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AetherCon VII November 9-11, 2018 Online RPG Convention
  • Jim Ling
    JVC Parry
    Pear of Geeks
    Fantasy Flight Games
    Google Hangouts
    Spidermind Games
  • Hazard Studio
    Windmaster Miniatures
    BTP!
    Dan Harlan
    Savage Worlds GMs Podcast
    Wayward Rogues Publishing
  • Pyromaniac Press
    Mantic Games
    Chaosium
    Anthropos Games
    Immersion Studios
    Wheat Penny Games
  • Gamerati
    Necrotic Gnome Productions
    Roll20
    Kittensoft Chainmail
    Star Hat Miniatures
    Sci-Fi Writers/Old School D&D
  • Dias Ex Machina
    Ral Partha Europe
    Knight Errant Media
    Awful Good Games
    Dread Unicorn Games
    Alpha Strike Games and Hobbies
  • Intermedia Anymeeting
    Alternative Armies
    Florian Stitz
    Keith Kappel
    Encoded Designs
    Tome of Tales
  • Legendary Games
    Multiverse
    Bruno Balixa
    Rogue Genius Games
    Colin Chan
    Grimforge Miniatures
  • FASA Games
    Rising Phoenix Games
    Multiverse Comics & Games
    Signumgame
    Arcanum Syndicate
    Spilled Ale Studios
  • Atlantis Miniatures
    Lost Kingdom Miniatures
    Roleplayers Chronicle
    Higher Grounds Publishing
    AetherForge Creations
    Rogue Games
  • Hexes & Bows
    Columbia Games
    Coaching for Geeks
    Broken Things
    Total Party Thrill
    Jetpack7

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GM Earlybird Registration Bundle Details
The first 20 GMs to register and *run* a game at AC VII
(# of GM Earlybird Registration Bundle Bundles being Awarded: 20)

View other AetherCon Prize Bundles or return to the Prize Hall

The GM Earlybird Registration Bundle contains the following prize items:


Prize Provided by
Alan Tucker (Writer • Game Designer)
Elves in Pink

Elves in Pink

We’re a rumor, recognizable only as déjà vu,
and dismissed just as quickly.
We don’t exist. We were never even born.
Anonymity is our name. Silence, our native tongue.
We are no longer part of the system.
We are above the system. Over it. Beyond it.
We’re “them.” We’re “they.”
We are the Elves in Pink.

The EiP headquarters has been compromised. Can your intrepid band of adventurers determine what happened and take back the facility before it's too late?
A 6-10 hour adventure for 11th-14th level characters

"A rip-roaring good time!" "Devils and demons and some major, major magic! A wild, epic adventure!"

by ALAN TUCKER
Edited by Linda May; Artwork by the Fine Folks at the DMsGuild & Alan Tucker
Maps, Design & Layout by Alan Tucker,
Playtesting by Agents A, J, J, S, T, & R, among others— thank you!



Prize Provided by
Arcanum Syndicate
Demon Gate core book (PDF)

An apocalyptic dark fantasy tabletop roleplaying game set within a feudal, medieval era. You are a survivor, an adventurer fighting for your soul in a world filled with darkness and monsters. Delve into the ancient ruins of races long dead and otherworldy beings lost to the teeth of time. The black towers of the Void Gods hold untold treasures and mystic artifacts that wield esoteric technology, or what we call "magic".

    The world Koth has suffered through the Apocalyptic Prophecies with the final tragedy yet to be fulfilled. The legends say that the world was once infested by demons and for eons they have been imprisoned. Now stories are spreading around the campfires of the dead rising from their graves and the very darkness of the Veil Myst coming to drag souls to the Black Plane. If this is true, the Demon Gate has opened, and it will take more than just heroes to stop it.

     Demon Gate uses the Chaos System for its mechanics. This system uses a resisted D20 for combat. You must roll to attack and defend. The skills and attributes part of the system uses a dice ladder mechanic d6 to d8, d10 to d12, d8+d6 to 2d8, etc. Increasing skills and attributes will grant you a greater dice pool to utilize in order to reach target numbers or resisted rolls. 

The core rulebook is 454 pages of a highly detailed world known as Koth! A planet where all races were once enslaved by the demon lords. Come and join the struggle to shatter the gate. 


Prize Provided by
Arcanum Syndicate
Chaos 6010 A.D. Core Rulebook (PDF)

This is a science fantasy RPG set in a dark and distant, post-apocalyptic future. It is a mash of comic book style cyberpunk and space opera where you can reach epic levels and continue your tales in a multi-verse of worlds through several planes of reality.

After several different types of cataclysmic events have ravaged the Earth there is a new Age. A new empire has risen from the many layers of destroyed Earth. An alliance of humans and an ancient alien race known as the eldrynn have formed the Armethian Empire. Magic, technology, and the theocratic government known as "The Order" have strengthened the structure of the known galaxy. The might of the military have assimilated many races under its own rule through diplomacy and endless war. Yet now, in the Age of Adventure, demons from the sixth dimension have once again found their way to the primordial realm. Heroes and villains alike must choose their path to immortality, struggle to survive, and stop the hordes of darkness from consuming their own dimension.

You must choose your own destiny. Crush your enemies with fist, blade, gun, and spell. Complete quests and missions for adventure, reputation, glory, wealth, and power. Stand alone, or as a part of a crew of powerful allies that struggle within a dark and distant future. Become mighty warriors or spell casters. Become heroes or villains that can reign powerful enough to create their own empires, and command their own armies. Select from over 20 different alien races and over 20 different character classes. Build your character to become as powerful as the immortals with over 100 levels of advancement. Choose from hundreds of different level advancement abilities and talents within a system that is designed for endless gameplay. You may even continue playing powerful characters after their death with rules for an afterlife campaign that moves into the sixth dimension. Thus the spirit world, where you may one day reach the status of angel or demon. You will discover how eternal the universe is with rules that let you travel across the multiverse while adventuring to new worlds, star systems, and galaxies.

