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"When your players head off on a tangent, shouldn't you be ready?"


RPG PRODUCTS
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RPG PRODUCTS

CORE SETTING BOOKS
ROLE-PLAYING ACCESSORIES


CORE RULE BOOKS

Ados: Land of Strife
Brixbrix's Field Guide to the Creatures of Ados
The Divine Order - Jute: Faith of Creation
Children of the Planes
Temple of the Forgotten God

Ados: Land of Strife    (TG-0001) Ados: Land of Strife
Welcome to Ados! A land where the races, animals, monsters, plants, and even the land itself are all pawns in The Great Game, played by the Gods to determine which God shall be known as the One, True God. Each of the 46 deities in the Adosian Pantheon has their own motivations, desires, and reasons for meddling in the affairs of the people of Ados. The Gods know that, over time, worshippers come and go and, with each cycle, new Gods arise to join the pantheon while other Gods diminish and even fade entirely as their worshippers are converted or killed. Some Gods are determined to win The Great Game and will do anything to reach that goal, while others care very little about winning. Through it all, the inhabitants of Ados live their lives, some just trying to live and be at peace, while others are committed to spreading the word (and power) of their deity.

Join the faithful in the divine fight! Will you spread the word of your God through the six civilized regions by peace, or at the tip of a sword? Or will you seek adventure, fame, and wealth in the Wildlands? Ados: Land of Strife features a new character class, the Divine Warrior, and three new prestige classes, the Linguist, the Rune Master, and the Master Healer. Play as the existing core races or as one of three new races, true children of the Gods that are deeply devoted to their deity. The Anzimeer, fierce simian warriors, children of Brand, God of War; the Toumen, a small bird-like race, the children of Basvu, God of the Forest; or the Uarja, humanoids with cat-like features, the children of Zimk, God of Animals. New skills, feats, equipment, and optional game rules for training between levels, Story Points, languages, and armor.

See the artists who contributed to this book.

Now for sale! Retail price: $14.95 Now on SALE! Only $9.95
214 pages.

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Ados: Land of Strife



Brixbrix's Field Guide to the Creatures of Ados    (TG-0004) Ados: Land of Strife
Got monsters? We do. You can, too, with Brixbrix's Field Guide to the Creatures of Ados!

Inside, you will find everything you need to test your players against over 50 new creatures, from aberrations to vermin, with 12 new dragons, 8 new undead (including undead plants), 4 new PC races, 4 new creature templates, and more!

Each entry is complete with a creature description, vital statistics and game rules, an example encounter featuring the new creature, and 3 adventure hooks (including pre-generated NPCs) in order to help you get these creatures into your game today!

Not only that, but we have included 16 new items, 5 new spells, and rules for alternate uses for existing spells, all based around these new creatures. What are you waiting for? Open it up and start playing today!

Brixbrix's Field Guide to the Creatures of Ados is tailored for the Ados: Land of Strife Campaign Setting although it can be used in any setting.

Brixbrix's Field Guide to the Creatures of Ados features artwork from Jim Gower, Rick Hershey, and Mike Wagner.

See the artists who contributed to this book.

Now Available.   Preview the Disciple of Pain, the Wind Hunter, and the Nihowesu three of the new creatures in Brixbrix's Field Guide to the Creatures of Ados.

Retail price PDF Version: $14.95
Retail price POD Version: $24.95
213 pages.

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Brixbrix's Field Guide to the Creatures of Ados



The Divine Order - Jute: Faith of Creation    (TG-0007) Ados: Land of Strife
Got Faith?

Don't let a lack of faith freeze you in your tracks!

Embrace the teachings to Jute, the Lifegiver. All life is sacred and must be protected at any cost. Only by protecting the living can the faithful transcend the mortal world and be united with Jute in The White Haven.

This book contains everything you will need to incorporate Jute, and the Jutian faith, into your game today! Inside, you will find:
  • A description of, and complete statistics for, Jute, Goddess of Life and Creation
  • A history of the religion, current dogma, and social rules for the faithful
  • Rules for adapting existing classes to be followers of Jute
  • A new base class, the Mold Breaker, whose sole purpose is to destroy constructs
  • Three new prestige classes (Two created by you, our readers!)
  • New skills, feats, magic items and holy artifacts
  • Over 30 new spells

This product was designed for use with the Ados: Land of Strife Campaign Setting, but can easily be adapted for any setting.

See the writers who contributed to this book.

See the artists who contributed to this book.

A link to artwork not presented in the book.

A link to NPCs not presented in the book.

View the table of contents from the book.

Now Available

Retail price PDF Version: $14.95
Retail price POD Version: $24.95
164 pages.

Buy the print version of The Divine Order: Jute - Faith of Creation at Amazon.com

- or -

Buy a paperback copy of the book directly from Tangent Games for only $22.45, 10% off the cover price.

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The Divine Order: Jute - Faith of Creation



Temple of the Forgotten God     (TG-0013) Ados: Land of Strife
What slithers in the night?

The hamlets near the Giantswood are being attacked, their residents spirited away in the dead of night. Grants Wells has become home to many of the remaining refugees, as panic has gripped the region. The mayor of Grants Wells has begged for aid, as he believes that his town is the next target. Can the heroes uncover the mystery surrounding the attacks, protect the refugees, and determine why these people are being taken? A lone survivor may hold the key, if they can just get him to wake up…

Temple of the Forgotten God is a stand-alone adventure designed for 4 to 6 PCs of 13th to 15th level, that challenges adventurers to solve a mystery that leads them from the town of Grants Wells to a long-forgotten temple deep in the forest.

Not only are there new monsters and magic items inside, but also included with this adventure are full-color maps, printable miniatures designed by Graham Bottley of Arion Games, 1" scale printable encounter maps, and a brand-new GM encounter aid: printable Battle Pages!

Illustrated by: Mike Wagner
Cartography by: Liz Courts
Miniatures by: Graham Bottley of Arion Games

Retail price PDF Version: $14.95
Retail price POD Version: $19.95 (Now Available!)
64 pages + Appendices, Maps, and Miniatures.

Buy a paperback copy of the book directly from Tangent Games for only $17.95, 10% off the cover price.

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Temple of the Forgotten God



Ados Core Set Bundle (TG-0015) Ados: Land of Strife
This bundle includes the Ados: Land of Strife campaign setting and the highly successful Brixbrix's Field Guide to the Creatures of Ados. Now you can own both books for one low price!

Retail Price: $14.95
Buy the Ados Core Set Bundle at RPGNow!
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Ados Core Set Bundle 2 (TG-0024) Ados: Land of Strife
This bundle includes the Ados: Land of Strife campaign setting, the highly successful Brixbrix's Field Guide to the Creatures of Ados, and the critically acclaimed The Divine Order: Jute - Faith of Creation. Now you can own all three books for one low price!

