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The Ultimate Skill

The Ultimate Skill

The latest book in Hero Games’s Ultimate line takes an in-depth look at Skills. In addition to expanded and alternate rules for learning, using, and modifying Skills, it contains detailed information about every Skill in the game, making it a resource unparalleled in the world of roleplaying games. If you want to know the modifiers for picking a double-wafer lock (or even what one is), bypassing a fingerprint analyzer, navigating by the stars, living off the land, tracking a fearsome monster, bribing a city guard, or anything else that has to do with a Skill, The Ultimate Skill will tell you all about it. The product of hundreds of hours’ and thousands of dollars’ worth of research, The Ultimate Skill will bring new levels of detail, excitement, and fun to your game.

Street Magic

Street Magic

Street Magic is the advanced magic rulebook for Shadowrun, Fourth Edition. It provides background details on everything known to magic in the year 2070, from the nature of mana and astral space to and its effects on society and the Awakened. It also covers a few things that aren't known—or at least understood—such as the metaplanes and hostile spirits.

It also contains advanced rules for magic traditions and groups, initiation and metamagic, enchanting, and new spells and adept powers.

Street Magic contains everything the players and gamemasters need for magic in Shadowrun.

Lodges The Splintered

Lodges The Splintered

"Welcome to our land, my brothers in the blood of the wolf. It was wise of you to approach us humbly, for we are generous and kind to those who do not draw our anger. Come and tell us stories of the beasts you have torn apart, the foes you have defeated, the men and women you have loved. And then we shall hunt together, host and guest, and we shall see who the dakini fear more."
Karna Blood-Armor, Rahu of the Lodge of the Sacred Thread

* 22 new lodges representing the werewolves of the world, from Poland to Japan to Antarctica

* New Gifts, rites, merits and fetishes for the select, as well as sample characters to drive a new story

* More information on modifying lodges to suit a new locale or an altered purpose

Knightly Orders of Ansalon

Knightly Orders of Ansalon

Since the Age of Dreams, warriors have raised arms for good and evil across the face of Krynn. Great heroes and terrifying villains fight not for themselves, but for greater ideals.

This sourcebook contains game information for the d20 System, as well as the lore and traditions of knightly orders. New and revised class information are provided for the various knighthoods, as well as new feats and magical items. Details are provided for the first time on the histories of knightly orders, the rules of acceptance and conduct, their quests and trials, and deadly enemies who seek to undo them.

Knightly Orders of Ansalon contains information useful for both players and Dungeon Masters, as well as Dragonlance fans who wish to know even more about the military orders of the world and the characters who belong to them.

The Night of Dissolution

The Night of Dissolution

A Ptolus Adventure for Mid-Level Characters

Picking up where Chapter 33: Adventures in the Ptolus book leaves off, the adventures in The Night of Dissolution cover an arc that pits player characters against the darkest foes the city of Ptolus has ever faced. Following the threads of a hidden conspiracy, the characters find themselves up against insane cultists, wild chaos magic, and horrors from the primordial days of the world.

This adventure book is laced with urban intrigue, high action, and even some dungeon exploration.

These adventures culminate in the player characters' attempt to stave off the Night of Dissolution, a dark time long foretold when the slumbering Galchutt will awaken in their hidden lairs deep below the city—and bring catastrophe and woe to the world.

Five Fingers Port of Deceit

The Port of Five Fingers

Though it is a place of vibrant trade and rampant opportunity, it is also a haven for pirates, thieves, and dark cultists. One day

you could be socializing with the political elite, and the next day you could be running for your life from enforcers demanding tribute. Five Fingers is an active port city filled with mystery, intrigue, and danger where an adventurer can make his fortune, build a criminal enterprise, or meet a dubious end.

RuneQuest

RuneQuest

Designed to bring the original RuneQuest up to the 21st Century, this main rulebook contains all you need to explore the many fantasy worlds possible with RuneQuest.

Attention has been applied to keep this main rulebook down to a sensible (and easy on the wallet!) 100 pages, while layout has been refined to make the book easy to read and fast to pick up, allowing players to comprehend sections of the rules with a mere glance - meaning less time flicking through the book and more time playing!

As well as character creation, the RuneQuest main rulebook provides full rules for skills, cults/guilds, combat, adventuring, monsters and Rune Magic, the first magic system introduced for the latest edition of RuneQuest.

Games Masters Screen

Games Master's Screen

Packed with all the information a Games Master needs for easy reference during a session of RuneQuest, this is produced in the style of Mongoose's new 'deluxe' GM Screens. Made from thick card stock, this screen will last many years of play with RuneQuest as your players fight against rival cults and build their own empires.

Mansion of Shadows

Mansion of Shadows

Mansion of Shadows, the first of these new adventures, embroils a group of heroes in a twisted plot of lust, betrayal, and terrible evil. When they take shelter with a noble family, they uncover a web of tangled plots involving every member of the household. To make matters worse, a vocal agitator rouses the peasants to take arms against their cruel masters. And beneath it all, a malevolent force works to corrupt them all. Can the heroes save the town? Can they thwart the intrigues and treachery, and stop the growing darkness that threatens to consume them all? Take your players to the Bleeding Edge with Mansion of Shadows.

Dragons of Faerun

Dragons of Faerun

Dragons of Faerûn features an in-depth look at the dragons of Forgotten Realms. Dungeon Masters are given information on adventuring in the Year of Rogue Dragons on specific dragons of Faerûn and how they may interact with or fight against the players. They are given information on organizations that players can belong to or work against, like the evil Cult of the Dragon. Also included is information on how to run a campaign that features the Year of Rogue Dragons, the one time every thousand years the dragons of Faerûn rampage across the continent.

Dungeons and Dragons Player's Kit

Dungeons & Dragons Player's Kit

The Dungeons & Dragons Player’s Kit is the perfect purchase for a graduate of the Basic Game, or anyone else looking to join a game of Dungeons & Dragons. The Dungeons & Dragons Player’s Kit contains a trade paperback version of the D&D Player’s Handbook, a full set of roleplaying dice, and a supplementary booklet that helps new players create and advance characters. This kit is a great value for new D&D players.

The Drakh

The Drakh

The Drakh is a sourcebook detailing the history, technology, weapons and starships of the infamous heirs to the Shadows, This book also delves into the secrets their telepathic group mind and information is also provided on all the Drakh's secret conspiracies and operations, from their involvement with the Techno-Mages to their dealing with the Psi Corps and their occupation of Centauri Prime.