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			<title><![CDATA[GM Mastery: Inns  and  Taverns Essentials]]></title> 
			<link><![CDATA[http://roleplayingtips.rpgnow.com/product_info.php?products_id=51416]]></link> 
			<pubDate>Mon, 10 Dec 2007 10:57:01 CST</pubDate> 
			<description><![CDATA[<img src="http://roleplayingtips.rpgnow.com/images/33/51416-thumb100.jpg" border="0" alt="GM Mastery: Inns  and  Taverns Essentials" title=" GM Mastery: Inns  and  Taverns Essentials " align="left"><b>Publisher</b>: RPG Objects<br /><b>95% system neutral!</b> <p> Inns, taverns, and restaurants  and ndash; these are the places of role-playing legend. Well, maybe not so much restaurants, but places to eat are important too! Such businesses are often the first place characters go when they enter a city, and the last place they leave before waving goodbye. In the history of RPGs, taverns have spawned more adventures than any other location. Inns are important too, because they serve as urban home bases and refuges for recuperation. Restaurants are less common game elements, though I hope this book will change that. They are a fresh break from typical locations, and are places for PCs and NPCs to meet, intrigue, and plan.  </p><p> In many campaigns and groups, inns and taverns are gamed so much they and rsquo;ve stopped being special. They and rsquo;ve become clich and eacute;s. Many GMs run the same ideas and concepts over and over, stuck in a rut they might not even know they are in. If it isn and rsquo;t broken, don and rsquo;t fix it, right? However, breathing new life into these classic pillars of your game sessions is important. Nothing should be taken for granted. Don and rsquo;t let things become mundane, stale, and uninspired. This is a sure route to burnout and player apathy.  </p><p> Next time the characters enter an inn, tavern, or restaurant, surprise them. Let them know things are different this time around. Make them second-guess their assumptions. Inspire them to look around with fresh eyes, and bring the wonder back to your game.  </p><p> It starts with fun and interesting designs. This book is about helping you craft cool, useful, and entertaining establishments. It will help you create locations that feel real and interactive.  </p><p> This book will also guide you in creating important puzzle pieces that snap into your games. There and rsquo;s little point designing campaign elements that have small story payoff. You have little enough time for preparation as it is, so this book is about earning double or triple wins from your designs: world development, campaign development, and encounter development. If you make a single inn, tavern, or restaurant serve all three needs, you and rsquo;ve saved time and improved your game sessions in one swoop. Let this book help you craft locations of superior quality. Your players will notice.  </p><p> It and rsquo;s interesting to note that inns, taverns, and restaurants often overlap in gaming. Inns serve food and offer entertainment. Taverns and restaurants might sell lodgings in the back or upstairs. All three types of businesses have similar design elements, so by considering one, you and rsquo;ll learn and be inspired to design all three. That and rsquo;s why I wrote this book and mdash;to cover each of these types as a group to save you time and energy rather than writing three separate books. You can apply the tips and advice that follow to any inn, tavern, or restaurant and mdash;learn once, design often.  </p>]]></description> 
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			<title><![CDATA[GM Mastery: NPC Essentials]]></title> 
			<link><![CDATA[http://roleplayingtips.rpgnow.com/product_info.php?products_id=2353]]></link> 
			<pubDate>Sun, 04 Aug 2002 00:00:00 CST</pubDate> 
			<description><![CDATA[<img src="http://roleplayingtips.rpgnow.com/images/33/2353-thumb100.jpg" border="0" alt="GM Mastery: NPC Essentials" title=" GM Mastery: NPC Essentials " align="left"><b>Publisher</b>: RPG Objects<br />NPC Essentials is a collection of tips, techniques, and aids designed to help game masters inject detailed NPCs into any role-playing campaign. Inside readers will find advice on designing, role-playing, and managing NPCs during the entire lifetime of their campaigns. Also included are NPC archtypes, encounters, charts, and an example NPC centric adventure. Written by Johnn Four of RolePlayingTips.com and Dragon magazine fame and illustrated by V Shane. <br /><br />Game mastering is a demanding job. If you stop to think about all the tasks a Game Master must perform, it is truly staggering. He must play the role of every NPC, monster, or other  and ldquo;non and rdquo; player element in the game. The Game Master must prepare adventures and maintain an over-arching campaign. She must balance game play so that it is challenging, entertaining, and most of all, fun. Considering the amount of effort that must be put forth, it is a tribute to the role-playing game community that so many players eagerly don the mantle of Game Master! <br /><br /> Game mastering is a craft, one that takes years to perfect. The <strong>GM Mastery</strong> series is designed to accelerate this learning curve. It is the goal of this series to give Game Masters a toolkit of tips and techniques to lesson the burden of running games and make the experience richer for players. Our first installment is dedicated to non-player characters, a fundamental element to role-playing. Future editions will cover other essential areas of game mastering. <br />  <p> and nbsp;</p><p><strong><a href="http://www.enworld.org/modules.php?op=modload and name=Sections and file=index and req=viewarticle and artid=40 and page=1">2003 Ennie Gold Winner!</a></strong><br /><img src="http://www.rpgobjects.com/images/NPCE_ennie.gif" border="0" alt="" /> </p><p> <strong><em>Over 80 pages!</em></strong> <br /><br />  </p><p><strong>About Johnn Four:</strong>  <br />Johnn Four has been publishing the highly popular and respected  and quot;RolePlaying Tips Weekly and quot; since 1999 (over 130 issues and 1300 tips to date!). He and #39;s is also a regular columnist for the d20 Magazine rack, Knights of the Dinner table, and Dragon magazine. <br /><br />  <strong>Read <a href="http://www.enworld.org/d20reviews.asp?sub=yes and where=active and reviewer=JoeGKushner and product=NPCEss" target="_blank"><u>ENWorld.org</u></a> and #39;s review of this product.<br />   <strong>Read the <a href="http://www.gamewyrd.com/review/113/GM_Mastery%3A_NPC_Essentials" target="_blank"><u>gamewyrd.com</u></a> and #39;s review of this product.<br />  <strong>Read the <a href="http://www.rpg.net/news+reviews/reviews/rev_7367.html" target="_blank"><u>RPG.NET</u></a> and #39;s review of this product.<br />  Don and #39;t forget to check the comments left below.</strong></strong></strong></p>]]></description> 
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			<title><![CDATA[GM Mastery: Holiday Essentials]]></title> 
			<link><![CDATA[http://roleplayingtips.rpgnow.com/product_info.php?products_id=15874]]></link> 
			<pubDate>Sat, 16 Sep 2006 00:00:00 CST</pubDate> 