Retail Price: $29.90
Buy the Ados Core Set 2 Bundle at RPGNow!
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Children of the Planes     (TG-0035)
Written by: Chris & Christina McCoy
"The blood of the multiverse flows through your veins…"

The planes are infinite in their mysteries and their peoples, bringing a vast amount of diversity across the multiverse. Why shouldn't the same hold true for planetouched player races? The standard Aasimars and Tieflings are an excellent option for players who are seeking to create a character with an exotic flare or a touch of the planes within their blood but why stop there? The other core races, whether they are Elves, Gnomes, Halflings, Orcs, Humans, or Dwarves, have all made expeditions to other planes…surely their curiosity attracted the attention of planar denizens?

Welcome to Children of the Planes, a racial sourcebook that introduces new planetouched races to tyour game. This sourcebook brings twelve new races to life with new feats and prestige classes. Unlike the Aasimars and Tieflings whose otherworldly influences are undefined, the new races found in this book have specific outsiders in their heritage. Whether it is a beautiful Korali seductress or a malicious Skinx prankster, Children of the Planes provides a variety of new racial options for GMs and players alike.

Illustrated by: John Ryan Byrd

Retail price PDF Version: $10.00
Retail price POD Version: $19.95 (Now Available!)
76 pages.

Buy the print version of Children of the Planes at Amazon.com.

- or -

Buy a paperback copy of the book directly from Tangent Games for only $17.95, 10% off the cover price.

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Children of the Planes



ROLE-PLAYING ACCESSORIES

Better Damage through Alchemistry
Mineral Alchemy
Gemerator
Mineral Magic: Volume One
Mineral Magic: Volume Two
Mineral Magic: Volume Three
Trap Cards: Challenge Rating 1
Commodity Cards I: Food & Drink
Commodity Cards II: Raw Materials
Commodity Cards III: Finished Goods - Swords to Plowshares
Commodity Cards IV: Finished Goods - The Adventurer's Kit
Commodity Cards V: Finished Goods - Hearth and Home
Natural Wonders - Flora
Natural Wonders - Fauna Book 1: Aquatic Animals
Ars Lingua
Gem Cards Set One
Gem Cards Set Two
Gem Cards Set Three
Even More Damage Through Alchemistry
A Pox Upon You!
Deadly Toxins: Poisons
Undead of Ados
Gem Cards (physical deck)
Tor: A Hand-Crafted Map
Castle Ruins: A Hand-Crafted Map
Cliff Dwelling: A Hand-Crafted Map
Gemerator 2
Weather Cards: Plains - Spring
Arsenal Cards: Handguns Volume 1: 1850 to 1899
Arsenal Cards: Handguns Volume 2: 1950 to 1990
Arsenal Cards: Volume 3: Rifles
Arsenal Cards: Volume 4: Short Swords
Gem Cards 2

Better Damage through Alchemistry    (TG-0002)
"Hi dro chloric." The alchemical name tasted foreign in my mouth. "And that is the strongest acid you have?" I didn't want to take any chances with the trolls.


Tired of arming yourself with plain old acid? Looking for new weapons to use against Black Dragons, Digester's and other acid immune creatures? Looking for new ideas to create different creatures and traps? Better Damage through Alchemistry is a short book in which you will find new ways to liven up your game and breath new life into the Craft (Alchemy) skill. The article contains descriptions and rules for creating and using three types of acids, three types of bases, and ten natural elements and other alchemical items that are very dangerous in the right (or wrong) hands. If you're using acids in real life situations you should always handle them with care. Any accidents could result in serious injury. You may need to contact a personal injury lawyer to assist you with your medical insurance and bills from and injury.

Newly revised third edition of the popular Better Damage Through Alchemistry has been released. We have updated the layout, clarified the rules, and made other general improvements to this popular book.

Retail Price PDF Version: $5.00
Retail Price POD Version: $9.95

Buy a paperback copy of the book directly from Tangent Games for only $8.95, 10% off the cover price.

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Better Damage through Alchemistry



Mineral Alchemy: Alchemy from Gems and Minerals    (TG-0003)
Lorenna takes a few tentative steps toward the back of the hall where she can make out five doors along the back wall. Suddenly, the nightglow gem hanging about her neck glows with an alarming brightness in the dimly lit hall. "Menroa," the Elven curse is loud and draws the attention of her companions. They all can see the light coming from the nightglow gem. "I really hate undead," she says as she pulls her scimitar from its scabbard.

Are you looking to spice up your treasure? Do you lose sleep wondering what you can do with that piece of quartz or moonstone your character just found? Do you want to add a kick to the game that doesn't involve magic items? Mineral Alchemy: Alchemy from Gems and Minerals provides this and more. It is a short book in which you will find 33 new alchemical items that can be made from 22 common and uncommon gems and minerals. From lethal Bang, misused Heart Stone, and the highly useful Nightglow, Mineral Alchemy will provide you with a plethora of new items to equip your character with. Each mineral alchemical entry provides you with a complete description of the item along with the rules for creating and selling them to your players.

Newly revised second edition of the popular Mineral Alchemy: Alchemy from Gems and Minerals has been released. We have updated the layout, changed many of the images, and best of all - added 11 new alchemical items to the book.

Retail Price PDF Version: $5.00
Retail Price POD Version: $9.95

Buy a paperback copy of the book directly from Tangent Games for only $8.95, 10% off the cover price.

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Mineral Alchemy



Gemerator    (TG-0005)
How often have you, as a GM or as a player, encountered a description of a gemstone that goes something like this:

GM: “You have overcome the last trap in the ancient temple. Ahead of you stands the stone statue you have been seeking, a pair of red gems for eyes.”

Players: “What kind of gems?”

GM: Checks a small table in his book that isn’t detailed enough and tries to think on his feet. Remembering that rubies are usually red he says, “Uh, they’re rubies.”

Players: “How big are they?”

GM: With no clue how to figure out how big the two rubies are, he says “Uh, the statue is only 10 inches tall so the rubies aren’t that big.”

Players: “Are the rubies cut? What shape are they?”

GM: Slightly curses his players and wonders if he could just convince the party that the statue was never really there in the first place...


Maybe this hasn’t happened to you, or maybe not to this degree but, at one time or another, most GM’s have encountered a situation like that. Maybe it’s the treasure just generated on the random treasure table in the rulebook that says that the monster the party just defeated has 1d8 gems. What kind of gems are they? How valuable are they? What do they look like?

Now you can answer all of these questions with the Gemerator!

With the Gemerator you can create gems of 75 different types, each with it's own elements of size, cut, color and value. This allows you to create millions of different gems quickly and easily.