Chaos 6010 A.D. allows for a completely upgradeable game system, encouraging you to create your own worlds, alien races, weapons, spells, monsters, or anything else that you might wish to design. There are plenty of random tables to help you construct these ideas, and adapt them to the system. Endless adventures await game masters and players of fantasy / sci-fi role-playing.


Prize Provided by
Arcanum Syndicate
Coast of Thrall (PDF)

   A group of adventurers are allied together on a voyage across the Sea of Spears. There is a mysterious prisoner aboard who is locked in the brig. He is being transported to Soulbade to be executed for his heinous crimes, so when people start to end up missing who is really to blame? The journey takes the adventurers all the way from Myen Wu, through the Pirate Isles, and to the dark city of Soulbade. A city where the shadows have a thousand eyes and a dangerous cult called the Dream Watchers worship a wicked djinn with the power to enslave his victims when they sleep. It is left to the adventurers to save these victims of the slavers. It is up to them to rescue the innocent from those who hold the power to not only enslave the mortal flesh, but the very soul as well.

This adventure module is the first campaign adventure for the dark fantasy tabletop RPG called Demon Gate, yet this may be used and adapted to other fantasy RPGs. It is meant for low level adventures or first level beginners and uses plenty of prompts that allow the game master to read to the players if they do not enjoy detailing scenes on their own. 


Prize Provided by
Arcanum Syndicate
Pray For Dawn (PDF)

The Pray for Dawn Module actually operates as a post apocalyptic, survival, horror campaign for use with the Chaos 6010 A.D. role-playing game. This module is 142 pages that detail an entire Necropolis where a group of adventurers awaken outside of the city on a pile of dead bodies. The players have had their memory wiped, they do not remember how they got there, where they are, or who each other is. They do know that it will be dark in a few hours, there is a storm coming, and the only place to take shelter is the apparent ghost town on the horizon.

Although this module was created as the first campaign setting for Chaos 6010 A.D. it can easily work for any post apocalyptic, modern, futuristic, or horror RPG. The pages detail each street and every building that exists within the city. Highlighted text allows for starting game masters to read each setting to players for easy play. This module can actually be played several times with different outcomes depending on which buildings the players choose to run and hide in; each one holds an entirely different nightmare. Each building contains a new story and a horrific bad guy to fight or flee from. This book contains maps, new weapons, narcotics, a chapter containing the cast of characters, and a chapter filled with different types of undead and monsters only found in the realm of Chaos 6010 A.D.

The players will quickly come to realize if they are good or evil, they will need one another to survive this night. They will form a crew that must stick together and use every skill and every resource to make it through one night of total hell. Will they make it till dawn or will they become a permanent addition to the city of the damned?

This is the revised edition of Pray for Dawn. The original does have more adult content, some nudity, very harsh language, drug use, and of course violence. This version of the book is intended for all ages to play. Of course you should still be warned of the censored harsh language, dark or violent themes, and terrifying horror you will encounter within these pages. This revision also has a few add-ons and is a printer friendly version.


Prize Provided by
Awful Good Games
10+ Treasure: Dwarven Vault (PDF)

Our sixth 10+ Treasures volume features thirty magic items, including a burning sword that is but a fragment of its former self, a portable tunnel, a magical multitool, a potion that turns you into a dwarf (because some of these items are dwarf-only), and an eye that lets you shoot lasers!

There's also a selection of new dungeon gear, including air filters, spore grenades, and crossbow bolts that both stick to your targets and dissolve them from the inside.

Finally, as with every other 10+ Treasure volume we've included extensive notes on how we go about making magic items.



Prize Provided by
Chaosium
H.P. Lovecraft’s The Call of Cthulhu for Beginning Readers

After the death of his great-uncle, Francis Wayland Thurston delves into the late Profesor Angell's effects... 

I was sorting through
all his research one day,
when I found a monstrosity
made out of clay.

Spurred on by his curiosity, Francis learns of many terrible things. The artist who came to his uncle for help. A raid in the Louisiana swamps, led by Inspector Legrasse. The sailor Gustaf Johansen. And, perhaps most importantly, the horrible fate of the Emma.

The most merciful thing 
in the world, I believe,
is humanity's failure
to fully conceive
of the cosmical horrors
we've yet to reveal,
and which up until now
I have tried to conceal

This 102-page adaption of H.P. Lovecraft's classic story was written and illustrated by R.J. Ivankovic. 


Prize Provided by
Chaosium
Call of Cthulhu Keeper Rulebook

Horror Roleplaying in the Worlds of H. P. Lovecraft

The Old Ones ruled the earth aeons before the rise of man. Traces of their cyclopean cities can still be found on remote islands, buried amid the shifting desert sands, and in the frozen wastes of the polar extremes. Originally they came to this world from the stars. They sleep now, some deep within the earth or beneath the sea. When the stars are right they shall again walk the earth.

Call of Cthulhu is a tabletop roleplaying game based upon the worlds of H. P. Lovecraft. It is a game of secrets, mysteries, and horror. Playing the role of steadfast investigators, you travel to strange and dangerous places, uncover foul plots, and stand against the terrors of the Cthulhu Mythos. You encounter sanity-blasting entities, monsters, and insane cultists. Within strange and forgotten tomes of lore you discover revelations that man was not meant to know. You and your companions may very well decide the fate of the world.

This book, the Keeper Rulebook, contains the core rules, background, guidance, spells, and monsters of the game. It is intended for use by the Keeper of Arcane Lore (the Keeper) — that player who will present the adventure to the other players. You must have at least one copy of this book to play Call of Cthulhu. The other players, the Investigators, should have one or more copies of the Investigator Handbook, containing expanded rules for character creation, skills, occupations, equipment, and more.

Call of Cthulhu, 7th edition, is backwards-compatible with all other available Chaosium titles.


