"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

Monday, October 31, 2016

GURPS - Alternate Earths


From the website:

"It Happened Otherwise!

Travel the Confederate States of America by dirigible. Battle the Aztec Jaguar Knights in their conquest of Europe. Join the American Resistance against Nazi occupation. March with the Roman legions on their campaigns in the New World. GURPS Alternate Earths provides fully fleshed-out backgrounds for six worlds to be used with a GURPS Time Travel "Infinite Worlds" campaign, or in conjunction with many other GURPS worldbooks.
GURPS Alternate Earths includes:
  • Complete histories, including timelines, for each Alternate Earth.
  • Gadgets that were never invented – but should have been!
  • A plethora of new character types, from the Confederate Cavalier to the Cyber-Samurai.
  • The Smugglers' Guide to Interdimensional Trade.
  • Subversive plots by the nefarious Centrum.
  • Guidelines for creating your own parallel Earths.
Why settle for only one world? An infinity of Earths is waiting for you!"

Sunday, October 30, 2016

GURPS: Aliens


 From the website:

"We Are Not Alone

In fact, every time we open the airlock, we meet a new race . . .
GURPS Aliens presents over two dozen new races for your campaign! Use them in any science fiction adventure . . . or fantasy, or horror. Or, if you're tired of throwing the same old metavillains at your GURPS Supers players, these alien allies, foes, and technology will keep your game flying.
Many of these races are suitable for use as player characters or allies . . . some are implacable foes . . . and a few are truly alien. Among the creatures you'll meet:
  • The tentacled Purulu, galactic meddlers and misers. These radioactive octopi can buy anything they want . . . except a world of their own.
  • The Memer and Saret, tramp steamers of the spaceways. These symbiotic partners rarely eat and don't need air or warmth; their slow, leaky ships are vital to galactic commerce.
  • The obsessively curious Irari, long-loved winged bipeds who hire other races to do the boring task of ruling them.
  • The callous Verms (short for "vermin") – a hungry hive of mind-controlling crabs, who can devour a human community from within.
Race descriptions include:
  • Physical appearance – and special physical abilities and limitations, along with the race's preferred environment.
  • Psychology – These aren't just people in bug suits! Some aliens have psychologies that are . . . different. What do they want? What do they love – or fear? How do they think and behave? (Then again, some of the strangest-looking races can be very human . . . )
  • Racial ecology – what do they eat? How did they evolve?
  • Culture, religion, and politics – how do they behave at home? What (if anything) do they worship? How do they deal with humans and other citizens of the galactic civilization?
Also included are rules for designing new alien races, including racial advantages, disadvantages, and skills. Invent balanced alien designs that will intrigue and challenge your players!"

Saturday, October 29, 2016

Guide to Hell


From the back cover:

"Diabolical threats lurk everywhere in the world of the AD&D game. Heroes who fight evil on the Prime Material Plane may contend with forces whose power rises from the depths of Hell. Adventurers who travel to Hell meet devildom on its own terms and risk not only their lives but their everlasting souls.

"Guide to Hell is a comprehensive look at the nature of devils, ways for heroes to battle them, and the twisted geography and politics of the Nine Layers in the AD&D game. The decision to "go to Hell" should never be made lightly – but once it is made, this book will give the DM everything he or she needs to make the experience memorable for all the heroes ... at least, those who survive."

Friday, October 28, 2016

Gamescience - Revised Tegel Manor


In 1989, Gamescience republished the Judges Guild module Tegel Manor in a "universal" format to be used with any role-playing system.

From the back of the book:

"TEGEL MANOR is one of the best known and most challenging adventure classics ever created by Judges Guild author Bob Bledsaw. It has now been comprehensively revised, expanded and improved by Wizards Realm author Niels Erickson, and modified to work with all roll-playing systems. Designed for medium to highly skilled characters, this volume will provide well over a hundred hours of gaming, particularly for adventurers who seek to penetrate every secret connected with the foreboding old fortress.


