"Go to the sign of Harvel'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
Trickster and Trapster - Magical swords galore! Memnon's Myths - The First God The Weird Science Adventures of Dr. Symm - the World's Smartest Monkey Historical Rip-Off Theater - The Great Pyramid Jim Ward's Stylings -Breaking into the Game Business Smithing Games - The Concept Stage Monty Haul - The Smallish Chamber of Doom Krytykle's Hits - 7th Sea Role-Playing Game A Puzzling Puzzle - Fantasy Role-Playing The Nefarious Dr. Random - Potions Generally Gaming - GMing RPGs under a Time Limit The Armchair Adventurer - Vicarious Adventure Parody Cards
In Shelzar the Wicked, every desire can be fulfilled for those able
to pay the price. Said to be half as old as Scarn itself, Shelzar has
survived conquest, catastrophe and chaos to emerge as the continent's
capital of decadence and sin. This volume contains a complete history of
Shelzar, details for its inhabitants, locations, and culture, as well
as adventures to challenge the most jaded of player characters.
Venture to the most decadent city of Ghelspad, learn it's secrets and
partake of its pleasures, but never let your guard down, for death
comes quickly as delight in Shelzar's smoke-filled chambers and shadowed
alleys, and the hand that delivers a soft caress one moment can hold a
poisoned dagger the next. Desire and danger are one in the City of Sins.
"When the lesser gods were instructed to create Life, they cast their
powers into the creation of the mystical CoreStone. This nexus of all
of the powers of each of the gods carried within it the perfect
symbiosis of passion and reason, of order and chaos, of reality and
unreality. It was unparalleled in its beauty and simplicity but became
the source of envy among some of the gods and soon became the
centrepoint of a grand struggle of gods versus gods.
Soon, the CoreStone shattered, and with it came the devastation of
the Core world in the centre of which the CoreStone was entombed. Shards
of the Stone were scattered to the poles of the world and great schisms
wracked the landscape as mountains fell and lakes rose from their beds
to form the peaks of craggy sentinels of the world's distress.
This is the world into which you are entering. This is the conflict
that you will soon become an active participant... or victim of. This is
the vision that will become your dream... or your nightmare...
Shards of the Stone features the greatest talent in the gaming and
fiction industry including Ed Greenwood, Jason Engle, Matt Forbeck, Dan
McGirt, Kevin Ranson, Aaron Acevedo, Jared Nielsen and many more. Shards
of the Stone is many realms made into one marvelous setting, each with a
distinctly unique and imaginative feel with a ShardMaster moderating
the realm and helping each one of you as you contribute to the grand
And the Shaintar: Immortal Legends Player's Guide has everything you
need to become one. Create and play characters in Shaintar, or any epic
high fantasy setting for Savage Worlds using:
* Eleven distinct races easily adaptable to other Savage settings * Seven styles of magic including the new Alchemy Arcane Background * Simple rules for languages and enhanced Common Knowledge usage * More than twenty adapted Edges from the excellent Evernight, 50 Fathoms, and Necessary Evil settings. * Over two dozen new Edges unique to the world of Shaintar * Enhanced rules for bypassing armor that combine seamlessly with the Called Shot maneuver * Armor, weapons, and special gear exclusive to Shaintar * More than two dozen additional Powers, both new and adapted from previous sources * New Applications mechanic for Powers to enhance Sorcerous magic * A complete overview of Shaintar to help you create characters destined for greatness
Shaintar: Immortal Legends requires the Savage Worlds rulebook,
available wherever you found this book, or online at
Magic is as real as the mean streets of the mega-sprawls.
Corporations call the shots while nailing each other through covert
operatives in cutthroat competition. Flesh and machines have merged -
the street samurai with his smartguns and impossibly fast reflexes, the
decker who can plug his own brain into the worldwide computer network,
the rigger who links his mind to his vehicle and takes hairpin turns at
fantastic speeds. And you're a part of this wired world, where corporate
skyscrapers glitter over the dark shadows they cast. You live in those
shadows. You're a shadowrunner - a street operative.
You may be human or troll, dwarf or elf. You may throw fireballs,
pull out your trusty Uzi or slice through computer security with a
program as elegant and deadly as a stiletto. No matter what, you get the
job done. You're a shadowrunner - a professional. You don't just
survive in the shadows - you thrive there... for now.
