Icrpg worlds pdf download
We have no control over this sorry! Click here for our new US store with cheaper local shipping! Create your account Lost password? First name. Last name. Your cart is empty. Cthulhu 2D20 Achtung! Modiphius Entertainment. Add to cart. Share this product. Estimate shipping. Helena St. Lucia St. Martin St. Few dare its heights, for it is home to all manner of giant reptiles. Both nations tolerate this arrangement for the dire duty of that frozen shore: to hold watch on the evil island of Crask.
It is a town of soldiers, sparse accomodations, and a grim tone. Never has Crask moved without an alert from these dire watchmen, and they take a fierce pride in their charge. Along that ice-bashed shore a series of hollows is said to stretch under the channel all the way to the forbidden island. This is unconfirmed. Much of its cold is due to altitude rather than latitude, as most of the realm is near tree line.
Some snows even last through the summer, especially in the heights around Dur Moro. Travelers here should expect a range of conditions that can be gleaned by their approximation to other kingdoms. These titans are still active, and choke the region in smog, heat and ash. Travel there is perilous and requires some form of protection from heat and toxic smoke. An entire city, almost as big as Grey, hewn form one massive outcrop of solid rock.
This is the seat of dwarf culture, and was once home to King Akram in his time. Many spend their entire lives there, and ever do evil eyes look on its splendor with envy. These are the foot-lands of Gem Glacier to the north. Travel here should be treated as if exploring Ire. This monster is 80 miles long and 1, feet tall in places.
All navigation up, over or through is HARD. Here the ancient elves rallied their greatest attack, and failed to break the lines of the Falcon King.
The battlefield west of the wall is a terrible, dead place that still echoes with the din of war. No one knows how far and wide these barrows spread, but it is vast. Dwarves are not masterful ship-makers, and so they defend these great cliff walls with a series of ingenious lighthouses. These rumors speak of a magical aspen growth somewhere down there that holds the life force of all the world in its delicate roots. Staying to these makes travel pleasant, and wandering merchants and smiths may be encountered along its length.
Many wars have been fought here, and the countless fallen do not all rest. A curse lay upon the ancestral battlegrounds, and those who have died there, unless consecrated, tend to rise. These undead are often armored soldiers, archers, or even cavalry on skeletal mounts. Every few decades, though, they dare to expand their borders.
Having failed so far, they settle for terrorizing travelers and sabotaging roads. These are squid-faced spellweavers, misshapen deep delvers, and worse. It is unknown what gives them the power to stave off the dwarves, but they have proven unkillable so far. They are all drawn south, always seeking the Amber Grove for reasons not totally understood. Regardless, there seem to be an unlimited population. They feed on shadows and form from black smoke on moonless nights.
Every few years, they gather in great numbers, and all the armies of Alfheim must unite to drive them back.
She lures travelers with a bounty of coins, but these coins are the souls of men, and come with a terrible price. Despite this grim truth, she has been known to aid the greatest kings and lowest slaves, and her exact purpose and agenda remain a mystery.
Boot has the strange distinction of being half deep delver, and so has become a bridge between the peoples of the above and below. This has made Duradin mighty, but some dissent exists on both sides, believing there can never be such a peace. They bend the knee to no one, and answer only to Thoor himself. Their leader is Gilga, a blonde-braided dwarf woman that stands as a folk hero for all the people of the east. Their leader is called Hugh.
He is considered a traitor to his kind, but has proven his heroic worth to both sides over the years. It is a vast place of blocky tunnels, forgotten crypts and towering halls. Here are stored great dwarvish artifacts, burials of ancestral kings, and forbidden places where serpent men pry at the world of the living.
Here, a god-forge rests, and is the only way to create weapons and armor as powerful as Angrid the Lawgiver. This is an insufferable affront to Dwarves. Ever do they seek to reclaim the cathedral, but the ant men have fought them back so far. This temple exists in a sort of tear between times and places, vibrating between the stars forever. Its location changes each solstice, and no one has ever explored its wonders and lived to tell of it. Every 1, years, a sickness comes on this grove of aspens, and shadow wolves spread out across the land.
