Continuum continues! Through Monday, September 28 we present the Trinity Continuum Æon Bundle featuring Æon, the psionic science-fiction campaign setting for Trinity Continuum, the Storypath System RPG from Onyx Path Publishing. This all-new offer joins our Trinity Continuum Core Bundle in progress. You need the Core Rulebook in that offer to use the supplements in this Æon Bundle. First explore the Core, then get this companion Æon offer to expand into the Continuum of 2123.
Six decades after the end of the Aberrant War between humanity and a group of powerful mutants, a group of eight psi orders protects the Earth. Their members are psions, humans who have entered the Prometheus Chamber to activate their psionic Aptitudes. Your psi order activated your latent Quantakinesis, Clairsentience, or one of many other Aptitudes, and now they send you on missions to protect humanity across the Solar System and beyond. Travel from the transhumanist living cities of Sudamérica to the vast Olympus lunar base – from Wanjing, east of Olympus Mons, to the asteroid frontier town of Absolute Zero – then on a Leviathan ship to a dozen extrasolar settlements, where you’ll meet the Qin, Listeners, Chromatics, and the Coalition phyles aboard their generation starship, the Ark. Fight hostile aliens, official corruption, economic inequality, and natural disasters. But beware the inhumanly powerful Aberrant mutants: the hideous Divergents, Nemeses, and titanic Terats that twist reality itself.
To overcome these menaces, psions and unpowered neutrals must work together and seek alliances with the alien Qin and other species. A single psion possesses impressive psychic powers, but a group of psions working together can expand and multiply their powers in ways impossible for even the most powerful individual to replicate.
Trinity Continuum: Æon lets you play out interstellar adventures ranging from space opera, where characters solve mysteries thousands of years old, to military science fiction where humanity battles horrific creatures, to more localized stories of settling alien worlds or making first contact with aliens. Earthbound locales offer opportunities for dystopian cyberpunk, post-apocalyptic, and transhumanist campaigns.
Æon stories can involve multitudes of different heroes: explorers on Leviathan jump ships, heavily armored infantry using psionic powers and futuristic weapons to fight Aberrant monsters, or tireless first responders who assist with disasters on and off Earth. All these characters and many more work to protect and defend their worlds from external dangers and internal injustices. If you like Babylon 5, the Mass Effect video games, Anne McCaffrey’s Pegasus books, and the novels of Alastair Reynolds and Julian May, hit the Prometheus Chamber, join the Æsculapian Order (or the Legions, Orgotek, or the influential Æon Trinity), and start building humanity’s future.
Pay just US$12.95 to get all six titles in our Æon Starter (retail value $48) as DRM-free .PDF ebooks, including the complete Trinity Continuum: Æon campaign book (plus the Reference Screen, A Quantum Entanglement jumpstart, Ready-Made Characters, and the mini-supplement Spacecraft), and the Æon Æxpansion.
And if you pay more than the threshold (average) price, which is set at $27.95 to start, you’ll level up and also get our entire Æon Worlds Collection with five more Æon supplements worth an additional $79, including Distant Worlds, Mission Statements, Prometheus Unbound, Terra Firma, and Under Alien Skies.
Remember, all these Æon supplements require the Trinity Continuum Core Rulebook in our Trinity Continuum Core Bundle.
Get this Trinity Continuum Æon offer before the Leviathan ship departs the Solar System without you (alongside the Trinity Continuum Core offer) Monday, September 28.
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Through Monday, September 28 we present the Trinity Continuum Core Bundle featuring Trinity Continuum, the Storypath System RPG from Onyx Path Publishing about action heroes around the world and beyond. You’re a Talent, a hypercompetent adventurer with uncanny abilities, incredible luck, and a dangerous life that tests them both. In a world fraught with peril, from the products of mad science and corporate greed to the schemes of lost civilizations, the Æon Society (or the Global Cartography Initiative, or the Neptune Foundation, or Pharaoh’s Lightkeepers, or Archangel) sends you to save ancient artifacts, rescue innocents from natural disasters, investigate strange technologies, and subdue anomalies born of weird science. You’ll face killers from the Society of Minos, organ traffickers in the Transcendent Alliance, meddling government agents from Emergency Research, and Les Fantômes, the world’s greatest thieves. Against these foes, ordinary people are helpless. But as a Talent, you control the laws of probability. For you, nothing is impossible.