			<description><![CDATA[<img src="http://roleplayingtips.rpgnow.com/images/33/15874-thumb100.jpg" border="0" alt="GM Mastery: Holiday Essentials" title=" GM Mastery: Holiday Essentials " align="left"><b>Publisher</b>: RPG Objects<br />From the Ennie/Gencon award wining writer of NPC Essentials comes a new GM Mastery guide for holiday based adventures!<p>This eBook is about helping you plan, prepare, and GM better adventures. While you can use the information that follows to craft interesting holidays, my main goal is to help you use holidays as the backbone for campaigns, adventures, and encounters. Holidays can be much more than the minor quirk of your game world. With strategic design, as outlined in the coming pages, you can transform holidays into a vital GMing tool to create immersion, realism, and most importantly, more fun in your game sessions.</p><p><br /><b>Holiday Essentials Overview:</b></p><p><br /><b>Chapter 1: How To Design Compelling Holidays</b><br /><br />The first chapter gives step-by-step instructions for building a holiday. It helps you pick the right level of detail creation as well, so that you don and #39;t waste time over-planning, or don and #39;t get caught under-planning.</p><p><br /><b>Chapter 2: Holiday Design Elements</b><br /><br />This chapter is your holiday design toolset. It goes into detail about how and what to design for each of the steps outlined in chapter 1. Numerous examples are provided.</p><p><br /><b>Chapter 3: GM  and amp; Campaign Advice</b><br /><br />Chapter 3 provides tips and tools to help you design holidays and use the advice from the first two chapters.</p>]]></description> 
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			<title><![CDATA[GM Gems]]></title> 
			<link><![CDATA[http://roleplayingtips.rpgnow.com/product_info.php?products_id=54423]]></link> 
			<pubDate>Sat, 09 Feb 2008 09:45:48 CST</pubDate> 
			<description><![CDATA[<img src="http://roleplayingtips.rpgnow.com/images/36/54423-thumb100.jpg" border="0" alt="GM Gems" title=" GM Gems " align="left"><b>Publisher</b>: Goodman Games<br /><b>Systems-Neutral Tools for Every Game Master</b><br /><p>GM Gems: A Tome of Game Master Inspiration is filled with a wealth of information and ideas to empower every aspect of your game. Never run boring, vanilla games and never be caught flat-footed!</p><p><b>Inspiration and Perspiration</b></p><p>This 64-page collection of tricks and tips is systems-neutral, so you can play it with any role playing game you choose. GM Gems is written by veteran Game Masters and some of today and rsquo;s best known RPG designers, and includes:</p><ul><br /><li>Alchemical Mishaps<br /></li><li>Empty Rooms Worth Describing<br /></li><li>Extraordinary Campsites<br /></li><li>Familiar Creatures with Unfamiliar Faces<br /></li><li>Short Encounters for Short Attention Spans<br /></li><li>Unique Taverns and Inns<br /></li><li>Unusual Holidays<br /></li><li>100 Unique Treasures<br /></li></ul><br /><p>And much, much more!</p><p>Project Manager: Stephen S. Greer<br />Project Developers: Lou Agresta, Rone Barton,<br />B. Matthew Conklin III, Ashavan Doyon<br />Writers: Lou Agresta, Rone Barton, Russell Brown, B. Matthew Conklin III, Elizabeth Courts, Adam Daigle, Ashavan Doyon, Tom Ganz, Stephen S. Greer, David Hall, Stefan Happ, Ed Healy, Tim Hitchcock, Phillip Larwood, John E. Ling, Jr., Hal Maclean, Rob Manning, Greg Oppedisano, Greg Ragland, Craig Shackleton, Patrick Smith<br />Editor: Aeryn  and ldquo;Blackdirge and rdquo; Rudel<br />Art Director and Graphic Designer: jim pinto<br />Cover Artist: William O and rsquo;Connor<br />Interior Artist: William McAusland<br />Publisher: Joseph Goodman</p><p>GMG4371, 64 pages, $8.99</p>]]></description> 
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			<title><![CDATA[Instant GM: A Bag of Tricks]]></title> 
			<link><![CDATA[http://roleplayingtips.rpgnow.com/product_info.php?products_id=25909]]></link> 
			<pubDate>Wed, 25 Apr 2007 00:00:00 CST</pubDate> 
			<description><![CDATA[<img src="http://roleplayingtips.rpgnow.com/images/98/25909-thumb100.jpg" border="0" alt="Instant GM: A Bag of Tricks" title=" Instant GM: A Bag of Tricks " align="left"><b>Publisher</b>: ComStar Games<br /><p>The players have to constantly adlib and adapt to  plot developments.  If they become  overwhelmed, it is "in character" to stop and discuss the situation with each  other.  The Game Master on the other hand  has no confidants.  He is expected to  react instantly to what the players describe their characters doing.</p>
<p> The typical GM spends hours preparing before a game;  planning for everything the characters might try.  But no matter how much you prepare, the only  sure bet is that the players will think of something you didn't.  In fact the more material you prepare, the  more likely it is that one of the players will latch on to an incidental detail  and take off in an unexpected direction faster than you can say "Red Herring."  </p>
<p>Every Game Master has his own style.  But all of them need to be able to think on  their feet.  Improvising during a game is  easier if you are ready to step away from the written game and go in the  direction the players want to try.   Remember the player characters are the main characters in the story you  are telling.  By definition the plot is  what they do, not what you planned for them.   You want to gently guide the group 'back on track' without letting them  realize that they ever deviated from the script.  </p>
<p>There are three techniques which can improve your  improvisation behind the GM screen: Plot Seeds, Stock Characters, and Rakugo  Props.  (On a personal note:  Some of the best games I've ever run, I've  shown up at the table armed only with this bag of tricks and no fore planning  to get in the way.)</p>]]></description> 
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			<title><![CDATA[Everyone Else: A Book of Innkeepers, Farmers  and  More]]></title> 
			<link><![CDATA[http://roleplayingtips.rpgnow.com/product_info.php?products_id=16606]]></link> 
			<pubDate>Wed, 08 Jan 2003 00:00:00 CST</pubDate> 
			<description><![CDATA[<img src="http://roleplayingtips.rpgnow.com/images/87/16606-thumb100.jpg" border="0" alt="Everyone Else: A Book of Innkeepers, Farmers  and  More" title=" Everyone Else: A Book of Innkeepers, Farmers  and  More " align="left"><b>Publisher</b>: EN Publishing<br /><p> and nbsp;</p>
<p><br />--------------------------------------------------------------------------------</p>
<p>Everyone Else</p>
<p>--------------------------------------------------------------------------------<br />Written By: Richard Ruthman  and amp; Michael S. Thibault<br />Page Count: 67 pages<br />Cover by: M Jason Parent<br />Illustrated by: Juan Navarro  and amp; Traditional Woodcuts <br />Revised Edition<br />A book of statblocks for Innkeepers and Farmers may not make compelling reading, but with over 80 NPC professions and 320 stat blocks, Everyone Else is a valuable resource for game masters who are short on time and need to know the seneschal's Sense Motive modifier in a jiffy.</p>