If the grove is not tended, and cleansed, it could spell the doom of all. Some are nomadic, some dwelling in stone fortresses or timber garrisons. They unify only in groups of 50 to , and their feuds go back centuries. Only Manac has held them at bay. Though defeated, the echoes of those duplicates still wander the wastes here, and are as dangerous as the original Dark Lord.
These are called Hydranax, Suros, and Garudan. Each seems to have its own agenda, but none abide the presence of lesser creatures who do not serve as slaves or devotees. Time itself vibrates and even tears in places. When unto these tears lead is never certain. They have been allowed to reproduce unchecked, and in places they swarm so thick they have turned to eat one another.
Woe unto any traveler who encounters such a horror, for they are ravenous. He has been known to aid heroes and wanderers, but he is also a bit mad. His mind has become a tangle of timelines and dimensions, but he still makes a fine mint tea. This alliance of dwarves and men hold fast against the orcs and ghosts of Olo. To do so, they keep a 24 hour vigil. Many believe it is only a matter of time before the drakes destroy them. They can be flagged down to aid any traveler.
They are stout, selfless warriors sworn to a life of service in this forbidding place. Encounter at any one time. A solitary dwarven shieldmaiden with a zest for life and a talent for survival.
The location of her cabin is unknown, but those who have met her tell tall tales of her hospitality, heroism, and incredible bravery. A terrible storm of traps and wonders await those heroes who finally crack its doors. Here also, according to legend, is the frigid orrery of those mighty beasts. What fool would dare such a place? Kazgat has recorded a brilliant gleam of crystal caverns below that place, but it remains unexplored.
Its depths are frozen solid, and, some say, home to a forgotten race of frost giants from another world. These are simply rumors. To even verify the story would require a 2 mile descent down sheer ice walls into the darkness. Is it an evil stronghold?
A last bastion of good? A dimensional fold or climatic anomaly? All doors are open. Is it natural or the work of mortals? Dream outside the norm, and dare heroes to unravel the truth someday. Those who go here should dread encountering these beasts, and expect them to leap out at every corner. No problem. This thing however, could destroy an entire party. This is a giant thing, an invisible thing, or an evil army.
Escalate the danger 10 fold with this danger, but make it less likely to appear. A tribe of warriors? A sect of evil cannibals? A brotherhood of witch-hunters? Again, use these people to reinforce the underlying feeling, story, or theme of the location as a whole.
Imagine a calamity that would occur here: a frozen tidal surge? Eruptions of scalding steam? Poison fog from deep space? Not only is it still unknown, it is deadly. This dares your heroes to find the truth without being destroyed by it. They can serve as merchants, combat relief, shelter, or story motivators. How can you help them? Picture one person in your region who holds such an important task. These are the best of us, and stay happy and cheerful even in dark times.
A simple name is all you need. Get this single word in your head, then start inventing descriptive tidbits that reinforce that word. Examples could be words like frozen, dark, unstable, overgrown, ancient, or inhuman.
Some force has created a great hollow, and wonders await deep within. Heroes dare these halls to confront the vile presence. Count on it. They guard treasures, terrify innocents, or must simply be destroyed. When building such a place, employ curving tunnels, jagged cavities, and bone-strewn shadows. We were marooned in the vapor, two more ghosts to drift through The Wake. The entire universe is at your disposal! A trek across the ice, a race in hypercars, a gunfight in the jungle Solve this by allowing massive travel through space and time, but each peril or mission the players face is very tight or small scale.
A WARP and comprehensible. SHELL crew has the details covered, they have bigger matters to attend to. No planetary war? Three encounters, a twist in the middle, and working to disable a specific doomsday weapon.