Trinity Continuum is a generalized and wide-ranging rework of the 1997 Trinity Storyteller game originally published by White Wolf Game Studio. Trinity concerned six orders of bioengineered human psychics in a 22nd-Century Solar System recovering from a devastating war. In the fashion of the 1990s, there was an elaborate metaplot that connected the Trinity future with its companion games, Aberrant, Adventure!, and Æon. Relocating Trinity to the modern era, the 2019 Continuum edition develops a metaplot-free foundation for multi-genre adventure. Likewise, Continuum replaces the psions of 1997 with the more flexible concept of Talents, surfers on the waves of probability.
Talents subconsciously manipulate the flux, the energy in the space between worlds. This reality is only one of multiple universes in a continuum of parallel worlds, and flux holds them together. Talents unconsciously use flux energy to transform the world to suit their needs, change outcomes, and ensure things go their way. The most extreme form of manipulation is the Dramatic Edit. Dramatic Editing lets characters literally bend reality by reaching into another similar universe and rewriting it onto their own: “There’s an open window around the building we can enter,” or “I knew the villain had a freeze ray, so we all have cold shields.”
Talents harness flux using Inspiration. Talents might gain Inspiration from a life-threatening accident or violence, personal failures or tragic losses, social challenges, or just by an accident of birth. Inspiration moves the person to become more than human, to perform extraordinary feats.
The Storypath System uses a pool of 10-sided dice. To resolve an action, you roll a number of dice equal to the character’s Attribute + Skill. Each die result that meets or exceed a target number (usually 8+) gives you one success. Character Enhancements may grant bonus successes. If you generate enough successes to meet the challenge’s Difficulty, you succeed. Failure earns Consolation, a minor but helpful side effect; failure always pushes the story forward. Surplus successes can activate individual characters’ Skill Tricks (cool stunts),
Players can collectively access a Momentum pool of points. The group can spend Momentum to add dice to a challenge roll, enable complex actions, or activate Skill Tricks.
Trinity Continuum is a framework for multiple campaign settings in different times and genres. This Trinity Continuum Core Bundle gives you the rules and sourcebooks for modern super-agent thrillers inspired by Ocean’s Eleven, Kingsmen, Arrow, The A-Team, Leverage, and Agents of SHIELD – for globetrotting pulp adventure a la Indiana Jones and Tomb Raider – and for assassination and intrigue like John Wick. The Trinity Continuum Core Rulebook in this offer underpins all the Continuum settings and genres including Adventure!, Assassins, Aeon, and many others. All Continuum settings support adventure-heavy, story-centered games full of action, procedural investigation, and social intrigue that explore themes of hope, sacrifice, and unity – the ways, and the willingness, to create a better tomorrow by leaving yesterday behind.
Pay just US$14.95 to get all five titles in our Continuum Core Collection (retail value $56) as DRM-free .PDF ebooks, including the complete Trinity Continuum Core Rulebook (plus its Core Screen, A Quantum Leap jumpstart, and the scenario collection In Media Res) and the Player’s Guide.
And if you pay more than the threshold (average) price, which is set at $24.95 to start, you’ll level up and also get our entire Continuum Bonus Collection with five more titles worth an additional $55, including the Adventure! campaign book (plus its Storyguide Screen, Stampede of Justice jumpstart, and Adventure! Addendum!) and the Assassins campaign book.
Bend probability and break conspiracies, but manage your flux before the odds run out for this Trinity Continuum Core offer and it vanishes Monday, September 28.
Note: We presented the 1997 First Edition of Trinity in our January 2019 Trinity 1E and Aberrant Bundles. This all-new offer presents the 2019 Trinity Continuum (second) edition.
Next, check our all-new companion offer, the Trinity Continuum Æon Bundle.
