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Green Ronin RPG Page 2

Games |  Manufacturer |  Green Ronin Publishing |  Green Ronin RPG Page 2

Mutants and Masterminds: Pocket Player's Guide

Mutants & Masterminds is a complete roleplaying game with everything you need to start a campaign of rollicking superhero action. What if you just want to play the game, though? Do you really need all that GM-specific information? Now Mutants & Masterminds players have a choice. The Pocket Player's Guide contains all the rules you need to create characters and play Mutants & Masterminds. This handy rulebook gives you the core game system in a format that is affordable and easy to carry. Now it's even easier to see why Mutants & Masterminds is the World's Greatest Superhero RPG!



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Mutants and Masterminds: Pocket Player's Guide
Mutants and Masterminds: Time of Vengeance

Freedom City is about to learn an age-old lesson: Hell hath no fury like a woman scorned! When unknown supervillains unleash terrible plagues without warning, Freedom City's very existence is imperiled. Can the heroes unravel the mystery and stop the villains before the storm of vengeance reaches its terrifying and final crescendo? Written by Golden Age author Christopher McGlothlin, Time of Vengeance is an all-new adventure for Mutants & Masterminds, the World's Greatest Superhero RPG. The book has everything you need to run the adventure, including a deadly new group of supervillains. Freedom City beware! The Time of Vengeance is at hand.



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Mutants and Masterminds: Time of Vengeance
Mutants and Masterminds: Ultimate Power GRR2508: Mutants and Masterminds: Ultimate Power is Out of Stock

Between these covers are over 150 superhuman powers: coupled with dozens of power feats and modifiers, available in 20 or more levels, you get virtually unlimited powers for your Mutants & Masterminds game!

Ultimate Power is the sourcebook for super-powers in the Mutants & Masterminds RPG: from Absorption to Weather Control, from Prehensile Hair to Matter-Eater, this one has it all. It covers basic power effects, giving you the building blocks to describe and understand how powers work. With extras and flaws to modify those effects, power feats and drawbacks to refine them, and power structures to put them together in dozens of different ways, you can create any power or effect that you want for your game.

Of course, you may not have to, since Ultimate Power also features dozens of fully-worked out powers, along with their power stunts, variants, and modifiers, all ready for you to use: just choose the powers you want and you're ready to go! With the information in this book, any power is within your grasp!

Ultimate Power refines and expands the powers from Mutants & Masterminds, taking basic effects and guidelines and turning them into a potent system of power-design, putting the tools in your hands. Whether it's earth-shaking cosmic power or the simplest effect, you can do it.



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Mutants and Masterminds: Ultimate Power
Mutants and Masterminds: Wild Cards

In 1946 an alien virus released over Manhattan changed the world forever. Ninety percent of the people exposed to the wild card virus died, and some say they were the lucky ones. Of the survivors, nine out of ten were mutated into "jokers," hideous freaks. Only a rare one percent became "aces," people gifted with superhuman powers.

In 1987, the first book in the Wild Cards series introduced readers to this strange new universe, spanning more than a dozen anthologies and novels. Now players of Mutants & Masterminds can make the world of Wild Cards their own in this all-new sourcebook by Wild Cards author John Jos. Miller. In it you will find:

  • A complete history of the Wild Cards world, from Wild Card Day in 1946 up to the present.
  • Details on the effects of the wild card virus and the creation of aces and jokers.
  • Profiles of dozens of major Wild Cards characters, including M&M game stats.
  • Everything you need to create your own Wild Cards series for Mutants & Masterminds, including how to transform yourself with the wild card!
  • Random systems for assignment of ace powers and joker mutations.
  • The introductory adventure "Ante-Up" to get you started in the strange and wonderful world of Wild Cards.
  • Experience super-powers and Mutants & Masterminds like never before by exploring a world where the luck of the draw means the difference between fame and power and a terrible genetic curse. Draw the wild card and see what you get.

    Do You Feel Lucky?



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  • Mutants and Masterminds: Wild Cards
    Mutants and Masterminds: Worlds of Freedom

    Infinite worlds, infinite possibilities: Freedom City is an eminently adaptable setting and this book proves it! Worlds of Freedom presents many visions of Mutants & Masterminds' most famous metropolis, from the Revolutionary and Civil War eras to the distant future, from parallel Earths where the Axis won World War II to a world of funny cartoon animals, and more! Worlds of Freedom expands the usefulness of the Freedom City campaign setting and takes your heroes to infinite worlds of adventure!