<p>Getting hassled by the tax collector? PLONK... level 3 Expert with all the right skills and stats for being a tax collector coming right up. Players decide to complain about the tax collector to the local constabulary? PLONK... level 5 warrior with the right skills and stats for the town guard at your service... Time to go over his head and take matters up with the prince? PLONK... first you have to work your way past the level 1 and level 7 seneschals that run the palace before you can meet... PLONK... the level 5 aristocrat (idle noble) that supposedly runs this town that the players were only supposed to be in to restock their rations...</p>
<p>For DMs with a bit more time on their hands, value-added advice and suggestions for customizing NPCs, brief background on each NPC type, as well as rules to remember are included. If someone isn't certain about what is involved in being a lawyer in a pseudo-medieval setting, the introduction will give a overview of the information needed to put a lawyer to work in the game.</p>
<p>Taking full advantage of the electronic medium, the book includes comprehensive Bookmark choices, breaking the NPCs down by chapter sequentially as well as an alphabetical listing for ease of reference. Your download (or CD) includes two versions: one full colour version complete with graphics and bookmarks, another "Low Impact" edition without the backgrounds so those printing the book can save on toner! Being in PDF format, a DM can cut and paste the desired statblock into her game notes and then customize to suit her campaign or adventure in the wordprocessor of her choice. And since all of the text is 100% open game content, everyone can cut and paste to their heart's content.</p>
<p>Ready-made statblocks are faster than any PC generator, and far more portable! Not just a "rogues gallery", Everyone Else's NPCs are non-adversarial and non-adventuring NPCs, and reduce prep-time needed for the space between adventures, allowing a DM more freedom to work on the fun stuff -- the dungeons, quests, and thwarting the evil villains. This is one book in your DM's collection that won't collect dust!</p>
<p><br />This is the revised edition of Everyone Else. Stat blocks have been revised, clubs have the proper crit range, feats are redistributed and strength stats have been calculated into weapon damage. <br />--------------------------------------------------------------------------------</p>
<p><br /> and nbsp;</p>]]></description> 
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			<title><![CDATA[Overheard Tavern Talk]]></title> 
			<link><![CDATA[http://roleplayingtips.rpgnow.com/product_info.php?products_id=20804]]></link> 
			<pubDate>Thu, 21 Sep 2006 00:00:00 CST</pubDate> 
			<description><![CDATA[<img src="http://roleplayingtips.rpgnow.com/images/427/20804-thumb100.gif" border="0" alt="Overheard Tavern Talk" title=" Overheard Tavern Talk " align="left"><b>Publisher</b>: Dark Quest Games<br /><b>Believe It Or Not, The Heroes Are Not The Center Of The Universe and acirc; and euro; and brvbar;</b><br /> Despite the fact that the whole fantasy campaign world eventually becomes the playground of the player characters, these heroes are not the only living individuals in the realm. From the simple farmhand to the wealthiest, dandiest of nobles, other folks have other agendas in their lives. This simple fact, however, is often forgotten by a group of hungry adventurers seeking out clues regarding their current assignment. Such is the case in taverns and inns, when the big snoop of the party keeps an open, eager ear for any amount of conversation that might be taking place. Despite the well deserved egocentricity of the adventurers, most surrounding topics of discussion have nothing to do with the quest at hand. So what exactly are those other tavern patrons talking about? Farming, trading goods, or the cheap, scandalous ways of the dairymaid that lives down the road? With this product you have 100 different overheard statements to choose from. Simply roll the percentile dice to grab an instant bit of conversation.  <p> Haven and acirc; and euro; and trade;t heard enough to get you wanting to buy this product yet? Check out the sample entries from this product and acirc; and euro; and brvbar;. </p><p> 03. Of course you can have another drink, in fact, you can drink all night on my coin and acirc; and euro; and brvbar; just as long as you agree to keep me company for the rest of the evening. </p><p> 07. Hmmm and acirc; and euro; and brvbar;my ale tastes funny. Does your drink taste funny? </p><p> 17. Look, I know you are all good and well interested in talking about your fancy little exploits but if I have to listen to one more sad tale about some adventure in the great northern mountains I and acirc; and euro; and trade;m going to puke stew and ale up all over the tavern hearth, do I make myself clear? </p><p> 27. Yes, I and acirc; and euro; and trade;ll admit that something strange is going on in the sewers below and acirc; and euro; and brvbar; No, I and acirc; and euro; and trade;m not interested in finding out firsthand what it is. </p><p> 37. I don and acirc; and euro; and trade;t care if she did kick me where it counts and acirc; and euro; and brvbar; three times and acirc; and euro; and brvbar; I love a woman with spunk! No, that and acirc; and euro; and trade;s a sprite, spunk is something all together and acirc; and euro; and brvbar; oh, stay on the subject, will you!?! If you want to go talk about fairies and pixies and crap then work your way over to the unpopular end of the tavern and acirc; and euro; and brvbar;. </p><p> 42. Now I could swear that I had three gold coins, four silver coins, and handful of coppers when I came in here and acirc; and euro; and brvbar; Wait a minute, does this look like a freshly cut hole in the bottom of my coin bag? </p><p> 45. Wench!?! Weeennnncchhhh!?! Oh, for the love of the cursed forests, where is that scarlet whore anyways?!? </p><p> 46. No, I don and acirc; and euro; and trade;t care to lick you right there and acirc; and euro; and brvbar; and no, you may not lick me there either and acirc; and euro; and brvbar; now do go away, you sick old troll! </p><p> 63. Why do I drink upstream? Why do you drink upstream, why does anyone drink upstream? Do you think I and acirc; and euro; and trade;m ignorant or something!?! </p><p> 72. Well then, if you can get your brother to thatch my roof for that price then I guess we and acirc; and euro; and trade;ve got a deal and acirc; and euro; and brvbar;</p><p> 89. A giant snake? No, I and acirc; and euro; and trade;ve not come across anyone selling those in awhile and acirc; and euro; and brvbar; well, not live at least.  </p><p> 97. I and acirc; and euro; and trade;ve heard that a few of the shopkeepers in this village have become a bit too confident in regards to the local guard. So much confident, in fact, that they are often keeping their doors and windows unlocked at night. </p><p> Page Count: 7 Pages </p><p> Written By: Dave (David) Woodrum </p><p> Fantasy: Universally Compatible: This Product Is Compatible With Most All Forms Of Fantasy Genre, Paper And Dice Based Role Playing Games. </p><p> Thanks For Checking Out This Top Fashion Games Product and acirc; and euro; and brvbar; Be Sure To Check Out Our Other Products and acirc; and euro; and brvbar; We and acirc; and euro; and trade;ve Got A Ton Floating Around! </p><p> and nbsp;</p>]]></description> 