Prize Provided by
Dan Harlan
Balance Disturbed

The Riverlands Kingdom is a peaceful place. Generations ago it was a thriving and rich trading empire. Now it is a sleepy region of farms and a few craftsmen. Dotted with villages and a few towns along the numerous rivers, protected by a wall of rugged mountains, a wild forest and a vast steppe, little of note occurs here from generation to generation.

All that is about to be shattered, an ancient evil has arisen and undertakes to bring wrath and destruction to the Riverlands in a pledge to conquer the rivers and kill those who reside between them.

The peace is about to be shattered, the harmony destroyed, the balance disturbed.

An adventure for 1st level characters

This adventure includes;

  • Balance Disturbed Adventure Module (30 pages)
    • 7 custom NPC/Creatures
    • 2 new items
    • 1 new spell
  • Burning Destiny Campaign Backgrounds (12 pages)
    • 12 original Backgrounds woven into the Burning Destiny Campaign storyline
  • 3 original battle maps in multple formats
    • VTT ready formats (reduced file size with no grid lines)
    • High Resolution print ready with a grid overlay
  • Fantasy Grounds Modules
    • Adventure Module
    • Campaign Backgrounds


Prize Provided by
Dan Harlan
Dungeon Room Descriptions

Need a Room descripotion? Need a Door? Need dozens and dozens of them? Then this product has you covered.

This contains both a PDF and Excel spreadsheet that can be used to create more than 44 Trillion unique descriptions that combine room and doors. To be exact - 44,285,477,827,500 combinations.

Absolutely crazy I know! I figured when I started I could come up with 1 million, but as I got going, it was easy to keep adding another fun notable, or ceiling feature, or door feature. And I could have kept going. But at some point I had to agree that I had enough, more than even a mega-dungeon would use!

This amazing number comes from a combination of 35,350 unique doors made from different materials, handles, latches, and features. Along with over 1.2 Trillion room descriptions created from combination of floors and floor features, ceiling shapes and features, walls features, and a selection of room notables.

Random Samples:

"The door is made of oaken planks, it has a turning handle and two dwarven warriors are carved in relief on the sides of this door. This room has roughly hewn stone floor that has small gravel and dirt strewn around. The floor is plain and bare. The ceiling is cathedral vaulted and shows no signs of note. Carved in relief upon these walls are one after another the shapes of twisted and corrupted figures. Their faces half melted into masks of twisted pain and terror. The remains of a small leather bound book that has been burned lies discarded along one wall."

"The door is made of quartzite, it has a double-sided iron bolt with keyed lock and a "V I" is scrawled in yellow chalk in the center of the door. This room has square marble tile floor. The floor is plain and bare. The ceiling is flat and shows no signs of note. A two foot high relief carved merchant's scale has been carved into the wall. The room appears empty."

"The door is made of redwood planks, it has a double-sided wooden bolt with keyed lock and the latch and handle appears much newer than the door. This room has clay bricks that have been laid down to form a solid floor. Line traces of violet light appear and disappear randomly across the floor. The ceiling is flat ceiling with coved edges and shows no signs of note. The wall to your right is covered in green moss. It is thick and damp and appears that water seeps from the stone behind it. The room appears empty."

"The door is made of wired together bones, it has a double-sided wooden bolt and a black 'X' is drawn across the inside of the door, it appears to have been done with tar. This room has smoothly hewn natural stone floor. The floor is plain and bare. The ceiling is barrel vaulted with ribs and shows no signs of note. Small wildflowers have been crudely painted all around the base of the walls. A crude statue of a horse made from bent metal rods and swords stand in the room.."

"The door is made of fir planks, it has a carved wooden handle and is otherwise plain. This room has limestone tile floor. The floor of this room is cracked and uneven, like a brick that has been shattered and crudely put back together. Finger width cracks run thorughout the room, making you wonder if the floor is stable. The ceiling is domed and shows no signs of note. Scratched in one corner in the common tongue is the memorial "Karl Died Here, Damn This Place". A pedestal about 3 feet high stands in the middle of the room and has a spire protruding from the top. The spire casts an unnatural shadow onto the floor as if it were a sundial, but there are no markings on the floor to judge if that is its intended function."



Prize Provided by
Dread Unicorn Games
The Sun Below: City on the Edge (PDF)

What if I told you there is a world below this one? A world with its own sun? Full of strange peoples, amazing discoveries, and unspeakable horror? Finding your way down to this world is almost impossible.

Finding a way back up, well, that’s worse.

The Sun Below: City on the Edge, is an epic adventure for Numenera that takes place deep below the surface of the Ninth World. What starts as an investigation into the aftermath of the Iron Wind soon turns to kidnapping, and a strange journey to an even stranger city.

Who will the player characters trust? Will they escape The City on the Edge?

A 48 page adventure with a 12 page bestiary. Bookmarked and laid out like products you know and love.

An adventure for any tier party that your players will never forget.



Prize Provided by
Dread Unicorn Games
Gods and Icons Player's Companion (PDF)

  • 28 New Gods: arranged in three pantheons: Bright GodsThirsty Gods, and Old Gods.
  • Wheel Caster: a new druid talent focused on spell casting with new spells which have a connection to the Old Gods.
  • Bright Bubble: a new paladin talent focused on protection for followers of the Bright Gods
  • Reknarite Knight: a new paladin talent focused on combat for followers of the Thirsty Gods.
  • Way of the Wheel: a new ranger talent giving access to some of the power of a Wheel Caster druid.
  • Player Options for Icon Relationship Rolls: advice for players on how to spend their 5s and 6s they roll on their icon relationship rolls.
  • Eight New Races: new playable races with racial powers and feats.
  • Handouts



Prize Provided by
Happy Monster Press
Children of the Apocalypse (PDF)

In the ruins of an ancient city, a band of treasure hunters seeks ancient artifacts to fuel the creations of a powerful Tinker Mage.  Armies trade musket fire across rolling hills as pikemen brace to receive a charge of monstrous shock troops.  An assassin in the service of the Goddess of Death and Disease sets a gunpowder charge beneath the foundations of a rival church.  A wizard faces down a psion in an arcane duel for possession of a trove of ancient texts.  All these adventures and more are daily occurrences in the world of Children of the Apocalypse, a post-apocalyptic fantasy setting for Savage Worlds.

