The Lost Citadel Live-Stream!

The Lost Citadel RPG on sale now!It’s Humpday, and today we’re taking another shot at the Green Ronin Live-Stream! Join Green Ronin Publishing today at 2:00 pm Pacific/5:00 pm Eastern for another test-run of our live-streaming capabilities, and this time it’s all about the Lost Citadel. Join Green Ronin Publishing Developer Malcolm Sheppard, and General Manager Nicole Lindroos as they cover the latest PDF release and barring any unforeseen technical challenges, they’ll take your questions, too! So come hang out with us as we continue our headlong jump into Facebook live streaming. You can register for this event by visiting our Facebook events page here!

See you at 2:00 pm Pacific/5:00 pm Eastern, today!

The Lost Citadel: 5e Heroes Against the Dead, at the End of the World

Seven decades ago, there were cities upon cities; kingdoms and nations, the remains of ancient empire. Cultures at war, cultures at trade. Races with varying degrees of alliance and distrust. Humans, elves, dwarves, and others; magic and monsters, rare but real. Regions of desolation, certainly, but also regions of plenty; forests, farmlands, and fields. And so it was for millennia, through two dynamic ages the lorekeepers and scribes called Ascensions.

Until the world ended. Most call it the Fall, but whatever term a given people choose to use, it marked the point where everything—everything—changed.

The Lost Citadel RPG for 5th edition, available now!

Art by Todd Lockwood

Today, we present The Lost Citadel Roleplaying Game, a supplement for Fifth Edition that takes you to Zileska, a world claimed by the undead—or simply the Dead, as they’re called in Redoubt, the last city in the world, where the survivors of the Dead’s rise, and of the corruption of magic, wall themselves away from the tide of the damned. But in the world of the Lost Citadel, anyone may rise again, as their own Woe, or spiritual corruption, reanimates their expired flesh.

Although it requires the DMG and PHB (the MM is also helpful), The Lost Citadel  is more than a bolt-on undead apocalypse setting for 5e. We present a tailor-made world and experience within the 5e engine, with its own distinct rules for character types, magic and more, including the following:

  • Original character races, and new takes on traditional races for 5e, from the flesh-eating ghul to elves whose souls have been ravaged by the fall of magic.
  • New and modified character classes for the world of Zileska, including the Penitent, whose powers eradicate corpse-animating Woe, the Sage who rediscovers secrets from the fallen world, and the Warrior Monk, a spiritual street fighter who abjures the internal magic of their ancestors for the pragmatic arts of war.
  • A new system for martial arts that allows practitioners to exploit opportunities in combat for devastating effects—and which goes beyond traditional fighting arts stereotypes. Confound your foes with the Beggar’s Crook style, or become the ultimate armored combatant by mastering the Jewelled Cannon.
  • The magic of Zileska, where practitioners must choose between slow, safe rituals, or swift spells that summon Woe, a pervasive force of corruption that rose with the Dead.
  • A detailed urban setting featuring numerous cultures, faiths, and customs which adventurers must navigate as carefully as any dungeon.
  • And of course, the Dead, from rotting Ramblers to the secret intelligences behind hordes and infiltrators.
  • New magic items, equipment and more—it’s a full color 304 page book. Take a look at the table of contents here.

The Lost Citadel is the offspring of a successful Kickstarter, and in turn is based on the successful shared world fiction project, also available through Green Ronin. You can get it at the Green Ronin Online Store or through DrivethruRPG now!

NOTE: While we are absolutely producing full color, traditionally printed hardcovers, due to COVID-19 industry issues (see this post) we cannot guarantee a specific printing or shipping date for physical editions of this book. Therefore, we’re only offering the PDF at this time.

Kickstarter Backers: Assuming your backer tier entitled you to it, you should have already received a pre-release link to download The Lost Citadel. If you can’t find it, contact custserv@greenronin.com.

