Evil

Evil

Who said you had to play the good guys? Being evil just got easier. This book has everything you need to run evil characters, develop evil campaigns, and make your nasty NPCs just a little bit nastier. Evil has rules for new prestige classes, new spells, new clerical domains, and demon summoning. If you're playing good after this book is out, you're on the wrong side of the game.

29.95

Dragons

Dragons

208 pages of our favorite force of nature. Dragons make fantasy. The king of beasts makes his triumphant appearance in this mammoth addition to the d20 line. Including rules for dragon hunters, dragon riders, aerial combat, new dragons, and thoroughly defining the 10 dragons that started it all, AEG's Dragons is a must-have for GMs and PCs alike.

38.95

Undead

Undead

Where darkness and evil walk, the spirits of the dead find no rest. With an entirely new perspective on the spectral realms, this book contains backgrounds for undead PC templates as well as crucial information on hunting the undead. Packed with details on becoming undead, the spirit world beyond, rules for imbuing spirits into magic items, more spells, and over 10 prestige classes, this book promises to provide GMs and PCs with months of campaign ideas. From the team that brought you Dragons and Evil, comes a new dimension in fantasy gaming.

29.95

War

War

AEG's latest in a long line of d20 System™ related sourcebooks, this book gives GMs rules for mass combat, the causes and effects of war, more prestige classes, and rules and notes on the effects of magic on mass combat. This book brings to life the very thing that topples nations and makes history. With campaign advice and artifacts that men have destroyed royalty to find, this book has everything a growing campaign needs.

29.95

Monsters

Monsters

Roaming bands of mercenary monsters run along side their human and elven compatriots, searching out adventure and making names for themselves. Orcs, minotaurs, and all the rest are packed into one book. Details about monster culture, psychology, and adventuring provide GMs and PCs with enough information to run an entire party of trolls, ogres, ettins, orcs, goblins, and more. Rules for mixed races, new feats, and skills only monsters know. New prestige classes, rules for PC monster races, and new magic await.

29.95

Gods

Gods

This book includes 16 new pantheons of over 30 new gods for monster races such as Dark Elves, Hobgoblins, Lizardfolk, Minotaurs, Ogres, Orcs, Trolls, and more. New holy symbols, temple maps, prestige classes, domains, spells, and holy relics fill this massive tome providing GMs and PCs with important information to flash out their fantasy campaigns. Gods is the perfect companion book to Monster, but can be used independently.

39.95

Mercenaries

Mercenaries

Money is the only goal worth dying for; mercenaries know this and have learned profit from their wisdom. This sourcebook is the perfect resource for playing mercenaries and running mercenary campaigns. Inside these 256 pages you'll find new races, classes, feats, magic - everything DMs and players need for endless adventuring opportunities.

Mercenaries includes 9 new complete races, 10 new character classes, over 70 new feats, 40 new spells, dozens of new magic items, a complete ranger class, a host of monsters to hunt, a compendium of everything AEG including spells and equipment, a new system for skirmish combat, men for hire and much more.

41.95

Magic

Magic

The mysteries of magic are infinite. Magic details the lesser known forms of magic: Witchcraft, Thaumaturgy, Dwarven stone mages, Elementalism, Chi Masters, and more. With details on creating your own spells and magic items and rules for new spell casters, this book picks up where the Player's Handbook left off. Magic is the perfect addition to any campaign.

39.95

Good

Good

"Lying in Darkness, Evil cannot hide from Fate."
The d20 fantasy game is about brave heroes facing off against terrible foes. With this sourcebook, the good guys have it better than ever. Roleplaying tips teach players how to craft unique, three-dimensional characters, while new rules arm the forces of good with powerful new weapons. All d20 players will find useful new prestige classes, feats, magic items, and roleplaying advice within this book, while DMs have a selection of new and variant rules to help make the action in their games much more heroically cinematic.

34.95

Toolbox

Toolbox

192 Pages, soft bound, map and graphic intensive
If you've ever been stuck for an encounter, a piece of dungeon terrain, or other details that can make a game come alive, you need this book. A compendium of useful idea generators, this book is full of lists and ideas to inject excitement and color into your game. Hundreds of tables allow you to generate all the details and texture your game needs. Whether you use them on the fly to improve your adventures or as the starting point for your creations, Toolbox is guaranteed to become a valued assistant for any DM who builds his own worlds and adventures.

