"Go to the sign of Marvel's Axe, a dubious inn on the edge of the Thieves Quarter, in the City of Greyhawk, and look to your own wrist. If you perceive a bracelet and dangling dice, watch for the next throw in the war between Law and Chaos and be prepared to follow the compelling geas." -Signal

Saturday, August 30, 2014

D20 Twin Crowns Campaign Setting

From the publisher:

Twin Crowns - Age of Exploration Fantasy is a campaign setting and rules expansion for Dungeons & Dragons® Third Edition, published by Wizards of the Coast®. You need the D&D Core Rulebooks to use this expansion. The Twin Crowns world has a flavor like none other, combining the high fantasy elements with historical elements of the Age of Exploration.
  • A comprehensive system for naval travel and combat
  • A rich and complete world with detailed geographic and cultural information
  • An elegant ritual system expanding both arcane and divine power
  • An elaborate cosmology and system of religion with far reaching effects beyond for every class
  • Hundreds of pages encompassing new races, feats, skills, spells, prestige classes, magic items, and monsters usable in any campaign
Great sailing vessels cross the Quilla Ocean from the Northern and Southern Empires to the colonies to the far west, avoiding savage pirates, vicious sea monsters and most of all, one another! The two Empires war, not only on the battlefield, but in the marketplaces as well. It is a race for power, resources and wealth.

In the heavens above, twelve deities look down upon Ptalmanar and guide it's people. The most devout worshippers undergo rituals of initiation to take a piece of their god's power into their own souls, opening their bodies to the touch of the divine. The greatest among them can rise to the level of High Priest, assuming the mantle of leadership of the flock and bearing the terrible burden of being the terrestrial voice of their deity. The Maker, creator of all, sits atop the divine wheel with the gods of light cascading down each side. At the bottom, surrounded by his dark children, sits the Unmaker, force of destruction and death. Their eternal struggle is played out wholly in the actions of their earthly followers, ever competing for dominance of the world and the place of Good and Evil.

Our game world bears a richness and depth that few others can match. Highly detailed religion, with three tiers of power within each church that lie beyond just Clerics, Paladins and Druids. The two warring Empires are each carefully detailed so they bear their own identity and atmosphere. The colonial holdings across the ocean and the exploration of the new world are vexed by a fierce militant kingdom of elves seeking to expel the human invaders. Twin Crowns also offers a new system of arcane magic embodied by potent rituals that go far beyond the casting of a simple spell. Guilds of mages guard and covet the secrets of these powerful ensorcellments, and vie for korba, the essential ingredient in their casting. This is high fantasy unlike any you have ever experienced.

Friday, August 29, 2014

D20 The Red Isle




Back Cover:

Having just finished your business in Desburg, you charter a ship, heading for Galishor. The ship, Nora's Grace, is leaving today and you have just enough coin to buy passage. Captain Daniels tips his cap and welcomes you aboard, as porters show you to your rooms. The accommodations are more than fair and you settle in for a long journey ahead.

"White Squall! Captain Daniels!"

A startled cry is cut short as massive waves hammer the ship. The sound of wood splintering fills your ears as the ship is buffeted by another wave. Lightning explodes in the air as the gutted sky spills the contents of its belly.

A storm is rising and the ship is a victim of the sea's whim.

As you rush onto the main deck, a horrific sight welcomes you. A monstrous wave towers above the ship. You scramble for purchase as it peaks and plummets toward you.

The sea engulfs Nora's Grace.

The last thing you remember is the taste of salt water in your mouth and the shock of icy water swirling around you.

Thursday, August 28, 2014

D20 The Mask of Death


Remember the good old days, when adventures were underground, NPCs were there to be killed, and the finale of every dungeon was the dragon on the 20th level? Those days are back. Dungeon Crawl Classics don't waste your time with long-winded speeches, weird campaign settings, or NPCs who aren't meant to be killed. Each adventure is 100% good, solid dungeon crawl, with the monsters you know, the traps you fear, and the secret doors you know are there somewhere.