Legend tells of how the ancient, technologically advanced civilization of Earth fell in the devastating War of the Gods.  The final blow in that war was a devastating plague that wiped out almost every living humanoid, with only a tiny fraction left to rebuild civilization.  Much has been achieved under the auspices of the Four benign deities, Iset (Justice and Learning), Edward (Magic and Psionics), Jonas (Tinkers and Scientists), and Rahel (Law and War).  New cities have risen, far from the haunted ruins of the old.  Lost technologies have been rediscovered, including the recent addition of gunpowder as a tool for construction and warfare.  Alongside these cities have also risen dominions of beastmen and other twisted creatures, some building cities and civilizations of their own.  There, and also in the shadows of the humanoid cities, the dark gods plot and plan, always seeking advantage but never pressing to the point of triggering another war of the gods.   But such a war is coming, and it will forever change the shape of the world.


Prize Provided by
Higher Grounds Publishing
Warsong, Second Edition - PDF

 There are secrets that they don't teach in school. Bookmarks in history books that point to pages that don't exist. The world that has been sold to us is not authentic. The sterile white rooms that test observable reality exist to protect us from the things that we might find out if we look for ourselves. Science would have you believe that everything that is has only existed for a finite period of time. Humans are only 200,000 years old. We'll celebrate our world's five billionth birthday in about half a billion years. The books will tell you that we were hunter-gatherers first. We emerged from evolution only recently. We're just a blink in the eye of the universe, hurling through space on a lonely rock. Alone in the universe with nothing on the other side of reality.


 Lies.


 We, and the world we live on, is far older than they tell us. There is another world that existed before. Before we evolved. Before the dinosaurs. Before the great ice ages. Before Jesus. Before Babel. Before Pangea. Before everything we know and everything that science teaches us there was a time of technology and magic. Of heroes and gods who walked among us. Of divine creatures barely removed from the birth of our world. This was a time before our eyes were blinded. Before our ears failed to hear the songs of the incarna. Before our souls withered away from the disconnection to the truth.

 This is the story we have forgotten.

 This is the Warsong.

Delve into the fantastic, futuristic world of Lemuria in Warsong, the Sengoku Punk role-playing game. This 362 page core book includes everything you need to play!



Prize Provided by
Jetpack7
Gods and Goddesses (PDF)

Gods and Goddesses will feature classic deities for use as a 5th edition (OGL) supplement. Inside, you will find Cleric and Paladin player character options to bring in rich levels of diversity to your new or current game. Present them as “new gods”, or as “old gods” that have returned to the world. It’s up to you. Change the course of events by inserting these new deities in with a surprising bang, or reveal them slowly over time.

These are contemporary portrayals of well known Gods and Goddesses of antiquity that can be inserted into any 5th edition campaign setting. What better way to add some vibrant diversity to such a wonderful game? Certainly, some of the names will be familiar, but this is your world where you can find out how these new Gods and Goddesses will have an impact beyond what has ever been seen before.

Gods and Goddesses is a fully illustrated ~100 page book, featuring 16 Deities of Antiquity, 16 Cleric Divine Domains, and 16 Paladin Sacred Oaths, designed for 5th Edition.

Freyja
Ishtar
Fuji
Nyneve (Lady of the Lake)
Shiva
Inti
Tengri
Shango
Hekate
Nayenezgani
Mazu
Anansi 
Baba Yaga 
Tchernobog 
Turan
Batara Kala


Rich histories will be provided for each God and Goddess which can be used to enhance any 5E game experience.

Stats and abilities for each God and Goddess avatar. Ever wanted to insert a powerful Avatar into your 5E campaign? Now you can!

Full page and full color artwork for each God and Goddess. Have your Clerics and Paladins be inspired by knowing what their deities look like in vivid color.

There are 7 Divine Domains in the 5E core rule book. 16 new Divine Domains for Clerics will be added in Gods and Goddesses.

There are 3 Sacred Oaths a Paladin can take in the 5E core rule book. At least 16 new Sacred Oaths for Paladins will be added in Gods and Goddesses.

New spells for Clerics and Paladins, but the spells can be used with practically any magic class


Prize Provided by
JVC Parry
Winner's Choice

Winner's Choice of any single item from the the DungeonMaster's Guild
collection by JVC Parry
(https://www.dmsguild.com/browse.php?keywords=JVC%20Parry&test_epoch=0)


Prize Provided by
LoreSmyth
The Claws of Madness (PDF)

What Sinister Tidings Are Afloat?

The Claws of Madness is a standalone 5th Edition adventure carefully designed for a group of 1st-level heroes, including new monsters, magic items, and a thrilling story arc. Edited by Michele Carter (co-editor of the 5th Edition Player’s Handbook), this dungeon crawl combines the best elements of classic adventures with fresh new exciting avenues. The story in this book also provides the perfect base for an epic, long-running campaign suitable for higher-level characters, in which the heroes unravel the dark mystery of the mythical Hand of Narkul . . .

For centuries, Aelmor Monastery near the port town of Sestone was a safe haven for scholars, monks, and pilgrims seeking enlightenment, its renowned library home to an enormous collection of ancient manuscripts, tomes, and peculiar writings. After suffering a devastating attack at the hands of a possessed monastery elder, Aelmor fell into ruin, its troubled past forgotten. When villagers start disappearing and turn up horribly mutated days later, fear takes a grip of Sestone. What sinister forces are at work? And to what end?

