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THE END IS HERE, AND IT ROCKS! 
Alpha Omega is a thrilling, comprehensive, and adaptable role-playing game. Alpha Omega provides players a unique and innovative rule set with optional layers of complexity. These optional rules are presented to add realism and strategy, but can be set aside to simplify and expedite game play. Players find themselves in a richly detailed, post-apocalyptic Earth where mankind stands on the brink of extinction. Our planet is about to become the battleground for otherworldly creatures of incredible power as they wage an ancient war. The End of Times seems to have arrived. Are angels and demons walking among us, or is there a larger chain of events unfolding? All is not lost... Alliances are forming and mankind is learning to evolve and unlock its hidden potential... Heroes are emerging... heroes like you.
The Core Rulebook is a 404 page, full color illustrated guide with hundreds of pieces of fantastic art, created by some of the most talented artists in the industry, that truly bring the world of Alpha Omega to life. 
The Alpha Omega Core Rulebook has been nominated for two ENnie Awards for Best Production Value and Best Interior Art. Are you ready to create your character and enter the world of Alpha Omega? The Alpha Omega Core Rulebook has everything you need, and it's currently offered at 30% off the list price, and it's bundled with a free copy of "Milk Run," the first adventure for the setting.
IT'S THE DOG DAYS OF D20!

As everyone should know by now, the D20 trademark license has been terminated, and publishers have until the end of 2008 to conclude sales of their old d20-branded products.
That said, it is now time to say goodbye to a lot of ARP products, including significant chunks of the Big Bang product lines. In all, some 50 titles in our backlist bear the D20 logo and its time to put them to bed. For the next two weeks, from Monday, August 25, 2008 to Sunday, September 7, 2008, all 50 products will be discounted to 60% off their regular prices at RPGNow and DTRPG. After that, we will be turning them off.
For a complete list of products available, visit the ARP manufacturer page at DriveThruRPG.
Newest Free Products
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Custom Card Backs - for use with Sen So by TwinBlade Games http://rpg.drivethrustuff.com/product_info.php?products_id=57716&it=1&SRC=newsletter
Custom Card Backs is not a game, but a game supplement for use with Sen So Combat Board Games. It provides custom backs for each of the currently released Sen So variant card sets.We hope you enjoy these custom backs. Sen So is a 2 or more player st...
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HELLAS: Quick Start Rules by Khepera Publishing http://rpg.drivethrustuff.com/product_info.php?products_id=57437&it=1&SRC=newsletter
HELLAS: Worlds of Sun and StoneThe long day wanes: the slow moon climbs: the deepMoans round with many voices. Come, my friends,'Tis not too late to seek a newer world. Push off, and sitting well in order smiteThe sounding furrows; for my purpose...
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Mundane Exchange Dungeon Dudes 3D by Dimensions Game Software http://rpg.drivethrustuff.com/product_info.php?products_id=57416&it=1&SRC=newsletter
The Mundane Exchange: Dungeon Dudes 3D Expansion"Not Just Another Virtual Pet" What do Wizard Robes, a Magic Sword, the Atari 2600, Chicken Breast Plate Mail, and a Steaming Pile of Poo all have in common? They’re all waiting for you...
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Libram Mythos: Wizard Powers (Preview) by Dungeon Dwellers' Guild Games http://rpg.drivethrustuff.com/product_info.php?products_id=57399&it=1&SRC=newsletter
(Updated 08/28/2008, see below) The Libram Mythos series from Dungeon Dwellers’ Guild Games is designed exclusively for compatibility with DUNGEONS & DRAGONS 4th Edition rules in accordance with the Game System License agreement.This produc...
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This Just In From GenCon 11 - Sunday 5pm by This Just In From GenCon http://rpg.drivethrustuff.com/product_info.php?products_id=57371&it=1&SRC=newsletter
With the show floor closed, Paul and Ryan finish up the show with Jeff Tidball of Fantasy Flight Games and Things We Think About Games. Ryan shares his GenCon Moment on meeting Benjamin Baugh for the first time, and the round it out with thank yous &...