Originally Shades of Heroes was designed make money and to compete with
2nd edition D&D. D&D was produced at that time, by TSR which had
just declared bankruptcy. We had a dream (I say "we" because there were
many of us back then) that we could produce a game to fill the gap left
by TSR. It was not a bad dream, but our lack of experience taught us a
severe lesson. Two years later we were so deep in debt that bankruptcy
was our only way out. With gaping wounds and smashed dreams; Argonaut
Game Studios (yes the plural used to be reversed) and Shades of Heroes
faded out of existence.
I know nothing bout this. I don't even remember, where , when or how I got it.
From the web:
Shades of Earth is a world of where magic is the secret weapon and
the grit of simple men and women make all the difference. Secret cabals
and organization battle one another and the monsters they now know exist
in a battle for who will control the world. It is not so clear who are
the good or if someone is evil, only whether you trust them to fight by
your side. In 1938, the world stands poised on the brink of war. Some
rush towards it while others fight the rising tide. Which side do you
want to be on?
Department 12, the newest of the secret organizations, has its roots
in the League of Nations. It is a joint operation between the British
and the United States. They hope to curb the rising forces of the
Gestapo while learnign as much as they can as fast as they can. The
Gestapo work to increase the power of the Reich, gather arcane objects
and collecting vast pools of spiritual energy...by any means necessary.
The Guard of Babur maintain their holy vigil against the Thuggees. The
Thuggees, worshipers of Kali though destroyed in the 1800s, have bided
their time, waiting for their numbers to grow. They are now poised to
move. The Neter, an Egyptian cult, are pledged to guard the Gate of
Ptah, a portal to other worlds. There numbers have waned but their power
still protects the Gate. The Mafia and the Catholic Church battle
themselves as much as any other force. The Church maintains two
organizations, one dedicated to the irradiation of magic while another
dedicated to its research. Through all of it, the most ancient of them
all, the Clan of the Dragon watch as kingdoms rise and fall, petty
rulers implement their plans. The fight the Japanese in China but
maintain a much larger view of history and the future.
All of these groups pursue their own special agendas using agents and
minions to do their will. Look into your heart and ask yourself, which
side am I on?
Live Fast - play a Vampire
Live Free - play a Werewolf
Live Forever - play a Sorcerer
An extended adventure based in Greenwich Village for your creature of
the night players. Included are supplementary rules for NightLife as
"Out of the radioactive cloud thundered the four horsemen of the
apocalypse. War astride his great red horse. Followed by Pestilence.
Then rode Conquest upon the technohorse, and finally the skeleton of
Death. These four rode all across the world, shaping its future after
the bombs fell. The war was over. Now only the fighting was left.
"You are a survivor. Now it is time for you to start putting it all
back together again. You must beat back scavenger gangs and rads. Then
defeat the mutants and others to explore the universe joints. It's
time for you to start carving out a better world.
"The future depends on you"
- A straightforward combat system
- Detailed character generation system.
- Flexible rules.
- Universe Joints.
- A rich background.
- A detailed listing of weapons, vehicles, and equipment.
Years have passed since the end of the Sathar Wars, but skirmishes
with Sathar raiders and infiltrators have continued. However, there has
never been an opportunity to learn much about this wily and elusive
Courageous volunteers are needed to carry the fight against the
Sathar to the very edge of the unknown. The prize is a major Sathar base
and, perhaps, a live prisoner. However, the least mistake will probably
destroy the UFP strike force. A calculated risk, but well worth the
gamble if successful. Volunteers…?
The Face of the Enemy combines the Alpha Dawn role-playing rules with
the Knight Halks space-faring rules. Both are needed for this module,
which combines delicate negotiations and a daring boarding action in a
rousing adventure for 3–6 players.
This module can be played alone or as the second part of the Beyond the Frontier adventure.
While away from their starship surveying an alien world, the character's
airship is shot down, and they receive word that the starship has been
taken over by a mutinous officer. They must trek to the ship, avoiding
ambushes, and arrive before their enemy can repair it and leave,
This first module in the Beyond the Frontier's series can be played
using only the ALPHA DAWN rules. Other modules in the series require
both ALPHA DAWN and the KNIGHT HAWKS rules.
Dramune! A system of conflict at the edge of the frontier. Its two
life-bearing planets stand poised on opposite sides of an uneasy peace.
Only the thin leash of one planet’s democratic idealism prevents
Far across the galaxy, a dying captain carries an explosive secret.
In his battered but swift freighter he hides a curious cargo. A cargo
that will snap the leash preserving Dramune's peace.