Also included are sample images of each gem type so that you can get an idea of what the gems look like and show them to your players!

The Gemerator is designed to allow you to create detailed gems for use in ANY setting!

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Gemerator



Mineral Magic: Volume One    (TG-0006) Ados: Land of Strife
With a deep breath, Gwendolyn positioned the chisel. With a small TAP of the hammer the final piece of the peridot fell away. To the untrained eye nothing about the gem had changed, but she could tell that she had succeeded. This was her most difficult work to date, but she knew that this peridot gemstone was now ready; it had become a dragon bone, ready to call forth a juvenile red dragon from the natural magic of the gem that she had just harnessed.

Gems should be more than just pretty baubles! Now they are! No more will gems become quick sources of cash, pawned off at the first opportunity. Harness the hidden secrets of the natural magic within gems and minerals and provide your players with magic items that are not only functional, but look great too!

Mineral Magic: Volume One is a short book in which you will find 31 new magic items, which can be made from 25 commonly found gems and minerals, including the Five Quartz Spheres and the Four Quartz Skulls.

Mineral Magic: Volume One contains descriptions of all 31 new items along with the necessary rules for creating and selling them to your players. Also included are 2 new feats that will allow your players to harness their own magical minerals.

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Mineral Magic



Gem Cards    (TG-0011)

Treasure!

Everybody likes getting it, but randomly rolling dice on tables to tell a player that their character found a 25 gp garnet lacks panache and deflates the excitement faster than you can say percentile. But what if you could hand them the gem they just found?

Gem Cards were created for use with any RPG, in any setting. This set contains 50 unique gems to hand to your players. Hoard them, trade them, or pass them around without having to constantly refer to scribbles on a character sheet.

Gem Cards is available directly from Tangent Games for the sale price of $8.95 (10% off the retail price!) Purchase directly from us and you receive the special set of 4 promotional gems for free.
Looking to add a bit more kick to your gem cards? We have a special set of 4 cards that are only available directly from Tangent Games. These four cards are unique gems not found in the standard Gem Card deck. Order your mini-set of cards for only $3.95 (includes shipping and handling).



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Gem Cards Cover



Commodity Cards I: Food & Drink    (TG-0014)
"You," another pirate yelled at Aaron. "Get the stick out. There's treasure to haul and no time for gawkin'!"

"What treasure?" answered Aaron, sticking his dagger into the nearest sack and tearing open a hole. He reached his hand in and pulled out a handful of small black grains. "We risked our lives for this? This isn't treasure." He scattered the black grains in disgust on the ships deck, not noticing the looming form of Captain Red Flame behind him.

"That be your share your throwing away there boy," the Captain said in a quiet, yet menacing tone. "This is pepper, fresh from the Spice Islands, and worth its weight in gold." The Captain picked up the scattered peppercorns and handed them back to Aaron. "Each of these sacks will fetch us 100 silver pieces in any market surrounding the Malapar Sea, and maybe a few more if we can find the right buyer. There's over 1000 sacks of pepper here, and it'd be a shame if you had to forfeit your share of 100,000 silver pieces. So get moving and help your mates haul this precious cargo to the Night Flame double quick."

Aaron quickly picked up a sack of pepper and hauled it out of the hold. Who knew that something so plain and ordinary could be worth so much?


As parties of adventurers roam the globe in search of treasure, not everything they find will be gold, silver, or precious gems. Sometimes the party will come across more mundane, yet still valuable, commodities that are bought and sold every day and help keep the world economies going. How do you determine what the value of a bushel of wheat, or a barrel of wine should be? If a party should ‘liberate’ a cargo of pepper from a merchant ship, what price will they get when they sell it in the next port?

To answer this question Tangent Games has created Commodity Cards. Commodity Cards are cards that the GM can print out and use to determine the type, quantity, and value for different commodities. Commodity Cards I: Food and Drink only deals with those commodities that are edible, or can be used to make edible food.

Commodity Cards I: Food and Drink contains 300 different commodities for use in your game.

Some of the standard uses for the Commodity Cards are:
  • Used as random treasure for mundane items in caravans and merchant or pirate ships.
  • Used to determine the inventory for a merchant’s stall or store in the local marketplace.
  • Used as random treasure in dungeons (even orcs and goblins have to eat, and they make raids on local villages for these items).
Some other, non-standard uses for the Commodity Cards are:
  • To depict items in a caravan the party is guarding.
  • To indicate payment the party must make to a local warlord or evil dragon so a local village does not come to harm.
  • To determine wholesale cost for PCs wanting to open their own business.

No GM should be without Commodity Cards. Make them part of your gaming essentials today. Purchase your copy of the complete set of Commodity Cards I: Food & Drink today!

In addition, if you do not want to print out a set of Commodity Cards, tables for random generation have been included!

Now for sale! Only $2.50!
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Commodity Cards I



Mineral Magic: Volume Two    (TG-0016) Ados: Land of Strife
"The only dead end here, my dear Gwen, is theirs." Reginald smiled at the rogue and pulled out a small golden disk as he stepped forward. Without giving the vampires a chance to react he flourished the disk, a small piece of pyrite, which flashed in the dim torchlight. The corridor brightened as a beam of golden light speared down the corridor. Screams rose from the throats of the five vampires and were suddenly cut short. As the light faded, a fine mist of dust floated in the air where the vampires once stood.

"Well I think we've brightened their day," Reginald quipped. "Shall we continue our little expedition?"


Scholars and wizards of great renown have proven that the gems and minerals that make up the very heart of the world hold untapped power. Each mineral, they have shown, holds a natural magic within its crystalline structure waiting to be unlocked.

Mineral Magic: Volume Two is a short book in which you will find 36 new magic items, which can be made from 31 commonly found gems and minerals, including the powerful Immortality Stone, the versatile Totem Amber, and the Barrier Gems which are made from different varieties of garnets.

Mineral Magic: Volume Two contains detailed descriptions of all 36 new magical minerals along with the necessary rules for creating and selling them to your players. Also included are 2 new feats that will allow your players to harness their own magical minerals, and detailed tables allowing you to add these magic items into your game.

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Mineral Magic: Volume Two



Commodity Cards II: Raw Materials    (TG-0017)
The Dwarf pulled back the tarp. Cairn looked into the cart with some excitement, imagining boxes of newly minted coins or gems. He picked up the hunk of plain looking rock as his excitement crashed down around him. "Rocks!" he yelled. "We spent three days tracking this caravan to liberate rocks!" He picked one up and threw it against the cliff face; the rock shattered, and rained down upon the captive's heads. Cairn turned to Scarbin, his anger building. "You said this was a caravan from the gold mine! Well, where's the gold?"

