All of my campaign settings have sizable (40 pages+) preview PDFs on their sales pages and 4-5 free PDFs each (available through the hyperlinks on the bottom of each entry below). 😀
- Mists of Akuma (5E) (core book, 275 pages)
Eastern fantasy noir steampunk! Think 2 parts Afro Samurai + 1 part Warhammer 40k + 1 part Ravenloft. The lands of Soburin’s 26 prefectures are lushly detailed with over 100 NPCs and monsters, there are huge chapters for three important cities on the continent, archetypes for every class, 14 new races–there’s a lot in here (and the preview PDF–40 pages!)
All Mists of Akuma adventure modules are available in PDF, Print, and on Roll20.
- Cursed Soul of the Scorpion Samurai (adventure module, 44 pages of tragedy)
- Fangs of Revenge (adventure module, 38 pages of duplicitous intrigue)
- Yai Sovereign of Storms (adventure module, 28 pages of strange oni culture)
- Scourge of Robai Shita Temple (adventure module, 42 pages of mystery)
- Revenge of the Pale Master (adventure module, 62 pages of ancient danger)
- Mists of Akuma (Shadow of the Demon Lord) (core book, 250 pages)
We got to be the first licensed 3rd party book for SotDL 😀
- Book of Exalted Darkness (D&D 5E and Shadow of the Demon Lord; not yet released): This holy decopunk campaign setting is all about adventurers that are evil–for JUSTICE! The world’s technology is powered by inaequa, energy that elongates the lives of creatures with good in their hearts.
- Veranthea Codex (Pathfinder) (core book, 382 pages)
This is the most homebrewed and has 6 distinct settings on one world (sword & sorcery & steampunk, high fantasy wuxia, monstrous dieselpunk, subterranean psionic wild west horrors, maritime cthulhu robots and aliens, and ancient aquatic progenitors), a sizable chunk of player options (basically the Adventurer’s Handbook), and the last third of the book is like an NPC Codex for alchemists, cavaliers, gunslingers, inquisitors, magi, ninja, oracle, samurai, summoner, and witches.
- Adventurer’s Handbook (source book, 197 pages of player info)
- Forever Dark (source book, 84 pages of subterranean adventure)
- Into the Veil (source book / adventure module, 50 pages of nautical intrigue)
- Lost Legends of Urethiel (source book, 40 pages of eastern fantasy)
- Radical Pantheon (deities book, 124 pages of truly unique gods)
- The 5th World (adventure module, 52 pages high level action)
- The Black Knight (introductory adventure module, 28 page intro adventure)
- Hypercorps 2099 (Pathfinder) (core book, 204 pages setting and rules template)
Got tired of Shadowrun’s broken rules and made my own cyberpunk variant for Pathfinder that uses the Hyper Score system (sort of like Mythic) to make players into super heroes (well, probably not heroes, but you get the idea)
- An Undying Contract (novel, 165 pages of thrilling cyberpunk action)
- FAMOTH (source book, 70 pages focused on the Hypernet)
- Specimens in Centralia (adventure module, 26 pages of hyper drake hunting)
- Thrillville or Killville? (Hypernet adventure module, 26 pages of digital rush)
- Operation: Nazi Smasher (anti-nazi high level adventure module for charity, in PDF, Print, and Roll20; 69 pages of content including all of the Hyper Score System, 7 pregenerated characters, and even character pawns)
- 2099 Wasteland (5E) (core book, 183 pages)
Fundamentally moved the axes of gameplay so that it’s much more like original D&D and focused on survival (in a post-apocalyptic sci-fi setting). Has a randomized world generator built into it so each table’s Wasteland is unique, as well as custom-built weapons, vehicle rules, four new classes and races (which are IN THE PREVIEW PDF OF THE MAIN BOOK!!), warlords like Merlin the Technomage and Drago Chainbeard, and everything you could need to make your own wasteland.