This module is a special limited edition produced exclusively for Gen Con Indy 2005. It presents chapter one of an adventure that chronicles the hilarious escapades of the hit film The Gamers: Dorkness Rising. The King needs the heroes' help! The vile necromancer Mort Kemnon has uncovered the Mask of Death, an artifact of unspeakable evil. He plans to summon an army of undead to attack the King while the divine powers of the realm are weak. Can the heroes recover the Mask of Death and put a stop to Mort Kemnon's evil plans once and for all?

Wednesday, August 27, 2014

D20 The Malady of Kings


From the back of the book:

"I see him. He stands upon the till, facing the sea. The swell is not so great this morning and the tide pulls upon him. I can see, too, the silver-lined sail, filling now with wind, pulling the little craft into the deeper oceans. Your father is mailed in his silver armor, his great sword, Durendale, strapped to his side. His hair is free now, with no crown banding it. Your father, King no more, is passing away from us."

And the Queen saw the craft rise upon a great wave that rose from the ocean's depths. She could see her husband, her one great love, look back, and he smiled. The Evening-Swan then rose over the crest, white foam washing her bow, and slipped into the trough beyond and into Dream.

Hazard the Sea of Dreams and find the fabled Isle of Blight, the magical resting places of St. Luther. Mysterious strangers, fiendish creatures, and other-worldly magics stand between the adventurers and the once and future king. Can they cure his malady and bring peace to the spirit of his Queen?

The Malady of Kings is a d20 System adventure for 4-6 characters of levels 10-12. Set in the World of Erde, it expands upon the legends and history of the After Winter Dark Fantasy Campaign Setting. Inside you will find further details on the Kingdom of Kayomar, the fall of the royal family of Pendegrantz, Daladon Lothian and the Watchers in the Wood, the madness of the White Mage, and the Troll Lord himself.

Tuesday, August 26, 2014

D20 Dark Awakenings: Shadowland


"We had come to the end of our long trek through this vile and desolate place and the tower stood before us like some looming giant. I turned and looked at the long road by which we had traveled; a grey thread winding through the ashen ruin and splintered rocks.

Giliath coughed, spitting out the foul taste of the air. I reached down to pass him a waterskin and it was then that I noticed Alvyd was missing. Before I could say a word, the stillness of the air was broken b a shrill scream from the direction of the tower. The fool had gone ahead without us and I dreaded to learn what fate had befallen him..."

Dark Awakenings: Shadowland is the conclusion to Dark Awakenings: Guardian, a d20 adventure for 4-6 characters of levels 3-4.

The adventure comes packaged with a cd-rom containing:
* 3D scenes depicting key locations in the adventure
* The complete adventure module in searchable PDF format
* Ambient sound effects
* Printable color maps
* Printable color game handouts
* Background to the author and the development team


Monday, August 25, 2014

D20 Relics


From the publisher:

Since the dawn of role playing games, magical artifacts have held a special place in the lore of fantasy gaming. Some of the most popular items amongst gamers are powerful, unique artifacts whose detailed histories and unique traits cause them to stand out from the pack of magical swords, potions, and other items. Relics presents a bevy of artifacts that DMs can insert into their games. Each artifact includes a detailed history, complete rules for its use, and adventure hooks to inspire the imagination and enrich a d20 campaign.

Sunday, August 24, 2014

D20 Legends & Lairs: Portals & Planes

From the back of the book:

The definitive d20 System resource for plane travel.

This invaluable sourcebook provides DMs and players everything they need to create and run ploanar adventures and campaigns.
  • Complete rules and guidelines for creating characters suitable for plane travel and world-hopping, as well as new prestige classes, feats, spells, and magic items.
  • Comprehensive descriptions of several different portal types, including their traits, characteristics, and game statistics.
  • Rules and guidelines for designing an endless variety of new worlds and planes.
  • Guidelines for altering existing creatures to create planar variants, and complete descriptions of many new extraplanar monsters and allies.