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			<title><![CDATA[City Guide 1 : Everyday Life]]></title> 
			<link><![CDATA[http://roleplayingtips.rpgnow.com/product_info.php?products_id=16517]]></link> 
			<pubDate>Tue, 23 Oct 2001 00:00:00 CST</pubDate> 
			<description><![CDATA[<img src="http://roleplayingtips.rpgnow.com/images/427/16517-thumb100.gif" border="0" alt="City Guide 1 : Everyday Life" title=" City Guide 1 : Everyday Life " align="left"><b>Publisher</b>: Dark Quest Games<br /><strong>Written by:</strong> Joseph Carriker, Patrick Lawinger, Neal Levin, Darren Pearce, Wil Upchurch<br /><strong>Page Count:</strong> 68 pages<br /><strong>Cover Art:</strong> Gillian Pearce<br /><strong>Illustrated by:</strong> Anna Dobritt, Owen Kuhn, Gillian Pearce <p>One of the dangers of having PCs go into a town for rest an relaxation is that the majority of the time you have no idea what should be there. Many PCs of course just want to go to the latest and greatest tavern for a barfight. But there are those out there that want to go shopping. Those are the ones that will ask the dreaded phrase  and quot;Whats on the shelves? and quot; <br /><br /><strong>Includes:</strong> </p><ul><li>Dozens of complete NPCs </li><li>Dozens of new items for use in your campaign. </li><li>13 Complete shop locations </li><li>64 Pages of useful text </li></ul><img align="right" width="28" src="/products/darkquest/barpic.jpg" height="30" /><br /><strong>Locations Inside:</strong> <ul><li>Herbalist - Miralle and #39;s </li><li>Brewer - Blithes Spirits </li><li>Misc - Scribes and Paper </li><li>Misc - Gizelle and #39;s Fine Herbs and Potions </li><li>Clothier - Silken Dreams </li><li>Blacksmith  and amp; Stables - Traken Brother and #39;s Stables </li><li>Weaponsmith - Ringing Steel </li><li>Cobbler - diCarpoli and #39;s Shoes </li><li>The Armorium </li><li>Misc - Reston and #39;s Wood Creations </li><li>Misc - Expedition Outfitters </li><li>Bowyer/Fletcher - Stormfeather Fletchery </li><li>Inn - Blue Flame Inn </li></ul><br /><br /><br /><br /><br /><br /><br />]]></description> 
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			<title><![CDATA[Inns and Taverns Floorplans]]></title> 
			<link><![CDATA[http://roleplayingtips.rpgnow.com/product_info.php?products_id=16522]]></link> 
			<pubDate>Tue, 04 Dec 2001 00:00:00 CST</pubDate> 
			<description><![CDATA[<img src="http://roleplayingtips.rpgnow.com/images/107/16522-thumb100.gif" border="0" alt="Inns and Taverns Floorplans" title=" Inns and Taverns Floorplans " align="left"><b>Publisher</b>: Darkfuries Publishing<br /><br /><b>Outline:</b> 71 floor plans detailing 35 medieval establishments<br />
<b>Format:</b> HTML, viewed with internet browser<br /><br />
<b>Contents:</b>
<ul>
<li>List of every floorplan for immediate, single-click access.</li>
<li>Elaborately detailed floorplan sets of 20 inns, presented in a collection of 45 separate floorplans.</li>
<li>A comprehensive thumbnail gallery of inns floorplans, providing convenient floorplan overview, size comparison, and fast, single-click floorplan access.</li>
<li>Elaborately detailed floorplan sets of 15 taverns, presented in a collection of 26 separate floorplans.</li>
<li>A comprehensive thumbnail gallery of taverns floorplans, providing convenient floorplan overview, size comparison, and fast, single-click floorplan access.</li>
</ul>
<b>Printing Floor Plans at One-Inch Squares:</b><br />
Any art program will work. This example prints a floor plan using Windows ? Paint.
<ol>
<li>Load the desired floor plan from the 5011_inn_taverns/images folder.</li>
<li>Marquee select an area 7 squares wide by 10 squares high.
<li>Select Copy from Paint's Edit menu.</li>
<li>Select New from Paint's File menu. Do not save the original image.</li>
<li>Paste the copied selection.</li>
<li>Select Page Setup from Paint's File menu and perform steps 7-9.</li>
<li>Change the page margins: right and left to .75", top and bottom to .5".</li>
<li>Ensure Orientation is Portrait.</li>
<li> Set Scaling to "Fit 1 by 1 Page" and press Okay.</li>
<li>Print the floor plan.</li>
</ol>
]]></description> 
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			<title><![CDATA[Bits of Darkness: Dungeons]]></title> 
			<link><![CDATA[http://roleplayingtips.rpgnow.com/product_info.php?products_id=12288]]></link> 
			<pubDate>Fri, 29 Oct 2004 00:00:00 CST</pubDate> 
			<description><![CDATA[<img src="http://roleplayingtips.rpgnow.com/images/367/12288-thumb100.jpg" border="0" alt="Bits of Darkness: Dungeons" title=" Bits of Darkness: Dungeons " align="left"><b>Publisher</b>: Tabletop Adventures, LLC<br /><h2 style="margin: 12pt 0in 3pt; text-align: center" align="center"><i><span style="font-family: Arial;">Buy It Today, Play It Tonight!</span></i></h2>
<p> and nbsp;</p>
<h3 style="margin: auto 0in; text-align: center" align="center"><i><span style="font-family: Times New Roman;">100+ descriptions to liven up any dark place.</span></i></h3>
<p> and nbsp;</p>
<p><span style="font-size: small;"><span style="font-family: Times New Roman;">Bring new life to your dungeons by adding short "bits" of description to energize your adventures. Never have to tell your players a room is "just empty." The descriptions are designed so that they can be randomly generated as you play or placed with malice aforethought. For example, instead of saying "The room is empty," a GM can whip out Bit #47 and read, "You come across a backpack that appears to have been ripped open by a clawed hand and teeth. Its worthless contents have been scattered around, torn, and trampled..." and so on, painting a picture to add spice and interest to your dungeon, crypt, or other dark place. Essentially, nothing in your dungeon has changed. There is still effectively nothing there, but is no longer "just another empty room!"</span></span></p>
<p><span style="font-size: small;"><span style="font-family: Times New Roman;"><i>Bits of Darkness: Dungeons</i> is written to be of use to both experienced and inexperienced Game Masters, particularly those who (for whatever reason) find themselves short on time or creativity. </span></span><span style="font-size: small;"><span style="font-family: Times New Roman;">It is created to be an "on the go" product, which means you don't need to read the entire work before you can use it. </span></span><br /><span style="font-size: small;"><span style="font-family: Times New Roman;"><br />This book includes 100 Bits of description, and 6 Shards. The Bits are small pieces that can be stuck in, anywhere a little description is needed, and are numbered so they can be used randomly. Shards are slightly larger, and may depict a particular place or event, or set a feel for an area. The material is also indexed a number of ways to allow a GM to easily find a description to fit a particular circumstance. Each Bit is also provided in index card format for ease of use by Game Masters.<br /><br />As a special bonus, we have included 8 descriptions that could be used in a catacomb area, and some "Bits of Trouble," a few tricks or traps to keep players on their toes. In addition, some descriptions are graphically depicted in the excellent interior art by the Carmona Brothers.<br /><br /><i>Bits of Darkness: Dungeons</i> uses material from the SRD, but could be  used in any fantasy setting with very minor modifications. </span></span></p>