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Hoy, chummer! Through Monday, September 21 we present the Shadowrun Anarchy 1E Bundle featuring the 2016 First Edition of Shadowrun: Anarchy, the rules-light, narrative-focused alternate version of Shadowrun, the classic cyberpunk-fantasy RPG from Catalyst Game Labs. The year is 2077. Magic has returned and creatures of myth and legend walk among us as megacorps bleed the world dry. You’re a shadowrunner – a deniable asset, a corporate pawn – using bleeding-edge science and magic to make your meat body and mind better-than-flesh. Stay on the edge, and you may survive another run on the mean sprawl streets.
Shadowrun: Anarchy First Edition (2016) is a low-friction way to get into the Awakened World. Based on the rules-light and easy-to-learn Cue System (seen in Mechwarrior: Destiny and the Valiant Universe RPG), Shadowrun: Anarchy is a standalone game experience that has everything you need to quickly grab some gear, load up on spells, and get to throwing the dice. With loads of characters and dozens of “contract brief” scenarios (many based on classic Shadowrun scenarios like Harlequin, Mercurial, Dreamchipper, and Queen Euphoria), Anarchy makes it simple to start running the shadows.
This new Shadowrun Anarchy 1E Bundle helps promote the newly released Shadowrun: Anarchy 2.0 from French publisher Black Book Editions. Crowdfunded to great success in August 2025, the new Anarchy adds risk dice and new rules for legwork and Drain. But it’s the same game, and the First Edition titles in this offer will get your runners up to speed when Black Book launches its Kickstarter campaign for the new Anarchy 2.0 expansion, Over the Edge.
Shadowrun‘s complete rules let you simulate your character’s choices with significant depth, but in Anarchy the story comes first. Your contributions to the story can stretch beyond the actions of your characters. Player Narration can add story elements, from the arrival of new characters to the existence of strange magic to descriptions of strange objects. Everyone can throw in ideas that make the game exciting and memorable, to help them experience one of the roleplaying field’s most enduring settings.
Anarchy adapts the Cue System to a D6 dice pool system like Shadowrun, and adds Plot Points and Glitch Dice that introduce narrative twists. In combat, the attacker rolls skill + attribute dice vs. the defender’s Agility + Logic dice, looking for hits (dice that beat a target number). Damage is tracked on a character’s Condition Monitor flowchart. Damage inflicts die roll modifiers. Anarchy abstracts many of the full game’s rules as Shadow Amps (amplifications), catchall effects that cover magic, Matrix, cyberware, and vehicle actions. The corebook discusses at length the ways players (not just the gamemaster!) can use Narration to influence the action.
The Anarchy rules are almost disconcertingly short for an experienced Shadowrun GM: Character creation system runs 12 pages, and the rules proper are 22 pages. By default there’s no initiative, recoil, damage soaking, Draining, or Fading, though there are optional rules for some of these. Anarchy games have different power levels: Gang, Street Runner, and Prime Runner. Each of the 30 pregenerated character sheets lists “Cues,” lines of sample dialogue that can guide roleplaying. The core rulebook presents 30 one-page, three-scene Contract Briefs (plotlines) that help keep the gamemaster’s prep quick and easy.
Anarchy helps you let loose a blood-dimm’d tide of stories in the Shadowrun universe, to see just what kind of chaos you can unleash. Pay just US$14.95 to get all three titles in our Anarchy Collection (retail value $55) as DRM-free .PDF ebooks, including the complete Shadowrun Anarchy First Edition corebook, Anarchy 2050, and Chicago Chaos.
Move fast, chummer – this new Shadowrun Anarchy offer vanishes into the astral plane Monday, September 21.
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In August 2026 we present the all-new Kage Baker Bundle featuring ePub books of historical time-travel science fiction novels and stories in the “Company” series by Kage Baker (1952-2010) published by Simon & Schuster. The Company is the Zeus Corporation, a 24th-Century enterprise whose immortal cyborg agents canvas all of human history to preserve the cultural artifacts, extinct animals and plants, and treasures that would otherwise be lost – partly for their enduring cultural value, but mostly for profit. Three agents – Botanist Mendoza, Facilitator Joseph, and Literature Specialist Lewis – uncover a conspiracy within the Company that stretches through recorded history and touches on their own past. The trail leads to AD 2355 and the Silence, an event after which no Company agent has ever been able to travel. And beyond the Silence waits Dr. Zeus.
