Showing posts with label New Release. Show all posts
Showing posts with label New Release. Show all posts

Saturday, 24 February 2018

Up The Junction!


The latest release in our system agostic village line is out now!


Have you ever been halfway through a campaign and had to take an enforced break as your players decided to take a detour into a village that's just a name on a map in your adventure?
Well, no more trying to think up and map an entire village – we have designed Graban Drop Villages with exactly this situation in mind!

Simply grab one of our range of villages, drag it over, and drop it into your campaign notes! A ready-made village, with buildings, NPCs and even scenario ideas, all ready to be used. Just bolt on your gaming system, stat anyone you think might need it, and you're ready to go.

The Graban Drop Villages range is system neutral, designed to be used with whatever rules system you use.

Junction is the third in our Graban Drop series and depicts a small town that has grown up around a key junction of two major roads.  The town began as an inn but over the years other businesses that serve the many travellers on the road grew up around it, followed by a small community that is mostly self-sufficient.
Sometimes considered godless by the more devout communities of the region, Junction has no dedicated place of worship of its own but they certainly know how to throw a party!  With live music, dancing and storytelling at the Crown and Cross Swords most nights.  Still, it is far from the haven of debauchery some would have you believe, rather it is a surprising source of culture from a world-class cheese to a renowned regional poet and sporting one of the more highly trained volunteer militias.  Junction has its own customs and traditions as well as being a great place to learn about the potential for adventure for miles around.

Mysterious hatches in farmers' fields, strange stone carvings that no one has deciphered and one or two dark secrets of its own, whether you are a merchant or an adventurer sooner or later you will find yourself up the Junction.

This product includes a coloured map of the village, an extensive Key, dozens of colourful characters, rumours, news, adventure ideas and a wealth of information on life in and around the village.  Just download it, read the text and drop it into your campaign.  The systemless supplement can be used with any RPG.

You can find this product   HERE  This product is being offered at the introductory price of £1.80 for a limited time.

Monday, 22 January 2018

The Library! GMs map #41 out now!

I'm lagging behind a little as far as keeping the Blog updated goes, sorry about that folks, I'll try to do better.

Anyway, the most recent addition to our GM's maps range is one for the investigative horror or mystery fans - GM's Map #41, The Library!

A 4-storey Library suitable for a range of historical periods from the Renaissance to the near future via the Victorian period or the 1920s




Libraries are a staple for investigative and investigative horror games. Your PCs may spend hours upon hours studying dusty tomes or old newspaper articles, pouring over every word to find those vital clues that might lead them to uncover the truth. However, they don't need to be some vaguely defined notion against which the PCs make a succession of research skill rolls, bring your libraries to life with this, the 41st offering in our GM's maps range.

Libraries can themselves be the locale for some mystery, murder, robbery or haunting, or perhaps the PCs unleash some monstrous horror from beyond with their incautious studies. In a post-apocalyptic world, the last remaining libraries are a treasure trove of lost knowledge that might be worth fighting and even dying over.

Make your library an integral part of your adventures and you can develop some memorable scenes that players will remember for years to come.

Publisher's Licence
Publishers wishing to use this map in their own products may do so subject to the following restrictions;
You may use the map in your own adventures or supplements provided you add your own content.
This map may not be resold as part of a product that is intended primarily as a map or collection of maps.
If you use this map please credit the author B F Irving and Gethsemane Games and include the line “Map created with Campaign Cartographer 3 by Profantasy Software”


Comming soon we will have a 3-storey Shopping Arcade, keep your eyes open for that one!

Friday, 8 December 2017

STOP right there, Dragon DROP villages have just landed, ROLL on over to http://www.rpgnow.com/browse.php?discount=9b3355be72 To get the first one for just $1, but hurry!  the offer only lasts until December the 15th. 

Cover of Dragon Drop Village 1

Have you ever been halfway through a campaign and had to take an enforced break as your players decided to take a detour into a village that's just a name on a map in your adventure?
Or do you need a village as a base for your adventuring party, or just as a backdrop for them to visit?

Well, no more trying to think up and map an entire village – we have designed Dragon Drop Villages with exactly this situation in mind!