The captain has one last wish: to find a new crew and take his secret
home. And he has one great obstacle: a notorious crime czar with a
troop of slimy thugs. The odds are against the captain and his new crew,
but together they must make this last voyage—the Dramune Run.
Dramune Run is an adventure designed for the STAR FRONTIERS® game
system, including the original role-playing game, Alpha Dawn, and its
space-faring sequel, Knight Hawks. Both games are needed to play Dramune
Run, which combines boardgame space combat with mystery, intrigue, and
fantastic new characters for a thrilling science fiction role-playing
Supplement of new rules, including a "universal" resolution system for
handling everything, a streamlined combat system, four new alien races,
dozens of new skills, rules for psionics, information on
mega-corporations, political factions and religious cults.
The Zebulon's guide is the only existing accessory for Star Frontiers, it includes new character races, equipement and rules.
You press against the steel hatchway as the explorer bounds up the
river bank, out of the water. Over the roar of the engines comes the
unmistakable whine of a high-performance ground car. Quickly you scan the
horizon. At first the plain appears empty. Then you see them.
Since you crash-landed here, Volturnus has been a planet of constant
surprise and peril. You defeated the Star Devil's pirates and made
contact with for intelligent races native to the planet. Your adventures
with them made clear that these aliens would be valuable members of the
UPF -- if they manage to survive.
The vicious Sathar are on their way to Volturnus with a fleet
powerful enough to destroy all life on the planet. the Survival of the
is in your hands. You must organize the defenses of Volturnus. You must
unite the races of Vulturnus and lead them in a battle against the
Sathar. The outcome: victory, or death for an entire world!
Starspawn Of Volturnus is the conclusion of the Volturnus series of
modules for the Star Frontiers game. It can be also played as a separate
adventure. Starspawn Of Volturnus contains maps and referee's notes,
including information on new creatures and intelligent races.The module
also contains "The Great Game of the Ul-Mor," an encounter that came be
used as a re-playable game.
Volturnus: a barren, hostile world. When a pirate attack stranded
your party of adventurers here, your luck and skill, and the help of the
Ul-Mor, enabled you to survive.
The Kurabanda, a mysterious tree dwelling race, are your only hope of
finding the lost explorers you seek. On this planet of mystery and
danger, survival itself is doubtful. Are you equal to the challenge that
You're trapped on the outer reaches of a frozen, desolate moonscape.
Your parabatteries are dead, and your Stamina is at a new low. Suddenly,
a flock of winged rippers swoops down out of the cold, starry sky. You
reach for your Laser Rifle. But wait! You're out of ammo! Way to go,
Flash. You forgot to use your character record sheets.
The new Star Frontiers® Character Record Sheets
will help you keep track of your character throughout all your space
adventures. The sheets include room for ability scores, weapons,
defenses, skills, equipment, and mission notes. A set of 32 records is
provided in this package, along with tips on how to use them. Room for
recording spaceship skills, which are used in the Star Frontiers® Knight Hawks Game, is also included.
Don't let your latest frontier be the final one. Carry on with the Star Frontiers® Character Record Sheets, and boldy play where no man has played before.
Official Record Character Sheets for the Star Frontiers® Alpha Dawn and Knight Hawks Science Fiction Role-Playing Games
Seven-hundred million kilometers from Earth, an alien monolith glides
above Jupiter. Thousand-Meter-long plumes of flame and sulfur shoot up
from volcanoes on a nearby moon, but never touch or scar the slab. Close
by, the dark and lifeless spaceship Discovery tumbles end-over-end,
abandoned since 2001. Now in 2010, your ship arrives to complete the
Discovery's mission: solve the mysteries behind the monolith. You must
also determine what happened to the Discovery's commander, who
disappeared into the monolith nine years ago. Then, if its possible, you
must repair the crippled Discovery and restart HAL, the super-computer
that murdered most of the Discovery's crew. Unnoticed, the monolith
stirs. It, too, has a mission prepared millions of years ago - about to
begin. This module includes a large map sheet, pictures from the movie
2010, and new character skills!
This special adventure uses the Star Frontiers rules set to play the movie 2001 a Space Odyssey. Scenario based on Stanley Kubrick's classic movie, featuring the spaceship Discovery and the computer HAL-9000.
The Sentinel's Bible is a tool to aid the Chosen Elect in their battle.