Saturday, August 23, 2014

D20 Nile Empire: War in Heliopolis


1570 B.C. The Hyksos have been cast out of Egypt and the New Kingdom begun, but the Nile Empire is in danger. Twice, the evil god Set has murdered his brother Osiris, King of the Gods. Now the gods of Egypt are split into rival pantheons, waging war through their Avatars.

This is a D20 System source book on the New Kingdom of Egypt, detailing gods, weaponry, character classes, feats and skills needed to role-play in the Valley of the Kings. A bevy of new monsters appear, plus the outline for a 10-adventure campaign set amidst the war of the gods.

Friday, August 22, 2014

D20 Midnight: City of Shadow



From the back of the book:

As the Third Age came to a bloody close, one of the first victims of the brutal march of the Shadow's armies across Eredane was the city of Highwall. Since the First Age, the city and its Scholar's Academy stood as a beacon of hope and enlightenment in a darkening world. That shining beacon was shattered seemingly overnight as the fury of the Shadow in the North descended on the world.

Now, a hundred years later, the city of Highwall lies in ruin. At the center of this desolation rises Theros Obsidia, a black tower of impossible size that was magicked from the earth and stone like a splinter drawn from flesh. This is the locus of Izrador's power in Eredane and the fortress of his legates, the Order of Shadow. Huddled around the tower are the camps and garrisons of the Shadow's hordes, along with the ruins and hovels of the city's survivors. Highwall has become a place of death and darkness, and only the bravest, most foolhardy, or most desperate heroes dare to intrude into the heart of Shadow.

The fourth supplement for the award-winning MIDNIGHT campaign setting, City of Shadow offers detailed information on the ruined and occupied city of Highwall, a level-by-level description of Theros Obsidia complete with beautiful maps and illustrations, and in-depth information on the Order of Shadow.

Thursday, August 21, 2014

D20 Lords of the Peaks: The Essential Guide to Giants


From publisher blurb:

Titans of the Battlefield!

Lords of the Peaks is the first of Paradigm Concepts' Races of Legend sourcebooks. Designed as a Game Master's toolkit, Lords of the Peaks delves deeply into the culture and myth of severn distinct Giant types. Challenge your players with new twists to old opponents or pit them against new and terrible foes. Go far beyond the basic details of existing monster entries with: Lords of the Peaks!

So many feats and skills that it would take a Giant to shake a stick at them!

  • New prestige classes including the Terramancer, the Reaver of Wyrms, and the Giant-Slayer
  • New Spells and Clerical domains
  • New magical items to augment your Giant NPCs
  • Rules for creating your own new and unique Giants
  • New NPCs of each of the Giant subtypes
  • And a new "Epic" opponent for your very high level campaign, the Celestial Giants!

Wednesday, August 20, 2014

D20 Lords of the Night: Liches




From publisher blurb:

The Arcane Liches, creatures of incredible power are the guardians of Creation, the force of imagination and dreams. This book allows you to play a Lich, use the ancient power of Sorcerae and struggle towards enlightenment.

This original 128 page book with mind-blowing art also has a bonus 4 page FAQ to really clarify just what it means to be an Arcane Lich.

Use Sorcerae, the power to change reality with the power of thought alone, and face the terrible evil of the Void, risking your mortal mind in the process.

Everything you need to become a guardian of Creation is right here in this book.

Tuesday, August 19, 2014

D20 Into the Black: A Guide to Below


Publisher Blurb:

Deep below the surface, a new world awaits. While the plants and animals of the lands above bask in the warm glow of sunlight, the wildlife and creatures that dwell in eternal darkness must find different sources for nourishment. Adventurers that seek lost treasures within this realm are advised to familiarize themselves with this environment, lest they themselves become food for one of the dark realm's many predators.

Into the Black details this underground realm, providing ecological details as well as new monsters, races, magic items, and other game-oriented materials that both players and DMs need to expand their games.