  • 40 pages PDF e-book / softcover

  • Exciting dungeon crawl with new monsters & magic items

  • Drop into any existing campaign, easy to modify

  • Perfect basis to build a long-running higher level campaign

  • High quality maps, illustrations and cover artwork



Prize Provided by
LoreSmyth
Arcania Modular Map bundle for VTT software

MapSmyth modular dungeon tile sets are the next level in D&D battle maps. Building your own stunning maps is easy and fun. Incredibly detailed and HD quality digital tiles. Perfect for use in Roll20, thanks to our seamless grid system. Now you are the designer! 

The shadowy corridors of ancient dungeons are damp with the fumes of arcane secrets. What tales await in the haunted depths? This insanely detailed modular dungeon tileset provides endless combinations to create your own virtual tabletops. Now you are the master!

Based on the best selling modular dungeon set "Genesis", we set out to top ourselves with Arcania. Where Genesis is the perfect "all purpose" dungeon tileset, Arcania moves into darker territory, with torchlit hallways, gloomy dust floating in the air and ancient stone portals. This modular battle map pack is the perfect expansion of your collection!

- 85 modular HD pieces
- The best-looking graphics on the market
- Corridors, Corners, Rooms, Stairs, Portals and more
- Easy to use, designed for Roll20
- Combine with our other modular sets

Now you are the dungeon designer!



Prize Provided by
LoreSmyth
Whispers from the Void (5e adventure)

After enjoying many long decades of peace, the small port town of Sestone has found itself at the heart of a mystery that threatens the entire region – if not the very fabric of the mortal plane. In hopes of learning more about the growing danger, the adventurers are tasked to seek out a secretive druid circle. But the heroes are not the only ones looking for the druids.

Whispers from the Void is an adventure intended for a group of four 4th-level heroes and continues the riveting story established in our best selling adventure The Claws of Madness.

  • 32page adventure module
  • Full-color pages, clean friendly layout
  • Indexed interactive table of contents
  • Illustrations by Keith D. Gutierez
  • New exciting Far Touched monsters
  • Realm Rift anomaly


Prize Provided by
Lost Spheres Publishing
City of 7 Seraphs - Akashic Trinity (PDF)

Harness the Power of the Planes!

Ever wanted to wield the deadly demon-spores of a vrock? To fly on the wings of angels? To weave the veils of fey majesty around yourself? Now you can. Building on concepts from the Akashic Mysteries system, Akashic Trinity presents three new planar-themed classes that can bring the power of the multiverse to the players at your table!

An early glimpse at the worlds beyond in the upcoming City of 7 Seraphs (https://co7s.backerkit.com/hosted_preorders) book, these classes couldn’t be contained. Get your hands on the living convergences of the Nexus, spy with the shaded occultation of the Eclipse, or weave the light of life itself with the Radiant!

Bring this planar power to your game table today!.

City of Seven Seraphs - A Planar Campaign Capstone is a sourcebook for the Pathfinder Roleplaying Game. Inspired by epic adventures in the Planes of the 2nd Edtion of the World's Oldest Fantasy RPG, The The City of Seven Seraphs will bring a home to planar adventure for the Pathfinder gaming community and infuse existing campaigns with a new level of otherworldly reality.

(While compatible with Akashic Mysteries, it is not required to use this product.)



Prize Provided by
Lost Spheres Publishing
Classes of the Lost Spheres: Zodiac

"My allies are the stars!"
Enter the Zodiac… an akashic summoner wielding the memories of the stars themselves. Match your playstyle to the Orbit that best suits you. Play as an aggressive stellar warrior with the Solar Zodiac, maximizing the power of your starborn weapons and charging beside your champion allies. Or take the reins of the mysterious Lunar Zodiac, arming your champions and supporting them with an array of akashic veils.
Expanding on the principles of akashic power introduced in Dreamscarred Press’ Akashic Mysteries and expanded in the City of 7 Seraphs: Akashic Trinitythe Zodiac is a powerful new way to interface with the essence and veilweaving system. Neither Akashic Mysteries or City of 7 Seraphs: Akashic Trinity is required to use the Classes of the Lost Spheres: Zodiac supplement.


Prize Provided by
Mystical Throne Entertainment
Shadowed Earth Cryptozoology #02: Otherworldly Beings (Savage Worlds)

We at the Inquisition like to think we know as much as humanly possible about the supernatural world that surrounds us every day. Unfortunately, that’s not only a daunting task, it’s almost impossible. We discover new chaotic beings often, new otherworldly beings summoned to Earth, and the remnants of non-human societies. It is with great displeasure that I concede to the overwhelming magnitude of the supernatural world and must admit that even the Inquisition remains partially naïve.

The Cryptozoology is a culmination of facts, theories, and speculations as researched and documented by the Inquisition. Each publication contains a collection of adversaries for use within Savage Worlds across all Shadowed Earth settings. Cryptozoology #02: Otherworldly Beings presents a collection of bizarre and weird beings of urban legends.

Cryptozoology #02: Otherworldly Beings includes:

  • 15 unique beings from urban legends
  • Descriptions for each entry
  • Illustration for each entry
  • A description of the classifications used throughout the series

Although Cryptozoology #02: Otherworldly Beings is designed for use in any Shadowed Earth setting, the adversaries can be universally placed within any Savage Worlds modern fantasy or horror adventure or setting.



Prize Provided by
Mystical Throne Entertainment
Systematic Adventures #04: Scavenger Run (Savage Worlds)

The community is running low on supplies; they sent out a group to do some scavenging, but they haven’t returned. Hours ago, the group reported coming across an abandoned mall and were going to search it… that was six hours ago. Radio silence is making everyone nervous and they need a new team to find the scavenger group and investigate the mall.

Proceed with extreme caution! Zombies and mutants have been reported in the area.

Scavenger Run is a location-based adventure module usable with any zombie apocalypse or post-apocalyptic setting for Savage Worlds. It can be inserted into an ongoing campaign, run as a standalone adventure, or used as a launching point for a new campaign. It includes a full description of the location, NPCs, and all adversaries.