Plana big cataclysmic end works every time. Let players ex- ets may make war, but assassins must end them. It is an age of spacefaring folk, titanic cataclysm, great and ancient starships, and interstellar cultures laid low.
It is a cosmos-spanning tone, including all times and dimensions. Deep space objects and long-declined stellar cultures dot the stories. On this operatic backdrop, larger-than-life struggles fight back oblivion, and heroes are made. Here are a few key themes to reinforce during your campaigns and adventures that can help to capture this unique tone. Always include massive scale in your descriptions, and remind the players how giant, how ancient this universe is.
Embrace it! This indestructible material gives you, the GM, a great device. They have to think around it. Use this as a puzzle-driving trope. Be free with your use of tech as a mysterious, all-powerful, mercurial force! In fantasy, heroes travel from region to region, but here you can leap from world to world, timeline to alternate dimension, and beyond. Keep the guessing, span the universe! Heroes can travel anywhere, in an instant. This gives your world a new freedom, but also asks your creativity in comprehending and using space and distance in adventures.
Here are two key methods to so. This fundamental need for fuel can lead to all kinds of adventures and tight spots. Here are a few examples. Either way, some new fragments of YOG crystal must be installed to reactivate the ship. This can be worked on with improvised tools, but a space dock is the only way to get a reliable fix. This can be expensive, and take days or weeks to complete.
This can make for some unexpected twists and perils in space. This will deposit the craft in a parallel universe, where all kinds of new possibilities and adventures may await This distinction should give you the key direction to set an Explorers campaign apart.
Also consider using more oddball character concepts, and avoiding badass stereotypes. These oddballs search not only for the truth of the cosmos, but their place in it. Rather than spanning the cosmos in their efforts, they delve into a series of 2 or 3 worlds to save a monarch, preserve an ancient tradition, or stop a ravaging horde one eye-to-eye fight at a time.
The characters here recreate fantasy classics: a Geno Gunner who only uses bows, a Reptoid Tank with a battle axe, or a diminutive Mecha Fragment that can barely understand her power. A good example of a Sworn campaign could be using a tectura as a final, supreme enemy. The crew must uncover, locate, explore and slay a living deep space dungeon to preserve the ancient life ways of a forgotten world. The scope is small, the gravity high, and the poetry thick. A way to add peril and imminence to an Explorers Cam- Taking this even further, you can imagine a cosmos paign might be to warp this crew to some remote, un- largely devoid of life, where machines are almost all known sector of deep space.
Not only must they find a that is left. Enter on this setting the Bolts crew, a team way home, but survive what dwells beyond the known. Their goal: locate and preserve life. They are sent to annihilate, halt, or assist titanic galactic forces with raw firepower. In many ways this cam- To build characters, go wild but with all mecha.
The paign can be easier to write and run, as it flows from less magical they are the better, too, as they struggle one massive combat to the next, and the characters to understand how such a force was ever extent in the universe.
Combat drops, tanks, super weapons, bombs and doomsday weapons should be common themes. A crew suited to a fantasy-style campaign is The Sworn. It is more a being or creature than a starship. It vanishes without sound into the dimension between, and there is no telling where or when it will appear.
The ship materializes again, in some new, unknown time and place. Here listed are several unique adventure starters. Choose one that fits your story or piques your interest.
Choose randomly or find your favorite. The Devourer destroys all it encounters, but each time it folds space it also creates. So massive is this entity, that when it enters warp a kind of cosmic tear is formed: a darkstar. These imploding clouds of negative energy pulse and flare with an unexplained mutagen-fusion wave.
The waves reach beyond the inner galaxies, and most often go undetected by their victim races The malevolent emissions of darkstars have been blamed for countless horrors, and in some remote galaxies they are even worshipped as Death itself.
They are the supreme, condensed form of the will to extinguish, the hunger that is never sated: what we call evil. For this reason, they stand at the climax of many campaigns of the righteous, and must be destroyed whenever found, no matter the cost.