Scarbin, holding a rock in his hand merely stared at Cairn. "Stupid Human," he grumbled. "Did you think they smelted the gold at the mine? This is the treasure all right. Gold ore, ready to be processed. By my estimates, there's a good 1000 pounds of ore between these two carts." Scarbin tossed the rock back into the cart. "This is good ore too, with high yields," he continued. "I'd say my people can process this ore and get about 10,000 gold pieces from it. So quit your whining, otherwise I'll increase my cut and your little rebellion will have even less gold to fight King Fernwind."


As parties of adventurers roam the globe in search of treasure, not everything they find will be gold, silver, or precious gems. Sometimes the party will come across more mundane, yet still valuable, commodities that are bought and sold every day and help keep the world economies going. How do you determine what the value of a bundle of animal hides, or a box of ore should be? If a party should ‘liberate’ a cargo of myrrh from a merchant ship, what price will they get when they sell it in the next port?

To answer this question Tangent Games has created Commodity Cards. Commodity Cards are cards that the GM can print out and use to determine the type, quantity, and value for different commodities. Commodity Cards II: Raw Materials only deals with those commodities that are used to make something else that has an even higher value.

Commodity Cards II: Raw Materials contains 230 different commodities for use in your game.

Some of the standard uses for the Commodity Cards are:
  • Identify commodities carried in caravans and merchant or pirate ships.
  • Determine the inventory for a lumber mill, tannery, forge, or other site that processes raw materials.
  • Generate random treasure in dungeons.
Some other, non-standard uses for the Commodity Cards are:
  • To depict items in a caravan the party is guarding.
  • To indicate payment the party must make to a local warlord or evil dragon so a local village does not come to harm.
  • To determine wholesale cost for PCs wanting to open their own business.

No GM should be without Commodity Cards. Make them part of your gaming essentials today. Purchase your copy of the complete set of Commodity Cards II: Raw Materials today!

In addition, if you do not want to print out a set of Commodity Cards, tables for random generation have been included!

Now for sale! Only $2.50!
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Commodity Cards II



Commodity Cards III: Finished Goods - Swords to Plowshares    (TG-0018)
Malakite stepped forward to grab the tools. He could have scolded William, but he didn't know better. "Yer right William," he said. "But we've got to make the best of what we did get. Those two items are worth about a hundred gold by themselves." William's mouth fell open; he'd never owned anything worth more than 2 gold in his whole life. "And we'll get another 60 or so gold from the collection of weapons we took off them dead pirates. Not a great treasure, but enough to put food in our bellies."

As parties of adventurers roam the globe in search of treasure, not everything they find will be gold, silver, or precious gems. Sometimes the party will come across more mundane, yet still valuable, commodities that are bought and sold every day and help keep the world economies going. How do you determine what the value of a surrey, or a set of builder's tools should be? If a party should defeat a band of Gnolls and collect a dozen battleaxes, what price will they get when they sell them in the next town?

To answer this question Tangent Games has created Commodity Cards. Commodity Cards are cards that the GM can print out and use to determine the type, quantity, and value for different commodities. Commodity Cards III: Finished Goods - Swords to Plowshares deals with those commodities that have been made into armor, barding, tools, weapons, and transportation. The set contains 280 different cards depicting finished goods from chainmail to short swords and adzes to galleys.

Commodity Cards III: Finished Goods - Swords to Plowshares contains 280 different commodities for use in your game.

Some of the standard uses for the Commodity Cards are:
  • Identify commodities carried in caravans and merchant or pirate ships.
  • Used to determine the inventory for a blacksmith's forge, woodworking shop, or armor smithy.
  • Generate random treasure in dungeons.
Some other, non-standard uses for the Commodity Cards are:
  • To depict items in a caravan the party is guarding.
  • To indicate payment the party must make to a local warlord or evil dragon so a local village does not come to harm.
  • To determine wholesale cost for PCs wanting to open their own business.

No GM should be without Commodity Cards. Make them part of your gaming essentials today. Purchase your copy of the complete set of Commodity Cards III: Finished Goods - Swords to Plowshares today!

In addition, if you do not want to print out a set of Commodity Cards, tables for random generation have been included!

Now for sale! Only $2.50!
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Commodity Cards III



Commodity Cards IV: Finished Goods - The Adventurer's Kit    (TG-0019)
"Klip, you should hang around ladies more often." She pulled the bottle from his hand and examined it more closely. "I should have recognized the roses on the box. This is a bottle of dragon rose perfume, made by the celebrated maker Joviani Lagos. Very expensive stuff. I'd say we could get at least 15 or more gold pieces for each bottle." She capped the bottle and handed it back to Klip. "See how many are in the box."

As parties of adventurers roam the globe in search of treasure, not everything they find will be gold, silver, or precious gems. Sometimes the party will come across more mundane, yet still valuable, commodities that are bought and sold every day and help keep the world economies going. How do you determine what the value of a pan flute, or a silver mirror should be? If a party should liberate a cart of bath oil from an unsuspecting merchant, what price will they get when they sell it in the next town?

To answer this question Tangent Games has created Commodity Cards. Commodity Cards are cards that the GM can print out and use to determine the type, quantity, and value for different commodities. Commodity Cards IV: Finished Goods: The Adventurer's Kit deals with those commodities that have been made into adventuring gear, alchemical items, luxury goods, musical instruments, and tack. The set contains 200 different cards depicting finished goods from acid to zithers and perfumes to saddles.

Commodity Cards IV: Finished Goods: The Adventurer's Kit contains 200 different commodities for use in your game.

Some of the standard uses for the Commodity Cards are:
  • Identify commodities carried in caravans and merchant or pirate ships.
  • Used to determine the inventory for a merchant's shop, alchemist's lab, or lords mansion.
  • Generate random treasure in dungeons.
Some other, non-standard uses for the Commodity Cards are:
  • To depict items in a caravan the party is guarding.
  • To indicate payment the party must make to a local warlord or evil dragon so a local village does not come to harm.
  • To determine wholesale cost for PCs wanting to open their own business.

No GM should be without Commodity Cards. Make them part of your gaming essentials today. Purchase your copy of the complete set of Commodity Cards IV: Finished Goods: The Adventurer's Kit today!

In addition, if you do not want to print out a set of Commodity Cards, tables for random generation have been included!

Now for sale! Only $2.50!
Buy Commodity Cards IV: Finished Goods: The Adventurer's Kit at RPGNow!

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Commodity Cards IV



Commodity Cards V: Finished Goods - Hearth and Home    (TG-0020)
"Cloth!" Ferdinand yelled, interrupting their conversation. The lady looked aghast at such rude behavior, while Hollis merely sat there. "One of my friends died to protect cloth!" He pulled his sword and pointed it at Hollis. "You had better talk quick merchant, lest I cut some of that fat from your bones."