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    Mutants and Masterminds: Worlds of Freedom
    The Assassins Handbook GRR1301: The Assassins Handbook is on Sale

    The assassin is a killer for hire, a fighter whose strength comes from the element of surprise and from the complete disregard he has for the rules of "honorable" combat. The Assassin's Handbook, second in Green Ronin's Master Class series, brings back the First Edition tradition of the assassin core class. In addition to Master Class essentials like new feats, spells, equipment, and prestige classes, the book also includes an extensive selection of new poisons and two complete assassin brotherhoods--the icy and professional Vultur and the mysterious and fanatic Sirat.



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    The Assassins Handbook
    The Book of the Righteous GRR1015: The Book of the Righteous is on Sale

    The Book of the Righteous presents the most comprehensive pantheon ever seen in the d20 System. This massive, 320-page hardback provides more than 20 pick-up-and-play churches corresponding to gods that feature in most fantasy campaigns (god of war, god of justice, etc.). Each church features lavish detail, including in-depth information on its clerics, holy orders, dogma, prayers, and rituals. These churches can be used in any campaign to bring a whole new level of detail to the religious characters.



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    The Book of the Righteous
    The Cavalier's Handbook GRR1307: The Cavalier's Handbook is on Sale

    The Cavalier's Handbook heralds the return of classic chivalric warrior of 1st edition, a class relegated to a mere footnote in the subsequent editions of the world's most popular roleplaying game. More than just a mounted warrior, the cavalier represents excellence in arms, unsurpassed horsemanship, and a devotion to the code of chivalry. The Cavalier's Handbook includes not only a core class for this knight par excellence, but also prestige classes like holy crusader and knight of infamy, rules for social class and family history, details on tournaments and rules for jousting, over 40 new feats, rules for retainers and steeds, and a chapter on knightly orders that includes rules for creating your own chivalric organizations. Blackguards beware! The cavalier is back!



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    The Cavalier's Handbook
    The Pirate's Guide to Freeport

    Freeport is Green Ronin's signature city setting and has been home to thousands of RPG campaigns since its launch in 2000. Classic fantasy elements, cruel-hearted pirates, and Lovecraftian horror come together in the rum-fueled metropolis known as the City of Adventure. Now a new era is beginning. The Pirate's Guide to Freeport is the definitive new sourcebook for the City of Adventure, set 5 years after the events of the original Freeport Trilogy. This is a pure setting book, focusing entirely on the people, places, politics, and perils of Freeport and containing no game statistics of any kind. The Pirate's Guide to Freeport can thus be used with any fantasy RPG, and Green Ronin will be providing companion products for popular systems like True20 and d20. The City of Adventure is back and more dangerous than ever!



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    The Pirate's Guide to Freeport
    The Red Star Campaign Setting GRR1406: The Red Star Campaign Setting is on Sale

    Archangel Studios' The Red Star took the comic world by storm in 2000, with its innovative storyline and gorgeous computer-generated art. Now Green Ronin brings this award-winning world to the d20 System with The Red Star Campaign Setting. The epic mythology of the Soviet Union comes to life in a bold setting that combines science fiction and sorcery.

    While the workers and peasants of the U.R.R.S suffer under the rule of Imbohl, a murderous sorcerer of incredible power, the Heroes of the Red Star struggle to rekindle the true spirit of the Revolution and to save the very souls of their people. Will you join the cause of Marcus, Maya, and Makita, pitting your will against the Skyfurnaces and Military Industrial Sorcery of Imbohl's regime?

    The Red Star Campaign Setting provides everything you need to have exciting d20 adventures, from new classes, equipment, vehicles, and sorcery rules to stats for all the comic's important characters. Comic fans will thrill to the world and character details revealed, and the lavish use of Christian Gossett's inspiring art. Whether you are a d20 System gamer looking for a unique and original new setting or a comic enthusiast looking for the ultimate Red Star sourcebook, The Red Star Campaign Setting delivers.



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    The Red Star Campaign Setting
    The Witch's Handbook GRR1302: The Witch's Handbook is on Sale

    The witch is a "naturalist" spellcaster who casts arcane spells using time-honored hearth wisdom rather than the arcane formulae and elaborate theories of wizardry. The Witch’s Handbook, like other books in the Master Class series, presents a brand-new core class and an array of associated prestige class. In addition to the new feats, spells, and magic items that you’d expect, The Witch’s Handbook explores the deeper secrets of the The Craft. Learn of covens and their ritual magic, charms and their making, and herbs and their magical applications. Whether you’re a player looking for a different kind of magic user or a GM looking to add something new to your campaign, The Witch’s Handbook has everything you need to bring The Craft to your d20 game.