Parties will encounter numerous adventure situations as they make their way through Tegel Village and the grounds surrounding the manor. Once inside that ancient edifice. they can explore its more than 200 rooms and hallways -- libraries, temples, galleries and much more -- as well as its four underground-level dungeons. This infamous haunted manse is fraught with deadly perils! In its labyrinth passageways lurk menaces, monstrosities and magicks fell and loud? A moderately experienced Gamemaster will find that the extensively detailed room descriptions quickly set the scene and mood for the excitement to follow. In addition to the usual quests for wealth, powerful magicks or glory. GMs will easily find more than 50 compelling reasons for sending heroic adventurers into TEGEL MANOR:
  • Can they find the accursed gem, the Heart of Darkness?
  • Can they root out the evil which emanates from the fortress to threaten the surrounding countryside?
  • Can they locate the Cauldron of Regeneration or the other potent wizardry hidden here-flying carpets, magical statues and more?
  • Can they liberate a most unique prisoner and complete a quest for justice? Or close the portal to Hell itself?
In addition to werewolves, vampires and lichen, evil spirits and sinister secrets, one may encounter wry humor or fiendish puns-and perhaps the rare tome or important alchemist's aid to be found therein.

TEGEL MANOR can provide many sessions of mesmerizing mystery and frantic action for your campaign, with whatever fantasy role-playing game system you favor. Included are a Gamemaster's and players' versions of the map of the manse itself, as well as maps of the levels below, and of the surrounding countryside. Area background and notable NPCs are described in detail, while a separate section enumerates the diabolical denizens who make the fortress their home. Other play-aids include tables for dire magics and optional additions to the perils already present, along with Universal Format information. (Tegel Village is also located on the maps of The City State of the Invincible Overlord, now published by Mayfair Games, which could provide many other possible tie-ins for your campaign.)

Evil lives in TEGEL MANOR-but can your adventurers?"

Thursday, October 27, 2016

Greyhawk Player's Guide


From the back:

"THE FIRST WORLD EVER MADE FOR THE AD&D GAME!

Return to the roots of fantasy roleplaying with the Player's Guide for the GREYHAWK campaign setting - the original ADVANCED DUNGEONS & DRAGONS game world! For newcomers as well as old-time fans, this book is the doorway to high adventure.

Enter the Flanaess - a crowded cluster of kingdoms and states, great and petty, struggling for survival and supremacy against one another and countless foes both internal and external. Learn about the nations and cities of the world of Greyhawk; the leaders and rebels that affect this war-torn land; the races that inhabit it and the creatures that threaten it. Use this book in conjunction with TSR's other GREYHAWK game accessories, or to begin your own campaign in the land that helped shape the AD&D game, the world that even now defines excitement and intrigue."

Wednesday, October 26, 2016

Greyhawk Adventures


"Includes: info on the deities & clerics of Greyhawk; a bestiary of special Greyhawk monsters; stats for notable Greyhawk NPCs; a collection of Greyhawk-specific spells; new magic items for Greyhawk; and various short adventures. An appendix describes zero-level characters."

From the front cover:

"Become part of the oldest continuous fantasy campaign as you explore parts of Oerth never seen before. Learn about Greyhawks deities, heroes, monsters, arcane items, magical spells and much, much, more. A book for lovers of Greyhawk and players of all fantasy role-playing games."

Tuesday, October 25, 2016

Grey Worlds Magazine #2


Vol. I, No. 2

Cover Artist: J. Wallace Jones

User Summary:
 

House Magazine for Iron Crown Enterprises; this issue covers the Shadow World setting for RM as well as the Silent death miniatures game.

Monday, October 24, 2016

Green Races


"Green Races is a d20 System campaign setting where monstrous races vie for power and control of its many dungeons, ruins, caverns, and lairs. Fifteen unique Green Races factions - goblins, ogres, gnolls, trolls, and more - are fully described with background, exciting new prestige classes, armies, and a dungeon or lair to protect. Monstrous characters move up through the ranks to rule entire races!"

