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This Year's Registered Supplements

This page will be updated once a week (usually on the weekend) with the latest registered supplements submitted that week.

In order of submission:

Juntu's Frozen Ice Hell
Jason Morningstar, Marshall Miller

Back in the Age of Magic, a mad and powerful wizard named Juntu built a magical galleon. Kept perpetually frozen by an extraplanar machine of Juntu's own devising, the ice-hulled ship with hoarfrost sails took the wizard and its crew of frost giants and rascals on unimaginable journeys of adventure and discovery.

Such power invites catastrophe. In a vast magical explosion the ship became an ice-island that continued to freeze and grow as it drifted aimlessly across the warm southern seas. Her crew entombed, the artificial iceberg has become home to new creatures--and its magical energies have changed them.

And now the trade winds have brought Juntu's floating ice-hell to your part of the world. It is, in point of fact, on a collision course for the largest port in Dry Tree province.

Juntu's Floating Ice Hell is a Dungeon World adventure across the treacherous terrain of the Ice Hell and the ships within it. Adventurers will face the trials of overland travel on the ice, the twisted remains of Juntu's deck crew, and the beasts that stalk the ships wrecked upon the ice.

Survive the Elements
The surface of the Ice Hell is a treacherous wintery terrain. Adventurers will face natural hazards from arctic winds to blinding sun cups just to make their way across the frozen wastes.

Delve Deep
Captured in the ice are ships and at the center beneath a spire of ice is Juntu's ship itself. The greatest danger and most wonderful treasures lay inside these buried hulls.

Hunt Or Be Hunted
Natural hunters like the mighty arctopus and stranger beasts hunt on the ice, as do the transformed remnants of Juntu's crew. The environment isn't the only thing out to get you.

Benefit Amnesty International
All profits from sales of Juntu's Floating Ice Hell go to Amnesty International.

$5.00 PDF
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Itras By: The Menagerie
Ole Peder Giaver et al.

Itras By: The Menagerie is a cabinet of curiosities for the surreal roleplaying game Itras By. New scenarios, setting elements, short games, tools, cards, articles to help your group fine-tune the game for your purposes.

Emily Care Boss from the foreword (abbreviated):

"The game captured something for me. A period, a mind-set, a feeling. Surrealism, German expressionism, dada, modernism, poetry, dreams. All these were there. But also, a slipping feeling, where the ground beneath you becomes sand. The solid pillars of reality pass through your hands like smoke. Meaning comes into question. The realm of creative play in role playing games harnessed to embody that feeling. And yet keep us grounded in the shared story. With the Menagerie, we revisit this ground with new tour guides. They give us tools as players to embrace the surreal in our game, flexing our imaginations and abilities to encompass the unknown. The authors even lead us to look sideways at our own world. Raising prickly questions about the arbitrary nature of what exactly we all may believe to be real and true."

The Menagerie is brought to you by Vagrant Workshop and an international team of 40 creators. They are quite the "menagerie" themselves, representing larp and OSR, professionals and hobbyists, scholars and artists. All share a passion for roleplaying and the strange.

Though primarily a companion to Itras By, The Menagerie may provide tools for players of other games.

$39.95 Hardcopy, $14.95 PDF
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Beasts & Barbarians Steel Edition Player Guide
Umberto Pignatelli, Tomasz Z. Majkowski

Beasts & Barbarians Steel Edition Player Guide includes:

  • Summarized descriptions of the lands and the history of the Dominions
  • Accurate descriptions of the various playable cultures, including clothing, religion, technology and so on.
  • More than 40 new Hindrances and Edges to create sword and sorcery heroes.
  • Specific gear (from loincloths to Amazon Hawk Ships)
  • Three custom-made arcane backgrounds and their specific trappings: sorcery, Lotusmastery and enlightenment.
  • Setting rules including After the Adventure events, crafting rules, expanded mass battle rules
  • And much more!
$15.99 PDF
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Veins of the Earth
Patrick Stuart

"They've knocked it out of the park. Hit it for six. Got it in an arm bar in the first round. Pick your sport, pick your metaphor, doesn't matter: the point is clear -- so soon after _Fire on the Velvet Horizon_, Patrick Stuart and Scrap Princess prove once again that something as unlikely as an RPG supplement can be art, of the most impressive kind. An amazing work." - China Miéville


At the deepest point of the dungeon, behind the throne, beyond the rooms where the battles took place, after everything is done and the enemy dead, there is a crack. A black empty space where the wall joins the stone floor, a foot and a half high and three wide. A breeze comes out. You'd never notice it. You could lie on your belly and fit inside.


You have existed, up to this point, on the illusion of a plane, bordered by mountains, rivers, seas or the politics of maps, and this life has been a lie. Its borders are made up, its seas are gateways, its mountains are cradles of deep life. There is no plane.

You were raised within a history running back through recorded time, written in ink, carved in stone, scooped from clay, hidden in songs. Your primal myths are an eye-blink of the memory of that place. Your history is a candle burning out.

The real world, the deeper, more true world, is bordered only by light above and fire below, and perhaps not even by that.

When you loathe gold for its weight and count your wealth by a radius of illuminated rock and think yourself lucky to do so, then you have passed into the VEINS OF THE EARTH.

Expertly written and profusely illustrated by the veteran team of Patrick Stuart and Scrap Princess (Deep Carbon Observatory and Fire on the Velvet Horizon), VEINS OF THE EARTH is the most important and comprehensive guide ever published for gaming in the depths of the earth. Included in this essential work:

  • A detailed survey of over fifty new monsters and a half dozen cultures that lurk in the Veins.
  • Procedures for Referees to generate both small and large-scale maps and locations within.
  • Expanded rules for players navigating a realm that has never seen the sun.
  • Full descriptions of the different types of light and the different types of dark.
  • The worst kinds of fear, madness, and nightmare.

VEINS OF THE EARTH is a setting sourcebook for Lamentations of the Flame Princess: Weird Fantasy Role-Playing and other traditional role-playing games.

$66 Hardcopy
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Smoke & Glass
Shoshana Kessock

Welcome to Kroy, the city of Smoke and Glass.

A black sky hangs over this city, and midday looks like twilight. Stoopsweeps in their rags make a living cleaning soot off rich folk's doorsteps in the Towers District, while the factories of Smoketown belch the neighborhood's namesake into the sky...

Smoke & Glass is a Fate Core setting about crime, punishment, and the difference between what's legal and what's right. It takes place in Kroy, a steam powered industrial city of factories and skyscrapers built on the wreckage of a magical kingdom.

$?? PDF
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Rotted Capes - Survivor's Guide, vol. I
Henry Lopez, Michael Surbrook, Jeffrey Witthauer

In a World Where Crime Takes a Bite Out of You

Your Hero is going to need additional powers to bring civilization back from the brink.

Within you will find:

New Power Sources - Cosmic, Mystic, and Supernatural!

New Archetypes Including Aliens, Anthromorphs, and Demigods!

With New Skills, Advantages and Disadvantages, Power Modifications, Power Tricks and

Lots of New Powers!

New Rules for Superheroic Sorcery and much more!

$7.49 PDF
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