Simply take one of our range of villages, drag it over, and drop it in to your campaign notes! A ready-made village, with buildings, NPCs and even scenario ideas, all ready to be used. Just bolt on your gaming system, stat anyone you think might need it, and you're ready to go.
The village is described in detail, with each building on the beautiful full-colour map given its own entry.  Who lives there, what they do, their personality and how they related to the other villagers.  Not Only that but the economy, rumours and lie in the village are all explained and we include a section of adventure ideas as well.
Our first village is a small but important one, with a population of approximately 20 families, a tavern, smith, and a pawn shop which is ideal for adventurers looking to sell the strange items they have accumulated. All mapped out with full GM notes, the Farmer's Market Town is surrounded by crofts and farms and provides a regular market for the farmers to sell their produce, craftspeople and the forces of law and order in the shape of the Burgomaster, Sheriff and Bailiff.

Use THIS LINK  before December 15th to get Dragon Drop Village #1: Farmer's Market Town for just $1 

The Dragon Drop Villages range is system neutral, designed to be used with whatever rules system you use.

Missed the $1 sale?  Don't worry, you can still buy Farmer's Market Town for just $2 for another week before it goe's up to its full price.  Just use THIS LINK to go directly to the products page on RPG.Now

Saturday, 25 November 2017

New Release GM's Map 34 'Victorian Members Club'

 An exciting new release in our GM's Maps range, 'Traditional Members Club'.  Popularised in the Victorian period the first clubs actually appeared in London in the Georgian period and many still exist today.  
The first Gentlemen's clubs were established in the upmarket west end of London. These clubs were open only to the aristocracy and the Landed gentry. With names like 'Whites' and 'Boodles' they took on some of the roles of coffee houses.

 As the 19thcentury progressed there was something of an explosion in the number of traditional members clubs. 
 Clubs like 'The Reform Club' (Membership of which was restricted to those who pledged to support the 1832 reform act and thus included both peers of the realm and gentlemen of middle-class status) and the purely fictional Diogenes club of which the equally fictitious Sherlock Holmes was a member sprang up all over. By the 1880s London alone had over 400 such members clubs catering only to men and only to those of the middle and upper classes. By now clubs were appearing all over the world form the USA to India.

With the expansion of the numbers of clubs came an expansion in their services as well. These 'Reform clubs' offered middle-class men all the comforts of an aristocratic home. Gambling and coffee were still offered as was an extensive staff employed by the club for the comfort of the members, but many of these new clubs also offered accommodation for members who wished to stay the night (or several nights). At this time some of the older clubs also began to offer overnight accommodation, although this was by no means adopted by all of the original clubs.
By the 21st century, several of the remaining clubs had lifted the embargo on Women joining and so opened up to a wider range of members.

From Sherlock Holmes to Phileas Fogg and Hercule Poirot some of the greatest fictional characters have been members of such clubs, and now your PCs or their Antagonists can too!

Find this product Here


There are a wide number of ways to use the Traditional Gentlemen's Club in your RPG campaigns and we encourage you to let your own imagination run wild. We do have a few suggestions for you but don't feel these are the only possibilities. A usual we would love to hear from anyone who has a unique or unusual idea for how to use the map in their scenarios.

The club may provide a home base for the PCs. The club can be used in much the same way as the stereotypical 'Meet at the Inn' introduction often used in fantasy scenarios, where the PCs are all members of the club and it is this membership that draws them together to begin their joint adventure or investigation. Perhaps a fellow member is in trouble and the PCs represent other members who 'Refuse to let a chap down, especially when he is a member of our club, by George!'.
Perhaps the club itself wants to find some valuable treasure or solve some mystery and the party are members who have stepped up tot he challenge. Members of the club may be patrons or sponsors of the party and may set them a task which leads to their adventures. Of course, some of the clubs resources, such as the library may well be placed at the parties disposal.

A late night discussion in the par may fire the imagination of party members who determine to undertake some great tasks, such as circumnavigating the globe, or perhaps other members lay a wager that the party are not able to complete some challenge or other.

The club may also be the sight of a haunting or the scene of some mystery (a murder or theft, perhaps) that the party determine (or are retained) to investigate.


Alternatively, of course, it may be the PCs antagonists who are members of the club. Perhaps the party are inspired to steal something from the clubs vault or some work of art upon the walls of the drawing room or standing in the coffee room.
They may be planning to confront some arch nemesis who rarely leaves the confines of his club, or they may need to read some rare tome that the club has in its library but will not let them see. Perhaps the rumours of occult rituals or disturbing activities in the club are not just gossip and it is up to the party to put a stop to it.