<p style="margin: 0in 0in 0pt" class="MsoNormal"> and nbsp;</p>
<p style="margin: 0in 0in 0pt" class="MsoNormal"> and nbsp;</p>
<p style="margin: 0in 0in 0pt" class="MsoNormal"><span style="font-family: Times New Roman; font-size: small;">Augment your imagination with products from Tabletop Adventures! </span><span style="font-family: Times New Roman; font-size: small;">This is part of the "Harried Game Master" line of products, providing the materials we've always wished to have. </span></p>
<p><span style="font-family: Times New Roman; font-size: small;">22 pages plus index cards; 40 pages total.</span></p>]]></description> 
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			<title><![CDATA[Bits of Darkness: Dungeons II]]></title> 
			<link><![CDATA[http://roleplayingtips.rpgnow.com/product_info.php?products_id=12281]]></link> 
			<pubDate>Wed, 22 Mar 2006 00:00:00 CST</pubDate> 
			<description><![CDATA[<img src="http://roleplayingtips.rpgnow.com/images/367/12281-thumb100.jpg" border="0" alt="Bits of Darkness: Dungeons II" title=" Bits of Darkness: Dungeons II " align="left"><b>Publisher</b>: Tabletop Adventures, LLC<br /><h2 style="margin: 12pt 0in 3pt; text-align: center" align="center"><i><span style="font-family: Arial;">Want More Dread for Your Dungeon?</span></i><br /></h2>
<p class="MsoNormal"><span><br />Tabletop Adventures presents "Bits of Darkness: Dungeons II" with over 250 descriptions of various sizes to augment your imagination in our easy-to-use "Buy it Today, Play it Tonight" formats. In this book we are introducing Dungeon Bricks, which are rooms and encounters that can be dropped into virtually any dungeon, and Splinters of the Senses by Martin Ralya that add even more ambience and flavor. We again have the wonderful art of the Carmona Brothers, and some of our usual Bits and Shards as well.</span></p>
<p>These new Bricks are building blocks of a dungeon. They include "Room Kits" such as the Throne Room, Guard Post or Chapel of Sacrifice, and also Encounters and Traps such as the Volcanic Workshop, Scrag Cave, or Well of the Abyss. (All Encounters and Traps include d20 stats.) In addition we include new Bits (in both text and card formats) and new Dungeon Shards. Another new feature of this product is the miniature Splinters of the Senses, by Martin Ralya. These Splinters provide tiny random pieces of flavor text that can be used to enhance any dungeon location, even one that may already have some description.</p>
<p>"Bits of Darkness: Dungeons II" gives you even more ways to fill your dungeons with dread then did Bits of Darkness: Dungeons, and both products were designed to dovetail together and help each other.</p>
<p>As mentioned above, this book includes over 250 descriptions of various sizes. The book opens with the thirty Dungeon Bricks. Next are the three dozen Bits, small pieces that can be stuck in anywhere a little description is needed, and numbered so they can be used randomly. Each Bit is also provided in index card format for ease of use by Game Masters. Following them are four dozen Dungeon Shards, for GMs to select and place as they will. But wait, there's more! In addition, there are 99 totally new Splinters of the Senses, to provide even more Help for the Harried Gamemaster.</p>
<p>You will find the varied and wonderful descriptions of "Bits of Darkness: Dungeons II" indexed a number of different ways to allow a GM to easily find a description to fit a particular circumstance. We have also included a text-only version that can be used to cut and paste directly into your GM notes or sized into a large print version for those who prefer larger type, making this product even easier to Buy Today and Play Tonight!</p>
<p>All together this makes an indispensable guide to the dark and forbidding places in your world.</p>
<p>Augment your imagination with "Bits of Darkness: Dungeons II" from Tabletop Adventures. This is part of the "Harried Game Master" line of products, providing the materials we've always wished to have.</p>
<p>76 pages plus cards and OGL; 83 pages total.</p>
<p><span></span><o:p></o:p></p>
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			<title><![CDATA[Bits of the Wilderness: Into the Open]]></title> 
			<link><![CDATA[http://roleplayingtips.rpgnow.com/product_info.php?products_id=12280]]></link> 
			<pubDate>Mon, 27 Feb 2006 00:00:00 CST</pubDate> 
			<description><![CDATA[<img src="http://roleplayingtips.rpgnow.com/images/367/12280-thumb100.jpg" border="0" alt="Bits of the Wilderness: Into the Open" title=" Bits of the Wilderness: Into the Open " align="left"><b>Publisher</b>: Tabletop Adventures, LLC<br /><p><b>2006 ENnie Nominee<br />Best Electronic Book<br /></b></p>
<h2 align="center"><b><i><span style="font-family: Arial;">Move your adventures into the wide-open spaces!</span></i></b></h2>
<p><span style="font-size: x-small;"><span style="font-family: Times New Roman;"><span style="font-size: x-small;">
<p style="margin: 0in 0in 0pt" class="MsoNormal"><span style="font-size: x-small;"><span style="font-family: Times New Roman;"><span style="font-size: x-small;"><span style="font-size: x-small;"><span style="font-family: Times New Roman;">Never again will you have to say,  and ldquo;Nah, nothing special, just more open terrain. and rdquo; </span></span></span></span></span><span style="font-size: x-small;"><span style="font-family: Times New Roman;">Show your adventurers just how dangerous a bit of grassland can be! </span></span></p>
<p style="margin: 0in 0in 0pt" class="MsoNormal"> and nbsp;</p>
<p style="margin: 0in 0in 0pt" class="MsoNormal"><span style="font-size: x-small;"><span style="font-family: Times New Roman;">Into the Open brings you everything you need to fill your plains with almost 200 descriptions of prairie wildlife, events, weather, plants and water sites and will make the role-playing experience more real for your players. But wait, there's more! We have provided you with terrain "Kits" for designing your plains, and an article to help you bring alive the grasslands of your world.<br /><br />This book includes 100 Bits of description, small pieces that can be stuck in anywhere a little description is needed, and numbered so they can be used randomly. Each Bit is also provided in index card format for ease of use by Game Masters. In addition, there are 83 other descriptions that may depict particular features or describe the variations of the seasons and weather.<br /><br />You will find the varied and wonderful descriptions of open spaces indexed a number of different ways to allow a GM to easily find a description to fit a particular circumstance. We have also included a text-only version that can be used to cut and paste directly into your GM notes or sized into a large print version for those who prefer larger type. All this and the evocative interior art of the Carmona Brothers too!<br /></span></span></p>
<p style="margin: 0in 0in 0pt" class="MsoNormal"> and nbsp;</p>
<p style="margin: 0in 0in 0pt" class="MsoNormal"><span style="font-family: Times New Roman;"><span style="font-size: x-small;">