THE TIME TRAVELER’S CODEX: ALL TIME, NO SPACE… (Ronin Roundtable)

It’s Monday, and we’ve got a lot of things going on we wanted to share, so we figured: “Why not host an impromptu live-stream?” So, we’re inviting you to join Green Ronin Publishing today at 2:00 pm Pacific/5:00 pm Eastern for a special test-run of our live-streaming capabilities, featuring Mutants & Masterminds Super-Dev Crystal Frasier and designer Steve Kenson! They’ll be streaming from our Facebook page, talking about all things Mutants & Masterminds, including the Astonishing Adventures line, its exciting new NetherWar adventure series, and the newly-released Time Traveler’s Codex. Barring any unforeseen technical challenges, they’ll take your questions, too! So come hang out with us as we dip our toes into the world of Facebook live streaming! See you at 2:00 pm Pacific/5:00 pm Eastern, today!



One of the weird truths in any publishing industry is that you often pay for text you can never fully use. The reality of publishing, especially anything highly visual like textbooks, manuals, and game books, is that graphic element of the book needs the text to stop in specific places or only take up so much room. You order your text hoping for a perfect fit, but all too often you need to trim all kinds of interesting tidbits to finally make your book fit. And while the Time Traveler’s Codex gave us access to the End and the Beginning and all ticks on the clock in between… we still ran out of space.

But all good things in time! The miracle of the internet means we no longer throw out babies in the trash, but instead package them up into a free bonus PDF for you to enjoy, whether you purchase the Time Traveler’s Codex or not! Obviously you’ll get a lot more utility out of the content provided if you have the sourcebook in hand, but when push comes to shove, this eclectic mélange of equipment and minions from up and down the timestream can find a home in just about any Mutants & Masterminds campaign. It includes some of my favorite bits, like the centaur and mermaid, that had to be cut from their respective eras—while fun, they’re far from historically accurate—as well as a few fun pieces of time travel gear that can expand your arsenal or provide a handy power boost to your favorite villain!

So download it and… take some time for yourself.

The Time Traveler’s Codex: BACK FOUR SECONDS! (Ronin Roundtable)



Fools!

You flipped through the sacred text of the Time Traveler’s Codex  and now you think yourself an equal of the Chronomaster?! You thought your petty time travel shenanigans were any match for true villainy? I was weaned on chronal energy, with all the timestream as my playground. They think time is a realm for heroes? But villainy is relentless! Unyielding! Immortal! Your paltry acts of goodness are waves crashing against a beach, thinking they achieve something by sweeping sand into the tides and ever unaware that mountains stand beyond their reach.

Every era across space and time has its villains, from ruthless Gladiators of the Roman Empire to the Cyber Ronin prowling the neon kingdoms of the cyberpunk dystopia, I have eager minions ready to throw themselves in harm’s way. Even outside of time, loyal chronozoids—the Time Elemental, the Temporal Weaver, even the Chrono Predator—bend to my will!

But by now you’ve bested my minions. You think yourself safe. But I’m only just beginning. Can you face not one but SIX diabolical villains, gathered from the far-flung corners of the omniverse?! The Future Perfectionist, a diabolical mastermind who will use your own powers to shape the future to fit her ideal; the Immortal Conqueror, a master of the crudest form of time travel who has waged war since time immemorial; the Living Gateway, a fiend unmoored in the timestream, able to gallivant anywhere beyond the reach of your finite law; the Temporal Wizard, a master of chronomancy who bends past and future into potent weapons and reshapes his own body with evolutionary trickery; or the terrifying Time-Hopping Tyrant, a warlord evolved beyond human concerns and bedecked in technology far beyond your petty, 21st-century understanding! But first you must survive my personal pet—a silicon soul, forged with only a single purpose: to wipe you and your pathetic cause from the history books! Behold, the eXterminator!

Download the eXterminator preview PDF now!

Idle Thoughts on Idol Pursuits (Ronin Roundtable)

The shared world experience is an interesting one, something my earliest experiences with roleplaying games informed me about. After all, I started out playing around in imaginary worlds created by others, first as a hobby and later as a professional writer, so it’s a natural progression that now, other people are playing around in imaginary worlds that I created. One of the important things about shared worlds is that they’re like living things: They grow and change over time and, while you might help to create one, or even “raise” it, ultimately, it doesn’t belong to you and it can be better from a lot of different contributions.

