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Precis Intermedia :: Current Specials

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Shannon Appelcline's history of the Traveller RPG, This is Free Trader Beowulf, is today's Deal of the Day! Grab it now to get it for 40% off!

This is Free Trader Beowulf, calling anyone … Mayday, Mayday. A box emblazoned with those words went on sale for the first time on July 22, 1977, at the Origins III Game Fair, heralding the advent of the Traveller roleplaying game from GDW. It wasn’t the first science-fiction roleplaying game, but through its innovative design and through the development of its evocative universe of Charted Space, it would become the longest running SFRPG in the industry.

However, its path would not be simple. After Traveller reached its early apogee just four years in, it would face decades of increasing problems, raising many questions. Why did GDW decided to shatter their Imperium? What led them to seek outside help to produce the second edition of the game? Why did they abandon the Traveller game system with their next revision? How could such a popular publisher face bankruptcy just two decades on? Similarly, what happened to Imperium Games, QuikLink Interactive, and others who followed in GDW’s footsteps as the inheritors of the Traveller legacy? And finally, how did Mongoose Publishing reach into the past and bring Traveller back to its position as the industry’s best-loved SFRPG?

This volume answers those questions and more. It tracks Traveller from its inspirations in the early ’70s, though its initial publication, and across seven distinct editions of its original 2d6 gaming system. It reveals the stories of Traveller’s three major publishers; GDW, Imperium Games, and Mongoose, as well many licensees. Most importantly, it tells how Traveller fell into increasing darkness before descending into a Long Night, and how it rose again as a phoenix.

From the author of Designers & Dragons, which told the story of the entire roleplaying industry, comes the intimate history of a single roleplaying game, culled from hundreds of primary sources and interviews.

A Designers & Dragons System History

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Matt Belcher is currently offering 33% off his 5E adventure, Whosoever Is Found, for a limited time! Click on the link to apply the discount.

Whosoever Is Found

The doors are barred. The lanterns are lit. The whole village is singing.


Once each year, on the Long Night, the people of Ashcombe lock themselves indoors and sing until dawn. Anyone found outside after dark is hunted by the spectral hounds of Caer Gethin.

This year, fifteen-year-old Piet Marrow blew the Huntmaster’s horn.

The hounds have run every night since. Four nights ago, the Huntmaster came through a barred and horseshoed door and took Piet from his bed. Tomorrow night, at midnight, the horn will sound again and the boy will be Found.

The characters have one evening, one night and one day to prepare.

Whosoever Is Found is a complete 5E-compatible folk-horror adventure for four to six characters of 4th to 5th level. It is designed for one six-hour session or two sessions of approximately three hours each.

This is not a mystery built around withholding vital information. The villagers tell the characters what happened. The tension comes from deciding what to do about it.

Will the characters learn the village’s old protections? Will they cross the Dun Moor by the exposed Hunt Road or follow the longer Stone Path? Will they wait for dusk inside the ruined keep, or approach after the pack has begun its hunt?

Light and song may hold back the hounds, but attacking leaves a character exposed. Time spent resting brings midnight closer. The Huntmaster is watching, and after two hundred years without worthy prey, he knows the characters are coming.

Inside This Book
  • A ready-to-run folk-horror adventure with clear pacing and GM guidance
  • The village of Ashcombe, presented as a detailed gazetteer for continued campaign use
  • The ruined hunting keep of Caer Gethin
  • Special rules for light, song and surviving the Long Night
  • New monsters, supernatural threats and magic items
  • Maps, player handouts, stat blocks and reference material
  • Encounter adjustments for parties of four, five or six characters
Use Whosoever Is Found as a tense Halloween adventure, a self-contained horror scenario or the beginning of a campaign based around Ashcombe and the secrets of the Dun Moor.

Learn the hymn. Keep the lantern burning. The hounds are already running.

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Roll20Con 2026 is happening this weekend! In celebration, DriveThruRPG is having a Roll20Con Sale, with 25% off over a thousand Roll20 VTT modules for the next seventy-two hours! Hurry and check it out before the sale ends!

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For a limited time, Matt Belcher is offering his new 5E adventure, The Cairn Beneath the Stones, for 40% off! Click on the link to apply the discount.

A dark fantasy tomb adventure for 5E and Black Flag Roleplaying, for four to six characters of 8th to 9th level.

"There were eight of us. I'm the only one who came back."

Old Wilt has kept his secret for forty years. Now, in a riverside inn, he offers to sell a dead man's map to anyone brave enough to follow it. The map leads past a broken bridge and a waterfall to a frozen plateau, where a ring of standing stones guards the tomb of Korzarh Blackhelm, a cursed warlord buried with the treasure he stole from a church.

Wilt's friends never came out. Some of them are still down there, raised as undead guardians. So is the tomb's Warden, and so is the Beast she has kept locked away for three hundred years. Your players must decide what matters more: the treasure in the vault, or the lock that keeps the tomb shut.

What's inside
  • A complete 5E dungeon crawl and horror adventure in three acts, plus a return to town. It plays in three or four sessions of three to four hours.
  • A moral choice at its heart, with combat, stealth and roleplay solutions and several endings, all fully supported.
  • A boss fight against an undead guardian, and a tense hunt as a freed Beast stalks the party through the dark.
  • Full stat blocks for fifth edition (2014) and Black Flag Roleplaying, including new undead monsters and a cursed fiend.
  • New magic items, player handouts, a regional map, a plateau map and a full GM dungeon map.
  • GM tools that make it easy to run: scene checklists, encounter difficulty notes, a Beast tracker, scaling advice, and tips for dropping the adventure into any homebrew or published fantasy setting.
Details
  • System: 5E (2014 rules) and Black Flag Roleplaying
  • Level: 8th to 9th, for four to six players
  • Length: 82 pages, with black-and-white pen-and-ink maps and art
From A Kiwi GM, publisher of adventures, settings and GM resources for fantasy tabletop RPGs.

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