It is a sickened world, choked in blackened vines and dead brambles. The oceans have stilled, filmed with slime and debris, and the clouds have burned away to a thin grey haze that never shifts. It is a world of muck, and flies, and wretched stillness. Here marks the grave of an entire people, for they are hexed by the endless evil of the darkstar. The Ferions were once a mighty, tower-building folk. The remnants of their spacefaring days litter the mud, and never-launched starships still point skyward on flight gantries.
Wailing voices drift on the muggy breeze. A tiny few survivors still cling to life, and they have managed to call for help. The distress beacon is a cobbled mess of filth-caked wires and junk, but it works, and the signal reaches fold-space This darkstar There is a darkstar called Nehbiru, somewhere in the emits powerful gravity waves, which have crushed a outer galaxies. It is unusual among its kind in two ways. But not all the victims here are innocent, for an to fold space.
It wanders the universe in search of prey, evil purpose shrouds the chaos in gloom. Second, the anti-energy flaring from this lightless star is beyond cold.
This darkstar was created by psyker zealots, developIt is an all-consuming freeze that reaches out through ing a new gravity weapon. When their creation flew space, encasing entire solar systems in ice. Now they prowl the wrecks in power arWhere Nehbiru travels, woe and dread prophecies fol- mor, searching for the inverter coil that can make their low.
It is believed to be a dark god by some. Silent and lightless god even more powerful. The same coil, in the uncaring for these concerns, it has now appeared near hands of skilled mechanic, could also reverse the gravithe Aster Cloud, a cluster of primitive mega-planets in- ty emissions, and crush the darkstar into nothing.
Nothing will survive this ice age. Something must be done. It was long ago, centuries at least, that the mutagen was first encountered. On Tezat, a torton ocean world. Here a darkstar drifted too close, and the Squag race was born. An entire planet mutated into hateful things! That is not the end of the story though. The Squags have become mad with lust. They wish to change their entire galaxy with a new mutagen-based weapon. It emits a cloud that can engulf a solar system, and it is moving toward Toatha, one of the last Torton home worlds.
Locate and infiltrate the squag superstation, find the mutagen cloud weapon, and destroy it before the last of the torton species in twisted into squag slaves.
There is no telling what lurking death coils and swims in that massive ship. If they are indeed returning, it will mean another age of death and silence for countless worlds. Distant dread of The Devourer will be blotted out by the march of iron power armor, and the scorch of the Imperium heat ray.
Little does he know, among these elders is Anna Frey, one of the oldest and most powerful of her kind, a being of pure good known as The Keeper of Trees. If she dies, the moons will wither, and the Zurin species will dwindle. On one side, the Zurin organize a raid, on the other, a ragtag band of Imperium loyals proclaims their incoming support. For the good of all did they burn, and news of an Imperium resurgence is a pox on the cosmos.
Nevertheless, rise they shall, and like unwanted ghosts haunt the descendants of their victims. One of the super-ships has not been seen in an age Within, no robed Imperator commands, but the ship is manned by a legion of ghost armor. There are many entrances to the golden spire, and unknown perils within. No one has ever defiled such a power and lived to reveal its secrets.
Find a way. This is the call of from an Imperium signal emanating from deep space. The Xevoisan senate breaks into a protracted debate, and tensions boil over when a saboteur bombs the high chamber. What will be the response to this deadly threat? What treachery hides behind all this? As they come to land on Xevos 1, you and your crew are out of time. The harsh volcanic landscape is relentless as it is lethal. Then, scans reveal that the planet is unstable. An Imperium mining AI has eaten the core hollow, and when it collapses it will destroy all life in the planet system instantly.
Faced with certain death, and one crew member who refuses to go along, the task remains. Do you have what it takes to fight back the mining machines and AI guards from centuries ago?
