Super Solo: A Solitaire Framework for Superhero Gaming

Super Solo: A Solitaire Framework for Superhero Gaming

Publisher: Splintered Realms Publishing

Sometimes, you want to play some supers gaming, but nobody is around. Or you prefer the solitude of your own mind to the noise of social interaction. I’m not here to judge. Either way, you need some solo rules for supers gaming. Good thing I’m here to help! Grab your hero and start thwapping the bad guys. It’s clobbering time. ‘Nuff said. Amiright?

Price: $1.00Read More

Meanders All-Purpose Map Pack – WILD WEST CITY INTERIORS

Meanders All-Purpose Map Pack – WILD WEST CITY INTERIORS

Publisher: Game Tile Warehouse

WILD WEST CITY INTERIORS is part of a special map super-series called ‘Meanders’ which are 27×18″ terrain maps that act and can be tiled like modular dungeon tiles. Meanders use a system of multiple repeating exit/entrance points to ensure the pathways always line up with almost 900 other Meanders in dozens of varieties (and counting) for continuous, interchangeable terrains that feels random, sprawling with meandering pathways for adventurers to explore. Meanders can join to any other Meander from above, below, left or right, regardless of genre or series – including itself. Some special Meanders known as ‘Edgers’ provide grand entrances or exits from an area, while ‘Blenders’ provide a smooth transition between two different terrains.

For Printing it includes two 8100 x 5400 (27×18″) 300dpi Jpg – With a 1″ grid AND No grid.*

For VTT it includes 3780 x 2520 (140px) 72dpi Jpg (No Grid) for VTT’s with lots of memory.

Also for VTT, 1350 x 900 (50px) 72dpi Jpg (No Grid) for memory-hungry VTT’s.

24 Maps Included:

The set includes Dozens of fully-furnished Core Buildings such as a Railway Station, Bank, Sherriff and Gaol/Jail, Gallows, Brewery, Blacksmith, Livery, Barber, Stagecoach Service, Hideout, Assorted Saloons and Bars, Brothel, Gambling Hall, Tobacconist, Gunstores, Church and Graveyard, Warehouse, Nursery/Midwifery, Undertaker, Theatre, Schoolhouse, Courthouse, Bathhouse, Post-Office, Mason, Trading Post, Apothecary and more.

* Printing Note: This product does not include PDF’s owing to the requirement for breaking a single map into 20 individual PDF’s – where an attempt to do so would result in 1140 individual files to download. It is recommended using a free program like PosteRazor to break the larger size maps into the optimal number of sheets for printing.

Price: $18.99Read More

Meanders All-Purpose Map Pack – WILD WEST CITY EXTERIORS

Meanders All-Purpose Map Pack – WILD WEST CITY EXTERIORS

Publisher: Game Tile Warehouse

WILD WEST CITY EXTERIORS is part of a special map super-series called ‘Meanders’ which are 27×18″ terrain maps that act and can be tiled like modular dungeon tiles. Meanders use a system of multiple repeating exit/entrance points to ensure the pathways always line up with almost 900 other Meanders in dozens of varieties (and counting) for continuous, interchangeable terrains that feels random, sprawling with meandering pathways for adventurers to explore. Meanders can join to any other Meander from above, below, left or right, regardless of genre or series – including itself. Some special Meanders known as ‘Edgers’ provide grand entrances or exits from an area, while ‘Blenders’ provide a smooth transition between two different terrains.

For Printing it includes two 8100 x 5400 (27×18″) 300dpi Jpg – With a 1″ grid AND No grid.*

For VTT it includes 3780 x 2520 (140px) 72dpi Jpg (No Grid) for VTT’s with lots of memory.

Also for VTT, 1350 x 900 (50px) 72dpi Jpg (No Grid) for memory-hungry VTT’s.

24 Maps Included:

The set includes Dozens of Core Buildings such as a Railway Station, Bank, Sherriff and Gaol/Jail, Gallows, Brewery, Blacksmith, Livery, Barber, Stagecoach Service, Hideout, Assorted Saloons and Bars, Brothel, Gambling Hall, Tobacconist, Gunstores, Church and Graveyard, Warehouse, Nursery/Midwifery, Undertaker, Theatre, Schoolhouse, Courthouse, Bathhouse, Post-Office, Mason, Trading Post, Apothecary and more – with Roofing and Store Signage.

* Printing Note: This product does not include PDF’s owing to the requirement for breaking a single map into 20 individual PDF’s – where an attempt to do so would result in 1140 individual files to download. It is recommended using a free program like PosteRazor to break the larger size maps into the optimal number of sheets for printing.

Price: $12.99Read More

Rise of the Genie Lords – Part Two (Fantasy Grounds)

Rise of the Genie Lords – Part Two (Fantasy Grounds)

Publisher: Dungeon Masters Guild

A pair of tomes are all that’s needed to bring the genie lords Calim and Memnon back from their prisons in the Elemental Planes. It’s up to you to destroy them so they don’t fall into the wrong hands.

Your journey will take you to the City of Memnon, on the northern borders of Calimshan, through the ruins of Memnonnar, to the City of Brass on the Elemental Plane of Fire and finally to the Great Conflagration, the only place where the tomes can be destroyed.

This is the second in a series of adventurers that will take you on a quest to prevent the genie lords of old from returning and reclaiming the country of Calimshan. Are you ready for the second part of your adventure?

Note: This product is for use in the Fantasy Grounds virtual tabletop. If you would like to purchase the PDF version, click here.

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Price: $7.99Read More

Rise of the Genie Lords (Fantasy Grounds) [BUNDLE]

Rise of the Genie Lords (Fantasy Grounds) [BUNDLE]

Publisher: Dungeon Masters Guild
This special bundle product contains the following titles.

Rise of the Genie Lords – Part One (Fantasy Grounds)
Regular price: 0
Bundle price: 0
Format: MOD (Virtual Tabletop)
Rise of the Genie Lords – Part One is now available for Fantasy Grounds and includes LoS for Fantasy Grounds Unity

The Lands of Intrigue Await
A thousand miles south of Waterdeep lies the country of Calimshan. It is a harsh land that has been heavily scarred by magic and warfare.
It is in these lands that the genies established their empires. Though these empires have since fallen to humans, the time has come for the genies to try and take back what was once theirs.
This is the first in a series of adventures that will take you on a quest to prevent the genie lords of old from returning and reclaiming the country of Calimshan. The adventure includes:
Adventure hooks for characters and factions.
A detailed description of Calimport’s wards and sabbans post-Spellplague.
A current map …

Rise of the Genie Lords – Part Two (Fantasy Grounds)
Regular price: 0
Bundle price: 0
Format: MOD (Virtual Tabletop)
A pair of tomes are all that’s needed to bring the genie lords Calim and Memnon back from their prisons in the Elemental Planes. It’s up to you to destroy them so they don’t fall into the wrong hands.
Your journey will take you to the City of Memnon, on the northern borders of Calimshan, through the ruins of Memnonnar, to the City of Brass on the Elemental Plane of Fire and finally to the Great Conflagration, the only place where the tomes can be destroyed.
This is the second in a series of adventurers that will take you on a quest to prevent the genie lords of old from returning and reclaiming the country of Calimshan. Are you ready for the second part of your adventure?

Note: This product is for use in the Fantasy Grounds virtual tabletop. If you would like to purchase the PDF versio…

Total value:0Special bundle price:0Savings of:0 (28%)Price: $17.94Read More