Kage Baker was an artist, actor, and director at the Living History Centre in Novato, California. Baker’s novels and stories in her long-running “Company” saga were nominated for Hugo and World Fantasy awards, and won a Nebula and the Theodore Sturgeon Award. The Company stories are by turns funny and deeply felt, and celebrated for their historical accuracy, romance, and tantalizing mysteries.
Born in Hollywood, Baker spent many years as a theater actor and taught Elizabethan English as a second language. This experience influenced her writing: In her entry in the Science Fiction Encyclopedia, John Clute highlights Baker’s “almost vaudeville-like scattiness in how verbal and other registers infiltrate her tales, with an antic effect that requires a good ear to perform (and to appreciate), plus a strong comedic vein, especially in earlier volumes of the sequence.”
Kage’s sister, Kathleen Bartholomew, recounted the origin of the Company in a 2013 interview with Stefan Raets on his Far Beyond Reality blog: “One morning in the Spring of 1987 or so, we were having a leisurely Saturday breakfast in our house in the Hollywood Hills. […] I read aloud a story about some plant that had been considered extinct and recently discovered to be alive and well. Things like that fascinated us both – artifacts, plants, animals, entire cities are always being rediscovered somewhere peculiar; I kept a collection of articles on them, just because it was so weird and interesting. And after listening to this one story – about a small plant recently re-discovered on the slopes of Mt. Diablo in Northern California – Kage looked up and said: ‘This kind of thing happens all the time. Paintings, music, animals, old books – and they always get found in odd, safe places, intact and thriving. Somebody must be doing this on purpose!’
“Said I: ‘Why and how would someone do this so weirdly and sneakily?’
“And Kage said: ‘With secret technology. And special agents, sworn to silence. For money – lots and lots of money.’ Her eyes glazed over, staring into the amazing world inside her own head, and she said: ‘And they are called Dr. Zeus, Incorporated.’ And in that moment, in the spring sunlight, with the parrot rampaging through Kage’s Wheaties and milk dripping from her spoon – the Company was born. Just. Like. That.
“Initially, Kage was just going to declare it was impossible to change History. But she didn’t like the inflexibility of that. Also, she wanted to actually have a system that was understandable – at least once you accept the idea at all.
“That was when she came up with the concept that history cannot be changed – but that it can only be observed not to change in History that has been recorded. Unrecorded History is still all unrealized potential. She based that on relativity – that what happens is dependent on observation; and also on Heisenberg’s Uncertainty Principle – that the unobserved remains in a limbo of potentiality. The corollary to observed and recorded History was the Event Shadows: some events are so immense, little else gets observed at all. And in those Shadows, all manner of temporal cheats and chicanery can be perpetrated.”
The other important worldbuilding element in the Company saga is the Silence. Agents range across thousands of years of history, but no one can go further in the future than the year 2355. Beyond that time, nothing is known. Does the date mark an immortal cyborg rebellion, as mortals within the Company fear? Or do the mortal masters of the Company exterminate the cyborgs they no longer need? Read the series to find out.
This big new Kage Baker Bundle presented 13 novels and story collections – Baker’s complete nine-book Company saga and several spinoff novels that extend the setting’s lore. There were three complete science fiction ebooks in our Kage Baker Sampler (retail value $30) as DRM-free ePubs, including the first two Company novels (In the Garden of Iden and Sky Coyote) along with a free-standing collection of Company short stories, Black Projects, White Knights.
Those who paid more than the threshold (average) price also got our entire Company Collection with ten more titles worth an additional $100 – the rest of the Company Saga, including Mendoza in Hollywood, The Graveyard Game, The Life of the World to Come, The Children of the Company, The Machine’s Child, Gods and Pawns (a story collection best read after The Machine’s Child), and The Sons of Heaven – along with several spinoff novels based on Company lore and characters: The Empress of Mars, Not Less than Gods, and Nell Gwynne’s On Land and At Sea.