The pages that lie ahead shed light on the nature of the war against the
Legion, and hint at the enemy's movements during the Time of
Uncertainty. They introduce invaluable wisdom on what it means to be a
soldier of God, and the pitfalls that the holy warrior will face along
the way. The life of a Sentinel is a tragic one, and embracing this
truth enhances its potential to create memorable and lasting Prophecies.
Politics, economy, history, personalities, location ... every GM
knows how challenging it is to balance all the elements that go into a
good game world. In this book, we’ve collected seven separate, detailed,
ready-made cultures that do the work for you. Each one is designed to
fit easily into your game, and provides just enough hooks to entice your
players to move right in.
Each entry talks about how the culture came to be, what forces shaped
its development, and the current political situation. We provide a few
examples of notable characters and places, as well as new rules to give
the culture some extra surprises. We’ve also included detailed
discussions about how to play a character from each culture, discussing
outlook, opinions, naming conventions, and a host of other hints that
will bring the society to life.
No more generic innkeepers! Out with the bland blacksmith! Now Seven
Cities brings you a wealth of vibrantly populated places to use in your
D20 System fantasy campaign. Whether you're looking for a convenient
refueling station after a hard day of plundering the local dungeon, a
circumspect place to pawn hard-fought-for riches, or a quiet little town
to call home, Seven Cities provides communities chock full of politics
and intrigue, love and hate, life and death.
Seven Cities features:
- An introduction offering rules and insights for generating fantasy
cities of your own, delving into the politics, commerce, geography,
history, power centers, and population that make a city come to life.
- Seven discrete chapters each detail a specific size of city; a
thorp, hamlet, village, small town, small city, and even a large city
are all described not only with dozens of maps, but also with unique
personalities that guarantee PC interaction.
- Later chapters refer to earlier ones, so that some of the
inhabitants of the thorp show up in each of the larger communities,
playing similar roles in every instance. This makes it easy to pick the
size of city you want and make use of as much of Seven Cities as
- Seven Cities is also designed to help tailor any city to work
better in your campaign; add new life to it, and let it throb with the
pulse of the people who make it their home.
Like all Penumbra products, Seven Cities is written to provide you
with material adaptable to any fantasy campaign, whether it be a
published setting or a world of your own creation!
A valuable resource for anyone running the Serenity RPG. While
displaying the space-battle scene from the film on the side, the inside
displays four panels worth of charts and tables commonly used while
running the game. Also included is a miniatures-scale poster map of Serenity -- with the ship Aces & Eights depicted on the alternate side.
Occasionally a person steps around the corner of an alley, finds a
hole in the back of their closet, takes a shortcut down a wooded road at
night, or simply turns their head at just the right moment to watch a
falling leaf and then finds himself elsewhere. These people are called
Exiles; they step or turn out of our world, the world of crowded
freeways and glittering convenience stores and into the Second World, a
place of magic, mystery, danger, and more than a little bit of terror.
There are two worlds you see, separated by a roiling gulf of chaos
called the Forge.
The Second World Sourcebook bridges the gap between modern day
adventuring and traditional fantasy roleplaying. It provides a "campaign
template" for running a dual-world game. By combining the sourcebook
with your own favorite setting you can take your fantasy characters and
run them through a modern day scenario, or take your modern characters
and run them through one of the many fantasy modules currently
available. Most modern settings already describe the impact of fantasy
elements on them and include rules for handling magic. But what would
happen if people from the modern world regularly trafficked with those
in a more traditional fantasy world? What impact would it have if
powerful wizards originally studied computer science at UCLA? What would
the social institutions look like if the progress of ideas and politics
we've seen in our world carried over to a place where electricity and
gunpowder simply didn't work, but magic and divine power did?
The Sourcebook supports both the d20 Modern Rules and the standard
d20 rules and provides a complete set of genre and technology rules for
customizing the way reality works in the two worlds, in alternate
planes, or even in your own game world. Over 200 powers spread across 8
prestige classes (with an alternate, feat-based system)are detailed.
Each class gets to pick one ability per level from a list of at least 25
special powers; this provides maximum customizability in character
development. It also includes a complete set of influence rules with
over 30 organizations and 100 favors to request; this system provides a
nifty method for adding crunch to the political aspect of a game. The
Second World Sourcebook also provides a basic campaign setting designed
to show off the full potential of genre jumping.
The electronic version has been updated to the 3.5 rules and includes, as an appendix, The Pact System.