Idol Pursuits, the Mutants & Masterminds novella from Nisaba Press, written by Michael Matheson, is an example of how those diverse shared-world contributions come together. Like the upcoming NetherWar adventure series for the Mutants & Masterminds RPG, the story of Idol Pursuits has its origins in the update of the Freedom City sourcebook (itself the origin of the Earth-Prime setting) to the third edition of the M&M rules.

One of the background elements that was updated in Freedom City is a change in the forces of magic in the world: The loss of Adrian Eldritch as Master Mage, followed by his successor Seven inadvertently becoming ruler of the Netherworld, forced to exile herself from Earth. Now sinister forces of sorcery that were once under control are rising in power. One strand of that story is told in NetherWar (NetherWar: Master of Earth is on sale NOW!), while others appear in M&M fiction like Idol Pursuits and the forthcoming novel The Doom That Came to San Francisco.

When there’s magic at work in the world of Earth-Prime, you can bet things are going to happen in Mystery, New Hampshire, a mystic part of the setting I first detailed in Altas of Earth-Prime, which is also the setting for Idol Pursuits. Just the place where you might expect a deathless vigilante dealing out harsh justice might come across a strange idol that everyone seems to want, and team up with a young sorcerer-detective and his sword-wielding barbarian protector. For me, it’s a fun experience to see Matheson’s Revenant, Kid Necro, and Ilkath, among others, meet up with some familiar Freedom City characters of my creation, mixed with other contributions to Earth-Prime like Scott Bennie’s specialists in magic and weirdness from Agents of Freedom, and some of Prof. Christopher McGlothlin’s creepy characters from Freedom’s Most Wanted, to name a few.

Intrigued? Well, no spoilers here, but if you’re interested in magic and misadventure in the Mutants & Masterminds manner, and maybe getting another perspective on the Rise of Dark Magic in the Earth-Prime setting, take a look at Idol Pursuits, the ebook and pdf are available today from Nisaba Press!

Mutants & Masterminds: NetherWar is Coming… (Ronin Roundtable)

So what good’s an adventure if the story doesn’t roll on into the next one? What good is winning the battle while the war rages on? And how can real heroes keep the world safe when the position of the world’s guardian remains empty?

The NetherWar is upon us, to answer these questions.

NetherWar is a six-part adventure series for Mutants & Masterminds—five main stories and a prequel—that pits the heroes against the rising tide of evil magic on Earth Prime. The champions must prove their mettle by defending the world from newly-empowered villains and uncovering the legacy of protection Adrian Eldrich created before his terrible death. But they’re racing the clock as a diabolical shadow from the Master Mage’s past works to unravel those protections and rise on Earth-Prime as a dark god!

Over the coming months, you’ll run through the harrowing challenges and ultimately save Earth-Prime. The adventure begins with a flashback in this week’s Master of Earth, written by me, then continues next month with John Polojac’s Assault on the Nerian Nexus. The months to come will unveil The Pentagram Peril, Broken Strings, Bound by Gold, and finally conclude in Three Made One. There’s plenty of space in between each adventure to add your own adventures and plot points, or you can run the entire series back-to-back as an extended mini campaign, and each volume of the NetherWar arc will work as a standalone adventure if you only want little a magical peril. As a treat.

No Spells Required!

You can run the NetherWar adventure arc using your existing heroes, or build a new team to tackle the crisis, but magical powers aren’t necessary to save the world from the magic apocalypse. There are plenty of expert NPCs along the way to explain the magical history of Earth-Prime and plenty of ways to solve the various challenges without resorting to spellcraft, so feel free to bring your mutants, aliens, and cyborgs into the fight!

If you do want to use NetherWar as the kickoff for a magical campaign, NetherWar offers Bequests in each adventure—tiny bits of Adrian Eldrich’s legacy as Master Mage left behind for others to inherit. Your heroes can keep bequests in their trophy case as plot devices they can pull out for a Hero Point, or invest the Power points to make any bequest a normal part of their heroic identity. And the greatest bequest of all is up for grabs: The title of Master Mage of Earth-Prime! While bequests and the title aren’t central to the campaign, they provide a little something extra for players who get into the themes and legacies involved.