Start with the first novel in the saga, In the Garden of Iden (1997). The rest of the main sequence (Amazon affiliate links):
You can enjoy the short stories in Black Projects, White Knights (2002) at any point after the first novel. Read the story collection Gods and Pawns after The Machine’s Child. Read the spinoff novels whenever you like.
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Through Monday, September 14 we present the Daggerheart Compatible Bundle featuring ebook supplements from many indie game designers that support Daggerheart, the epic RPG from Darrington Press of brave heroics and vibrant worlds your gaming group builds together. Since its 2025 debut, Daggerheart has empowered creators (through its generous Community Gaming License) to build and share their own settings and gameplay content based on the free Daggerheart System Reference Document.
Powered by an innovative card and Duality Dice design, Daggerheart blends tactical depth with narrative freedom. GMs and players share in narrative worldbuilding, empowering each group to make the game their own. The card system brings characters’ backgrounds and abilities to life. Every choice matters as the adventure hangs in the balance between Hope and Fear. With its focus on narrative and character-driven stories, Daggerheart encourages every player to be a storyteller. And the 11 third-party titles in this Daggerheart Compatible Bundle expand your storytelling tools with new subclasses, adversaries, and campaign “frames” (settings) inspired by Borderlands, Tron, mecha-kaiju action films, the Old West, and even Bridgerton.
Note: These third-party supplements require the Daggerheart Corebook, which is not included in this offer. Darrington Press has published a free Quickstart Adventure with pregenerated characters and condensed rules.
Released in May 2025, Critical Role’s Daggerheart became an immediate hit, selling out worldwide in under a week. Cheryl Yeh’s 26 Dec 2025 Business Insider article, “How 2 men behind the Critical Role machine plan to turn the nerdworld royalty into a legacy brand,” quotes the company’s chief operating officer, Ed Lopez: “‘The amount of units that we ordered we thought was going to last us a year, and it lasted us literally two weeks,’ Lopez said. ‘It’s a great problem, it’s a champagne problem, but now it’s changing our view in terms of what this product can be.'”
Critical Role has a three-year development plan for Daggerheart, starting with the newly published expansion Hope & Fear. This big set is one of the first releases supervised by Critical Role’s Chris Perkins and Jeremy Crawford, who left the Wizards of the Coast D&D team to join CR.
The title Hope & Fear name-checks one of Daggerheart‘s most distinctive mechanics. In ability tests, players roll one Hope die and one Fear die (both 12-sided dice). When the Hope die is higher, you also gain Hope to power future abilities and turn the tide in your favor. If the Fear die is higher, the gamemaster gains Fear, which can be spent to challenge the characters and complicate situations. This duality between the forces of hope and fear drives character-focused narratives.
This all-new Daggerheart Compatible Bundle also expands the core game, ideally in a completely Hope-ful way. Pay just US$17.95 to get all five complete third-party Daggerheart supplements in our Dagger-Compatible Starter (retail value $76) as DRM-free .PDF ebooks, including Archibald’s Almanac of Adversaries (Good Egg Games), Bastion of Hope (Grey Fox Literary), Fearless V1 (Daggerquill), Hegamestion (Seán McCann), and Pistolheart V1 (Carlos Cisco).
And if you pay more than the threshold (average) price, which is set at $27.95 to start, you’ll level up and also get our entire Dagger-Compatible Bonus Collection with six more titles worth an additional $70, including Hard Suit Primal (Runehammer Games), Menagerie of Mayhem (Grey Fox), Pistolheart V2 (Carlos Cisco), Terrastorm (Seán McCann), and Universal Serial Blade, plus its introductory adventure USB: The Awakening (both from Driscoll Delights).
This Daggerheart Compatible offer goes missing in the Tier 4 Chaos Realm environment Monday, September 14.
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In August 2026 we presented the new Blue Planet Recontact Bundle featuring Blue Planet: Recontact, the new 2025 edition of the hard-SF RPG from Biohazard Games, published by Gallant Knight Games, about humanity’s precarious future on a distant waterworld. On the colony planet Poseidon in the year 2199, after the impoverished Earth re-establishes its authority and discovers the priceless mineral “Long John,” political unrest and a hungry alien ecology threaten the colony. On this “Wild Wet” frontier, Incorporate mercenaries wage amphibious proxy wars, GEO marshals struggle to maintain peace, and native insurgents fight for their adopted world.