The deep sea holds many perils - some known, some secret, some merely
hungry...and some evil. Those who live on dry land speak in whispers of
the dreadful City of Abiding Hunger, where sea devils cavort in the
court of their king, awful rites pay homage to a brutal shark god, and
desperate refugees from above the waves dream of the sun they will never
see again.... In Sea of Blood, adventurers attempt to overcome the
mortal threats contained in the City of Abiding Hunger and the Throne of
Teeth before finally coming face to face with their true enemy - the
Deep Mother. Sea of Blood can be played as a stand-alone adventure, or
it can serve as the finale of the sahuagin adventure trilogy that
started with Evil Tide and continued in Night of the Shark.
The sahuagin are known by many names. Some call them the Devil Men of
the Deep; to others, they are simply the Sea Devils. This deadly race
of aquatic beings has remained a mystery to surface dwellers—until now.
This fully illustrated 96-page accessory details the highly organized
structure of sahuagin society, offers insight into the workings of the
predatory sahuagin mind, and examines the worship of Sekolah, the dark
sahuagin deity. The Sea Devils also includes a full description
of a typical sahuagin village easily usable in any campaign setting,
new spells that are granted to sahuagin priestesses, and a color poster
detailing the sahuagin in all their variety.
This book is the second in a series of accessories that focuses on
some of the most popular monsters in the AD&D® game. DMs and players
alike should also look for Evil Tide, Night of the Shark, and Sea of Blood, a trilogy of Monstrous Arcana™ adventures centered around the Sahuagin.
From the web: The Star*Drive® Campaign Setting sweeps Alternity® game adventurers
into one possible future: a bright galaxy shining with humanity's
accomplishments but cursed with all its flaws. The galaxy's attention
centers around the Verge, a region a mere one hundred light-years across
that is home to thousands of stars awaiting exploration by heroes. The
Star Compendium brings to life more than a dozen of those star systems.
This accessory includes:
* An updated map of the Verge, accompanied by an overview of the
state of the region and its future, as well as a primer on how the Verge
colonies relate to one another, and a discussion of how visitors and
natives get from place to place.
* An in-depth look at six systems, fleshed out to the level of
detail of the major systems in the Star*Drive book, offering a mixture
of settled worlds (Karnath and Dewi), lost colonies (Vieron and Tychus),
fledgling outposts (Talbott), and virgin territory (Eldala).
* Adventure hooks and opportunities to entertain, challenge, and reward the brave and the clever.
From the web: Sigurd Archdiocese details the Church of Odin’s rise to power in
the Next Millennium. In this supplement, 6 new ships & technologies
of the Sigurd Archdiocese are used in over a dozen conflicts deciding
the future of mankind. NOTE: For use with ST# 7200 Silent Death: The
Next Millennium Deluxe Box Set.
Distant from Ghelspad, Termana is the second major continent of the Scarred Lands to be described in Gazetteer format.
Here, the wicked charduni dwarves challenge the forces of good, and exotic kingdoms rise and fall in the wake of the Divine War.
This book includes a history of the continent, and the role it played
in the struggle against the titans, information on its diverse kingdoms
and cultures, and an overview of its many unique geographical features.
Scarred Lands Gazetteer: Termana provides sufficient information to
start a campaign, or as an exotic homeland for characters and NPCs.
Termana is also an excellent change of pace for adventurers from a
Experience Horrible Horror and Terrible Terror! Get Scared Stiff!
Scared Stiff provides the horror rules for the RPG-13 B-Movie Game System.
It is the first release of several standalone games that will cover
dozens of genres in depth. Won't pay $30 for a set of rules for a less
popular genre you might not play too often? Pay a smaller amount and get
4, 8 or even 12 genres covered in-depth. At only a couple bucks apiece
it makes it a great deal to start gaming a wide variety of genres. You
don't even have to risk the single dollar per genre because you will be
able to play all of these before they are out. You can start with Scared
Stiff right now!
Many games copy schlock horror movies but miss the point. Scared
Stiff is unique because it models the INADVERTENCE of the art form's
failure. Bad horror is not comedy with vampires and werewolves but
poorly executed horror that is accidentally funny. The Scared Stiff RPG
allows players to play real horror with a straight face and the game
design handles the inevitability of inadvertent escapades for them. The
innovative design makes the campy glory of b-movie cinema unavoidable
but play is enhanced rather than forced by the style of the design.
