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Forbidden Kingdoms
Forbidden Kingdoms is a game
of two-fisted pulp adventure that allows you to traverse the mundane
into the word of Heroes! Step foot into a place
populated by fact and fiction, where the weird and amazing are commonplace,
and daring escapades are at every turn. Take part in explorations into
the darkest heart of Africa for lost cities filled with diamonds, or rooftop
battles against the nefarious forces of the World Crime League. All this
can be yours… and more! But be warned! Once you unlock the mysteries
of the world of Forbidden Kingdoms, you will never be the same again. |
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Mercenaries
Mercenaries: Born of Blood is a D20 toolkit offering Players and Game
Masters alike everything they need to know about running mercenaries, role-playing
mercenaries, even setting up mercenary companies in any genre. Areas covered
run the gamut from historical, to fantasy; modern day to sci-fi, with information
useable in any game using the D20 system.
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Paris: The Spectral City
In the
dark there are things that man should never see and in the dim shroud
that encompasses Paris these things make their presence known.
Even at the height of noon the haunted city is cloaked in a penumbra,
casting a gloomy shadow over the shifting pattern of the metropolis.
Faintly the sounds of music can be heard over the din of the crowd, almost
as if the ethereal denizens are holding Carnival in the heart of capital.
Where once the mighty walked, they do so again. Souls trapped in a precarious
balance between our world and Theirs. The orchestra is set at the base
of the Arc de Triomphe, the time is right for you to journey to the city
of Eternal Night. Won’t you join us for a dance? |
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This
core book, utilizing the d20 system from Wizards of the Coast, brings
the world of Diomin into your game room. It presents the
world, its
unique races and cultures, as well as all of the standard d20
classes, spells, skills, and feats and how they apply to Diomin.
It also
presents the first d20 writeup for the Shaman Core Class, and their
special
abilities known as Spirit Magic. The core book also provides
detailed assistance on running a game in Diomin and includes "To
Save a Nation", the first chapter in the epic Diomin campaign, "Unto
this End". This campaign is designed for 1st - 3rd level
characters and introduces the players to Diomin as well as starts
them on
the path to become heroes.
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28.95 |
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Into
the Darknes - Part Two of "Unto this End"
Into the Darkness is part two of the sweeping and epic campaign "Unto
this End". It is designed for a group of 4th-6th level characters
and takes place just days after To Save a Nation, found in the Diomin
Worldbook. This adventure follows the characters as they seek to return
the holy sword Kammerath to its rightful owner and have it reconsecrated
after the Gadianti, worshippers of dark gods and practitioners of even
darker rights, have defiled it.
Can the characters return the sword to General Nicanor? Can they convince
the Gnolaum of their need? And what ties do the Hearthom have to all
that is going on? Murder, mayhem, and mystery hound the characters as
they travel from the forests of the Arak to the blood-stained cities
of the Gadianti and Zeredites.
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11.95 |
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These pages display the portrait of a young world experiencing the
first blush of true, continent-wide politics. Since the God War there
have been many conflicts, but these have always been isolated, between
two countries, never involving the others. For the first time in
the history of the world, the six major nations of Diomin (first
detailed in the Diomin Worldbook) are beginning to rub elbows with
more than just their immediate neighbors. The first trade treaties
are being drafted, ambassadors are being sent, spies are finding
greater employment and the slightest wrong move could set the whole
of the world on fire.
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30.95 |
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Acceptance of Fate
An ancient defiled sword, long ago bestowed to man by the gods of light,
must be reconsecrated after spending generations within the confines of
an evil temple. The divine once again turn their eyes towards the mortal
realm when an evil goddess threatens to send her demon beast to the middle
world. The gods know the currents of fate and the conflict this action
will bring. Fate has decided there will again be a Gods War. Is now the
time? Fate has also chosen the characters to be the nexus for this battle
between light and darkness. Will they accept the lot given them, or forge
a path of their own?
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24.95 |