AD 2078: Investigating an anomaly at the edge of the Solar System, the Prometheus II probe discovers a traversable ‘wormhole’ (space warp) that leads to the Lambda Serpentis system, 35 light-years from Earth. Ten years later, the United Nations establishes a small frontier colony of genetically engineered humans and ‘genlifted’ cetaceans on the system’s habitable ocean world, Poseidon. Earth’s civilization promptly collapses for over a century, but the abandoned colony thrives. Now it’s 2199, and Earth’s resurgent government(s) and Incorporate States have returned to Poseidon in a gold rush for the life-prolonging xenosilicate Long John. There’s a world to explore, an alien ecology to study or plunder, criminals to catch – and the original pioneers are rebelling. Meanwhile, deep in Poseidon’s endless ocean, mysterious Nereids pursue unknowable goals of their own.
On this wide-open frontier you can try just about anything, take on just about any profession, and be any kind of person – or uplifted dolphin, orca, or whale. (Play a beluga whale! With a rocket launcher!) Poseidon is a place where life is hard and dying is easy – where GEO marshals enforce the peace and wired mercs patrol deep waters in deadly fighter subs – where corporate greed and human desperation threaten to plunge humanity into a war of survival with an ancient legacy. The 23rd Century will be a time of unprecedented possibilities, not just for institutions and governments, but for real people (and cetaceans) who have the will and courage to build a future for themselves.
Funded in an April 2021 Kickstarter campaign, the 2025 Blue Planet: Recontact edition (the third) offers hard-SF adventure on the contentious frontier of Poseidon, Earth’s first extrasolar colony. The new Synergy rules set is a modern evolution of the Second Edition (2000), and Blue Planet‘s renowned reputation for scientific accuracy is upheld with Recontact‘s new technological, scientific, and sociological worldbuilding. For fans of media like Avatar and The Expanse, and novels such as Legacy of Heorot, Songs of Distant Earth, and Kim Stanley Robinson’s Mars Trilogy, Blue Planet: Recontact continues its decades-long exploration of colonialism and collapse.
We included both complete rulebooks in our Recontact Collection as DRM-free .PDF ebooks: the Blue Planet: Recontact Player’s Guide and the Moderator’s Guide (plus the pay-what-you-want Quickstart).
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In 2026 we present the all-new Inkwell NPC Portrait Decks Bundle featuring 13 print-and-cut .PDF decks of system-neutral, ready-to-run NPC personalities from Inkwell Ideas. As the player characters explore a campaign world, they meet the setting’s nonplayer characters (NPCs) – threats, rivals, and potential allies. Entirely human-created (no AI of any kind!), each of the 700 cards in these NPC Portrait Decks presents a full-color character portrait and a description with the NPC’s personality, quirks, sample dialogue, and means of persuasion, deception, or intimidation. With their wide variety of power levels, backgrounds, and fantasy ancestries, these fun and flavorful NPCs can take any story in new directions at the flip of a card.
The cards focus on each character’s background and personality. The few stats used (class, race, level, alignment, ability scores, armor class, and hit points) are easy to convert to another system before the game or even during play.
Each of the 700 characters in these 13 decks has interesting details that can lead to adventures or side-quests: How are the rebels planning to use Prinestia Sellex? Why does Tik Elleth constantly refer to Wizly? How is Princess Klestra planning to save her kingdom? What is Tansall the Scoured’s greatest regret? What will Ohn do now that his mission is complete? Who is blackmailing Zelaymor Tynalria? How does Ularian plan to wipe out the elven kingdom? Why is Trayvis known as the “Oathbreaker”?
Why did Quinn’s love leave him? What plot did his brother Alvariaus nearly uncover? What trouble is the widow Fanny stirring? When will Styxie reveal her true mission? Is the mission Chono Vurrbilt assigns a deathtrap? Who can replace Sir Rafael as protector of his estate? Are the rumors of Sintram’s deal with a fiend true? When will Li carry out her plan to resurrect her god?