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    The Witch's Handbook
    Thieves World RPG: Black Snake Dawn

    Black Snake Dawn sheds light on the city during one of its most dire and dynamic eras. When Molin Torchholder rounds up the player characters to investigate the disappearance of a visiting noble's daughter, the adventurers must navigate a quagmire of intrigue and corruption, wend their way through the combat zones of the city, avoid death squads, thwart terrorists, and forge alliances with the different power groups if they hope to succeed on their mission. And they must do it all before the first rays of the Black Snake Dawn scorch the horizon.


    No. of Players: 4 - 6
    Levels: 9

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    Thieves World RPG: Black Snake Dawn
    Thieves World RPG: Gazetteer

    Azehur, Firaqa, the Rankan Empire, the Kingdom of Ilsig and more have resonated in the stories and deeds of the famous heroes and villains of Sanctuary. The Thieves' World Gazetteer presents all new information on the world of Sanctuary, expanding the focus to reveal the peoples and places in the Known World. From the Cold Lands in the northeast to the Gate of the East, Mrsevada, the Thieves' World Gazetteer is packed full of information. In addition, this volume includes extensive details on the gods of Thieves' World, a comprehensive history, and a discussion on the cosmology and planes, along with a slew of new cultures, backgrounds, and other supplementary information. With the Thieves' World Gazetteer, Sanctuary is just the beginning of a larger world of adventure!



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    Thieves World RPG: Gift Set GRR1805: Thieves World RPG: Gift Set is Out of Stock

    Since 1979, Sanctuary has been the nastiest, ugliest, and grittiest city in fantasy fiction. It is a place appropriately nicknamed "Thieves' World." The fourteen anthologies of the Thieves' World series and the Sanctuary novel by Lynn Abbey have detailed this dark and dangerous city and the world in which it exists, through the literary voices of some of the most influential authors in modern fantasy fiction. Now, Sanctuary is yours to explore with the Thieves' World RPG Gift Set. This premium product includes all of Green Ronin's critically acclaimed Thieves' World RPG books in an attractive slipcase for a special price. With the Thieves' World Player's Manual, Shadowspawn's Guide to Sanctuary, Murder at the Vulgar Unicorn, and the Thieves' World Gazetteer, you have everything you need to run roleplaying games in Thieves' World using the world's most popular RPG. These books also provide never-before-seen info and an original short story direct from Lynn Abbey, making them a must for any Thieves' World fan. In addition, the Thieves' World RPG Gift Set includes Black Snake Dawn, a brand new 64-page adventure by designer Robert J. Schwalb set in Sanctuary's classic era.



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    Thieves World RPG: Gift Set
    Thieves World RPG: Murder at the Vulgar Unicorn

    The Vulgar Unicorn is the black heart of Sanctuary's corruption. When something bad goes down in Thieves' World, it always seems to start in this rundown dive. In this gripping adventure, what seems like just another murder leads to the unmasking of a terrible conspiracy involving Dyareelan cultists, Nisibisi refugees, and a dangerous plague that could destroy the city. Murder at the Vulgar Unicorn is the perfect starting point for a Thieves' World campaign. In addition to the adventure proper, the book also provides full details and maps of the most infamous bar in Sanctuary: the Vulgar Unicorn itself.



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    Thieves World RPG: Murder at the Vulgar Unicorn
    Thieves World RPG: Players Manual

    Since 1979 Sanctuary has been the nastiest, ugliest, and grittiest city in fantasy fiction. This summer Sanctuary returns to roleplaying for the first time in over 20 years and the excitement begins with the Thieves' World Player's Manual. This book includes a detailed overview of the city in the classic and current eras, a culture and background system to customize your adventurer, over twenty core and prestige classes, a unique magic system, and a brand new Thieves' World short story by Lynn Abbey herself. Explore the Maze, enjoy the delights of the Street of Red Lanterns, or take part in the fight against Dyareela's cultists. The Thieves' World Player's Manual is your gateway to adventure.



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    Thieves World RPG: Players Manual
    Thieves World RPG: Shadowspawn's Guide to Sanctuary

    Welcome to Sanctuary, Welcome to Thieves' World!

    Sanctuary is one dangerous city. Thieves and murderers stalk its streets. Cutthroats and cultists lurk in the shadows and death is a constant companion. It is a city that has seen gods battle overhead, where the fate of the Rankan Empire once hung in balance. It is a hotbed of politics in the Known World, destination for bizarre people from far across the seas. Sanctuary is a curious and volatile mix of countless heroes and villains, of nobles and peasants, of warriors and wizards. Only one knows every street, every alley, every secret in this crumbling city: Shadowspawn. Who better to serve as your guide?