Hollis started to reply but was stopped by the hand of the lady. She said to Ferdinand, "Good sir, master Hollis is right. I am paying him 250 gold crowns for each bolt of silk he's brought me. I am sorry for your loss on your journey." She pulled out a small pouch and handed it to Ferdinand. "Please accept this additional payment from me for your skill and bravery."

Ferdinand accepted the pouch and peered at platinum coins seated within the leather. He was still in a bit of shock about the price of the silk. He turned his horse and he and his men walked away without another word.


As parties of adventurers roam the globe in search of treasure, not everything they find will be gold, silver, or precious gems. Sometimes the party will come across more mundane, yet still valuable, commodities that are bought and sold every day and help keep the world economies going. How do you determine what the value of a copper kettle, or a silver candelabra should be? If a party should liberate a cart of china vases from an unsuspecting merchant, what price will they get when they sell it in the next town?

To answer this question Tangent Games has created Commodity Cards. Commodity Cards are cards that the GM can print out and use to determine the type, quantity, and value for different commodities. Commodity Cards V: Finished Goods: Hearth and Home deals with those commodities that have been made into clothing, dishes, fabric, footwear, and other house-hold items. The set contains 330 different cards depicting finished goods from corsets to spinning wheels and armoires to rolling pins.

Commodity Cards V: Finished Goods - Hearth and Home contains 330 different commodities for use in your game.

Some of the standard uses for the Commodity Cards are:
  • Used as random treasure for mundane items in caravans and merchant or pirate ships.
  • Used to determine the inventory for a merchant's shop, cobbler's workshop, or lords mansion.
  • Generate random treasure in dungeons.
Some other, non-standard uses for the Commodity Cards are:
  • To depict items in a caravan the party is guarding.
  • To indicate payment the party must make to a local warlord or evil dragon so a local village does not come to harm.
  • To determine wholesale cost for PCs wanting to open their own business.

No GM should be without Commodity Cards. Make them part of your gaming essentials today. Purchase your copy of the complete set of Commodity Cards V: Finished Goods - Hearth and Home today!

In addition, if you do not want to print out a set of Commodity Cards, tables for random generation have been included!

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Commodity Cards V



Natural Wonders - Flora    (TG-0021)
Gareth scanned the rolling plain that was the Grass Desert. "If only…" There! Gareth changed his course slightly and headed for a clump of particularly stiff-looking grass. He slid to a stop by the grass and pulled out a small spade. He quickly stuck the spade into the ground at the base of one of the plants. "Come on…" he mumbled, gently pulling the plant out. He stuck the spade in next to a second plant. "One more…" The second plant came out undamaged as well.

Gareth quickly stood and nocked the first arrow grass in his bow. The Gnolls were only 30 yards away now. He drew back the bow and fired at the first Gnoll. The arrow grass hit home, striking the Gnoll in the left eye, dropping him instantly. Gareth quickly nocked the second arrow grass and said a quick prayer to Wrix, God of Luck. He took aim at the second Gnoll still charging toward him.


The natural world is filled with many wondrous and seemingly magical things. For everything created by man, it seems that nature has done it first, and better. It is no different in the world of fantasy. In a land filled with dragons and magic it is not surprising that strange and unique items will evolve through time.

Natural Wonders - Flora explores 15 new and naturally occurring plants that have unique and seemingly magical qualities. These natural wonders are set on the world of Ados and can be used as part of the Ados: Land of Strife campaign setting. Each entry is also designed so that you can use these natural wonders in any campaign setting.

Each natural wonder entry gives the following information about the plant:
  • its range and habitat
  • how common it occurs, its hardness, and hit points
  • the plant's special quality; what makes it unique
  • a complete description of the plant
  • a listing of applicable skills associated with the entry
  • prices for the raw material
  • items that can be made from the Natural Wonder
  • a short adventure hook so you can incorporate the natural wonder easily into your game (including NPC stats where appropriate).


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Natural Wonders - Flora



Natural Wonders - Fauna Book 1: Aquatic Animals    (TG-0022)
"Ha!" Chang laughed and spat on the rough floor. "That's what I think of your boasts. You had better drink that potion of yours quickly or it will do you no good." He readied his scimitar with a final defiant slash through the air.

"Oh, this," Klauswitz said nonchalantly. "This is not for me. It's for you."

"Why would I want to drink one of your foul elixirs?"

"Because this is the antidote that will save you from the arrow worm I just hit you with." He made a show of staring at the yellow-orange liquid through the glass flask, as if checking it for a bug or hair. "You tell me what I want to know and I'll give you the antidote. Simple, eh?" He smiled, showing the two false fangs of the tusk shells he'd had implanted.


The world around us is filled with many wondrous and seemingly magical creatures. For everything created by man, it seems that nature has done it first, and better. The fantasy world is no different. In a land filled with dragons and magic it is not surprising that strange and unique animals will evolve through time.

Natural Wonders - Fauna Book 1: Aquatic Animals explores 17 new and naturally occurring aquatic animals (excluding fish and sharks) that have unique and quasi-magical qualities. These natural wonders are set on the world of Ados and can be used as part of the Ados: Land of Strife campaign setting. Each entry is also designed so that you can use these natural wonders in any campaign setting.

Each natural wonder entry gives you the following information about the animal:
  • its range and habitat
  • how common it occurs, its hardness or AC, and hit points
  • the animal's special quality; what makes it unique
  • a complete description of the animal
  • a listing of applicable skills associated with the entry
  • prices for the raw material
  • items that can be made from the Natural Wonder
  • spell effects for using the Natural Wonder as a spell component for existing spells
  • several of the entries also have new spells that can be cast using the Natural Wonder
  • a short adventure hook so you can incorporate the natural wonder easily into your game (including NPC stats where appropriate).


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Natural Wonders - Fauna Book 1: Aquatic Animals



Mineral Magic: Volume Three    (TG-0025)
"A pity." Tyrian pulled a small gemstone from his pocket. "I had hoped to hear your final words before you met your God." With an almost insolent flick he tossed the gem into the corner where Lash and his friends stood. Lash caught the sight of a star-like pattern in the perfect sphere of ruby as it flew toward them.

Heat, flame, and excruciating pain filled the space as the gemstone hit the wall to Lash's right. The fireball expanded outward, burning everything in the small space. Two of the shadows appeared to succumb to the flames as they dissolved into nothingness. The fireball was unexpected, but not unsurprising. The pain and weakness that followed, as if his very life experiences were being pulled from his body was a surprise. As was the effect on the shadows, which seemed to fill with a new found vigor. Purin was unconscious, or possible dead already, and Lash's other companions looked no better than he felt.

