Forbidden Kingdoms

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.

 
Mercenaries

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.

 
Paris The Spectral city

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?

 
 

Diomin Worldbook

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.

28.95

 

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.

11.95

 

Diomin: State of the Nations, Vol. I: The Gadianti & The Hearthom


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.

30.95

Acceptance of Fate

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?

24.95