There were thirteen complete print-and-cut decks in our Inkwell NPC Collection (retail value $65) as DRM-free .PDFs, including Adventurers, Animals, Castle Nobles & Staff, Coastal Townsfolk, and Desert Townsfolk. Fantasy 1, Fantasy 2, Frontier Townsfolk, Henchmen & Hirelings, Monsters, Quest Guardians, Science Fiction, and Tavern Staff & Patrons.
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In August 2026 we presented the all-new Frontier Scum Bundle featuring Frontier Scum, the rules-lite Acid Western RPG from Games Omnivorous about helter-skelter gunfights in guttermucked streets, with death following 2d6 days later. You’re no-good outlaws on a fictional Lost Frontier – Discharged Deputies, Ghoulish Undertakers, Recurrent Jailbirds, Highfalutin Inventor Sorts – all drifting from one flyspeck town to the next, chasing a payday, a grudge, or just the next sundown. What keeps you from getting clear? The law, rival gangs, and your own bad impulses. You spend your ill-gotten coin on bad whiskey and worse ideas, stay an inch ahead of the marshals, and hope you can ditch this one-horse town afore the gentlefolk figger it were you.
Karl Druid’s Frontier Scum started as a scrappy Mörk Borg hack, then grew into its own ENNIE-winning game (Silver, Best Layout & Design, 2023). The stripped-down ruleset is styled as a 19C mail-order catalogue or almanac. Out in these parts, guns hit almost automatically – pull the trigger and go straight to a damage roll – so the only thing between you and a bullet is the Hat Rule. (Instead of losing hit points, you say the shot knocked off your hat. After the gunfight, roll to see if your hat survived.) Burn an Ace to reroll a bad result – get Drunk and watch your stats swap places – fail a Death Check and go out in a d10-minute blaze of glory (or rot from a d4-week mortal wound). Frontier Scum dishes out one-shot bloodbaths and chaotic campaigns for fans of Deadwood, Tombstone, and long one-way rides into the sunset.
What makes Frontier Scum an “Acid Western” and not “Weird”? It’s in the baseline, the background level of strange. For most Lost Frontier folk, life is mundane. Ghouls and goblins belong in supernatural stories told around the fire, and only lunatics say otherwise. The real everyday dangers are plain unbridled greed and violence.
But the weird is out there. Stories begin somewhere ordinary, then turn progressively bizarre. Tides of Rot starts as a heist in Dredge-upon-Rock, a port town crumbling into the bay under a storm that won’t quit. Floodwaters unearth the folk buried there, and then the dead decide they’re not done with the place. Corpse Trail to Hell hires your scum out to the Battercod Lubricate Company to cross the frozen Jetty Sheets and reclaim the ice-locked whaling ship Ichabod Noster – one-tenth of the cargo’s value if you hold the ship till spring. The first act is a frosty journey across the ice, following a trail of bodies; the second is a crawl through the abandoned ship, where the howling Flaywinds are the least of what’s waiting belowdecks. There is no third act.
Frontier Scum has no bestiary of supernatural creatures. These exist, but each is custom-made for a given scenario. No two ghosts play by the same rules. “The fantastical should feel fantastical,” as the Frontier Scum corebook puts it; “if everything is weird, nothing is.”
This all-new Frontier Scum Bundle presented almost the entire line for less than the price of a Duke of Death Deluxe Explosives Thrower from the Dalliance Dynamite Co. (grenades sold separately). There were four titles in our Frontier Collection (retail value $39) as DRM-free .PDF ebooks, including the complete Frontier Scum corebook, the splattercrawl adventure (with soundtrack!) Tides of Rot, the frozen-wastes scenario Corpse Trail to Hell, and the gunsmith’s pamphlet Scumslinger’s Arsenal issue #1.