As Tyrian laughed, the shadows moved in for the kill. Lash didn't know how they were going to get out of this one.


The science of harnessing gems and minerals has come a long way from the earliest days of the skill. When the skill was new, harnessing a gem was more art than science. Today, wizards spend hours pouring through tomes on geology and mineralogy to better understand the mineral they are working on. The process to unlock the magical potential in new minerals is one of careful research and experimentation.

Mineral Magic: Volume Three is a short book in which you will find 33 new magic items, which can be made from 29 commonly found gems and minerals, including the deadly Star Fire Gem, the always useful Rogue's Helper, and the Metals of Purity.

Mineral Magic: Volume Three contains detailed descriptions of all 33 new magical minerals along with the necessary rules for creating and selling them to your players. Also included are 2 feats that will allow your players to harness their own magical minerals, and detailed tables allowing you to add these magic items into your game.

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Mineral Magic: Volume Three



Undead of Ados    (TG-0026) Ados: Land of Strife
Tired of boring skeletons and zombies? Do your players yawn in excitement when they face off against another ghoul or wight? Then it's time to liven up your undead with the Undead of Ados!

An off-shoot of the to popular Brixbrix's Field Guide to the Creatures of Ados, the Undead of Ados presents expanded entries for eight undead from the Field Guide. Here you'll find updated stats on the fierce Bojili, the dreaded Disciple of Dreen, and the elusive Shadow Drake. The Undead of Ados also contains spells for dealing with undead plants and an updated spell list to modify existing spells for the undead plants and other undead presented in the book.

It's time to bring some life back into your undead!

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Undead of Ados



Ars Lingua    (TG-0027)
Language matters. Whether you are trying to order a new longsword from the blacksmith, ask for a woman’s hand in marriage, or stave off a horde of Goblins from attacking the village, what you say is important.

The current rules for the Speak Language skill do not allow for the reality of language. A single skill point represents the ability to fluently speak, read, and write any given language. While this allows for speedy game play, the intricacy (and reality) that different languages or dialects offer is lost with the current system. A 1st-level non-Human PC with an 18 Intelligence score has the ability to be fluent in both reading and speaking six languages!

Ars Lingua seeks to expand on the current Speak Language skill. Within this book you will find:
  • An enhancement to the Speak Language skill that treats languages in a realistic, yet easy to play manner
  • A new skill for Read/Write Languages and 3 other new skills
  • 19 new feats
  • Updates to existing spells for use with the enhanced Speak Language skill
  • 14 new spells that focus on the use of language
  • New magic items
  • New forms of verbal communication such as dialects, accents, and slang
  • New non-verbal communication such as sign language, codes, and pheromones
  • Two new prestige classes

Ars Lingua is the perfect book for any campaign setting. Whether you want to add some flair and reality to the Speak Language skill, or are merely looking for some new ways to spice up your game, Ars Lingua has it.

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Retail Price POD Version: $9.95

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Ars Lingua



Trap Cards: Challenge Rating 1    (TG-0032)
Traps and dungeons go together like bread and butter. They have been a staple of the game from its earliest days. If you've ever designed a dungeon you have probably put in a trap or two (or thirteen) to make the PCs lives more interesting. Sometimes a good trap idea comes to you naturally. But many times you might be stuck for a good trap idea, or maybe you are just in a hurry, or are creating a dungeon on the fly for a quick adventure and don't have the time to think about the traps that might be placed there. That is where Trap Cards come in. Trap Cards: Challenge Rating 1 is a product designed to help a GM to easily populate an adventure with a plethora of traps. Trap Cards: Challenge Rating 1 is filled with almost two hundred CR 1 traps, from simple arrow traps to snares to magical traps. We've taken the time to design the traps so they are ready to be used in your adventures.

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Trap Cards 1



A Pox Upon You!    (TG-0033)
Diseases are all around us! From tiny bacteria to deadly viruses, our bodies are constantly under attack from ravening hordes of microscopic attackers. Though if you roleplay in a fantasy D&D world we'll forgive you if you had forgotten this fact. With only a handful of diseases in the game most characters rarely encounter a disease, let alone suffer from a cold. Have no fear! A Pox Upon You! remedies this issue and provides you with over 25 new fantasy diseases for your game! Not satisfied with diseases of our fancy? Want something that'll bring a little touch of home to your fantasy sick ward? A Pox Upon You! has that as well with over 25 Earth-based diseases, from anthrax to yellow fever.

A Pox Upon You! also provides a new use for the heal skill, new powers, rituals, two new paragon classes and more equipment and magic items than you can shake a tongue depressor at. And did we mention the monsters? These creatures are vectors for a multitude of diseases that will keep your players on their toes (well - mostly on their back as they recover from their illnesses).

When you purchase A Pox Upon You! you also receive a set of cards with all the diseases, powers and monsters featured in the book. Print out the diseases and hand them out to characters so they constantly know what afflicts them, add the new powers to your repertoire, and make combat a snap with the monster cards.


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A Pox Upon You!



Deadly Toxins: Poisons    (TG-0034)
Deadly Toxins: Poisons expands the poisons available for use in your 4E D&D game. Within this book you will find detailed descriptions on 32 new poisons and poisonous gases. From arsenic to cyanide, hemlock to ricin, every poison in the book is based on a real world poison to expand your gaming experience.

Within the book you will find:
  • New rules to allow for under doses and overdoses of a poison, making each poison highly versatile.
  • New equipment to create a poisoner's kit
  • Updated rules for antidotes
  • New powers and rituals
  • Updated skills and new skill challenges
  • New magic items



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Deadly Toxins: Poisons



Gem Cards Set One    (TG-0036)
Everybody loves getting gems as treasure. They are easy to carry, are generally worth more than their weight in gold (or Dollars, Euros, Interstellar Credits, etc.), and are pretty to look at. But that's the problem. In most RPGs, gems are treated as an additional type of treasure, but the "details" provided barely scratch the surface of what is needed to actually visualize them properly. Sure, you can describe a black-colored gem that has a white pattern on it to your players, but wouldn't it be much cooler to be able to show them a picture?

Gem Cards were created for use with any RPG, in any setting. Gem Cards: Set One contains 96 different gems that you can print out to give to your players. Each Gem Card includes an image of a unique gemstone, a full description, and a base value. Just print them out and when your players find a gem you can hand them a card detailing the exact gem that they have found.

Fans of the Gemerator will instantly recognize the format of the description provided for each gem and, for fans of the Mineral Magic Series, we have also included a notation on the Gem Cards for gems that can be harnessed into a mineral magic item. In addition, rules have been provided for those GMs who would prefer to randomly roll for a gemstone.