Sunday, October 23, 2016

Green Ronin - Wrath & Rage


From the publisher: 

"The biggest, meanest, dumbest race in d20 is back for another round. The orc has long been a punching bag for fantasy gamers, but not anymore! The orcs (and half-orcs) of Wrath & Rage are stronger, more savage, and more cunning than anything you've faced before. This toolkit for GMs and players is packed with new feats, prestige classes, templates, spells, clerical domains, pantheons, magic items, and weapons."

Saturday, October 22, 2016

Green Ronin - Thieves' Quarter


From the publisher:

"Every fantasy city has its darker side: the place where the rogues rule and even the city guard are reluctant to walk at night. Corruption is king and betrayal is queen in a shadowy world where the strong survive, the cunning prosper, and the honest pray every night that they might live to see the dawn. It is known by many different names, in many different places, but it is always thought of as the Thieves' Quarter.

In Thieves' Quarter: A City Quarters Sourcebook, The Game Mechanics present a complete Thieves' Quarter for use in any urban fantasy setting. Designed to be just one section of the larger fantasy city of Liberty, the material in Thieves' Quarter can be used as a whole, or mined for useful details. Every aspect of the city is created with the larger city setting in mind--but designed so that GMs can pick and choose which elements to include in their own campaigns.

Thieves' Quarter includes:
  • two dozen maps by Christopher West, a regular contributor to D&D magazines
  • a fully-detailed Thieves' Guild
  • inns, taverns, and urban homes
  • over three dozen NPCs
  • plot hooks
  • new equipment (including poisons)
  • plots and conspiracies linking it all together"

Friday, October 21, 2016

Green Ronin - The Shaman's Handbook


From the Publisher:

"The Shaman's Handbook, by Dragon Magazine regular and Shadowrun novelist Steve Kenson, is the first volume of Green Ronin's Master Class series. Each book in the series introduces a new core class for the d20 System and provides everything you need to fully integrate that class into your campaign.

The shaman is a master of the Spirit World and a powerful addition to any adventuring party. The Shaman's Handbook provides not only the class itself, but new prestige classes, spells, skills, feats, and magic items (including such new types as charms and fetishes). The book also provides useful information on the Spirit World and real world shamanic traditions, a bestiary of spirits and ghosts, and several new monster templates. Perfect for players and game masters alike, the Shaman's Handbook opens up a whole new world for your d20 campaign."

Thursday, October 20, 2016

Green Ronin - Temple of the Death Goddess


Publisher Blurb:

"A terrible tragedy struck the tiny village of Erburg, and the people there have just begun to put their lives in order. However, a new evil is rising that intends to destroy them all. When a veritable army of shuffling undead horrors spills into their streets, the locals know that this is the beginning of the end...unless a band of heroes can find the source of this new threat and put a stop to it. Should they falter, should they fail, it will mean not only the doom of Erburg, but also all the surrounding lands. Temple of the Death Goddess is fifth in Green Ronin's Bleeding Edge Adventures. Used as a sequel to the engaging A Dreadful Dawn or on its own as a stand alone scenario, this adventure promises a chilling experience as the heroes must confront a new form of wickedness in the bowels of a rotting temple dedicated to the fearsome Goddess of Death. As with all of the adventures in this series, Temple of the Death Goddess combines thrilling action, immersive roleplaying, and terrifying environments guaranteed to push your games to the bleeding edge of adventure!

Initiative Cards: Temple of the Death Goddess

Keeping track of initiative in 3rd Era games can get complicated. Every GM has a method that he or she favors, but which sometimes lacks versatility or utility. Initiative Cards provide GMs with an easy way to keep track of initiative and a handy reference for all the sorts of information a GM sometimes needs during a game session.