    Shadowspawn's Guide to Sanctuary is the definitive guide to fantasy's most notorious city.



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    Thieves World RPG: Shadowspawn's Guide to Sanctuary
    Todd Gamble's Cartographica GRR1021: Todd Gamble's Cartographica is on Sale

    Any good gamemaster can create an adventure, but drawing great maps is another story. Todd Gamble is here to help. The ENnie Award-winning cartographer responsible for Return to the Temple of Elemental Evil, Freeport: The City of Adventure, and Manual of the Planes has created a book full of color maps suitable for any fantasy roleplaying game. Cartographica provides beautiful maps of dungeons, subterranean lairs, overland routes, fantasy buildings, and castles. Adventure design just got a whole lot easier!



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    Todd Gamble's Cartographica
    True20 Adventure Roleplaying (Revised)

    With True20 Adventure Roleplaying you embark on journeys of the imagination, with heroes and stories you and your friends create. This book tells you everything you need to know to play an exciting adventure roleplaying game: how to create your own heroes, how to handle action and conflict, how to narrate adventures, and how to keep it all fair and fun.

    True20 simplifies and streamlines the adventure roleplaying experience: everything is resolved using the same core system and all you need is a single 20-sided die to play! There's no bookkeeping of points, whether hit points, power points, or experience points. Game play is fast and furious thanks to innovations like the Toughness save damage system, based on the award-winning Mutants & Masterminds RPG. You can use True20 to model nearly any genre, from fantasy and horror to modern action and science fiction.

    This Revised Edition of True20 Adventure Roleplaying includes the entire contents of the True20 Companion. That means you get the following great resources right in the core rulebook for the first time.



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    True20 Adventure Roleplaying (Revised)
    True20 Freeport Companion

    The Pirate's Guide to Freeport created a new baseline for Freeport adventures but focused purely on the setting. The True20 Freeport Companion gives players and narrators everything they need to enjoy exciting campaigns in the City of Adventure with the True20 rules. The book includes new heroic roles and feats, True20 stats for all the major NPCs, and a new Freeport adventure. Set sail for a new world of adventure with the True20 Freeport Companion!



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    True20 Freeport Companion
    True20 RPG: Adepts Handbook

    The second in the series of sourcebooks spotlighting the three primary roles of True20 Adventure Roleplaying, the Adept's Handbook expands on the role of supernatural powers in the game, looking at alternate ways of handling them and how to customize power-sets to suit different types of adepts, from fantasy sorcerers and priests to sci-fi psionics and modern day psychics and more. It also provides expanded feats, skills, and powers for the adept role. Take your heroes and your adventures to the next level with the True20 Adept's Handbook.



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    True20 RPG: Adepts Handbook
    True20 RPG: Bestiary

    Fearsome Foes!

    They say a hero is measured by the quality of his enemies, and the True20 Bestiary is chock full of fearsome foes to test your hero's mettle! In the pages of this book, you'll find hundreds of ready-to-use adversaries for your True20 Adventure Roleplaying games, ranging from goblins and zombies to undead, dragons, constructs, and more!

    Monsters! The True20 Bestiary offers more monsters than you can shake a sword at: from classic favorites to new creatures like the angel of death, moon dragons, and the corpse-stitched abomination. With the creatures in this book, it's easy to use almost any classic fantasy adventure in conjunction with the True20 game.



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    True20 RPG: Companion

    The True20 Adventure Roleplaying rulebook provides everything you need to explore worlds of adventure. Now the True20 Companion helps you create some of those worlds, with advice and expanded information on adapting the True20 game system to various genres from adventure fiction, from fantasy to science fiction and beyond. The Companion also offers ways of customizing heroic roles and even creating your own! It’s a great resource for Narrators and players alike looking to strike out on their own, limited only by their imaginations. In this book you’ll find:

  • Role Creation: Build your own heroic roles for True20, or just modify the roles of adept, expert, and warrior to suit the style of game you want to run. With the easy to use system you can create any heroic role you want, or even eliminate roles altogether, making each character's progression unique!
  • Genre Development: The True20 Companion also presents information on four popular genres of roleplaying: fantasy, science fiction, horror, and modern action, with guidelines, suggestions, and optional rules for using True20 Adventure Roleplaying to create heroes and tell stories in those genres.