The game is written in a light style that causes many people to laugh
aloud at the humour every few pages. Even although play is "serious"
games should be fun to read. Although played deadpan, too many gamers
spend more time reading games on the way to their grandmother's cottage
than playing them at their weekly picnics. A carefully modelled genre
model boasts fun mechanics, a light style of writing makes for a fun
read, a full colour cover, dozens of black & white interior
illustrations, 146 pages and no risk or guesswork before you buy it
makes the Scared Stiff RPG a must have.
'Criminal Intent' is the book on villains for Silver Age Sentinels. It
features dual stats for both d20 and Tri-Stat Systems. As the definitive
handbook for villains, it explores the facets of playing an anti-hero,
from the qualities of the dastardly to the formation of dark cabals. It
covers a villain's methods, including dealing with other villains,
disposing of heroes, and undermining with the law. Everything is tied
together in a discussion of archetypes, with new character examples from
the world of Empire City.
Drawn into a series of adventures spanning the north, the heroes take
up arms against the sinister machinations of Kyleth, the Witch Queen.
Beginning in the miserable bog known as the Great Swamp, the heroes are
called to thwart Kylethís plot to create sinister artifacts of unholy
blight. But the Witch Queen is a tenacious foe, protected by wicked
dweomers and ancient rites. Running their prey to ground, the heroes
must navigate the perilous halls and torturous caverns of the Lost
Passage of the Drow. Their epic quest comes to a head in a battle that
stretches across the icy reaches of the Northlands and to the stygian
demesne of Baba Yazoth herself!
The Blessings of the Gods Come Not Without a Price
Continuing in the tradition of Seven Strongholds, and Seven Cities,
Sacred Ground presents four plug-and-play holy sites useful as PC home
bases, or as adventure settings, or as lairs for the character's next
adversary. it features:
GABRIEL"S AERIE: A small, verdant island of earth floats one
mile above the surface of the world, supporting a temple dedicated one
of the myriad spirits of the wind and air. Its marble domes shine
resplendently in the sunlight, and winged creatures drift lazily around
the temple on warm air currents, while temple priests don membranous
frames - artificial wings - in order to join them.
RETREAT OF THE WARRIOR SAINT: The oldest surviving temple to the
Warrior Saint - a minor deity who once led the common people against
their oppressor - is a training school for those who would return to
fight against tyranny by using common tools and their own bodies.
SUMMER'S BARROW: Each autumn, the Summer God comes to a secret
location and dies, his body lying in a massive burial mound guarded by
his faithful until his spirit returns to reanimate it in spring.
THE NECROPOLIS: A vase, barren necropolis island is maintained
by the Order of the White Rose - servants of the god of Death. These
priests must carefully weigh every decision to raise or resurrect a
mortal who dies within their purview.
...in these four sacred sanctuaries. Sacred Ground 2 presents four
more holy sites to use as PC home bases, as settings for your next
adventure, or as lairs for your character's most powerful enemies. Each
entry provides location maps and fortifications, NPC stats and
backgrounds, and plot ideas to bring the site to life.
This plug-and-play sourcebook includes:
HAI SHEN GONG: A vibrantly colorful Middle Kingdom temple sits
atop a wind-blasted cliff overlooking the crashing waves of the dark sea
below. The head priestess personally attends to the fiery beacon that
warns ships away from the dangerous shoals - and from sacred creatures
hidden within the cliff itself.
CRECHE HOSPICE: A small country estate houses an unfinished
temple complex and the headquarters of the Creche Knights. The hospice
is a pilgrimage sit, hospital, garrison, and inn all at once, but is
also a prison for an entity called the Blasphemer, which prophesies that
other creatures like itself will soon rise to plunge the religions of
the world into chaos.
THE ORACLE: This ancient mountain tower is kept by mystics
dedicated to the Lady of Fate, and is home to the goddess's oracle. At
the request of supplicants, this young girl can plumb the depths of
history and unravel the threads of destiny itself.
EARTHBLOOD GROVE: On the edges of civilization is an old-growth
stand of hardwood trees with the reputation of being haunted and filled
with strange fey creatures. Those concerned with such things know the
secret of the forest: it is a druidic grove with a powerful natural
relic hidden in its heart.
A classic adventure for characters from fifth through tenth level. The
players are set with a riddle that references Wave, Whelm and
Blackrazor. To win these treasures they must set out in expedition to
White Plume Mountain and there descend into the treacherous dungeon
below. There they battle the traps and guardians set in place by the