Find the torton mecha, and hope they will join the fight against The Devourer. The Devourer came, and the oceanic homeworlds of the tortons were destroyed. What few of their species remain are scattered across space, searching for some hope to stop the devastation. In an age long past, they had developed Mecha technology, even true AI. Some of these warriors chose dark paths, and so the program was scrapped, and the remaining mecha stored in a deep sea bunker on Guro 3, an oceanic mega-planet.
She was called Delora. Sadly, she vanished years ago with no explanation. Before a word can be exchanged, you and your crew are cast into her inner world: a mindspace where she battles the will of The Devourer.
There is no escape from this forest world as long as that field is active. In moments, a booming, disembodied voice reveals itself.
The planet is an ancient AI, and terribly lonely. Delora is weakening, locked in mental war with The One. Decipher the baffling mindscape, assemble the dream-glyph, and hold tight to your sanity. Bring her back from the brink. Then face the inevitable: and hermit.
Happy to see friendly faces, Sloopy leads the tectura must be slain. To kill such a thing, the colthe crew to his fishing hole. Everyone has a great time lider core must be located and destroyed before the fishing, drinking by the fire, and swimming in the pure numerous denizens of the structure overtake our hewaters. She is a tormented, almost pitiful creature. It is uncovered that an assassin has found seems, plagued by a dark past, and facing a grim fu- the temple, and plans to eliminate the key members of ture.
You and your company are sent to ventures on the home world, when an entire universe stop them. Your reward? A glimpse at the incredible, awaits. Poetic or not, there is much to be done here, secretive rites of formless magic. On their shoulders rests the most Xevos terrible guilt, and the only hope of its absolution.
This power helped develop Xevosian technology, but at a dire price: YOG crystals only form as they Use this adventure to lighten up the combat load, and delve more into the intricacies of power in the cosmos, consume molten stone and metal.
Could the zurin have good Sent to investigate instability in the planetary core, the cause to cast this great spell on The Devourer? Could heroes encounter a series of krell battroids, destroy- Curas be the deceiver?
Is there any limit to formless ing the crystal formations. These battroids are run by a magic? A garbled transmission begging for help, in binary language, is discovered as part of a Xevosian cover up. Why are they hiding this transmission? These majestic creatures, huge arthropods, are subjected to a tortuous process of mechanization and augmentation in the hollow depths, and transformed into the sentient ships known across the universe.
Go back to alter history. When a malfunctioning scout ship awakens an ancient, growing evil on a remote world, N , the Imperium sets its will against the dark power there, to no avail. The evil seems neutralized, but Z is lost, and must be recovered to avert civil war in the wake of the imperial disgrace.
Your crew is hired to find her, and bring her back undetected. N is a complex hollow world harboring all kinds of energy-eating organisms. Chief among these is the proto-form of The Devourer, eager to break free of its cavern womb. As the heroes struggle to find and rescue Z, they uncover the darkest secret: that this place is a decommissioned imperium bio-weapons experiment gone terribly wrong.
The stakes only go higher as the mission unfolds. Can the evil be contained? Can galactic war be averted? The nomadic reptoids, a people called the Brinn, face extinction. Honor demands they hurl Exactly how the reptoid bio-form came to be is mostly themselves at the threat without hesitation, but there lost to time.
Find a way to stop ty and diversity that their kind deserves. Too long have the ice demons, and make safe the delicate future of they been treated like squags or ravagers. The reptoid these noble folk. In return, the Brinn chief can lead the is a far nobler creature than those raiders, and I will heroes to a place where technology will function long enough to escape. Here lies the oldtone of victory will be grim. Tell them this on the frozen steppe.
This planet, hammered by ice gamble up front! Devise primitive versions of preferred gear, with magical properties as roes must trade their help for a way home.
In my travels, I encountered things that will be hard to believe, and knew friendships I never expected. It is a story of high adventure, and lasting truths that cannot be undone. The spaces are far too small for a ship. Navigate the gravity-maze of the broken moon, called Krissius, disable the automated defenses and locate the codex. The elders deny anything is out there. Off into the fens the adventure goes. Evacuate as many as possible to a nearby moon before the mutations spread!