Scavenger Run utilizes the Ruined Mall map from DramaScape.



Prize Provided by
Necrotic Gnome Productions
B/X Essentials: Core Rules (PDF)

The B/X Essentials line is a restatement of the classic Basic/Expert fantasy adventure gaming rule set, given a fresh, new presentation focused on usability:

  • Basic and Expert rules seamlessly combined.
  • Streamlined presentation optimised for ease of reference during play.
  • Meticulously researched; a guaranteed 100% accurate rendition of the classic rules of yesteryear.
  • Carefully clarified, ironing out ambiguities in the original rules.
  • Modular approach for ease of house-ruling.
The Core Rules book presents the core rules of the game, including: encounters, combat, dungeon and wilderness exploration, seafaring, spell casting, and magical research.


Prize Provided by
Pyromaniac Press
Adventure 3 – From the Ashes Beyond Reason

What makes Heroes into Villains?

Damien Anthilas has fallen from ally to adversary, but something desperate in him has struck a chord with you. Why would he risk everything to steal the memories of the citizens of Anduria?

Left with only a cryptic clue, the characters seek answers from the burned out remnants of his former home.

Anthilas Manor is a place of dark magic and even darker history, where the ghosts of the past hold sway and the influence of the mad god is still felt to this day.

From the Ashes is an adventure for 5th level characters, and continues the epic journey to uncover the corruption and madness eating away at the Eternal City from within



Prize Provided by
Pyromaniac Press
Prologue Adventure – Difficult Circumstances

Sometimes you can just be in the wrong place at the wrong time...

Sheltering from a savage storm, a group of fledgling adventurers find themselves trapped by circumstances and powerful forces from a bygone age.

Escaping from dark and dismal caverns, the heroes must brave a nightmarish trek through haunted and hostile terrain, pursued by an mysterious assailant to the very walls of Anduria – home of the greatest civilisation in the world.

On the edge between madness and salvation, they must broker a deal with shadowy cults and political powers to determine not only their own fate, but potentially that of the Eternal City itself

Difficult Circumstances is an adventure for 1st level characters, and is the prologue to the What Lies Beyond Reason Adventure Path.  

The digital download includes both a full colour and print-friendly versio


Prize Provided by
Pyromaniac Press
A Simple Job - Adventure 1 What Lies Beyond Reason

It was supposed to be a simple job...

A strange merchant offers you a simple job – pick up and deliver cargo. You have three days to get it a mere fourteen miles through the city. How hard could it be?

A Simple Job is a journey through the city of Anduria, a cascading series of events that takes the heroes to explore strange locales and bargain with even stranger creatures. What secrets does the city hold, buried away for countless centuries?

A Simple job is an adventrue for 2nd level characters and is the first adventure for the What Lies Beyond Reason Adventure Path



Prize Provided by
Pyromaniac Press
Ignorance is Bliss - Adventure 2 What Lies Beyond Reason

Sometimes its better not to know...

Citizens are turning up in the city in catatonic states, alive but devoid of personality. Are they the victims of an illness or disease, or is there something more sinister at work?

Encountering one of these poor souls, the characters are drawn into an investigation of politics and treachery, seedy underworld dealings and rooftop chases, culminating in a fiery conclusion. Can they discover the cause of this epidemic before it’s too late?

Ignorance Is Bliss is an adventure for 4th level characters, and continues the epic journey to uncover the corruption and madness eating away at the Eternal City from within



Prize Provided by
Pyromaniac Press
From the Ashes - Adventure 3 What Lies Beyond Reason

What makes Heroes into Villains?

Damien Anthilas has fallen from ally to adversary, but something desperate in him has struck a chord with you. Why would he risk everything to steal the memories of the citizens of Anduria?

Left with only a cryptic clue, the characters seek answers from the burned out remnants of his former home.

Anthilas Manor is a place of dark magic and even darker history, where the ghosts of the past hold sway and the influence of the mad god is still felt to this day.

From the Ashes is an adventure for 5th level characters, and continues the epic journey to uncover the corruption and madness eating away at the Eternal City from within



Prize Provided by
Pyromaniac Press
Campaign Guide - What Lies Beyond Reason

The Campaign Guide for the What Lies Beyond Reason Adventure Path
provides expanded information on the City Setting and additional tools to
create a more immersive and complete roleplaying experience.

The Campaign Guide includes;
• Advice on managing difficult or confronting themes
• Extended history and timeline for the campaign
• A deeper examination of campaign personalities
• Detailed systems for players to have a more dynamic, lasting influence on the setting
• A highly detailed City Gazetteer
• Four additional side-trek adventures
• Seven collected & expanded monstrous foes
And much more!

The Campaign Guide is intended for use with the What Lies Beyond Reason Adventure Path Series.



Prize Provided by
Pyromaniac Press
What Lies Beyond Reason Players Guide

Anduria. The Eternal City. Jewel of the Realm. Built on foundations that are thousands of years old, it houses the greatest civilisation known to man. 

But something sinister gnaws at its roots, exposing its flaws and failings, and bringing forth its darkest secrets. Secrets that threaten to topple this thriving metropolis, and plunge it into chaos and madness. Powerful forces are moving, and plots set in motion centuries ago begin to gather momentum.

Can you bring this city back from the edge or will you let it slip into the jaws of annihilation? 

This guide is designed to offer players an insight to the locales, theme and tone of the What Lies Beyond Reason Adventure Path in order to create rich and evocative characters that suit the style of game to come.



Prize Provided by
Pyromaniac Press
Sanitarium - Adventure 4 What Lies Beyond Reason

The road to Hell is paved with good intentions.

The Guild of Peace and Healing have seemingly formed an alliance with the Seekers of Asmodeus, possibly the most unlikely of ties even in these dark times. Is this a union of mutual benefit, or something more sinister?