A Blast in the Past

With the Time Traveler’s Codex  available now, it’s appropriate that the NetherWar kicks off with a little trip to yesteryear in Master of Earth. A slight departure from our usual Astonishing Adventure offerings, Master of Earth flashes back to events we already describe in the Secret Past chapter of Freedom City, Third Edition and further details Seven’s climactic confrontation with the Dark Lord Una to save the earth after Eldrich’s passing. The players step into the roles of Seven and several members of the teenage Next-Gen to stop Una the Unrelenting from conquering Earth-Prime! You can play the adventure as a slice of history with the same outcome, or use the adventure with your own heroes to create your own spin on Earth-Prime’s recent past. While the heroes of Master of Earth—are set years in the past—don’t necessarily tie directly into those you might play, the adventure with help players understand the status quo of Earth-Prime’s magical community and how we got here.

Your Guide to Adventure!

 

NetherWar has a lot of moving parts and expectations, not to mention six parts stretched out over as many months. To help players and Gamemasters alike keep track of all those moving parts, we’ve assembled a FREE NetherWar Guide. This 15-page guide gives players the rundown on what they need to know and expect going into NetherWar as well as advice on what skills, Advantages, and powers might be helpful. If you’re building your team from scratch for this adventure series, it also offers five team ideas and five concept roles to help you define your place in the group. You can build your teams only using these concept roles, or combine them with roles presented in the SuperTeam Handbook to flesh out your place on the team and the story.

For Gamemasters, the NetherWar Guide also includes a section just for you! It includes an adventure-by-adventure preview of what to expect so you can start early seeding any plot points you really like. It also includes a brief who’s-who of NetherWar villains so you can read up on their history and start perfecting your voice-acting skills for the table!

 

If you’re worried about magical mayhem overload, don’t fret! We’ll have plenty of Astonishing Adventures to come that offer some mystical relief! Take off to the stars, battle aliens, and stop a supernova in the cosmic adventure Prodigal Sun, or take your campaign back to high school for a LARP gone terrible wrong in Bite Club, or confront a mischievous cosmic imp as you journey Into the Idiot Box! All these and more lie in the future!

The NetherWar has been a really fun project to bring to life, and I hope everyone has as much fun playing it. Hopefully this will be the first of many multi-part adventures yet to come for Mutants & Masterminds, so let us know what you think on social media and the Ronin Army forums!

Blue Rose’s Map to Adventure (Ronin Roundtable)

As some of you may already be aware, this is Blue Rose Adventure Week here at Green Ronin. We’ve decided to make some of our lines’ adventures available individually, starting with the six adventures that make up Six of Swords, the first Blue Rose adventure anthology, as well as Nightmare Rider, an adventure from Blue Rose’s first edition updated for the current Blue Rose AGE ruleset.

To help you find your way around these adventures, we’ve put together what we like to call our Map to Adventure! A map of Aldea with markers pinpointing the locations where our various adventures take place, with links to the pages for those adventures for easy ordering.

This way, you can check and see if there are any adventures that take place near where your own campaign occurs, in case you want to fold one of them into your narrative.

As we go on, we’ll be adding the locations of more adventures as well. In particular, the already-announced Six of Cups adventure anthology will likely be included on the map once we begin releasing those adventures.

The Mistress of Gloamhale Manor: In the newly-settled Husqan Valley, children are disappearing. The heroes are called upon to investigate these disappearances, and all paths lead to the ancient Gloamhale Manor. What dark secrets await within? An adventure for 4 to 6 heroes of levels 1–4. (Editor’s note: A great introductory adventure for just .99!)

The Sixth Beast: The Trebutane fled the tyranny of Kern for the northerly reaches of the Pavin Weald. But now, they are prey to others: The bandits known as the Five Beast Army prey on the reclusive Trebutane. Can the heroes sent by the Crown uncover and resolve the deep conflicts at play here? An adventure for 4 to 6 heroes of levels 1–4. 