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Gem Cards 1



Gem Cards Set Two    (TG-0037)
Treasure! Everybody likes getting it, but randomly rolling dice on tables to tell a player that their character found a 25 gp garnet lacks panache and deflates the excitement faster than you can say percentile. But what if you could hand them the gem they just found?

Gem Cards were created for use with any RPG, in any setting. Gem Cards Set Two contains 96 different gems that you can print out to give to your players. Each Gem Card includes an image of a unique gemstone, a full description, and a base value. Your players can now hoard them, trade them, or pass them around without having to constantly refer to scribbles on a character sheet.

Fans of the Gemerator will instantly recognize the format of the description provided for each gem and, for fans of the Mineral Magic Series, we have also included a notation on the Gem Cards for gems that can be harnessed into a mineral magic item. In addition, rules have been provided for those GMs who would prefer to randomly roll for a gemstone.


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Gem Cards 2



Even More Damage Through Alchemistry    (TG-0038)
Acid, alchemist's fire, and the ever handy tanglefoot bag. Ah…who can forget the classics?

Well - anybody who likes to see flames, explosions, and lethal gases tear into their enemies will! Alchemists are proud of their secrets, but we've managed to pry a few more out of them to give you a second volume of alchemical death and destruction. Even More Damage Through Alchemistry builds upon our popular Better Damage Through Alchemistry book to give you even more acids, bases, and other alchemical items.

Within this humble tome you'll find such alchemical delights as super acids, super bases, and a host of other alchemical creations. From the highly irritating aqua blanca to the persistent dew of death, from chilling hoar gas, to highly explosive caesium, this book is filled with 30 new and amazing alchemical items for your characters to stock up on.

Don't let your character be out scienced in the alchemical arms race! Even the odds, and help your character deliver even more damage through alchemistry.


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Gem Cards 2



Gem Cards Set Three    (TG-0040)
Treasure! Everybody likes getting it, but randomly rolling dice on tables to tell a player that their character found a 25 gp garnet lacks panache and deflates the excitement faster than you can say percentile. But what if you could hand them the gem they just found? Well, unless you are willing to fork over several hundred dollars for a pack of real gems, the next best thing is Gem Cards!

The first two gem card sets contained over 190 semi-precious and precious gemstones, complete with descriptions, base prices, and best of all - a picture of the gem! Now, we present Gem Cards Set Three; 96 new and unique semi-precious gemstones to hand out to your players. Within this set you will find unique examples of alabaster, malachite, quartz, and more. In addition, for the third set we've included 16 new cards with natural gold, silver and other native elements, and some less common mineral samples we've featured in other products. You'll love the convenience and your players will love getting a gem they can see (and feel, in a way). They can now hoard them, trade them, or pass them around without having to constantly refer to scribbles on a character sheet.


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Gem Cards 2



Tor: A Hand-Crafted Map    (TG-0042)
This Hand-Crafted Map supplement focuses on a single tor in a rural area. As long as the local people have been alive, this tor has been abandoned and forgotten. Farmers graze their animals on its slopes and the ancient stone tower atop it serves as a handy landmark for the region. Recently, some locals claimed to have seen lights coming from the abandoned tower at the summit. What mystery is hidden within the tor?

The maps within are all hand drawn and evoke a time of simplicity in role-playing games when the only things you needed to play were a character sheet, a pencil, some dice, and your imagination. The maps can easily be adapted to fantasy, modern, sci-fi, or any number of role-playing systems and settings. In a fantasy setting, the underground complex of the tor could hide a band of goblins who've been attacking travelers. Perhaps a new cabal, followers of a multi-tentacled god, have made the abandoned tor their new base of operations in a pulp or modern setting. In a science fiction game, the tor could be found on a strange alien world, the base of operations for a group of pirates or rebel sympathizers.

The base has been provided. Now you can fill in the details.


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Tor



Castle Ruins: A Hand-Crafted Map    (TG-0044)
This is the second in our series of hand-crafted map supplements for use in role-playing games. This Hand-Crafted Map supplement focuses on a single castle ruin, simplistic on first appearance, but with many hidden secrets within its crumbling walls. This particular ruin sits atop a small hill and is a landmark for the region. Its walls have long been abandoned and are now falling into decay. Why was the castle abandoned? Why has nobody reclaimed the site or even carted off the stone for other uses?

The maps within are all hand drawn and evoke a time of simplicity in role-playing games when the only things you needed to play were a character sheet, a pencil, some dice, and your imagination.

The base has been provided. Now you can fill in the details.


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Castle Ruins



Cliff Dwelling: A Hand-Crafted Map    (TG-0047)
This is the third in our series of hand-crafted map supplements for use in role-playing games. This Hand-Crafted Map supplement features a unique cliff-side village, built for protection there are many secrets in this village hidden deep within the cliffs. Who inhabits this small village? What secrets might be hidden within its walls or inside the cliff itself? What is the need for the unique architecture at the cliff dwelling, and why have its inhabitants built in this particular location? Is it due to ease of defense, for cultural preferences, or is there some spiritual or sacred connection to the site?

The maps within are all hand drawn and evoke a time of simplicity in role-playing games when the only things you needed to play were a character sheet, a pencil, some dice, and your imagination.

The base has been provided. Now you can fill in the details.


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Cliff Dwelling



Arsenal Cards: Handguns Volume 1: 1850 to 1899    (TG-0046)
This new series of role-playing game supplements is designed to give an in-depth look into the world of weapons. Our first entry, Handguns - Volume 1: 1850 to 1899, showcases the pistols of the wild west, offering 80 different weapons ranging from the familiar (Colt Peacemaker) to the unique (LeMat Revolver). Each card features a full-color image of the actual weapon on the front, and historical and game-impacting details on the back. Arsenal Cards: Handguns - Volume 1: 1850 to 1899 is intended for use with any role-playing game setting or system in which firearms are utilized.


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AC1



Arsenal Cards: Handguns Volume 2: 1950 to 1990    (TG-0048)
Our second book of Arsenal Cards focuses on handguns manufactured between 1950 to 1990, the period best known for the Cold War. Within you will find 80 different weapons that have become the iconic weapons of the age such as the Walther PPK and the Smith & Wesson Model 29 (better known as the 44 Magnum). You also find strange and unique weapons, such as the SPP-1, an underwater gun that shoots steel darts. Each card features a full-color image of the actual weapon on the front, and historical and game-impacting details on the back. Arsenal Cards: Handguns Volume 2: 1950 to 1990 is intended for use with any role-playing game setting or system in which firearms are used.