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Newest Products
Newest Staff Reviews
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Metamorphosis: The Complete Journey by EN Publishing http://rpg.drivethrustuff.com/product_info.php?products_id=56774&it=1&SRC=newsletter Price: $14.99
Rating: 4 out of 5 stars (from Shane O'Connor)
Review In hindsight, it seems inevitable that there was going to be a compilation of the entire Metamorphosis saga. After all, such a single volume is not just good from a business standpoint, but it also serves as a last chance to make improvements and corrections discovered since the previous versions came out. In other words, a compiled volume is the final and complete word on a work. Unfortunately, Metamorphosis: The Complete Journey, stumbles somewhat in that regard.
The fantasy novel set within the confines of the D&D multiverse (with various intellectual properties changed, since this is a third-party book), Metamorphosis tells the story of the mortal wizard Hazergal, who has just died and gone to the Abyss for his wicked life. There, he makes the arduous climb from dretch to demon lord (which, not coincidentally, is the book’s subtitle). Along the way, he makes various enemies and allies among the Abyssal Lords, and becomes embroiled in a planar plot regarding the fate of the multiverse.
The story is a well-crafted one, but suffers from a plot that is very straightforward and has little surprises. What few plot twists the story has are easy to see coming, and – as I noted in my review of the third book – things progress in a linear fashion, with an almost methodical feel to them. Events proceed from A to B to C exactly as you’d expect. This isn’t to say the story is bad. The characters are well-crafted and feel realistic in their capacities (I, personally, couldn’t get enough of Hedrenatherax), and the pacing and focus is nicely done, with chapters devoted to some characters interspersed with chapters devoted to others. Just don’t expect to be astounded at any point.
The technical aspects of the book are handled well, for the most part. While there is no table of contents, there are a series of bookmarks to each of the three books, and each chapter within each book, making navigation easy. There are also links to each of the various NPCs presented in the appendix, and even to new items or creatues that are listed as a subset of an NPC’s entry. However, the NPCs in the appendix are all listed in alphabetical order, and the bookmarks to them do not quite follow suit. This can make for a slightly confusing experience when you click on the last link, and it takes you to the middle of the Appendix.
Also regarding technical aspects of the book, I must mention the illustrations: specifically, that there aren’t any. Oh, the cover is still there (being a blend of the covers of each of the three individual books), but that’s all. All of the illustrations from the Deluxe Versions of the first two books are nowhere to be found here. That’s something of a shame, as I quite liked those pictures of the various characters; I can only imagine that it would have cost extra to reprint them here, but either way, it’s still a loss; a compilation isn’t supposed to be less than the original works.
The last aspect of the book that must be mentioned is the NPC stats in the appendix. In addition to including all of the stats from the Deluxe Versions of the first two books, it also has a series of new stat blocks for characters and creatures from the last book as well. This will surely be welcome to anyone who was upset to hear that the final book wasn’t getting a Deluxe Version as well. That said, there were a few things that I found disappointing here. First of all was that there was no errata applied to the NPC stats. Several of the stat blocks from the first two books had various mechanical errors, none of which were fixed here – a missed opportunity to be sure. The second thing that was a bit of a downer was that the main protagonist (in his final form) and Antagonist both lack stat blocks at all. This seems like an oversight, as well as a waste, as these are perhaps the most archetypal characters in the book, as well as (possibly) the ones most likely to be used in a home game (albeit an epic-level one). Why these two characters were overlooked is beyond me.
All in all, The Complete Journey is one that makes a few missteps along the way. This product is a good one that is undermined by its flaws, something which is made worse by the fact that was a second chance to make sure most of those flaws were ironed out. The result is a novel and game book that never quite lives up to its potential. Still, it’s enjoyable to read, and brings some good new crunch to the table.