As the creeping madness continues to claw its way across Anduria, infecting the populous and releasing unfathomable horrors, the heroes must uncover the secret of this alliance to save a friend.

What they find will rock the city to its very foundations.



Prize Provided by
Rising Phoenix Games
Welcome to Scarthey

Admissions Now Open, Enroll Today

From J. K. Rowling’s Hogwarts to Terry Pratchett’s Unseen University, magic schools and universities abound with fantastic adventures. Now you can join the adventure and enroll at Scarthey, University of the Arcane. Live and breathe the magic, wander the halls alongside wise wizards, discover hidden secrets, and battle fearsome foes.

Welcome to Scarthey — University of the Arcane is the ultimate student's guide to the University of Scarthey, including everything you need for fantastic adventures in the exciting and unpredictable world of magical studies. Compatible with the Pathfinder Roleplaying Game, this 66 page book includes:

  • An exploration of the tumultuous history of the University of Scarthey.

  • An introduction to the staff and faculties of the University.

  • A look at the four Houses of Scarthey, including campaign traits for each House.

  • A map of the University and descriptions of all the major locations around Scarthey's campus.

  • A guide to the surrounding town of Scartheyton.

  • A practical guide to the gruesome sport of cackleball and the competitive sport of dragon boat racing.

  • Both a Single Page Spread PDF and a Double Page Spread PDF, stunningly illustrated, for your viewing pleasure.


Get that Degree in the Arcane Arts! Enroll Today!

Are you a Fifth Edition Dungeons & Dragons player? Grab the Fifth Edition Dungeons & Dragons OGL compatible version of this product here.



Prize Provided by
Rogue Games
Colonial Gothic: Atlas (PDF)

A seductive song beckons to all those willing to travel to the New World and make it their own. Newcomers arrive daily on its shores to make a new start. Many come seeking the freedom to practice their religious beliefs free from persecution. Others, still, seek to exploit the new land's abundant resources to make themselves rich beyond their dreams. It is a place of great opportunity, where history will be made, a land filled with promise and hope... but also one of mystery and danger, with an ancient and dark history of its own waiting to be discovered. 

 Welcome to the New World.

The Colonial Gothic Atlas is your indispensable resource of the lands, people, and history of the Americas. Everything you need to know when it comes to setting your Colonial Gothic games in the New World is found here. 

 In this book you will find maps and information covering:

Each of the Thirteen Colonies

The Province of Maine 

New France

The Caribbean Islands
East and West Florida

The Native people who have been here long before European arrival

Glossaries

The machinations of the secret societies and organizations working in the shadows

Written by Gabriel Brouillard, Graeme Davis, and Richard Iorio, this book builds upon everything that has come before and opens up new possibilities for the brave and foolhardy.

 The New World awaits you! Do not wonder in fear at the dangers of the unknown or what might lurk in the shadows of the unexplored. You'll likely discover them in due course...


Prize Provided by
Rogue Genius Games
$10 store credit

$10 store credit at Rogue Genius Games.


Prize Provided by
Sly Flourish
Return of the Lazy Dungeon Master (PDF)

Return of the Lazy Dungeon Master is a book designed to help all of us GMs get more out of our RPGs by preparing less. The Return of the Lazy Dungeon Master uses the experiences of thousands of GMs to help us focus on how we prepare our games, how we run our games, and how we think about our games. It includes practical steps for focusing our preparation activities on those things that will bring the biggest impact to our game.

Return of the Lazy Dungeon Master offers a new focused approach for preparing and running our roleplaying games. The book includes an eight-step guide for lightweight game preparation and is focused on how we prepare for our games, how we run our games, and how we think about our games.

Based on research involving hundreds of books, videos, articles, and interviews with top Gamemasters, as well as thousands of results from Gamemaster surveys, Return of the Lazy Dungeon Master helps us understand the best tips and tricks used by GMs all over the world to bring the most fun to our games.


Prize Provided by
Sly Flourish
The Lazy Dungeon Master's Workbook (PDF)

The Lazy Dungeon Master's Workbook

The Lazy Dungeon Master's Workbook is a book including a wide range of tools, maps, and reference sheets to help you run your 5e roleplaying game. With reference sheets, random generators, character trackers, NPC names, and magic items; the Lazy Dungeon Master's Workbook gives you everything you need to prepare and run your 5e games.

The Lazy Dungeon Master Workbook also includes ten "Lazy Lairs" with full-color maps of commonly-used dungeons and one-page write-ups with descriptions, read-aloud text, and area aspects. They're designed so you can easily use them in your game with little to no preparation needed.

With the Lazy Dungeon Master's Workbook in hand, you're ready to run a great game.


Prize Provided by
Sly Flourish
Fantastic Adventures (PDF)

Need a quick side trek to drop into your current campaign or looking for an easy-to-run adventure for a single-session or convention game? If so, Sly Flourish's Fantastic Adventures is the book for you.

Sly Flourish's Fantastic Adventures is a book of ten short adventures for the fifth edition of the world's most popular roleplaying game.

Each adventure is written for 2nd to 5th level and is designed so GMs can drop them into any fantasy campaign world. Whether you run a homebrew setting or a published game world, these adventures will fit in as either main adventure hooks or side quests to be undertaken by the characters in your game.

Each adventure includes a map of the adventure location and a special presentation format designed to make it as easy as possible for game masters to pick up this book, choose an adventure, and get started playing. Whether you're running a single-session adventure for a few friends or want to drop a short adventure into the middle of your longer campaign, Sly Flourish's Fantastic Adventures has you covered.


Prize Provided by
Sly Flourish
Fantastic Locations (PDF)

We RPG game masters have a lot of tools to help us run our roleplaying games. Our monster books and bestiaries give us piles of foes to throw at our adventurers. The various guides for game masters often give us non-player characters, treasures, and story-building tips.