There are two different types of Initiative Cards: character cards and monster cards. Character cards contain information about the player characters and the occasional non-player character. You can use these cards for familiars as well. Monster cards contain information about monsters (though it's best to use character cards for monsters that have class levels). You can use these cards for most animal companions as well.

The monster cards in this publication provide GMs with preprinted monster cards for Bleeding Edge Adventure #5: Temple of the Death Goddess. All of the necessary information has already been filled in—all the GM needs to do is print and cut the cards he or she needs, and perhaps complete blank character cards if the players are not using the pre-generated PCs from the adventure. And, they're provided free with the purchase of Temple of the Death Goddess."

Wednesday, October 19, 2016

Green Ronin - Mythic Vistas: SpirosBlaak


Publisher's Blurb: 

"SpirosBlaak, one of Green Ronin's critically acclaimed Mythic Vistas line, presents a complete archduchy that can be used as a stand-alone campaign setting or integrated into an existing world. With the gods fallen, it is up to the Player Characters to bring light and hope back into an archduchy overrun with lycanthropes. In addition to detailing this grim and gritty setting, SpirosBlaak includes black powder rules, new core and prestige classes, and a plethora of new gods. When the moon is full, will you lock your door and hide or draw your sword and fight?

Inside you'll find:
  • A detailed setting with a rich history, full of political, physical and spiritual conflict.
  • New gods, skills and feats, including specialized feats for improving lycanthropes, one of the setting's key races.
  • 9 new monsters, along with 4 new kinds of lycanthrope.
  • 13 new races, including technological goblins, hulking half-ogres, and shapeshifting lycanthropes.
  • Notes on adapting the core classes to the setting, including rules on a new approach to paladins.
  • 4 new core classes: the noble, pirate, prophet and technologist.
  • 9 new prestige classes, including the marksman, pistoleer and kav (lycanthrope) slayer.
  • Detailed rules for black powder weapons, including pistols, muskets, cannons and grenades.
  • A bounty of new spells and cleric domains.
  • A detailed glossary.
Of interest to other publishers will be the fact that all 12 chapters of SpirosBlaak are entirely Open Game Content, including proper names! That's right, this means other publishers are free to develop products for SpirosBlaak. If you are a publisher interested in joining the SpirosBlaak Development Community, contact Steven Trustrum and see if joining the small group of publishers working together to take this setting forward is right for you."

Tuesday, October 18, 2016

Green Ronin - Mythic Vistas: Trojan War


From the back cover:

"Green Ronin first delved into the Bronze Age in Testament: Roleplaying in the Biblical Era. Now the Trojan War picks up with Testament left off, bringing Homer's Iliad to life. Fight under Achilles for the honor of Helen or stand up with Hector and defend Troy with your life. The Trojan War gives you everything to bring Bronze Age Greece to life, including:
  • An overview of the Trojan War, from the abduction of Helen to the sack of Troy.
  • New classes like charioteer, dedicated warrior, orator, runner, and seer.
  • An update of the mass combat system that originally appeared in Testament.
  • Flavorful spells like Divine Anger, False Omen, and Stygian Armor.
  • Details on Bronze Age weapons and armor.
  • A treatise on the Homeric World and an accompanying map.
  • Descriptions and game stats for all the major characters, from Achilles and Hector to Odysseus and Aeneas.
  • Advice on running campaigns and dealing with the gods.
  • Full compliance with the 3.5 rules.
Gods plot, chariots thunder, and warriors charge beneath the walls of Troy. Battle lines have been drawn. Which side are you on?"