Monday, August 18, 2014

D20 Interludes: Sands of Pain

Back from GenCon





Publisher Blurb:

The second adventure sourcebook in the Interludes series brings the characters from Bluffside south to the Dragon Sands. This adventure features a mix of horror and romance, done Arabic style. Sands of Pain can be used as a stand-alone adventure in any game world, or to enrich the world of Bluffside: City on the Edge.

Wednesday, August 13, 2014

D20 Hammer & Helm: A Guidebook to Dwarves



From the back cover:

Strength of Stone, Will of Steel!

Hammer & Helm is the first of Green Ronin's Races of Renown sourcebooks. A player's toolkit packed with character options, Hammer & Helm explores dwarf culture through a plethora of expertly designed rules by Dragon Magazine editor Jesse Decker. If you want to learn the secrets of dwarven hair braiding and marriage rituals, look elsewhere. If you want 112 pages of options that let you completely customize your dwarf character, Hammer & Helm is for you. Go far beyond the core rulebook with:

- 16 new prestige classes, including the Stormhammer, Magesmith, Thunderthrower, and Acolyte of the Crystal Path.
- Over 50 new feats, including feats of two new types: bloodline and bonding.
- New underearth creatures and templates, such as the iron-souled and the hammerstruck.
- 5 new domains and over 50 new spells.
- An armory full of new equipment, including the introduction of exotic armor.
- Enough new magic items to please the greediest dwarf.
- Dwarven siege weapons, including magical enhancements.
- Stunning interior illustrations by David Griffith.
- And a whole lot more!

There's never been a better time to be a dwarf!

Tuesday, August 12, 2014

D20 Guilds and Adventurers


Publisher Blurb:

A collection of special or unusual guilds and adventuring societies for "The Hunt: Rise of Evil" or any d20 fantasy setting. This game master’s resource will be a great tool when in need of a strange guild or place that will help launch a new quest for the characters. Guilds and Adventurers will be a must have for your d20 game.

Monday, August 11, 2014

D20 Felsentheim: Dogs of War



From the back cover:

"The action-filled, epic conclusion to the Death on the Treklant Trilogy! You have raised the ire of goblin warlord, and you now flee his kingdom with war parties hot on your trail. You must reach the borderland town of Felsentheim, for if you do not, no alarm will sound to harken the coming of the Dogs of War! Shall you claim the glory of heroes, or accept your doom?

Enter again the World of Inzae, where all things slip into the Maelstrom, and from hence true heroes are born. Felsentheim: Dogs of War, is a d20 System adventure for 4-6 characters of levels 3-5. It provides intense action, including a large-scale siege, and it requires heroes of high mind and daring spirit. Such heroes shall linger long in the halls of memory."

Sunday, August 10, 2014

D20 Factory


Publisher Blurb:

A compendium of magical computers, robots, and dweoware for your d20 campaign
I, Robot. You, Wormfood!

You, too, can make this threat if you're an 8' tall, elementally powered mithrium endoskeleton wrapped in 3 inch thick adamantium plates and sporting 360 degree vision, deflector screens, and turbo motivators while bringing a 15d8 delayed blast fireball online.

The arcane science of technomagic once again yields a terrifying crop: magical robots, dweonetics, and computers. From not-so-innocent beginnings as golems, the long history of technomagical development has resulted in the magical robot! And, to control these automatons demanded the invention of the arcane computer. From there, it was but a short leap to melding magical machine and man with dweonetics - arcane cybernetic devices implanted directly into living subjects!

Saturday, August 9, 2014

D20 Dark Awakenings: Guardian


From the back of the book:

"A body lays facedown before a set of doors, in the passage ahead. The once crimson vestments that dressed the dead monk of Theydori were soaked with dark blood. My companions turned the monk over; the left side of his skull was collapsed, having been struck a tremendous blow.

While the others attended to the dead monk, my attention was firmly fixed upon the nearby set of doors, hanging slightly ajar. An unnatural radiance pulsed within the room, accompanied by the beat of a feint tone, the likes of which I have never heard in the waking world..."

