICE: $27.99
DESCRIPTION: Seven planets for PCs to explore, whether they pass through an eldritch gate, are banished to another world by an angry wizard or vengeful god, or are sailing the spaceways in search of fame and fortune. PCs can explore the asteroid hives of Carsis, sail to the burning foundry planet of Volretz, delve the frozen mines of Polaris VII, and dive into the endless oceans of Melefoni. They might wander Calcarata’s dreamlands of mystery and magic, traverse the kaiju-haunted jungles of Jowchit, or serve time on the nigh inescapable prison planet of Terminus. Each planet comes with hooks, history, culture, geography, and new rules for gear, creatures, magic, and more. Can be used to supplement the Legendary Planet - Adventure Path as well as Spelljammer: Adventures in Space (AD&D 2E).

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Come Hell or High Water (Old Gods of Appalachia)
Make Your Statement (Magnus Archives) by Monte Cook Games
SYSTEM:
Old Gods of Appalachia/The Magnus Archives
PRODUCT TYPE: hardcover supplement
RETAIL PRICE: $44.99 each
DESCRIPTION: Come Hell or High Water includes three adventures, a handful of new sites like a haunted wood and a hotel beside the drowned lake that bring Appalachian detail to a GM’s campaign, and an in-depth look at some of the locales like the Walker House and the Devil’s Divide from the podcast, written by the creators themselves. Also has GM advice on crafting adventures, filling them with chills, engaging twists, and the haunting authenticity. Make Your Statement provides adventures. PCs can explore an observatory infected by its astronomer’s obsession with the dark void. venture into the thirteenth floor of a building that only has twelve, and face cultists so devoted to darkness that they cannot be seen except when revealed by darkness itself. Finally, the employers, The Magnus Institute, of the PCs `task them with handling a dangerous artefact.

Charlie does not use AI in any of his writing. The first two stories by Charlie featuring the questing soldier Hart and his biomechanical partner Hollow now available for Kindle on Amazon. He is a participant in the Noble Knight Affiliate Program and the OneBookShelf Affiliate Program, both of which are affiliate programs that provide a means for participants to earn money by advertising and linking to Noble Knight Games and DriveThruRPG respectively. Charlie on Facebook. Posts and articles posted here by others do not reflect the views of Charlie Dunwoody. If you like the articles at EN World please consider supporting the Patreon.
 

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Charles Dunwoody

Charles Dunwoody

I’ve definitely heard it discussed in gaming circles.

I don’t know if anyone else has seen the same but the majority of American players I game with online are from Appalachia. That both in RPG and online computer gaming. Maybe I just attract Appalachian gamers or maybe just a coincidence. They’ve all be great invested players, it might also be a time zone thing. But I get very few from east coast cities.

I'm not interested in playing Old Gods of Appalachia. I do plan on running Holler for my brother and his band of merry Savage Worlds rollers. DriveThruRPG preview

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How does that even work?!
They have custom interface tech. They can operate equipment via customized tech. They don't tunnel by heat alone, and have very precise control over their acid secretions ("no kill I" etched into the floor)... and the miners learned to love working with them within days (as reported at the end of the episode). Part of their tech is a voice encoder... so they can talk.

Note also: their surface is cool enough that Spock and McCoy are able to touch it.
 

They have custom interface tech. They can operate equipment via customized tech. They don't tunnel by heat alone, and have very precise control over their acid secretions ("no kill I" etched into the floor)... and the miners learned to love working with them within days (as reported at the end of the episode). Part of their tech is a voice encoder... so they can talk.

Note also: their surface is cool enough that Spock and McCoy are able to touch it.
I mean, there's already Medusans and Ceteceans in Starfleet. "High maintenance" (from the perspective of where a ship is mostly devoted to humanoids) crew are not unknown in Starfleet. And there's areas where these various races excel and humans look like idiots (in the case of the Horta, mining and anywhere you need to dig through rock).
 

They have custom interface tech. They can operate equipment via customized tech. They don't tunnel by heat alone, and have very precise control over their acid secretions ("no kill I" etched into the floor)... and the miners learned to love working with them within days (as reported at the end of the episode). Part of their tech is a voice encoder... so they can talk.

Note also: their surface is cool enough that Spock and McCoy are able to touch it.

Imagine if the Borg assimilated Ensign All Mother. That seems like it would be bad.

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How does that even work?!
Wealth solves lots of problems. By all accounts, the Horta as a race should be incredibly wealthy given how much valuable minerals are on that planet. The human 'miners' are probably more commodities brokers then miners. The Horta were doing most of the finding, tunneling and stuff. The humans receive an order for X tons of Y mineral for pickup on Z date. The Horta find, mine, and transport the stuff to the cargo docks. A ship shows up to pickup the mineral. Payment made. Repeat.

At some point, the Horta could buy a seat on the Federation council. Or obtain one via blackmail. "You want more minerals? We want seat. Deal?" After that, figuring out how to integrate a Horta aboard a starship is a technology problem.
 

I mean, one would hope they wouldn't need to buy or blackmail a way to seat, as the Federation not giving them one sort of reflects poorly on Federation values.
 

I mean, one would hope they wouldn't need to buy or blackmail a way to seat, as the Federation not giving them one sort of reflects poorly on Federation values.

If the Horta don't have warp, they couldn't join anyway. It seems like the Horta don't have any tech at all that I remember. Interesting that the Prime Directive didn't come up during first contact in TOS.
 

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