The Night Market: The criminal Silence, so subtle within the Kingdom of the Blue Rose, occasionally hosts the Night Market, an auction of goods forbidden and illegal. Assigned to infiltrate a Night Market being held in the Veran Marsh, can the heroes successfully recover a shard of the sorcerous Shadow Heptagram? An adventure for 4 to 6 heroes of levels 3–5.

A Harvest of Masks: Though the Pavin Weald lies within Aldin borders, the deep forest is a world of its own. When folk in the villages along its border begin to disappear without trace or explanation, will the heroes brave its verdant mysteries to discover what is going on before it is too late? An adventure for 4 to 6 heroes of levels 5–8.

Storms Over Kamala: A Rezean witch seeks help to free the old wintering grounds of her lost clan from dark and sinister influences. When she approaches the heroes, will they journey to the horse-plains of Rezea to discover what wickedness lies in wait? An adventure for 4 to 6 heroes of levels 9–12.  

A Wanton Curse: An autumnal gathering hosted by a borderland noble takes a turn for the tragic when an evil seeks to slake its thirst for blood and vengeance. Though the heroes were simply guests to the seasonal fete, can they rise to the occasion and help overcome the predator on the prowl? An adventure for 4 to 6 characters of levels 12–15.

Nightmare Rider: The marriage between the child of an influential Aldin family and the prince of a Rezean clan is an occasion worth celebrating! When the heroes are called upon to accompany the Aldin lady to her marriage bower in Rezea, can they protect her from the myriad threats that endanger the happiness of the new couple? An adventure for 4 to 6 1st level characters.

A Wanton Curse and Nightmare Rider will be available to purchase tomorrow, Friday the 24th of April.

Mutants & Masterminds: IT’S ABOUT TIME…(Ronin Roundtable)

Alright, so Green Ronin has released the Time Traveler’s Codex for Mutants & Masterminds, and we’re all interested. Time travel is a big deal, but you look at this development and you think “What has this got to do with me? Surely time travel and Green Ronin are in the pocket of Big Chronomancy. How can I possibly make time travel work for me, the little guy running a hand-to-mouth wooly mammoth ranch?”

Well I’m glad you asked, friend, because the Time Traveler’s Codex has so much to offer you! It’s got advice and skills to help you survive down the timestream, with not one, not two, but THREE brand new optional skills to help bring history to life! Pair those with new advantages designed especially with the worldly time traveler in mind and you’ll never feel out of place even when you’re out of your era!

“But every book has skills,” you say…

You, the discerning player have your eyes open for value! As a wary consumer, you know that companies aim so much at Gamemasters and their deep, tearstained pockets. You say “Well the Time Traveler’s Codex gives my Gamemaster everything she needs to attack me with a cyborg and a sabre-tooth tiger at the same time! How do I stand up against that?”

With time powers, my friend, with time powers. While the indelible Power Profiles offers you an in-depth look at temporal powers, this handy volume introduces new uses like Time Tampering and every 90s kid favorite, Time Out!

“But Crystal”, you say, interrupting again. “I was never bitten by a radioactive sundial! I have no powers to call my own!” Lucky for you, this stark tome provides a veritable catalog of new equipment with which to kit out your character! And the list doesn’t just start with our top-of-the-line time machines (including the Time-Hopping Muscle Car; tell Sal I sent you to get a sweet, sweet discount and no money down), but indispensable tools of the time-traveling trade like the Chronal Scanner and the emergency Time Suit! Defend yourself with an array of time-traveling weapons, whether you’re freezing them in place with the patent-pending Chronal Sink or wiping out the past, present, and future of your obnoxious neighbor with the still-technically-legal Quantum Disruptor! And that’s before we open the back of the book and start exploring vintage innovations from Earth’s history. No extra charge for that; it’s a feature.