A simple sea voyage to the remote island of Guardian quickly becomes a terrifying fight for survival as an unseen foe sends its minions against you in a bid to consume your very souls!

Dark Awakenings: Guardian is a d20 adventure for 4-6 characters of level 3-4 that is continued in Dark Awakenings: Shadowland.

Friday, August 8, 2014

D20 Charge!

Back Cover:

Bloody Constraint

Mobilize the forces of tyranny and freedom to roil forth and plunge your campaign into military conflict!

Let heroism and cruelty, triumph and misery all take center stage in the lives of your characters. This book shows you how to use the following tools to simulate battles and warfare for maximum tactical challenge and dramatic effect.
  • The Solider Core Class
  • New Feats and Prestige Classes
  • How tactics of real world history affect heroic-fantasy battles
  • How to take anything you desire and make it not just possible but tactically feasible, with ritual magic.
  • How to encourage role-playing even in the face of near-constant brutal melee combat
  • How culture, economy and alignment affect the behavior of military units and drive your storylines.

Thursday, August 7, 2014

D20 Character Record Sheets

From the Back Cover

Just What You Need!

Chances are your character means more to you than some piece of scrap paper. So why do you keep you character information on a piece of paper that anyone else would think is trash? Treat that favorite character of yours the way you should with these sheets!
D20 Character Record Sheets includes...

...28 different record sheets that give you a place to record every bit of information you'll ever need to remember about your character and plenty of space to put those additional notes. Inside you'll find

  • A double-sided record sheet for every one of the eleven core classes.
  • A sheet to record all of that extra equipment, belongings, treasure and other booty you've accumulated through your adventures.
  • A sheet for your character's spellbook.
  • A character history sheet.
  • A sheet for significant NPCs or monsters.
  • An adventure log.
Tell Me About Your Character!

We're gamers. We all have facts and figures about our favorite characters memorized, but it's not official until it's on the character sheet. And what happens when gaming sessions begin to melt together? How are you going to keep everything straight in your mind? Don't worry. You've got all you need in your hands.

Wednesday, August 6, 2014

D20 Character Record Folio - Green Ronin (First Printing)



From the publisher:

You need more than a flimsy piece of paper for your character and that's where the d20 System Character Record Folio comes in. Say goodbye to cramming your notes and magic items onto a single sheet, the folio is designed to handle your character for the entire campaign. Its 16 beautifully designed pages include great add-ons like mini-record sheets for your paladin's warhorse, familiar, and cohorts, and adventure logs that let you track important events and NPCs. The d20 System Character Record Folio is good for any character in any d20 game.

The d20 Character Record Folio won the Origins Award for Best Game Aid of Accessory of 2001.

Tuesday, August 5, 2014

D20 Book of Templates Deluxe Edition


Publisher Blurb:

Build a Better Monster!

Book of Templates: Deluxe Edition 3.5 is not merely a tome of templates, but a versatile toolkit with which you can make your imagination, and the nightmares and dreams of heroes, a gaming-table reality. Using the templates and additional rules content of this tome, any collection of monsters you possess can be revitalized with vigor and possibility! Creatures encountered and defeated dozens of times before will take on new dimensions through alterations ranging from simple to complex to the out-and-out bizarre. You’ll find all of this along with new ideas for building PC races, exploring the cosmology of your world, and introducing never-before-seen options into your game.

Monday, August 4, 2014

D20 Blood Reign of Nishanpur


Publisher Blurb:

"No gift comes without a price, and those that come easiest are often the hardest to pay." - Losknek, Prince of Hell Neroth has reclaimed his own. After a century of rule, the Dark Apostate of Canceri has relinquished his claim upon this mortal coil and passed into oblivion. Shadows cluster among the vaults of the capital city of Nishanpur as the Nihang of the Church of the Dark Triumvirate gather to intrigue for dominance over the unquiet soul of the land. Into this passion play of fiends and vipers enter the players, in their quest to uncover lore not meant for the eyes of mortal men, to make a choice - between unspeakable evils.

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