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In August 2026 we presented the all-new Dungeon Age Bundle 2, a fresh collection of old-school fantasy scenarios by novelist and designer Joseph R. Lewis in his long-running Dungeon Age Adventures series. Joseph’s ancient world of Harth is a classic sword-and-sorcery land of wizards, warriors, and monsters inspired by pulp fantasy authors like Jack Vance, Robert E. Howard, Fritz Leiber, and Michael Moorcock. The works of wizards long past haunt all these evocative settings, and their lost treasures lure adventurers to gather their torches and ten-foot poles for dungeon crawls in the classic manner. Explore a jade palace battleground of undead armies – the vampire stronghold of Araveshti, city of a thousand towers, floating in the void – the Blue Bazaar and Silk Street Tunnel in Carcassay’s Spider Quarter – and the Temple of Whispering Eyes, lair of Uthov-Ka, mad priest of cosmic Chaos.
Joseph R. Lewis has self-published more than two dozen novels and dozens of Dungeon Age FRPG scenarios and settings. These tightly focused titles earn praise for their clean layouts, clarity, OSR-style terseness and flavor, and immediate zero-prep page-to-table utility. Unstoppable reviewer Bryce Lynch, at his venerable Ten-Foot Pole blog, lists many Dungeon Age titles – Orbital Vampire City, Carcassay: Titan Rat City, Lovely Jade Necropolis, Wicked Little Delves V1, and half a dozen older titles – that satisfy his exacting expectations. (Content notice: Bryce does curse a bit.)
A standalone follow-up to our first Dungeon Age Adventures Quick Deal in May 2023, this all-new bundle presented ready-to-run one-shot adventures (in three volumes of Wicked Little Delves) as well as wide-ranging sandbox campaigns like Carcassay: Titan Rat City and The Undying Sea that can keep your group busy for months. (And in theory you could explore Orbital Vampire City for months, but they’ll eat you first.) These succinct and elegantly written scenarios are written for Shadowdark, Old-School Essentials, Cairn, and Old School Revival B/X-style retroclones. Each adventure or setting fits easily into any ongoing fantasy campaign. You don’t need anything from the first Dungeon Age Bundle.
There were eight complete titles in our Dungeon Age 2 Collection (retail value $58) as DRM-free .PDF ebooks, including the campaign settings Orbital Vampire City, Carcassay: Titan Rat City, and Lovely Jade Necropolis; the standalone seafaring RPG The Undying Sea (based on Into the Odd); and three volumes of one-shot, nine-room dungeon crawls for character levels 1-9: Wicked Little Delves V1, V2, and V3. We also included Harthbreaker, a short fantasy RPG rules set that adapts the Apocalypse Engine for adventures on the dying world of Harth.
The seven launches of GURPS 4E Week in July 2026 ended on Day 5 with a journey into darkness as we re-animated, through unholy means, the October 2022 GURPS 4E Horror Bundle featuring terrifying supplements for GURPS, the Generic Universal RolePlaying System from Steve Jackson Games. These supplements – Horror, The Madness Dossier, the Creatures of the Night bestiaries, and a lot of Monster Hunters titles – all require the two-volume GURPS 4E rules from the revived June 2022 GURPS 4E Essentials offer in progress. Or visit Warehouse 23, the SJG webstore, to get the hardcover Basic Set, Revised!
The seventh and final offer in a week-long series of launches, this revivified October 2022 GURPS 4E Horror offer once again presented top-quality supplements, dripping with zombie gore, monster ichor, and general horrifying-ness, by star horror-meister Kenneth Hite and many others. There were seven titles in this re-animated offer’s 4E Horror Starter (retail value $58) as DRM-free .PDF ebooks, including the complete GURPS Horror 4E; five Creatures of the Night bestiaries – Creatures of the Night 1, 2, 3, 4, and 5; and Infinite Worlds: Worlds of Horror. (Many other Infinite Worlds titles appear in our all-new companion offer in progress, GURPS 4E Infinite Worlds.)
Those who paid more than the threshold (average) price also got this revival’s entire 4E Horror Bonus collection with eight more titles worth an additional $87, including Kenneth Hite’s campaign The Madness Dossier; five Monster Hunter guides – Monster Hunters 1: Champions, 2: The Mission, 3: The Enemy, Monster Hunters Power-Ups 1, and Loadouts: Monster Hunters; and the undyingly popular Zombies and Zombies: Day One.