<p style="margin: 0in 0in 0pt" class="MsoNormal"><span style="font-family: Times New Roman; font-size: x-small;">57 pages plus index cards; 74 pages total.</span></p>
</span></span></p>
<p style="margin: 0in 0in 0pt" class="MsoNormal"> and nbsp;</p>
<p style="margin: 0in 0in 0pt" class="MsoNormal"><span style="font-family: Times New Roman; font-size: x-small;">This is part of the "Harried Game Master" line of products, providing the materials we've always wished to have.<br /></span></p>
<p style="margin: 0in 0in 0pt" class="MsoNormal"> and nbsp;</p>
<p style="margin: 0in 0in 0pt" class="MsoNormal"><span style="font-size: x-small;"><span style="font-family: Times New Roman;"><span style="font-size: x-small;"><span style="font-size: x-small;"><span style="font-family: Times New Roman;">Augment your imagination with <i>Bits of the Wilderness: Into the Open</i>.</span></span></span></span></span> <b>Buy it Today, Play it Tonight!</b></p>
<p style="margin: 0in 0in 0pt" class="MsoNormal"> and nbsp;</p>
</span></span></span></p>]]></description> 
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			<title><![CDATA[Bits of the Wilderness: Into the Swamp]]></title> 
			<link><![CDATA[http://roleplayingtips.rpgnow.com/product_info.php?products_id=12282]]></link> 
			<pubDate>Mon, 01 Aug 2005 00:00:00 CST</pubDate> 
			<description><![CDATA[<img src="http://roleplayingtips.rpgnow.com/images/367/12282-thumb100.jpg" border="0" alt="Bits of the Wilderness: Into the Swamp" title=" Bits of the Wilderness: Into the Swamp " align="left"><b>Publisher</b>: Tabletop Adventures, LLC<br /><h2 style="margin: 12pt 0in 3pt; text-align: center" align="center"><i><span style="font-family: Arial;">Buy It Today,<br />Play It Tonight!</span></i></h2>
<h3 style="margin: auto 0in; text-align: center" align="center"><i><span style="font-family: Times New Roman;">185 descriptions bring the mystery and challenge of swamps to your game!</span></i></h3>
<p style="margin: 0in 0in 0pt" class="MsoNormal"><span style="font-size: x-small;"><span style="font-family: Times New Roman;">"Into the Swamp" provides colorful descriptions to make swamps come alive in your players and rsquo; minds. It provides short "bits" of description and detailed settings that could be used to describe nearly any fantasy swamp, regardless of the system. This is created to be an "on the go" product, which means you don and rsquo;t need to read the entire work before you can use it. The descriptions are designed so that they can be randomly generated as you play or placed carefully ahead of time. It is written to be of use to both experienced and inexperienced Game Masters, particularly those who (for whatever reason) find themselves short on time or creativity.<br /><br />This book includes 100 Bits of description, small pieces that can be stuck in anywhere a little description is needed, and numbered so they can be used randomly. Each Bit is also provided in index card format for ease of use by Game Masters. In addition, there are 86 other descriptions that may depict a particular place (island, dock) or describe the seasons or weather.<br /><br />The material is indexed a number of ways to allow a GM to easily find a description to fit a particular circumstance. Several descriptions are graphically depicted in the excellent interior art by Gillian Pearce (Hellion).<br /><br />Also included is a swamp setting with a mini-adventure, written especially for this book by Darren  and ldquo;Wolf and rdquo; Pearce. It provides detailed narration for use by the GM, and advice on how to use a swamp in your game.<br /><br />In addition, we are pleased to feature an article that looks at how to make swamps in your game realistic and utilize all their fascinating complexities on your players. Written by Professor of Biology (and long-time gamer) K. H. Keeler, the article includes  and ldquo;Swamp Kits, and rdquo; quick and easy sets of information on the plants and animals common to various types of swamps.<br /><br /></span></span><span style="font-family: Times New Roman; font-size: x-small;">This is part of the "Harried Game Master" line of products, providing the materials we've always wished to have. Augment your imagination with products from Tabletop Adventures!<br /><br />69 pages plus index cards; 87 pages total.</span></p>]]></description> 
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			<title><![CDATA[Bits of the Wilderness: Into the Wildwood]]></title> 
			<link><![CDATA[http://roleplayingtips.rpgnow.com/product_info.php?products_id=12283]]></link> 
			<pubDate>Tue, 21 Jun 2005 00:00:00 CST</pubDate> 
			<description><![CDATA[<img src="http://roleplayingtips.rpgnow.com/images/367/12283-thumb100.jpg" border="0" alt="Bits of the Wilderness: Into the Wildwood" title=" Bits of the Wilderness: Into the Wildwood " align="left"><b>Publisher</b>: Tabletop Adventures, LLC<br /><h2 style="margin: 12pt 0in 3pt; text-align: center" align="center"><em><font face="Arial">Buy It Today,<br />Play It Tonight!</font></em></h2><h3 style="margin: auto 0in; text-align: center" align="center"><em><font face="Times New Roman">175 descriptions bring excitement to any simple trip through the woods!</font></em></h3><p style="margin: 0in 0in 0pt" class="MsoNormal"><font face="Times New Roman" size="2"> and quot;Into the Wildwood and quot; provides evocative descriptions to liven up those miles of forest travel. It provides short  and quot;bits and quot; of description and colorful settings that could be used to describe nearly any fantasy forest, regardless of the system. This is created to be an  and quot;on the go and quot; product, which means you don and rsquo;t need to read the entire work before you can use it. The descriptions are designed so that they can be randomly generated as you play or placed carefully ahead of time. It is written to be of use to both experienced and inexperienced Game Masters, particularly those who (for whatever reason) find themselves short on time or creativity.<br /><br />This book includes 100 Bits of description, small pieces that can be stuck in anywhere a little description is needed, and numbered so they can be used randomly. Each Bit is also provided in index card format for ease of use by Game Masters. In addition, there are 75 other descriptions that may depict a particular place (bridge, road) or describe the seasons or weather.<br /><br />The material is indexed a number of ways to allow a GM to easily find a description to fit a particular circumstance. Several descriptions are graphically depicted in the interior art by Christine Griffin.<br /><br />Also included are three unique forest menaces, written especially for this book by Christopher A. Field. Provided are detailed introductions for use by the GM, and 3.5 Edition statistics of each creature.<br /><br />In addition, we are pleased to feature an article that looks at how to make forests in your game realistic and yet different from each other. Written by Professor of Biology (and long-time gamer) K. H. Keeler, the article includes  and ldquo;Forest Kits, and rdquo; quick and easy sets of information on the plants and animals common to various types of forest.<br /><br />This is part of the  and quot;Harried Game Master and quot; line of products, providing the materials we and #39;ve always wished to have. Augment your imagination with products from Tabletop Adventures!<br /><br />57 pages plus index cards; 75 pages total.</font></p>]]></description> 
