|
|
The
Root of All Evil
This
exciting book is the first role-playing adventure module set in the
newest 3rd Edition Dungeons and Dragons campaign world, The Kingdoms
of Kalamar. The epic story begins in the northern country of Shynabyth
where the players are assembled to find the remnants of a meteor
said to be made of the rare substance mithril. However, what they
uncover is a plot to construct a powerful magic relic. Unfortunately
the artifact is a tool for wickedness and the players soon find themselves
on a quest to Reanaaria Bay to find the means to destroy the evil
item and its insidious master before she destroys them.
|
19.95
|
 |
Midnight's
Terror
Players
begin in the ancient City of Dreams, Thygasha, where they become
embroiled in a bitter dispute between warring religious sects. In
the Kydobahn desert they find the answers to all their questions
in the ancient ruins of a lost civilization.
|
23.95
|
 |
Forging
Darkness
In
order to defeat an evil wizard, players go on a quest to collect
three ingredients that they will use to forge a magic coin. Ah, but
what will be more dangerous to collect, the mysterious diamond touched
by death, the blood of an outsider spilled by a coward or the breath
of a blue dragon?
|
18.95
|
 |
Coins
End
The
epic battle between good and evil comes to a head as the players,
now armed with the means to destroy the Evil Coin, tread cautiously
into northern barbarian lands to confront their evil nemesis in her
home territory. With the awesome power of the wicked Coin of Darkness
and daunting numbers of humanoid forces, players witness power seemingly
beyond control. Can they stop it?
|
19.95
|
 |
Harvest
of Darkness
This
action-packed book of adventures is set in the new Dungeons and Dragons
campaign setting, the Kingdoms of Kalamar third edition. The story
begins as the players uncover the plot of an evil priest of the Harvester
of Souls to raise an undead army on the outskirts of an unsuspecting
village. Though they may defeat him, his cult will lead them to frightening
clues and hints of ancient evil that must be stopped. The four distinct
adventures in this book are tied together but they can also be spread
out and used individually to suit the needs of the GM.
|
20.95
|
 |
Aldriv's
Revenge
Duke
Aldriv III has been murdered. His brother, Prince Cardor, has disappeared.
Mordeln, son of Prince Cardor, believes that he may be the assassin's
next target. The race to find the Prince before the assassins do
begins as the players join forces with Mordeln.
|
19.95
|
 |
Lands
of Mystery
Four
distinct and separate adventures which can be used individually,
or tied together that can also be used individually to suit the needs
of the GM. Players uncover an evil cult which travels upon a mysterious
ship from distant lands, become embroiled in a battle between two
fey races, search for the murderers of a kindly gold dragon, and
battle strange orcs the likes of which they¹ve never seen before.
This fantastic book of D&D adventures includes 5 new 3e monsters,
4 new 3e spells, magic items and poison, detail on eight diseases
and jumpstart rules for underwater adventuring.
|
23.95
|
 |
The
Lost Tomb of Kruk-Ma-Kali
The
legacy of Kruk-Ma-Kali - a long-dead hobgoblin king - is still remembered
throughout the lands of Tellene. Now, your players have the opportunity
to search for Kruk-Ma-Kalis lost tomb and locate the riches (and
dangers!) within. But beware... it will take more than just a strong
sword-arm to solve and survive the many puzzles and riddles of the
tomb! This D&D adventure for 8th to 14th-level players is located
in the Elos Desert, in and around the city of Dijishy and the Elenon
Mountains, and gives players the opportunity to adventure in city,
dungeon and wilderness areas. This adventure module also includes
new monsters, new magic, and a special edition of ImageQuest, illustrating
each and every room within the tomb!
|
26.95
|
 |
Deathright
While
in the Principality of Pekal, near the southernmost shore of Eb'Sobel
lake, the heroes become isolated from the surrounding world by a
combination of disease quarantine and undead activity. Adventurers
will face their darkest fears, as they become entangled in an investigation
of ancient evils, unhallowed life and sudden death. This Kingdoms
of Kalamar adventure is intended for 4th to 6th level players.
|
24.95
|
 |
Siren's
Prize
A
daring quest takes the adventurers first to a wizard's tower, then
below into dangerous seaside caverns to face a daunting challenge
and unravel the mystery which is the Siren's Prize. Players will
find the journey to be a test of intelligence, wisdom, and fortitude,
as they become the owners of great fortune - or hideous tragedy.
This Kingdoms of Kalamar adventure is intended for 5th to 8th level
players.
|
19.95
|
 |
The
invasion of Aurn'Kid
ArunKid
- a small farming village with a sinister legacy. Now, a group of
gnomes seeks vengeance for wrongs done to them long ago. But to save
the village, the heroes must seek answers from the most unlikely
sources. Everyone seems to want to claim the village of ArunKid -
the gnomes, the Kingdom and even a murderous band of brigands. But
who should get it is up to the heroes to decide... This Kingdoms
of Kalamar adventure is intended for 1st to 3rd level players.
|
18.95
|
 |
The
Fate of Heroes
Over
the years, the Prophets, as the clergy of goddess of prophesy, time
and fate are called, have built temples and churches throughout Tellene.
One such sanctuary in the Kakidela Mountains is rumored to hold dangerous
secrets in the catacombs below. Now the reclusive clerics appear
to be abducting innocent people. Can the PCs find out what is going
on there and will they be the ones to fulfill the Fate of Heroes?
Like all Kenzer & Company's adventures, this exciting story includes
our innovative ImageQuest adventure illustrator that allows DMs to
actually show the players the boxed text. Because a picture is worth
a thousand words!
|
14.95
|