One of the hardest parts of game mastering, however, is coming up with interesting adventure locations for our characters to explore. These locations need to be fantastic, detailed places that capture the minds of our players every session we run. Good locations are hard to improvise and often hard to strip out of a fully-fleshed-out adventure.

Sly Flourish’s Fantastic Locations gives you twenty system-agnostic locations to drop into your favorite fantasy roleplaying game. Each location builds on a fantastic theme, such as a mysterious ancient structure under the ice, a cursed castle of a mad king, a fallen celestial fortress, and a dwarven mine that cracked into the tomb of a dead god.

These sites and structures aren’t full adventures. Instead, you and your players build your own stories in these fantastic locations, then you populate them with the monsters that fit the story you and your players share at the table.


Prize Provided by
Spidermind Games
EDRPG PDF set of all 5 EDRPG books

Blast into a dangerous galaxy, where the police shoot on sight, entire systems are overrun with space pirates, and money is the only thing that talks.  Gear up with high tech equipment to overcome heavily armoured combat drones, elite corporate assassins, and over-gunned soldiers of the interstellar powers.

Each player owns their own spaceship, which is completely customisable with multi-cannons, plasma accelerators, enhanced shields and super-fast Frame Shift Drives.  Land on alien planets and get behind the wheel of your Surface Reconnaissance Vehicle (SRV) to explore, or strap yourself into your own battle tank and storm pirate bases.

With fast-paced combat, a quick but deep character creation system, and the ability to earn money outside of your GM’s adventures, the Elite: Dangerous Role Playing Game is perfect for beginner and veteran role players alike.

So power up your Cobra Mk III, keep your Micro-Shotgun handy, and launch into a galaxy packed with threat.  For in this dangerous galaxy only the elite survive…



Prize Provided by
Spidermind Games
EDRPG PDF set

This prize package is expected to consist of GM resources, largely PDF
documents. The first 20 participants to register as a Game Master for a
non-Organized Play RPG during the month of August and run their
registered game will receive this package.


Prize Provided by
Storyweaver Games
Hael 2nd Ed PDF

Everything you need for a Fast, Furious, Fun Fantasy game set in Hael. Sorcery! Psychic powers! Blood Magic. And a rich world setting forged for epic adventures in a time of change. 


BONUS:  Burning Bridges Adenture



Prize Provided by
Tri Tac Games
Huradicator (PDF)

Welcome to the Not So Far Future where Machines and Humanity wage a bloody war  of  survival.

   This  is  the  chronicle of total war, where humanity unites against a common enemy. As the machines awaken and began the wholesale extermination  and enslavement of man, unlikely heroes arise to meet the challenge and take back our  world.


Prize Provided by
Ulisses North America
Wrath & Glory Core Rulebook (PDF)

Roleplaying in the Grim Darkness of the 41st Millennium

This accursed Age needs heroes more than ever before. Shattered by the Great Rift, the galaxy is on the brink of oblivion and madness. There are those who fight for a shred of hope, a glimmering promise that this millennium may yet endure.

What will you fight for? What will you sacrifice? Enter a galaxy full of danger and mystery, plagued by the star-spanning schemes of the Dark Gods. You will defend the last bastions of civilization against a rising tide of corruption. You will explore ancient ruins of races long-vanished.

You will uncover lost secrets and devious schemes. This is a game of danger and mystery. This is a game of action and adventure. This is a game about the struggle to hold back the doomsday clock from striking midnight for an entire galaxy.

This is your story of wrath and glory.



Prize Provided by
Ulisses North America
Torg Eternity Living Land Sourcebook (PDF)

The Infiniverse is filled with endless worlds—realities where history and even the laws of physics diverge from our own. Some are ruled by monsters, raiders who plunder and enslave at will. No world is safe, but sometimes the raiders lose, repelled by Storm Knights—people who can bend reality. Heroes.

Now the raiders have learned of Earth. The moment of crisis is coming. Are you ready to fight for your world?



Prize Provided by
Utherwald Press
Frozen Skies PDF

Alyeska.

A frontier land largely at the mercy of the savage Wulvers since the end of the Great Darmonican War, barely enough soldiers left to defend the rump of the Commonwealth's once extensive colonial holdings. With many towns cut off and large swathes of territory overrun by the beasts the safest form of transport is by air, but the breakdown in law and order as given rise to scoundrels like sky pirates and bandits.

Alyeska's frozen skies are increasingly becoming a dangerous place to be.

Carve out your own place in the wild blue yonder with rules for building your own aircraft and an alternative take on air combat.
Additionally; new Edges, Hindrances, Gear and a different take on Weird Science can be found within the pages of this book.
Requires the Savage Worlds core rules.


Prize Provided by
Wayward Rogues Publishing
Future Races for Starfinder (PDF)

Herein are 5 unique alien races to further expand your adventures in the Fractured Future®

Ethernauts- post-human descendants of explorers altered forever by the ghostly legacy of a dead civilization, Ethernauts navigate the infinite mists of the Deep Ethereal, persuing grim quests and ancient vendettas inherited from eons long past.

Ezzana- forged in the lava vents of a hostile planet, the Ezzana were forced to flee to the stars in order to survive. Master gunsmiths, the Ezzana use specially crafted rifles to hunt the titanic predators that roam their blighted planet.

Qlaarpians- these amphibians lost control of their homeworld to the hated Aboleth mudlords, and now fight a crusade to reclaim their planet from the demons that rule their seas.

Ripper Dogs- they are known for cruelty, but that reputation isn't entirely fair. These creatures seek progress and self-improvement: higher states of being; perfection of flesh in metal. Only the evil ones exhibit wanton, sadistic cruelty for its own sake.

Un Men- cold traders, holo-mutes, these mockeries of humanity visit frontier space stations and smugglers' moon bases, trading exotic pharmaceuticals for cryogenically preserved human bodies -paying extra for the living kind.

new alien homeworlds, spacecrafts, and much more!

Product Availability

Will be added to your My Downloads Page immediately upon purchase of PDF.



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