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			<title><![CDATA[Commodity Cards I: Food and Drink]]></title> 
			<link><![CDATA[http://roleplayingtips.rpgnow.com/product_info.php?products_id=19818]]></link> 
			<pubDate>Thu, 10 Nov 2005 00:00:00 CST</pubDate> 
			<description><![CDATA[<img src="http://roleplayingtips.rpgnow.com/images/535/19818-thumb100.jpg" border="0" alt="Commodity Cards I: Food and Drink" title=" Commodity Cards I: Food and Drink " align="left"><b>Publisher</b>: Tangent Games<br />As parties of adventurers roam the globe in search of treasure, not everything they find will be gold, silver, or precious gems. Sometimes the party will come across more mundane, yet still valuable, commodities that are bought and sold every day and help keep the world economies going. How do you determine what the value of a bushel of wheat, or a barrel of wine should be? If a party should ?liberate? a cargo of pepper from a merchant ship, what price will they get when they sell it in the next port?<br /> <br /> To answer this question Tangent Games has created Commodity Cards. Commodity Cards are cards that the GM can print out and use to determine the type, quantity, and value for different commodities. <i>Commodity Cards I: Food and Drink</i> only deals with those commodities that are edible, or can be used to make edible food.<br /> <br /> <i>Commodity Cards I: Food and Drink</i> contains <b>300</b> different commodities for use in your game.   <br /> <ul>Some of the standard uses for the Commodity Cards are: <li>Used as random treasure for mundane items in caravans and merchant or pirate ships.</li> <li>Used to determine the inventory for a merchant?s stall or store in the local marketplace.</li> <li>Used as random treasure in dungeons (even orcs and goblins have to eat, and they make raids on local villages for these items).</li> </ul> <ul>Some other, non-standard uses for the Commodity Cards are: <li>To depict items in a caravan the party is guarding.</li> <li>To indicate payment the party must make to a local warlord or evil dragon so a local village does not come to harm.</li> <li>To determine wholesale cost for PCs wanting to open their own business.</li> </ul> Also included in this product are rules for Haggling and determining how supply and demand affects the sale price of a commodity. In addition, we have also included tables so that you can randomly determine a commodity without printing off a single card for those GMs that prefer to do everything online.<br /> <br /> What are you waiting for? Order <i>Commodity Cards I: Food and Drink</i> today!]]></description> 
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			<title><![CDATA[Commodity Cards II: Raw Materials]]></title> 
			<link><![CDATA[http://roleplayingtips.rpgnow.com/product_info.php?products_id=20066]]></link> 
			<pubDate>Mon, 30 Jan 2006 00:00:00 CST</pubDate> 
			<description><![CDATA[<img src="http://roleplayingtips.rpgnow.com/images/535/20066-thumb100.jpg" border="0" alt="Commodity Cards II: Raw Materials" title=" Commodity Cards II: Raw Materials " align="left"><b>Publisher</b>: Tangent Games<br /><p>As parties of adventurers roam the globe in search of treasure, not everything they find will be gold, silver, or precious gems. Sometimes the party will come across more mundane, yet still valuable, commodities that are bought and sold every day and help keep the world economies going. How do you determine what the value of a bundle of animal hides, or a box of ore should be? If a party should  and #39;liberate and #39; a cargo of myrrh from a merchant ship, what price will they get when they sell it in the next port?<br /><br /> To answer this question Tangent Games has created Commodity Cards. Commodity Cards are cards that the GM can print out and use to determine the type, quantity, and value for different commodities. <i>Commodity Cards II: Raw Materials</i> provides <b>230 new commodity cards</b> that only deals with those commodities that are used to make something else that has an even higher value. In addition to the cards the book includes sets of tables for random commodity generation.</p><p>No GM should be without this useful tool to enhance your gaming experience. </p>]]></description> 
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			<title><![CDATA[Commodity Cards III: Finished Goods - Swords to Plowshares]]></title> 
			<link><![CDATA[http://roleplayingtips.rpgnow.com/product_info.php?products_id=20453]]></link> 
			<pubDate>Fri, 02 Jun 2006 00:00:00 CST</pubDate> 
			<description><![CDATA[<img src="http://roleplayingtips.rpgnow.com/images/535/20453-thumb100.jpg" border="0" alt="Commodity Cards III: Finished Goods - Swords to Plowshares" title=" Commodity Cards III: Finished Goods - Swords to Plowshares " align="left"><b>Publisher</b>: Tangent Games<br />As parties of adventurers roam the globe in search of treasure, not everything they find will be gold, silver, or precious gems. Sometimes the party will come across more mundane, yet still valuable, commodities that are bought and sold every day and help keep the world economies going. How do you determine what the value of a surrey, or a set of builder and #39;s tools should be? If a party should defeat a band of Gnolls and collect a dozen battleaxes, what price will they get when they sell them in the next town?<br /> <br /> To answer this question Tangent Games has created Commodity Cards. Commodity Cards are cards that the GM can print out and use to determine the type, quantity, and value for different commodities. <i>Commodity Cards III: Finished Goods - Swords to Plowshares</i> deals with those commodities that have been made into armor, barding, tools, weapons, and transportation. The set contains <b>280 different cards</b> depicting finished goods from chainmail to short swords and adzes to galleys.<br /> <br /> In addition, if you do not want to print out a set of Commodity Cards, tables for random generation have been included! <br /><br />]]></description> 
			<price></price>
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			<title><![CDATA[Commodity Cards IV: Finished Goods - The Adventurer's Kit]]></title> 
			<link><![CDATA[http://roleplayingtips.rpgnow.com/product_info.php?products_id=20549]]></link> 
			<pubDate>Mon, 03 Jul 2006 00:00:00 CST</pubDate> 