Monday, October 17, 2016

Green Ronin - Mythic Vistas: Testament

From the Back of the Book:
"There were giants in the Earth in those days, and also after that, when the sons of God came in onto the daughters of men and they bare children to them, the same became mighty men which were of old, men of renown. -The Book of Genesis
The world of the Bible comes to life in this campaign setting for the d20 System! Play a wandering Babylonian magus, a sorcerer in the service of Pharaoh, a Canaanite maker of idols, or a prophet of the God of Israel. Walk the streets of ancient Jerusalem, stand beside King David as one of his Mighty Men, smite Philistines, ponder the mysteries of gargantuan tombs, look upon the dwellings of the gods, and battle demons, dragons, plagues, and the legendary beasts of Babylon!

The first release in Green Ronin's Mythic Vistas line of campaign settings, Testament gives you everything you need to immerse yourself in the Biblical Era, including:
  • A dozen new core and prestige classes, including the Levite Priest, the Egyptian Khery-heb wizard, and the Desert Hermit.
  • Over 30 new monsters, including Nephilim, Tempter Devils, and Zebub-Spawn.
  • Over 50 new feats and over 100 new spells.
  • Rules for barter, curses, piety.
  • Guidelines for leading a small tribe through the hazards of the Bronze and Iron Age world.
  • The Biblical Battlefield Resolution System, a new way to fight epic combats.
  • Full cultural details on ancient Israel, Canaan, Egypt, and Mesopotamia, including history, beliefs, holy days, architecture, and more.
  • Dozens of new magic items and artifacts.
Part history, part mythology, Testament is the d20 System setting that's both instantly familiar and yet unlike any game world you have ever experienced!"

Sunday, October 16, 2016

Green Ronin - Mutants & Masterminds (First Edition)



A fair review can be found on rpg.net here:

https://www.rpg.net/reviews/archive/9/9557.phtml/

''Mutants & Masterminds was published in 2002; the setting, which was once known as Century City, became Freedom City was published in 2003. The first edition of so-called M&M books featured graphic design and art direction by the design studio Super Unicorn, but other firms provide the artwork on all subsequent releases."

Saturday, October 15, 2016

Green Ronin - Mythic Vistas: Medieval Player's Manual





Back Cover:

"The Medieval Player's Manual gives you everything you need to have exciting adventures in the age of Christianity and crusade. This is not Hollywood medievalism, but the real thing. The Medieval Player's Manual has been exhaustively researched to provide rules that reflect the actual beliefs of the period. Ars Magica line developer David Chart has written a book that is both authentic and playable. Take your d20 game back to the Middle Ages with the Medieval Player's Manual. The book includes:
  • Three new magic core classes (cunning man, natural magician, and theurge) and two support prestige classes (necromancer and theophanist).
  • New systems for medieval magic like folk charms, alchemy, astrology, astral charms, and theurgy.
  • Three new religious core classes (priest, canonist, and saint) and five supporting prestige classes (crusader, templar, prelate, hermit, and mystic).
  • The introduction of Charisms, new feats representing gifts of miraculous power granted by God.
  • Rules for holding academic disputations, creating theories, and writing books.
  • Non-combat core classes like scholar and artist.
  • Overviews of the Christian Church, the political history of the time, philosophy and the arts, and medieval laws and beliefs.
  • Suggestions for alternate campaigns, like the Abbey Campaign and the Court Campaign, and intriguing historical "What ifs?".
  • Backgrounds and stats for important people of the day, like Empress Matilda, Archbishop Anselm of Canterbury, and natural magician Adelard of Bath.
The book also presents "Kin of the Conqueror", a campaign setting detailing the anarchic period after the death of King William the Conqueror. From 1087 to 1154 the British Isles and northern France were convulsed by wars over his legacy. Plunge into adventure with Kin of the Conqueror, or use the rules to explore other parts of the medieval world. Either way, the Medieval Player's Manual is your starting point for a new d20 experience."

Friday, October 14, 2016

Green Ronin - Nocturnals: A Midnight Companion


Sourcebook for Mutants and Masterminds based on Dan Brereton's Nocturnals comic series.