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Behind the Spells: Compendium by Tricky Owlbear Publishing http://rpg.drivethrustuff.com/product_info.php?products_id=56664&it=1&SRC=newsletter Price: $15.00
Rating: 5 out of 5 stars (from Shane O'Connor)
Review Recently, as a pet project, I tried to calculate just how many individual, unique spells would exist in a “standard” d20 game world. Using some of the population tables and a lot of guesswork, I determined that such a world would have almost thirty thousand spells. The idea was simple, that the PHB had the most common spells, with others being fleshed out in various sourcebooks. However, those numbers are just overviews, without getting into the question of who invented those most common of spells, and why. Further, what variations did they (or other people) come up with, what alternate formulas or differing effects were out there? I never dealt with such questions, because the Behind the Spells: Compendium, from Tricky Owlbear Publishing did it for me.
A compilation of the first thirty-six works in the series of the same name, Behind the Spells: Compendium deals with the in-game history and creation of some of the most familiar spells in the game. Usually each entry is for just a single spell, but several deal with more than one, such as the entry for “wish & limited wish” or “the walls.” The book gives roughly three pages for each spell entry, making it over one hundred pages long. There are no page borders to be found, and only sporadic instances of black and white artwork (save for the cover), making the book very printer-friendly. Bookmarks to each section are present, and the table of contents is hyperlinked, making this PDF easy to navigate.
The majority of each entry is fluff text, as the in-character author, Maxolt (a gold dragon) records the history of the spell. Usually, he gives considerable space to the individual who created the spell, and what circumstances brought him or her to do so. Space is also given to any “spell secrets” (variations on the spell that aren’t enough to constitute different spells) and related research (similar-but-different spells and/or magic items). Any new crunch is contained in sidebars, making them easy to distinguish. For those who have some of the original PDFs in this series, there is a smattering of new material, though this seems to be limited to the introduction (which covers things like counterspelling a spell that uses a spell secret, or how creatures with spell-like abilities can use spell secrets). There’s also a date on each spell entry regarding when it was first released, and a few notes from the (real) author with his thoughts on each entry.
The book has a number of subtle nods to fans of D&D, which are sure to be enjoyable easter eggs for those who pick up on them. For example, the entry for “acid arrow” has several paragraphs about how the spell usually has a guy’s name in front of it; Maxolt explains how this is a sham, and most named spells aren’t really created by the pretentious blowhards who add their names to them. Things like this really make the book a joy to read.
The only problem I had with the book was that I personally found the premise to be a tad unbelievable. That is, I found it hard to believe that anyone remembered who invented the thing that is both ancient and ubiquitous. To me, it’s like trying to find a biography of the person who invented the hammer, or the sword. Some things just seem like they’ve been around so long and are so widespread that it’s ridiculous to assume we know anything at all about who made them. However, that’s my personal take on it; perhaps in your game world, these spells aren’t that ancient, and/or all magical research is recorded (after all, we know, basically, who is responsible for making the computer). If you want that information, it’s available here. New insights into old favorites are the reason to look Behind the Spells.
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PC Pearls by Goodman Games http://rpg.drivethrustuff.com/product_info.php?products_id=57424&it=1&SRC=newsletter Price: $6.99
Rating: 5 out of 5 stars (from Nathan Collins)
Review Often ignored in the bevy of products on RPGNow are the players. Yes, sure there are player supplements that provide you more races, feats and cool toys for your characters, but rarely does a product come across that give you tools to be a more complete player.
PC Pearls Volume 2: a Collection of Character Inspiration, by Goodman Games, provides players an informational 60-page book compiled with helpful design tidbits for characters. Boasting a compact yet spacious and readable layout, PC Pearls contains information for every stage of a players character.
The pages begin with various tools to turn your name and a bunch of numbers into a living character. Helpful naming guides, background tables and inspirational advice are kept concise and to the point. The tables, specifically the personality quirks and Fifty Family units are very creative. There is even a PC questionnaire that players can use to hone their character.
The next chapters deals with the characters once they enter the world. Providing players with useful advice that help the DMs flesh out the world more. There is a great little peace on gathering information and being specific with where you go to gather the information.
