Home

Black Monks of Glastonbury

The Black Monks of Glastonbury

Consecrated by Christ himself, Glastonbury was the first Christian church in Britain. It survived the Roman persecutions, sheltered Arthur and Guinevere during the wars against the Saxons, and nurtured St. Dunstan, the greatest archbishop England has seen. Now a house of the black-robed Benedictine monks, the abbey has fallen to diabolic corruption from within, and Satan is praised in God's place.

24.95

Splintered Peace

Splintered Peace

The city of Marchion was a thriving community, a gateway for trade between civilized and barbarian lands. All the races lived together; if not in harmony, at least in peace. But now orcish raids have devastated trade, and hard times are turning the races against each other. It's up to a bold group of adventurers to save the city from itself.

Splintered Peace is a political campaign emphasizing both action and intellect, in which the player characters race to prevent racial tensions from tearing their home apart. It's designed for 8th-level characters with a mix of classes and abilities.

31.95

The Ascension of the Magdalene

The Ascension of the Magdalene

In a city of magic and enlightenment terrible plans are afoot. A notorious painting, said to be a powerful artifact, has vanished - and the trail leads straight to the palance of the mad emperor, where it lies gaurded by clockwork monnsters of steam and iron.

18.95

Unhallowed Halls

Deep inside the hallowed halls of Grimm Thorpe University, a grim line is crossed when a professor"s experiments in alchemy and magic transform innocents into grotesque monstrosities. The power of transmutation is enticing, to say the least -- those who re-create the created know what it is to hold the mantle of godhood, if only for an instant. But a chance at godhood often leads down a crooked path to damnation ...

19.95

The Ebon Mirror

The Ebon Mirror

A party of adventurers is caught in the wake of an unwise wizard's mystical experiments. Without realizing it, they are drawn into a pocket of space -- a mirror world, where the laws of reason and magic have been twisted by the mind of a madwoman. Feral gnomes and savage halflings prowl the forests alongside warlike humans and elves, while peaceful goblins, orcs, and ogres farm the land, always fearful of another brutal attack. Only the divine protection of the sacred undead keeps this bloodthirsty horde at bay. The PCs must find their way out of this strange world before it destroys them ... but on the way, they have to deal with their suddenly new and unfamiliar abilities, and defeat their own alter personalities.

24.95

Beyond The Veil

Stats for the deviant Black Dragon Storamere's half-dragon progeny, including a monstrous stone giant, umber hulk, giant constrictor, manticore, carrion crawlers, and dark elves, all with dragon parentage. New D20 rules for dragon bloodspawn -- those creatures with a quarter dragon blood in their heritage -- and stats for a bloodspawn vampire. Maps and damage rules for navigating Storamere's lair, a semi-solid palace made of a dangerous, corrosive liquid five feet thick and located in another plane.

14.95

Last Dance

Last Dance

A millenium ago, the kingdom of Dayvos fell in a single night to an act of magical treachery. Tonight, the echoes of that powerful spell have drawn you into its last hours. If you are quick-witted and light-footed, you can free the souls of the imprisoned dancers or even change history. If you fail, you will dance among the dead forever!

15.95

En Route

En Route

En Route is a collection of short encounters that GMs can easily insert into longer adventures of their own design, or use as transitions between published modules. En Route goes beyond glorified battles with random monsters; each encounter is a story unto itself, playable in about an hour's time or less. Designed for a wide range of locations and character levels, this book will be a valued resource for every fantasy D20 System campaign.

31.95

 

En Route II

25.95

En Route III

En Route III

Looking for adventure? The life of an adventurer is never an easy one. And now, instead of run-of-the-mill dungeon denizens, prepare yourself for an interdimensional scholar intent on "studying" certain great heroes, an inept wizard whose potions are unpredictable to say the least, a crystalline trap designed to catch unwary teleporters, an animated forest, living toy marionettes, giants ready for a rousing game of Dodge Rock, an intangible creature that feeds on secrets, evil cattle, and a horde of other horrors to bar your way!

21.95

Maiden Voyage

Maiden Voyage

There's a tale you might hear in a tavern by the docks... if you catch an old sea dog on a dark night laden with rum. He'll tell you of an all but forgotten sea god with a hatred for the living and their ships that so brazenly cross his waters without offering the blood sacrifice he demanded in the days of yore. The god's powers have been waning, as brave sailors of all the races bravely cast off in search of far horizons and treasures to fill their holds, but on the darkest of days his might returns. The grizzled sailor may have known someone who set sail on the Sea Maiden, just before such a day three decades ago, and never returned. Others may tell you that the crew of the Sea Maiden was restless, and mutiny was in the air; the crew no doubt ended up hanged as pirates in a distant port. But your storyteller assures you he knows better: the dark god of the sea had his vengeance -- and he will have it again one day soon.

14.95

The Tide of Years

The Tide of Years

A nation falls into ruin when its most treasured artifact - a temporal crystal capable of controlling time itself - is stolen from its sacred altar. Only the guilt-ridden spirit of a dead priest remains to recover the priceless crystal and restore his people to their glory. A group of travelling heroes is his only hope, but they must brave perilous waters to reach the sunken temple where the crystal now lies, radiating a strange energy that has transformed the surrounding forest into a prehistoric landscape. Can they return the crystal to its rightful time? * An opening for GMs to introduce time travel into their campaigns, either as a one-time extraordinary experience or as an ongoing campaign theme * Time traps the players must think their way through, and dangerous new monsters* The new clerical Domain of Time.

14.95

In the Belly of the Beast

In the Belly of the Beast

It is a cancer thriving in the midst of a bustling city, a shadowy conspiracy bent on driving House Mezzia, a once proud and noble merchant family, to its knees. Forced to turn to outsiders for aid, a young scion of the Mezzia clan needs heroes to stand with him against encroaching darkness - heroes who are willing to follow him through the dark heart of the underworld.

12.95

Three Days to Kill

Three Days to Kill

You and your team have just been handed a new job: disrupt a meeting between a bandit lord and his mysterious new allies. At a remote mountain villa, you will strike hard and fast and leave terror in your wake. They give you the tools. You provide the talent. Survive, and you'll be well rewarded. Fail, and you'll pay the price.

12.95

Thieves of the Forest

Working from a secret base deep in the forest, a band of thieves has struck fear into the heart of Brandon's Bridge, the little village at the crossing of the Azure River. But now a band of heroes has come, seeking glory and adventure - heroes that might just be up to the challenge of driving away the Thieves in the Forest. Thieves in the Forest is a beginner-friendly, introductory adventure for the D20 System

 

Insrtument of destiny

Every three years the desert village of Hariq commemorates Tahlessa bint Mizrah, its most famous daughter, with a contest that draws great musicians from far and wide, vying for the honor of playing Tahlessa's harp. But not everyone attending this year is planning to play fair. A mission to preserve the honor and treasure of Hariq leads the adventurers into the treacherous desert, right to the mummified heart of the Caliphate's dark past, when infidels ruled the land and served dark gods whose thirst for blood matched the parched desert's thirst for water.

 

Last updated July 26 2004