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Friday, October 20, 2017

Deal of the Day - Mithgarthr RPG Core Rulebook


Sorry this post is a bit late but today was a busy day. Today's Deal of the Day at RPGNow is the Mithgarthr RPG Core Rulebook.

What is Mithgarthr? I'd say its 5e without the bloat and presented from the old school perspective. Oh, and it's extremely well done. I may need to grab the print copy of this.

The Mithgarthr RPG Core Rulebook is usually 19.99 in PDF, but until tomorrow morning at 11 am eastern its on sale for 9.99. Damn good deal.
Introducing Mithgarthr: The Roleplaying Game! Enter a rich, original world inspired by Norse and Germanic culture. Explore the dark places where Gooblitts and Dýrverr roam. Battle against the treacherous forces of Chaos led by Orcus and The Thrir. Die horribly at the hands of greenskins while trying to get rich quick with your friends! 
Mithgarthr takes its mechanics from the fifth edition of the world's most popular role playing game, but molds them against its grim setting. Characters start at zero level with just the skills they have from their mundane profession (of which there are nine to choose from) and a desire to make a better life for themselves. Players may choose from seven races including the murine Ratten and the winged, hawk-like Fjothr. Life is cheap and death comes often, but those adventurers who survive long enough to attain first level have eight iconic classes to choose from. Magic is cast using a point system, and is less common than usual. Monsters have their own magic system, drawing their power from Orcus. 
Included in the core rulebook are everything you need to play the game! Character creation rules, combat, adventuring, equipment, magic, monsters, world setting information, and even a fully fleshed out town and surrounding wilderness to start in. 
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1 comment:

  1. I think that rule sets like this are important for the next generation of OGL products. For the most part, SRD based adventures have somewhat ignored the fact that they were really only officially accessing a subset of the rules and the base assumption was that the DM and players would use the WoTC books. Adventures in Middle Earth, this one, and to a certain extent Thule and Scarred Lands at least are trying to use the base system but present a game that is truer to the world it is expected to be played in. Kobold Press seems to be doing that as well for Midgard.

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