			<description><![CDATA[<img src="http://roleplayingtips.rpgnow.com/images/535/20549-thumb100.jpg" border="0" alt="Commodity Cards IV: Finished Goods - The Adventurer's Kit" title=" Commodity Cards IV: Finished Goods - The Adventurer's Kit " align="left"><b>Publisher</b>: Tangent Games<br />As parties of adventurers roam the globe in search of treasure, not everything they find will be gold, silver, or precious gems. Sometimes the party will come across more mundane, yet still valuable, commodities that are bought and sold every day and help keep the world economies going. How do you determine what the value of a pan flute, or a silver mirror should be? If a party should liberate a cart of bath oil from an unsuspecting merchant, what price will they get when they sell it in the next town?<br /> <br />To answer this question Tangent Games has created Commodity Cards. Commodity Cards are cards that the GM can print out and use to determine the type, quantity, and value for different commodities. <i>Commodity Cards IV: Finished Goods: The Adventurer and #39;s Kit</i> deals with those commodities that have been made into adventuring gear, alchemical items, luxury goods, musical instruments, and tack. The set contains <b>200 different cards</b> depicting finished goods from acid to zithers and perfumes to saddles.<br /> <br /><i>Commodity Cards IV: Finished Goods: The Adventurer and #39;s Kit</i> contains <b>200 different commodities</b> for use in your game.<br /> <br /><b>No GM should be without Commodity Cards.</b> Make them part of your gaming  essentials today. Purchase your copy of the complete set of <i>Commodity Cards IV: Finished Goods: The Adventurer and #39;s Kit</i> today!<br /> <br /><b>In addition, if you do not want to print out a set of Commodity Cards, tables for random generation have been included!</b>]]></description> 
			<price></price>
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			<title><![CDATA[Commodity Cards V: Finished Goods - Hearth and Home]]></title> 
			<link><![CDATA[http://roleplayingtips.rpgnow.com/product_info.php?products_id=20650]]></link> 
			<pubDate>Tue, 01 Aug 2006 00:00:00 CST</pubDate> 
			<description><![CDATA[<img src="http://roleplayingtips.rpgnow.com/images/535/20650-thumb100.jpg" border="0" alt="Commodity Cards V: Finished Goods - Hearth and Home" title=" Commodity Cards V: Finished Goods - Hearth and Home " align="left"><b>Publisher</b>: Tangent Games<br />As parties of adventurers roam the globe in search of treasure, not everything they find will be gold, silver, or precious gems. Sometimes the party will come across more mundane, yet still valuable, commodities that are bought and sold every day and help keep the world economies going. How do you determine what the value of a copper kettle, or a silver candelabra should be? If a party should liberate a cart of china vases from an unsuspecting merchant, what price will they get when they sell it in the next town?<br /> <br />To answer this question Tangent Games has created Commodity Cards. Commodity Cards are cards that the GM can print out and use to determine the type, quantity, and value for different commodities. <i>Commodity Cards V: Finished Goods - Hearth and Home</i> deals with those commodities that have been made into clothing, dishes, fabric, footwear, and other house-hold items. The set contains <b>330 different cards</b> depicting finished goods from corsets to spinning wheels and armoires to rolling pins.<br /> <br /><i>Commodity Cards V: Finished Goods - Hearth and Home</i> contains <b>330 different commodities</b> for use in your game.<br /> <br /><b>No GM should be without Commodity Cards.</b> Make them part of your gaming essentials today. Purchase your copy of the complete set of <i>Commodity Cards V: Finished Goods - Hearth and Home</i> today!<br /> <br /><b>In addition, if you do not want to print out a set of Commodity Cards, tables for random generation have been included!</b>]]></description> 
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			<title><![CDATA[Cromagh's Guide to Goblinoids]]></title> 
			<link><![CDATA[http://roleplayingtips.rpgnow.com/product_info.php?products_id=17609]]></link> 
			<pubDate>Fri, 09 May 2003 00:00:00 CST</pubDate> 
			<description><![CDATA[<img src="http://roleplayingtips.rpgnow.com/images/94/17609-thumb100.jpg" border="0" alt="Cromagh's Guide to Goblinoids" title=" Cromagh's Guide to Goblinoids " align="left"><b>Publisher</b>: The Game Mechanics<br /><br clear="left"><p><strong>By <a href="http://www.thegamemechanics.com/about/jdwiker.asp" target="_blank" style="text-decoration: underline;">JD Wiker</a>, co-author of the <em>Star Wars Roleplaying Game</em> and the <em>d20 Menace Manual</em>.<br />Interrior and cover art by <a href="http://www.thegamemechanics.com/about/mechanics.asp#clarenceharrison" target="_blank" style="text-decoration: underline;">Clarence Harrison</a>.</strong></p>
<p><em>"Cromagh judges goblins, hobgoblins, and bugbears by the same standards he applies to everyone else: Are they stronger than Cromagh? And, if so, does that mean Cromagh will need help carrying their treasure when he loots their corpses?"</em><br /><div align="right">- Cromagh, Half-Orc Mercenary</div></p>
<p><em>Cromagh's Guide to Goblinoids</em> compiles years of first-hand experience fighting against and alongside goblins, hobgoblins, and bugbears. Offering the observations and opinions of a veteran half-orc barbarian, as well as more fact-based insight and information, the material contained within this sourcebook gives new dimension to the goblinoids of any campaign.</p>
<p><em>Cromagh's Guide to Goblinoids</em> includes:
<ul>
<li>Insight into the daily life, psychology, myths, and beliefs of goblinoids</li>
<li>Eight new feats, including Bolt, Kickfighting, and Trophy Hunter</li>
<li>Goblinoid armor, weapons, and magic items, such as goblin scrap armor, throwing hooks, and <em>sand bombs</em></li>
<li>Six new prestige classes, including the Bugbear Scout, Goblin Scrimshander, and Hobgoblin Warlord</li>
<li>Combat tactics and sample encounters that illustrate how each of the three goblinoid races make the most of their strengths</li>
<li>Six goblinoid NPCs, each fully statted out at two different character levels, for use in any campaign</li>
</ul> </p>
<p><em>Cromagh's Guide to Goblinoids</em> is the first in an innovative series of sourcebooks providing new ways for players and gamemasters to create and play monstrous characters in any d20 fantasy setting.</p>
<p><em>Cromagh's Guide to Goblinoids</em> is a 38-page PDF for players and GMs, plus the included front cover page. For more information, please visit <a href="http://www.thegamemechanics.com/products/guidetogoblinoids.asp" target="_blank" style="text-decoration: underline;">The Game Mechanics website</a>. There, you can also find <em>Goblinoid NPCs</em>, a free publication with additional information on the six goblinoid NPCs found in <em>Cromagh's Guide to Goblinoids</em>.
<p><strong>About the Author:</strong> <a href="http://www.thegamemechanics.com/about/jdwiker.asp" target="_blank" style="text-decoration: underline;">JD Wiker</a> is a former Wizards of the Coast RPG R and D staff member whose credits include work on the <em>Star Wars Roleplaying Game</em> and the <em>Alternity</em> line, particularly the <em>Dark*Matter</em> campaign setting. He is also the author of <a href="http://www.thegamemechanics.com/products/swordsofourfathers.asp" target="_blank" style="text-decoration: underline;"><em>Swords of Our Fathers</em></a>, also <a href="http://www.rpgnow.com/product_info.php?products_id=653" style="text-decoration: underline;">available for download on RPGNow.com</a>.</p>
<p>Requires the use of the Dungeons  and  Dragons and #174;, Third Edition Core Books, published by Wizards of the Coast, Inc.</p>]]></description> 
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