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  • True20 RPG: Companion
    True20 RPG: Experts Handbook

    The first in a series of three sourcebooks spotlighting the heroic roles of True20 Adventure Roleplaying, this handy sourcebook details the expert role, including new information on skills, feats, and diverse paths suited for a variety of adventure genres. The True20 Expert's Handbook also takes an expanded look at equipment and details suitable challenges for expert characters, from traps to cunning foes and beyond. Take your characters and your adventures to the next level with the True20 Expert's Handbook.

    True excitement, true adventure... True20!



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    True20 RPG: Narrator's Kit GRR1710: True20 RPG: Narrator's Kit is Out of Stock

    The True20 Narrator’s Kit is the perfect accessory for True20 fans. This handy product features a three- panel hardback screen illustrated by Chris Moeller that puts all the essential game info right in front you. The Narrator’s Kit also includes an introductory True20 adventure, “Last Voyage of the Stellar Galleon.” In it a crippled starship crashes on a strange planet that’s not on any star chart. Meanwhile, a band of brave explorers is summoned to a wizard’s tower and charged with the task of recovering a powerful artifact: a golden orb able to transport people to distant worlds. Take the roles of Stellar Galleon crewmen, trying to recover the ship’s power core from mutineers and primitive aliens with unearthly powers. Or play the fantasy adventurers, trying to take the power core from the wreckage of the downed alien ship. You can play the adventure either way, or both, making it two adventures in one! With the Narrator’s Kit and a copy of the core rulebook, you’ll be ready to jump right in to True20 Adventure Roleplaying.



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    True20 RPG: Narrator's Kit
    True20 RPG: Pocket Player's Guide

    True20 Adventure Roleplaying is the next evolution in game design from the company that brought you award-winners like Mutants & Masterminds and Blue Rose. Now getting into True20 is easier than ever before with the True20 Pocket Player's Guide. This handy and affordable book contains all the rules you need to play the game, from character creation and combat to special abilities, supernatural powers, and equipment. True20 simplifies and streamlines the adventure roleplaying experience: everything is resolved using the same core system and all you need is a single 20-sided die to play! There's no bookkeeping of points, whether hit points, power points, or experience points. Game play is fast and furious and you can use True20 to model nearly any genre, from fantasy and historical to modern and scifi.



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    True20 RPG: Pocket Player's Guide
    True20 RPG: Sorcery

    True Sorcery introduces a flexible, dynamic, and innovative magic system that puts eldritch mastery into your hands. Forget slots and spells per day; True Sorcery gives you the power to build spells of your own design, letting you decide how fast, how far, and how potent your spells will be. With these rules, you become the true master of magic. Revised and expanded from the ENnie Award-winning The Black Company Campaign Setting, this system provides new spells, a slew of sample spell effects, feats, and an all-new magic item creation system. The book also includes conversion guides so you can use True Sorcery with Malhavoc Press's Iron Heroes, d20 Modern, Thieves' World, and the hit True20 Adventure Roleplaying game. No matter what OGL game you favor, True Sorcery opens the door to a new world of magical possibilities.



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    True20 RPG: Sorcery
    True20 RPG: Worlds of Adventure

    Fantastic worlds of adventure await you! The True20 Adventure Roleplaying game introduced players to four unique campaign settings, and now True 20 Worlds of Adventure opens up whole new vistas with new heroes to play, new battles to fight, and new stories to tell. The book features four more winners from the "True20 Setting Search," plus a new setting from Green Ronin's own Robert J. Schwalb. Fight against the horrifying forces of the unknown in Agents of Oblivion, struggle to save a fantasy world drowning in the Age of Blood in Blood Throne, earn glory and honor for your clan in the Asian fantasy of Land of the Crane, explore the depths of dreams—and nightmares—in Nevermore, and save your neighborhood from the wolfman, the monster under the bed, and the creature in the closet as a kid in The Razor in the Apple. That's five new fantastic worlds for your True20 adventures. True fun, true excitement, true inspiration... True 20 Worlds of Adventure!



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    True20 RPG: Worlds of Adventure
    Wrath and Rage: A Guidebook to Orcs and Half-Orcs GRR1102: Wrath and Rage: A Guidebook to Orcs and Half-Orcs is on Sale

    The biggest, meanest, dumbest race in d20 is back for another round. The orc has long been a punching bag for fantasy gamers, but not anymore! The orcs (and half-orcs) of Wrath & Rage are stronger, more savage, and more cunning than anything you've faced before. This toolkit for GMs and players is packed with new feats, prestige classes, templates, spells, clerical domains, pantheons, magic items, and weapons. Whether you intend to use orcs against your players, or to play one yourself, Wrath & Rage guarantees that you'll never look at this ancient race the same way again.