Publisher's blurb:

"Doc Horror's family is looking for new blood in the nighttime war against Evil. Enter the shadows of Dan Brereton's acclaimed monster-noir masterpiece with this essential Nocturnals sourcebook. A Midnight Companion gives you the full story on all your favorite Nocturnals characters, from heroes like Halloween Girl and Gunwitch to spooky ne'er-do-wells like The Hideous League and Keera the Bat Queen. Delve into the secrets of mysterious Pacific City, the dreaded, other-dimensional Crim, and the subterranean ruins of the soul-stealing Skerrll.

You'll also meet a new villain in a never-before-seen 8-page comic. You want more? How about all the rules you need to run a Nocturnals campaign with the Mutants & Masterminds RPG? Play the Nocturnals themselves or create your own hybrid pulp tough-guys or spectral creatures of the night. Co-written by an award- winning team-up of Dan Brereton and game designer Chris Pramas, A Midnight Companion is perfect for game and comic fans alike."

Thursday, October 13, 2016

Green Ronin - 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!"

Wednesday, October 12, 2016

Green Ronin: Mythic Vistas: Eternal Rome




Subtitle: Roleplaying in the Age of Gods and Emperors
Sourcebook for d20 campaigns set in Ancient Rome.

Back Cover: 

"Behold the Glory of Rome!

You've explored the Bronze Age in Testament, you've fought beneath the walls of Troy, now explore the exciting world of ancient Rome. Covering the the breadth of Roman history, from the founding of the great city itself to the final barbarian incursions, Eternal Rome gives you everything you need to explore this fantastic era. Chock full of historical and mythic details, this sourcebook gives you a detailed environment for historically based games, all the while providing the necessary tools to bring Roman culture into existing 3rd Era campaigns. Eternal Rome continues Green Ronin's look into the Classical world, examining the history of one of the world's greatest civilizations. Whether you want a pure historical game or a resource to add Roman detail to you campaign setting, Eternal Rome delivers everything you need to bring the era of Rome to life, including:

  • Extensive information on the Roman world, covering all the major historical events in detail.
  • An overview of the people in the Roman world, such as the Judeans, Parthians, and Thracians.
  • Guidelines for adapting the standard classes to Eternal Rome, and the all-new gladiator class.
  • New prestige classes like the crime boss, orator, and the fire-fighting vigil.
  • New skill uses, and 30 new feats including Chariot Attack, Fearless, and Voice of Command.
  • Complete Fame rules to adjudicate the place of your character in Roman society, including guidelines for patrons and gaining elected offices.
  • New weapons and armor appropriate for the Roman world.
  • Over 20 new spells such as celebrity and treacherous phantasm.
  • Details on appropriate monsters for the Roman world.
  • And an introductory adventure, The Soothsayer, written by Testament author Scott Bennie.
Indeed, it is sweet and fitting to die for one's country. So, ready your shield and raise your pilum! Take your 3rd Era games to new heights of adventure with the might and majesty of Eternal Rome!"

Tuesday, October 11, 2016

Green Ronin - Secret College of Necromancy




From the back cover:

"Death Never Sleeps!

Necromancy. What is it about this word, above so many others, that its merest whisper, a voice on the wind, can so completely inspire terror and revulsion in even the strongest of men? Given the hatred it inspires, what sort of person chooses this dark path? Who among us chooses to be an outcast, a pariah, even a target of the inquisition? With its dabblings in blood and corrupted flesh, graveyards and abattoirs, unclean spirits and immoral scoundrels, what is the appeal of this dark art?

Secret College of Necromancy, second in Green Ronin's Arcana series, answers all these questions and more. The essential sourcebook on necromancy, this dark tome is packed with information for Game Masters and players alike, including:

- Two new core classes: the necromancer and the death knight.
- 74 new necromancy spells, including spells of two new types: mortal curses and dark pacts.
- New feats and magic items, plus full descriptions of 8 infamous tomes.
- 8 new monsters, including the death angel, the flayed man, and the blood golem.
- The Secret College, a complete, city-based necromantic organization.
- Detailed locations like the Winter Manor and the Charnel House.
- Full stat blocks for key members of the Secret College.