The book ends with information on developing high level characters taking a different approach and discussing broader aspects. The one I really enjoyed was separating into sects of a church which one of my players actually did the previous game. It is the mark of a really thoughtful player who has really taken in the world and wants to make their own niche.
For the Player I chuckled writing this as the entire book is for the player. As I read it cover to cover in a few hours, I realized that there was not a single bad section or poorly written piece. Not even a single redundant thing. The Metagaming chapter was humorous and so true. It was one of those things that I giggled out loud at and said if every player metagamed like that I would not have a problem with metagaming. Other favorites include a section on unique (and not broken) mounts and creating a distinctive voice in game.
For the DM Print this out, set this out at your next character creation chapter. Print extra character questionnaires. Watch the creativity work.
The Iron Word This system-less PDF should be at every gaming table, every game. Whether you are a player or a dungeon master, it is an amazing reference tool for players to use. The collection of writers who came together on this product is a whose who of the Role Playing Game world and it is without a surprise that this is one of the best player guides in a number of years. Not since the Players Handbook II have I wanted to force every one of my players to read a book.
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Races of NeoExodus: P’Tan by LPJ Design http://rpg.drivethrustuff.com/product_info.php?products_id=57391&it=1&SRC=newsletter Price: $2.25
Rating: 4 out of 5 stars (from Nathan Collins)
Review The First Ones can not catch a break. The dastardly villains of the NeoExodus universe seem to face one road block after another. Races of NeoExodus: P’tan is another one of these roadblocks, introducing a race of beings produced by the First Ones. Of course, they have since turned on their masters.
The P’tan is another creative race by the people at LPJ Designs. Even if you have an established setting, like I do, you want to find a place to stash these dog looking creatures. Despite their darkvision, the creatures are anti-shadow, gaining bonuses against the magic used by the First Ones. They also have a minor though effective Black Lightening attack that gains in strength if you take on their paragon levels or feats.
For the Player The P’tan are zealous about freedom and I imagine that the ones who sneak into my campaign world will be quite zealous. This is a fun race for the type of player that wants to let loose and really get into some passionate role playing.
For the Dungeon Masters The P’tan are the perfect slave race and should be taken advantage of as such. They are magically created and thus have an easy in for any campaign world.
The Iron Word Like the Tiefling, the P’tan is another race whose concept has been heard before but of which the execution reeks of superb creativity. I am not sure what it is, but Neoexodus is such a different campaign world that it makes you want to put small parts of it in yours.
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Combat Cards: Poisons by Healing Fireball http://rpg.drivethrustuff.com/product_info.php?products_id=57278&it=1&SRC=newsletter Price: $3.00
Rating: 4 out of 5 stars (from Nathan Collins)
Review Quite the opposite of its oxymoron name, Healing Fireball produces products that make a game cohesive. One of their better products, Combat Cards Poisons, is a strong example of the usefulness often found in their PDFs.
Poisons, just as diseases, seem to be a last minute detail to most RPGs. It is usually in the back of the book and rarely ever do the rules take up more than a paragraph or too. A conglomerate of poisons follow the rules with none given any more flavor than the next. So lost in the books are the poison rules most DMs usually stick to the same 3 or 4 poisons in order to not have to dig and find the passage of the various poisons.
The short 15-page Combat Cards: Poison contains a set of cards that contain the stats and rules for various poisons. There are cards for 28 poisons and 4 cards for blank poisons. The technique is quite simple and shows that you do not have to recreate the wheel to put out a solid product. My only complaint is that I wish that they still do not solve the description problems that plague poisons. I wish the writers would have taken some risks and added a bunch more poisons or added short descriptions for the ones listed. Still Combat Cards: Poison is a good resource to have at the gaming table.
For the Player My first thought when I read these cards is that I can not wait to play the assassin that I have in my head. The blank cards will be quite useful for making up my own poisons and the other cards will be my little bag of joy to be unleashed on my opponents.
For the dungeon Master Did I mention that assassin .
The Iron Word Combat Cards: Poisons does not aim to reinvent the wheel or add depth to the poison rules. It is a helpful product to insure that poison details are at your finger tips.
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