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AC1



Gemerator 2    (TG-0045)
Does your treasure lack something? Do you find it easy to distribute gold and silver coins like they are going out of style, or maybe you can reward your player's characters with gems to make a gemologist drool. But what about jewelry? Are you intimidated when the rulebook tells you to include 1d8 jewels in your treasure? Or maybe you are tired of handing out the same old boring rings and necklaces and are looking to jazz up your treasure hoard. Gemerator II: Jewelry will expand your role-playing jewelry experience.

Gemerator II: Jewelry will allow you to create thousands of jewels, from simple rings, necklaces, brooches, and bracelets to highly elaborate crowns, insignia, chatelaines, and etui.


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AC2



Weather Cards: Plains - Spring    (TG-0049)
"So what's the weather outside?"

Maybe you've heard this in a game, or just thought about it yourself as your party finished clearing the dungeon and was heading to town to spend their loot. What is the weather outside at this moment? Is it sunny? Cloudy? Is their a chance of rain, or a thunderstorm in the area? Sure, you can make something up on the fly, but then you need to remember what you decided on, and then comes the next day, and the day after that, and that. Weather is constant, and all around us. If only there was a simple way to determine what the weather was going to be like now, tomorrow, and every day of the year.

There is! Weather Cards is a set of 360 cards (an entire year worth of weather!) that can be quickly and easily incorporated into your campaign to provide details about the weather. We provide the basics you want to know - temperature, percentage chance of precipitation, wind speed and direction, and any 'special' weather conditions. The data on the cards comes from meticulous research into historical weather data to provide you with the realism you desire. All of this information is provided on simple cards that can be printed out, shuffled together, and revealed to give you the ability to create random, realistic weather for one place or multiple cities across a region.

This first set of Weather Cards features a year of spring-like weather, with all the turbulent lions and calm lambs you could want, for a region dominated by rolling plains and steppes. Will your day be a gentle as a lamb, or as wild as a lion? Will there be enough April showers for those May flowers? Now you will know, and you'll know what the weather will be doing when your party decides to venture out from that underground dungeon to get some needed sun. (Or maybe cloudy, with a 40% chance of rain.)

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Weather Cards: Plains - Spring



Arsenal Cards: Volume 3: Rifles    (TG-0050)
Rifles have long had a place in history, and a place in role playing games set in certain historical periods. From the American Civil War and the Wild West, to the battlefields of World War I and World War II, and to the jungles of Africa, Asia, and South America prowled by hunters, rifles have played a pivotal role. The third volume of Arsenal Cards features rifles - shoulder-fired weapons with a barrel cut with grooves (rifling). (Future volumes will feature muskets, semi-automatic rifles, assault weapons, and other types of long arms.)

Within this volume you will find over 130 different rifles, from the famous: "that damned Yankee rifle that they load on Sunday and shoot all week!" (the Henry Rifle) to "The Gun that Won the West" (Winchester Model 1873), to the infamous (such as the Carcano rifle used in the assassination of President Kennedy), to everything in between. Each card features a full color image of the rifle printed on one side, and detailed information about the weapon, from caliber to range, and years of production on the other. We used actual ballistic calculations for each weapon to determine each rifle's Power and Recoil.

Arsenal Cards: Volume 3: Rifles are a great tool to aid players and GMs in visualizing their weapons and to provide more detail and variety to your game. They are designed to be used in any game system.

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Arsenal Cards: Volume 3: Rifles



Arsenal Cards: Volume 4: Short Swords    (TG-0050)
The sword is an iconic weapon for role-playing games. Whether your game is set in the fantasy world of your imagination, or in the streets of ancient Rome, do your swords all look alike? What sets one short sword apart from another? Sure, these weapons all do the same amount of damage, but what makes them special? What makes your rogue's short sword different from the one wielded by the elf, or the sword carried by the goblin facing you?

The answer is in Arsenal Cards Volume 4: Short Swords. This is the first in a three-volume set featuring swords of all types. Within this volume you will find 80 unique weapons with a blade length of less than 70 cm. Each blade has a full color picture and a detailed description for the sword. Now you have the chance to find the perfect sword for your character that matches his or her personality.

Arsenal Cards: Volume 4: Short Swords are a great tool to aid players and GMs in visualizing their weapons and to provide more detail and variety to your game. They are designed to be used in any game system.

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Arsenal Cards: Volume 4: Short Swords



Gem Cards 2    (TG-0052)
Treasure you can hold in your hand. No dice rolling required! Gem Cards 2 can be used with any RPG, in any campaign setting. The set includes 50 unique gems with recommended base values that can be given to players when they find treasure. Now you can speed up your game play and give your players a treasure they can hold. No more forgetting what gems you gave out three sessions ago, or what forgetting the value of that ruby the party found a month ago. The cards are printed when you order and are shipped directly to your door.

Gem Cards 2 can be added to our original Gem Card deck to give you 100 different and unique gems with which to stock your next dungeon or treasure trove.

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Gem Cards 2





BOARD GAMES
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CARD GAMES
Bankruptcy: The Card Game    (TG-0008)
Finalist for the 34th Origins Award, Traditional Card Game

Insider Trading, Outsourcing, Cooking the Books. Who said CEO’s should have all the fun of running a company into the ground?

Now, with Bankruptcy: The Card Game, you and your friends can join in the fun! This fast paced game pits 2-6 players in a game of one-upmanship and dirty deals to see who can be the first to declare Bankruptcy! Learn more about Bankruptcy at our Bankruptcy main page from the link above.

Bankruptcy is available directly from Tangent Games for the sale price of $17.95

Click on the link to learn more about Bankruptcy.


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Bankruptcy Cover



Quackery: The Game of Medieval Medicine    (TG-0010)

The entire Royal Family has fallen ill!

The Royal College of Medicine has sent the call out across the land for help. As one of the leading medical "experts" of the day (we'll just call you a Quack), you have answered the call, but for your own reasons. You are not alone in this task. Others have also responded to the plight of the Royal Family, each with their own agenda.

Only through the use of your knowledge of "medicine" can you treat each royal patient in order to either bring all four of their humours into balance (if that patient furthers your agenda) or to imbalance their humours enough so that no one can cure them. Failure means a lifetime of treating gout amongst the commoners, while success means that you have risen above the Quackery and have been declared the next Royal Physician!

Quackery features the art of Pierre C. Arseneault

Quackery is available directly from Tangent Games for the sale price of $8.95 (10% off the retail price!) Purchase the game directly from us and you also receive the 4 promotional doctor cards for free.

Click on the link to learn more about Quackery.

The Doctors are in! Four unique doctor cards to help elevate your Quackery game! These four 'quacks' are only available from Tangent Games. Each has his own speciality to help you become the next Royal Physician! Pick up this set of four doctors for only $3.95 (shipping and handling included).



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