Written by 2nd edition AD&D architect David "Zeb" Cook and former Dragon Magazine editor Wolfgang Baur, Secret College of Necromancy is the definitive treatment of the dark art of death."

Monday, October 10, 2016

Green Ronin - Mindshadows


From the back of the book:

"On the distant island-continent of Naranjan, brave adventurers study the psychic arts under powerful gurus, battle treacherous yuan-ti in the depths of ancient dwarven ruins, and evade elven cannibal tribes in the tropical jungle. Third in the Mythic Vistas series from Green Ronin, Mindshadows blends the rich legends of Southwest Asia with furious martial arts action inspired by the Psionics Handbook.

The first true psionic setting for the d20 system, Mindshadows can be dropped easily into any existing campaign. From the decadent city-states of the Spice Coast, to the treacherous capital of the Sudarshan Empire, adventure awaits--for those brave enough to traverse this exotic land."

Sunday, October 9, 2016

Green Ronin: Bow & Blade - A Guide to Wood Elves


From the publisher:

"Arrows fly from the shadows of the trees, blades flash in the twilight, and the wood elves shape the ancient powers of the forest to destroy their foes. This toolkit of player options explores every facet of wood elf characters, proving that game mechanics and evocative flavor can work hand in hand in the same product. Bow & Blade: A Guidebook to Wood Elves includes:
  • Full player character information on wood elves and five new elven subraces.
  • Over 40 new feats, including feats of two new types: Blood Magic and Soulbond.
  • 7 new martial and magical arts styles.
  • 7 new prestige classes, including the soul archer, speardancer, and wildsinger.
  • Creatures of the forest--allies and mounts of the wood elves.
  • New spells for bards, clerics, rangers, sorcerers, and wizards, as well as spells for the shamans and witches of Green Ronin's Master Class series.
  • New equipment and magic items, including a variety of alchemical arrows and dual grip exotic weapons.
  • 20 levels of NPC stats for the lifeweaver, knife fighter, and soul archer.
Use the terrible secrets of blood magic, the deadly grace of the speardance, and the other innovative options in Bow & Blade to customize your elf character. Written by Dragon Magazine editors Chris Thomasson and Jesse Decker, this Races of Renown sourcebook continues Green Ronin's commitment to outstanding d20 design."

Saturday, October 8, 2016

Green Ronin - Corwyl: Village of the Wood Elves


From the back of the book:

"In The Heart of the Forest, Adventure Awaits!

This companion book to Green Ronin's Bow & Blade fully details a wood elf village designed to fit easily in any fantasy campaign setting. The remote tree-top village makes an excellent home base for a wilderness-oriented campaign, or an exotic place for existing characters to visit. The current political and religious crisis offers a starting point for play, while the many adventure seeds and plot hooks ensure that Corwyl will remain interesting for the life of the campaign. Corwyl: Village of the Wood Elves also includes:

A complete history of the village, including details on the Dark War with the drow fortress of Dezzavold.

Over 40 fully detailed NPCs.

Two new core classes (Ancestral Speaker and Terellian Knight) and two prestige classes (Animal Master and Tree Maiden) tied to the village?s background.

A plethora of new feats and spells, complemented by choice additions from a variety of open sources.

Rules fully in line with the 3.5 revision.

A handy "Who's Who" appendix to make the GM's job easier.

Beautiful art from Andrew Baker, Jennifer Meyer, Jonathan Kirtz, Stephanie Pui-Mun Law and Liz Danforth.

Corwyl: Village of the Wood Elves is both evocative and useful, with something to offer any d20 fantasy campaign. Enter the forest, and see what mysteries it holds!"