I can see it in your eyes: You’re on the fence, but still you wonder, Is. It. For. Me? Canny, friend. You’re canny and I like that, so here’s what I’m gonna do. Now don’t spread this around, because I could lose my job for what I’m about to tell you, but every single element of this book intended for Gamemaster use is available to you, the consumer! Certainly your Gamemaster can unleash a horde of flesh-devouring cockroaches from beyond the end of time, but with time travel on your side you can have that self-same horde as a loyal and colorful sidekick! Crack wise with a loyal Dread Pirate or have an Egyptian Sphinx prepare your eggs in the morning; it’s doesn’t matter, they’re you’re sidekick!

Now how much would you pay?

Well, I’ll tell you what I’m gonna do! I’m gonna send you home—at no charge to you—with a hot sample to get you excited. One of the pre-made hero archetypes open to you: the Quantum Alien! Yes, that scion of an advanced race, whose very marrow is infused with the stuff of time travel itself! If this isn’t proof that your household is ready for time travel, then dear reader, you might as well stay in the 20th century!

AGE Specializations in Blue Rose (Ronin Roundtable)

Today marks the launch of the Adventures in Aldea series, starting with the Mistress of Gloomhale Manor for just .99! (Previously published in the Six of Swords adventure anthology.) If you enjoy that one, be sure to check out The Sixth Beast, also on sale today, and come back each day this week for another Blue Rose PDF adventure!

Since this is Blue Rose week at Green Ronin Publishing, let’s take a look at some ways to adapt other AGE products into your games in Aldea.

 

From the Noble to the Spirit Dancer, the Assassin to the Inamorata, Blue Rose gives players an awful lot of options when it comes to choosing specializations. There’s pretty much something in there for everyone and every play style.

Though that doesn’t mean we can’t look to other sources for even more choices!

Consider, for instance, the Sword Mage (from the Fantasy AGE Basic Rulebook); how might such a specialization fit into a campaign set in Aldea? Well, firstly, the mage class doesn’t exist in Blue Rose, but the Sword Mage easily converts over to a class requirement of adept, with no other mechanical alterations necessary. Of course, the term, “mage” also isn’t used in Aldea, so a name change is in order. Maybe “Arcane Knight?” The word “knight” necessarily implies some kind of organization—a knightly order, as it were—so the title could certainly work if that’s the route you’d prefer to take. What if you’d rather not have to consider the implications of a new group of this sort in Aldis (or whatever other nation), however? Perhaps, then, you might consider calling the specialization “Arcane Blade,” which has the same essential meaning as “Sword Mage,” but with an altogether Aldean spin.

Pretty simple, right? But what about a specialization that doesn’t translate quite so neatly?

Let’s try the Marked (from the Fantasy AGE Companion), as an example. The basics of converting the Marked to Blue Rose are the same: change out the requirement of the rogue class to that of the expert, since those are essentially equivalent for our purposes (and keep warrior, as normal). The Banemark looks to be a little too potent, as written; why not choose “shadowspawn” and receive +2 to attack and damage the majority of creatures most PCs will be fighting in the average campaign? Instead, it might make more sense to divide shadowspawn into “beastfolk” (such as troglodytes, ettins, and harpies) and “shadow monstrosities” (mock hounds, wyverns, chaos beasts, and the like), to prevent a single Mark from providing too much of a benefit. Then, there’s the matter of the Mark of Magic, as there is no Arcane Blast equivalent for the adept class, making that Mark a bad fit for the setting. In its place, this might make for a more authentically Aldean body modification:


Soulbond Mark: Whenever using a relationship to generate stunt points (see Chapter Two: Character Creation, in the Blue Rose Core Rulebook), consider that relationship’s Intensity to be one point higher.


How about something even further afield from the normal Blue Rose experience: the Gunfighter (again, from the Fantasy AGE Companion)? There are no black powder weapons in Aldis or any of its neighboring nations, but crystons fit pretty well into that mechanical and narrative niche. Again, swap out rogue for expert as a class requirement. Also, rather than training in the Black Powder Weapons Group, it makes sense to switch to a requirement of one or more arcane talents (as this is necessary to wield a cryston, anyway). Beyond that, all that’s needed is to change every reference to ‘firearm’ to ‘cryston’ (and the name of the specialization to something like ‘Crack Shot’ or ‘Cryston Marksman’), and you’re good to go!

