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The mythical land of Astenthal where once the four races lived in a
golden age of peace and mystical knowledge long passed. Where the very
ideals of tolerance, equality and justice were a shining beacon of harmony.
Yet the brightest light casts the deepest shadows and Astenthal fell,
ruined to mist shrouded memory, a dream of a better world swallowed in
a cataclysm of hatred, war and avarice. Legend speaks of the return of
lost Astenthal's king, a good and righteous man who would reunite the
virtues and peoples of the land bringing the dawn of a new age.
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36.95 |
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"The Tsar is dead!"
The cry echoes across Torassia: the cruel tyrant fell in a battle with
undead troops, abandoned by the two princes in his time of need. The
empty throne creates anarchy and chaos, as the princes and the Tsar's
advisor battle for the right to rule. As if that wasn't bad enough, the
worst winter that Torassia has ever experienced leaves frozen corpses
in villages everywhere.
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19.95 |
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Raftport. A quiet river town set on a thriving trade route, this trading
community has known nothing but peace for centuries. Until now...
Now the people of Raftport are disappearing. Now the rafts that support
its trade aren't returning as they should. Now strange lights and macabre
noises echo from the nearby forests and mountains. The people of Raftport
now live in fear. They hide behind locked doors by night, and go about
armed by day. Can your band of adventurers lift the terrible fear that
now rules this town?
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14.95 |
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Two hundred and fifty years ago, the County of Elbard was a prosperous
border realm with a bright future. A decade later it all ended in a tide
of blood and fire, stormed by a goblin uprising. But when the smoke had
cleared, the three Treasures of Elbard, the symbols of the realm, had vanished,
spirited away by a powerful druid, his ranger ally, and the halflings they
had come to trust. They hoped to return them to the King.
Instead, they vanished into history.
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14.95
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Alistene Krineweld has disappeared. The authorities of the city of Ragmoran
have arrested her husband for her murder, even though he maintains she
was kidnapped. For Benesh Krineweld
is both a moneylender and an elf, and for a man with as many enemies as
he has, there is no justice.
Unless a group of adventurers can be found to do what no one else is willing
to do-brave the ruins at the source of the Rackfall River, rescue Alistene
from her kidnappers, and prove Benesh's innocence-he will be executed for
a murder he did not commit.
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14.95 |
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The duchy of Thessalaine is
under siege. Fishermen and merchants set sail into the Gulf of Irul Kinthé and
never return, leaving the port city of Harwynn's Shoal weeping for lost
husbands and sons, and desperate
for lost revenues. Pleas sent to Ellgrym's court, begging for aid, are
ignored; for Madradur, the duke's capital city, has its own problems. There,
the nights are no longer safe to walk; the streets and the sewers swarm
with creatures from the depths: grimlocks, orcs, and other, more hideous
horrors. And leading them, cloaked in shrouds of darkness, the drow. No
men are available to investigate the vanishing ships from Harwynn's Shoal.
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21.95 |
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At the northern edge of Jack
Fool's swamp, the town of Narion was often the "beneficiary" of
magics that got out of hand. They still talk about the yellow snallygaster
who showed up one day to eat several
children. And they have lost the use of their cemetery because it now inside
the swamp, guarded by who knows what abominations.
As far as Narion is concerned, Jack bought this land, then filled it with
monsters. At night he sends them in to attack the town hoping to get Narion
to move. He deliberately booby trapped the town's cemetery (inside the
swamp) after he had promised them a safe path to visit their ancestors.
Either he is mad or just really mean. |
21.95 |
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Welcome to Om Amarna, and the annual Horse Festival. It is a time of celebration,
drinking, haggling, and thanksgiving.
Sword of Justice introduces Tieros, a land cursed by the acts of an ancient
hero, bound by common fate, and diverse in culture and belief. In this
adventure characters will become familiar with an exotic new PC race, the
dangers of practicing magic in Tieros, the fanatical Cult of Justice who
worships Law itself, and the ubiquitous Dark Guard, the military power
the protects and enforces the peace.
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19.95 |