Use a timer for liftoff, and fend them off! The forest is burned for miles. Blast them into space! Give chase on the ground, finding Voss slaughtering the squags like a lunatic. He has lost his mind! Subdue Voss without killing him, and escape the fury of the squag commandos. Part of this worship has always been the creation of powerful servants, or children, who are employed for all kinds of tasks. From Viking immortals to prophetic deformities, from gerblin drunks to unkillable human bombs, the children are dispatched with little hope of survival, but cosmic purpose to fulfill.
In these adventures, you are one such child: a being of supreme power created, stored, or summoned for some grand mission of death. You awaken confused, stiff, lost, or in pain. The attendants doomed to wake you are often long dead, or treacherous as snakes. There are no guarantees. You know nothing of home, or hope, or the little joys of a normal life. You are a weapon.
For a thousand years, the profit-mongering War Pigs, a cabal of Azatoth worshippers, have sown the seeds of war on Earth. Desperate to destroy Lucifer, and claim the Earth for themselves, the War Pigs awaken you, 5 of the most legendary viking warriors to ever live!
Is there any hope for victory? Sabbath song War Pigs, this adventure places you at the heart of the war to end all wars. Night of the crack! This is the night that the crack comes back! All this as you and fellows appear. Flee the terrible crack, and discover the doom that threatens the entire world.
It can be stopped! Once victorious, the heroes realize that this phenomenon happens every year, and every year it is prevented. This is why the goblings party! When they awake, they are all slain in a twisted, ancient ritual. To Elysia, the after-world, they have been sent.
There to bring heaven itself crashing down in the name of the ageless anti-god. Your squad, all that remains of that powerful race, are awakened to pursue them, and death is the only path.
Die, and awaken in Elysia, but a heaven torn by war and disaster. Find the vault of Udin, plunder its weapons, and make siege on the high throne. Valhal is at your side, but is it enough? The conquerors explain themselves: tired An evil mage, Skara, struggles to stop them of the yoke of hypersleep slavery!
So, who is right? A narrow escape can be managed Who must die? Or will the players join this group against the worshippers of Azatoth? Go for it! They are called nunaki. When the moon is torn apart by a supernatural meteor, they are awakened by a wizard with knowledge of many timestreams.
Fulfill your destiny, and find a way to the very core of the moon to confront whatever evil has come from deep space. This adventure is a sort of romp, simply to enjoy weird heroes, odd new monsters, and a series of battles that jumps from place to place and time to time. Can they defeat Beylar, the meteor-spawn in time? Use dice to move about, select foes, and create new challenges. Time is tearing apart, things seem chaotic, but Beylar must be defeated!
If you also own all the supplements, then you might have everything here. I could be wrong. It updated the core rules, but it looks like the setting material and magic rules got left out.
Not sure if that is a lure to get us to buy into the Master edition or if the PDF is going to be updated. The Master Edition is being printed by Modiphius and getting a standard book retail release with the quality that goes with that so all he could do for the free rules is give us the actual rules that were updated to this edition.
It was part of the deal made with Modiphius. I too would like to know this. Robert B. Definately worth the price, I would buy it in a snap. SF, Weird west, Super heroes, Pre-history and the classic swords and sorcery setting.
This is a rules light d20 system, It comes w [ See All Ratings and Reviews. Browse Categories. Rule System. Apocalypse World Engine. BRP Basic Roleplaying. Modiphius 2d Savage Worlds. Product Type. Core Rulebooks. Non-Core Books. Other Tabletop Games. Gift Certificates. Publisher Resources. Family Gaming. Science Fiction. Phone PDF. Virtual Tabletops. STL 3D Model. Pay What You Want. See all titles. Publisher Website. Follow Your Favorites! Sign in to get custom notifications of new products!
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