You might decide that these specializations have always been around, whether overtly or in secret, in your version of Aldea, or you might want them to be new developments—perhaps recently arrived on Aldis’ shores from far-away lands, or even from other worlds (like Yarrion, found in Chapter Nine: The Blue Rose Series, in the Blue Rose Core Rulebook), accessed through previously long-lost and forgotten shadowgates.

With a few tweaks, here and there, and a little bit of consideration as to how best to fit into the world of Aldea, you’ll find that most of the specializations from the Fantasy AGE Basic Rulebook and the Fantasy AGE Companion can work just fine for any Blue Rose campaign!

Modern AGE in Rough Times (Ronin Roundtable)

Hello Modern AGE fans. I hope you are your families are doing well. COVID-19 has obviously made gaming tricky for some of you. As for me, I run my game using the Threefold setting most Tuesdays. I use Zoom with a little Discord on the side so I can see and hear my friends, who I miss dearly. I’m glad to have a way for us to share time together.

Five and Infinity

Second, I’m running through the adventures in Five and Infinity, the adventure book for the Threefold setting for Modern AGE. As our flagship setting, Threefold was always intended to get ongoing support. Unfortunately, COVID-19 had made printing and distribution all but impossible, even though the book was very close to print.

Thus, what we’ll be doing is releasing Five and Infinity online, in serialized form. Part 0 introduces a Threefold story generator, which we’ll share with you for the princely sum of… $1. The story generator allows you to roll up a basic outline for Threefold adventures, and the parameters are broad enough that much of it can be used for your own Modern AGE settings as well.

After that, each adventure will be released in turn. These adventures include two covering level 1-4, and one each for levels 5-8, 9-12, and 13-16. Loose connections between them allow you to turn Five and Infinity into a true campaign, but this is entirely optional; each adventure is also fully self-contained. And these adventures pack a wallop, since they include alien spiders, psychic terrorists, soul smuggling, infiltrating Hell and, to top it all off, the destruction of the Earth. Ron Rummell, Steve Kenson, Neall Raemonn Price, Crystal Frasier, Meghan Fitzgerald, and Jesse Heinig will guide you through it all. Watch for it.

Modern AGE Missions

Beyond the Threefold setting (though certainly compatible with it) we launched the Modern AGE Missions adventure series shortly before COVID-19 started to affect our operations. Warflower¸ the first mission by yours truly, is a scenario for starting characters that mixes alchemy, designer drugs, corporate espionage, and medieval swordplay You can pick it up in our store or on DrivethruRPG.

The next mission is due next quarter, and is an official adaptation of the infamous Feral Hogs scenario, originally run by the Dice Priori streaming gang. Members Chase Schneider and Matthew Foreman were kind enough to refine this post-apocalyptic, ham-plentiful scenario about guns, trucks, energy drinks, online retail distribution centers turned fortress towns, and 30-50…well, you know what. Look for it when it arrives in our store and DrivethruRPG.

Big Books

Let’s just say this isn’t an ideal time for hardcover releases. Yet last month we released Enemies & Allies, a full-fledged core sourcebook on creatures and NPCs for Modern AGE covering appropriate friends and foes for both down to earth and fantastic genres. Whether you need a cyborg to hunt the party or a mob doctor, this book has you covered with not only dozens of individual entries, but rules for the genres they exist in, and a section telling you how to build your own NPCs from the ground up. This book was in fact printed and distributed, but nowadays, it might be easier to get electronically from our store or DrivethruRPG.

Waiting in the wings, we have the Modern AGE Mastery Guide, a new book of options and advice for both players and Game Masters. This book is text-complete and edited, but is waiting for a better moment to enter the production cycle.

Modern AGE on Sale as Part of Green Ronin’s 20th Anniversary

One more thing! Be aware that until April 20, Green Ronin’s online store is running a 20% sale on numerous releases to celebrate our 20th anniversary. That includes the following Modern AGE titles (all electronic, because, well COVID-19 has not played well with shipping and distribution):

This is where we’re at, and this is what we’ve got. Be safe, and play well.