Monday, 13 November 2017

GM's Map 32 'Cathedral' Launched


The latest addition to our 'GM's Map' range is now on sale on RPGNow.
The Cathedral, a stone edifice of incredible beauty and design, the pinnacle of the stone mason's art and centre of a diocese.  In historical games, the Cathedral may be the sight of some mystery that the PCs are determined to solve, the murder of a bishop or member of the congregation, perhaps?  Or is some clue to an ancient riddle or blasphemous secret hidden in its architecture, vaults or statuary?

A perfect venue for both Gothic and Eldritch horror.  Perhaps the Cathedral is haunted by some ghost or entity that is growing increasingly malevolent or which knows some secret the PCs must convince it to reveal to them. Eldritch horrors may lurk within the vaulted halls or be trapped beneath the consecrated floors, scheming to escape and wreak their vengeance on humanity.

Used in a fantasy setting the Cathedral is a great place for friend and foe alike.  Perhaps the PCs need to seek out one of the clerics in the cathedral to recruit them to their party or ask them for help or perhaps the cathedral is the home of some malevolent sect that the party are sworn to bring down.  A necromancer may have already seized control of the building, or be trying to do so, in order to summon back the dead interred in the crypts beneath to add to a growing army of the dead.

Even in a post-apocalyptic world, the cathedral may still stand, a rallying point for desperate survivors or the home of a nefarious apocalypse cult that seeks to enslave those who dwell nearby or spread its message in a new post-apocalyptic crusade.

In this product, you will find floor plans of the cathedral itself, its towers and lofts and the crypts beneath for you to work into your games however you see fit.

Comming soon to the range: 'Medieval Manor House'

Monday, 6 November 2017

GM's Map #31: Secret Underground Laboratory Out Now!



What sinister experiments are taking place in the secret laboratories deep beneath the ground?

What secrets lurk there that could save or damn mankind?

This map pack details a 4-storey secret laboratory complex with security, accommodation and several labs in which various nefarious experiments can take place.

Or perhaps the laboratories are humanities last best hope to stave off global disaster?


Whatever is going on down there, one thing is for certain, someone else wants to know about it.

Since the enlightenment humanity has had a love hate relationship with science. It has driven our culture and our development, expanded our knowledge, extended our lie expectancy, eradicated certain diseases, improved our ability to fight other diseases. It has given us modes of transport and communication that have effectively shrunk our world. The knowledge we have gained has revolutionized every aspect of our lives. Yet, from the early days many have also viewed it with suspicion. From those who saw it as a challenge to religion or a blasphemy against god to the Luddites who saw the rise of industrialization as a threat to their livelihood. Much of our science fiction, even from the early days of the genre, has warned of the dangers of meddling in things we do not entirely understand or which may be dangerous and mysterious. Mary Shelley's 'Frankenstein' (which itself is in part inspired by a far older story, as evidenced by its subtitle 'A modern Prometheus') is a famous example but our literature is littered with examples. The American sci-fi of he 50s cautioned us against robotics and atomic physics (just listen to old episodes of classic radio drama such as X Minus one or Dimension X for examples).

Our horror and post-apocalyptic literature are also littered with examples of the science run amok theme.

It isn't all negative, of course, in superhero literature scientists are often the villains but are also often the heroes or the cause of how a hero comes to be. In many SF or disaster tales, it is a band of plucky scientists working around the clock in a secret laboratory that are often depicted as humanities only hope of survival.

With these things in mind, the potential for a secret laboratory complex in RPGs is staggering.
The PCs may represent the secessionist, trying desperately to hold back some global disaster or simply trying to escape the facility as some menacing alien dimension rips its way into our world it the theoretical physics laboratory (one for the 'Pandora's Wake' players among you, perhaps?).
They may be a band of covert operations specialists tasked with raiding the laboratory and learning its secrets for a rival government or corporation.
Perhaps they are escapees who had been held here, destined for a ghastly fate as experimental subjects?

Let your imagination run riot.

If you come up with a particularly interesting idea for how to use this map, we would love to hear about it! You can email us at gethsemanegames@gmail.com and let us know. If you give us permission, we might even publish the idea on our blog 'Whispers from the Other-Verse', giving you the credit of course.