39.95

Feats

Feats

Collecting some of the most innovative, exciting, and well-designed feats presented for use in with the d20 system, this volume is the first in a series that promises to be popular with players and DMs. Feats culls the best of the best from a variety of d20 sourcebooks, bringing together a wealth of material in an easy-to-use format.

In addition to material taken from other sources, this book presents a wealth of new material that allows DMs to introduce a truly epic feel to their games. Quest feats mimic the epic tasks of the heroes of myth and legend, bringing d20 games to a whole new level.

34.95

Dungeons

Dungeons

Dungeons are an integral part of fantasy gaming, but there's far more to them than just stone corridors and random monsters. They live, they breathe, and they have a past and purpose that fills them with excitement. The Dungeons sourcebook contains a plethora of tips tricks and rules to help make your adventures the stuff of legend. It includes essays on design and construction, overviews of different dungeon types, player advice for surviving underground perils, and a host of new rules, spells, monsters, and magic items.

28.95

Relics

Relics

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.
A complete toolbox for DMs looking to add detail to their campaigns or develop new adventures and plot lines.

31.95

Wilds

Wilds

The wild frontiers of demon-haunted forests, sun-blasted deserts, windswept glaciers, and rolling plains are now open for adventure with this exciting d20 sourcebook. Guidelines give DMs advice on constructing wilderness adventures, complete with ready-made encounters, new creatures, rules for weather, and other effects unique to the outdoor environment. Just as the core d20 rules teach DMs to create dungeons and stock them with monsters, this sourcebook applies the same process to creating and running outdoor adventures. For players, this book introduces new prestige classes, feats, and skills tailored to exploring the wilderness.

31.95

River of Blood

River of Blood

A complete adventure, complex story with rich historical detail
For generations, the River Purvaas has suffered the pain and struggle of brutal warfare. As the key border between three perpetually feuding kingdoms, many battles have been fought over control of bridges, fords, and natural defenses on every side. To everyone in this corner of the world, it is not the River Purvaas, but the River of Blood. Rumors spread of sickness, malady plagues the land. Word of midnight hauntings spread from village to village and unexplained deaths hamper war efforts. With the death toll rising, each side seems convinced the other is responsible. But when a crucial and prominent expeditionary force disappears and its surviving member team reports an unspeakable evil, none can be certain of his fate.

18.95

Empire

Description: In d20 fantasy games, characters can gain power with spells, swords, stealth, and supplications. Yet this power rarely extends beyond the character's personal capabilities. Empire introduces rules for founding and building a political realm and carefully tending it from a tiny barony to a sprawling realm. Empire injects an epic level of action into a d20 campaign, allowing the players to take the roles of kings, worldwide religious leaders, archmages, and criminal masterminds while handing DMs the tools needed to challenge such powerful figures.

31.95

Guilds

Guilds

It's not what you know. It's who you know.
Add more detail and flavor to your d20 fantasy games with Guilds, a book that introduces arcane orders, fraternal brotherhoods, secret conspiracies, and other organizations. Member characters can receive training, material support, and social connections. Guilds introduces a new concept to the d20 system: chapters. A chapter is a social institution that pursues a specific goal. Characters can join chapters that match their aims, gaining access to training and other resources that improve their abilities and further customize their talents.

29.95

Adventure I

Adventure I

The hardest job for any DM is writing and preparing for an evening's  adventure and laying out the events that will shape his or her world.  Adventure Compilation #I and #2 are collections of the best of the best - the Adventure Keep modules. Within these pages, AEG has compiled, updated and  expanded the original adventures utilizing the revised 3.5 d20 rules with new maps, new text, and new plot hooks, including rewritten and expanded sections provide more balanced encounters and deeper challenges. Even empty rooms have been filled to make a DM's life easier! All the while, these books provide a campaign's worth of high adventure to players of all experience levels.

39.95

Adventure II

This is a continuation of 24 more adventures are suitable for all levels of play and experience.

36.95

 

Secrets

Inside this 160-page book you'll find the collected works of a half dozen dangerous men. Wizards, monks, lunatics, and seers, their illuminations hold more power than the mightiest fortress or a legion of armed men. Now, unleash their mysteries and send your party on a new sort of adventure they'll never forget. weapons can be broken, foes vanquished. But secrets can turn even the bravest men white with fear. Open the covers and learn what others would kill to keep silent.

33.95

Last updated April 5 2004