Thursday, October 6, 2016

Gods of Hell


116 pgs

A wide variety of new rules for Inferno including: 13 new races; 13 new classes; new magic potential; new combat maneuvers; and whole new pains.

Also contains sections on demon culture and complete statistics for not just new devils, but also the arch-devils of the Inferno themselves.

Tuesday, October 4, 2016

Gamelords - Thieves's Guild 8


From the back cover:

"Glowing Crystal,
Crystals of Power,
Crystals of Life


Within the mountains of the Golden Plateau is a treasure trove of glowing magical crystals, capable of granting great power to their wielders, capable even of granting eternal life. Led by the mysterious Giles, a party of adventurous thives must penetrate the spectral Eregin Forest into the Vally of the Ostrakonoi at the base of the Crystal Mountain, and spirit away some of these special crystals. The perils are great, along and arduous journey, barbarian nomads who object to strangers in their terriorty, and the Ostrakonoi themselves. Truly, an epic adventure...

Aid in the rescue of a young maiden's wedding party, kidnapped as she travels to her husband to be -- you must save her and her handmaids before the Dark of the Moon, for horrors happen then...

Plus expanded rules for bows and other ranged weapons, and a new series of encounters to delight the hearts of would be highwaymen!!!"

Monday, October 3, 2016

Gamelords - Thieves' Guild 3: The Duke's Dress Ball


Thieves' Guild III, also known as Thieves' Guild 3: The Duke's Dress Ball, is a supplement which adds lock-picking and pick pocketing rules and new adventures such as The Tower of Tsitsiconus and The Duke's Dress Ball.

Sunday, October 2, 2016

Gamelords - The Demon Pits of Caeldo


From the inside cover:

"CASTLE CAELDO IS HAUNTED!!

The once proud castle of the Barons of Caeldo is a tumbling ruin, populated by rats and hawks. 'Tis said that demons inhabit the cold corridors of the castle and the pits below, and that to spend a night within its walls is to risk horrible death (but that's just a silly old wives' tale!).

The King in Tualyn is offering 10,000 pieces of gold to anyone who can spend a week in the old ruin -- and a title and the Barony! Think of it! a fortune for sleeping in an old castle and fighting off a few mice and birds! And the rumors of treasure within its walls -- magical artifacts, huge piles of gold and jewelry, fabulous rugs and tapestries, all sorts of treasure! Just spend a week cleaning up the castle, dusting off the cobwebs, stomping an occasional rat, and the Barony, the castle, and all its treasures are yours!"

Saturday, October 1, 2016

FOR 7 - Giantcraft


From the back of the book...

"As Kiruna reached the mouth of the cavern, she realized the heat was emanat¬ing from two towering braziers, one on either side of the entrance. Deep gouges—now she could see they were runes, of ancient origin—ringed their bases and rims, their lines and curves carved by instruments far larger than any she could wield.

Her eyes adjusted slowly to the darkness within the stone giants' home. On the walls she could make out stunning friezes and portraits, all carved in bas-relief with artistry like none she had seen back home in Shadowdale. Kiruna stood for a moment, gazing on these immense figures and faces, her reverie broken only by the realization that she was shivering; no, not shivering, but being shaken. The floor was quivering, and, echoing in the depths of the darkness, footsteps approached. . . .


Enter the world of Faerun's giants as first revealed in Troy Denning's "Twilight Giants" trilogy of novels. Ciantcraft presents game material based on those characters and events, including statistics for Princess Brianna, Tavis Burdun, and others; a section on player-character giants and giant-kin; a chapter on giant religion; a new magic-using class, the runecaster; details on giant rune magic; and detailed lairs for the main giant types found in the Ice Spires and their environs. Read about the levendhule, the forbidden "living cave"; un¬cover the secrets of the Ordning; learn the history of the sons and daughters of Annam. Dungeon Masters and players alike are certain to find invaluable information in this latest Realms sourcebook. (Familiarity with the novels is not necessary to use this accessory.)"

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