Tuesday, 24 October 2017

GM's Map Halloween Special Launched




Map making can be time-consuming and sometimes frustrating for GMs, especially GMs with limited time to begin with. In our new 'GM's Maps' range, we will be providing a range of pre-made maps for you to use in your games.

Mist swirls about the skeletal trees as the two figures creep towards the darkened house on midnight lane. The cold seeps into their bones as each one goads the other on,
“You scared bro?”
“Me? N... no, it's just a house. They are only stories, what's to be afraid of?”
“Yeah. Yeah, that's right. Just stories,”
From the attic window, a pale face watched the two students approach. Long dead eyes glared at the two young men.
“Oh yes!” it hissed, “Just stories. The truth is much worse!”

Our Halloween special is an American Colonial style house ripe for the haunting by whatever ghosts, ghouls or ghastly creatures you care to summon up.

Publisher's Licence
Publishers wishing to use this map in their own products may do so subject to the following restrictions;
You may use the map in your own adventures or supplements provided you add your own content.
This map may not be resold as part of a product that is intended primarily as a map or collection of maps.
If you use this map please credit the author B F Irving and Gethsemane Games and include the line “Map created with Campaign Cartographer 3 by Profantasy Software”

Thursday, 6 July 2017

NEW RELEASE! GMs Maps: 23 Victorian Work House

The latest of our GM's maps range 'Map 23: 18th or 19th Century Work House' is now available on RPG.now!





Map-making can be time-consuming and sometimes frustrating for GMs, especially GMs with limited time to begin with. In our new 'GM's Maps' range, we will be providing a range of pre-made maps for you to use in your games.

The maps will be provided in PNG, JPEG and PDF file format, unnumbered for you to number and populate with fiendish traps and monsters as you see fit.

re sinister experiments away from prying eyes?

Workhouses were a fact of life in several countries during the 18th and 19th centuries the poor, the sick and the orphaned would often find themselves in the loveless, cold embrace of such an institution. Miserable places in which paupers and orphans would be put to work in exchange for basic accommodation and food.

Even in these lowly conditions, the inmates could not escape the rigid class structures so common in Victorian Britain and they would be divided into first and second class paupers, those deemed of 'Good character' and those deemed of bad.

With histories such as these, workhouses would make ideal places for hauntings in horror RPGs. However, imaginative GMs may come up with all sorts of ways to use such buildings. Perhaps the PCs are condemned to live in such an establishment, or perhaps they are investigating some crime committed there. Gangs of criminals may even be hiding out in such a building or, in more recent times perhaps the building is no longer the workhouse it once was but has been converted to another use?

Historically old workhouse buildings have been converted to hospitals, schools, museums, residential apartments, shop units and even civic buildings. Some were even converted into hotels.
Converted Workhouses were remodelled to various degrees to suit their new purposes.


Publishers wishing to use this map in their own products may do so subject to the following restrictions;

You may use the map in your own adventures or supplements provided you add your own content.

This map may not be resold as part of a product that is intended primarily as a map or collection of maps.

If you use this map please credit the author B F Irving and Gethsemane Games and include the line “Map created with Campaign Cartographer 2 by Profantasy Software”

Sunday, 2 July 2017

(Haunts and Horrors) NEW RELEASE! The Ahriman Tablets

NEW RELEASE: The Ahriman Tablets


Set in Egypt in the 1870's 'The Ahriman Tablets' can be either a stand-alone adventure or an interesting follow up to 'The Curse of Amun Menetnashte'.

A curious find among the trade goods of the Bazaar set's the party on an arduous journey into the Kharga Oasis region of Egypt in search of a long lost temple. Thought to be a Zoroastrian fire temple dating back to the Persian occupation of Egypt, the temple hides a dark and sinister secret.

To reach their goal the party must face the hazards of the desert, both real and preternatural as a malevolent force seeks to deter them from uncovering the ancient hidden truths locked within the sand-choked ruins. Pitted against the creatures of desert folklore, the harsh conditions of the Karga Oasis and their own self-doubt the expedition's tribulations have only just begun for once they find the ancient site their excavations are troubled by yet more mysterious occurrences. The dark spirits that have lain forgotten beneath the desert sands have awoken and regarded the expedition with malevolence as they seek to keep the interlopers from learning the truth of this place.

A scenario for moderately experienced to experienced characters, designed for Haunts and Horrors but easily converted to any investigative horror RPG. Also, includes some new creatures a new preternatural ability and some new rules for your H&H campaigns.