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Seven Strongholds

Seven Strongholds

The Barrows: A concrete bunker allows a determined troop of gnomes to hold at bay the misshapen monsters of the subterranean world.Castle Briar: An elven warlord protects his living castle from jealous rivals. Gloom Keep: Under a sunless sky, grim-faced humans protect their senile, maddened deity from the world. Old Mound Fort: An iron-age ditch-and-rampart fort, refurbished by halfling adventurers. Steelface Point: An imposing dwarven fortress protects the mouth of a mountain pass from the orcish horde.The Perch: Keen-eyed bird-men zealously guard their domed lair, from which they oppress the area's population of "walkers" - their contemptuous term for flightless humanoids. Uthront Fort: Ambitious half-orcs occupy a newly-built motte-and-bailey castle.

33.95

Seven Cities

Seven Cities


An introduction offering rules and insights for generating fantasy cities of your own, delving into the politics, commerce, geography, history, power centers, and population that make a city come to life.

Seven discrete chapters each detail a specific size of city; a thorp, hamlet, village, small town, large town, small city, and even a large city are all described not only with maps, but also with unique personalities that guarantee PC interaction.

31.95

Backdrops

Backdrops

Backdrops presents a collection of ready-to-use locations for your D20 System fantasy campaign. Each location, or "backdrop," is detailed in a two-page spread including a scale map and descriptive text to enrich your adventures - wherever they take place. Backdrops is like paying a set designer to build a few stock sets on your campaign's back lot.

13.95

Sacred Ground

Sacred Ground: A Sourcebook of Holy Sites

Continuing in the tradition of Seven Strongholds and Seven Cities, Sacred Ground presents four plug-and-play holy sites useful as PC home bases, as adventure settings, or as lairs for the characters' next adversary. It features:

Gabriel's Aerie: A small, verdant island of earth floats one mile above the surface of the world, supporting a temple dedicated to the myriad spirits of wind and air. Retreat of the Warrior Saint: The oldest surviving temple to the Warrior Saint - a minor deity who once led the common people against their oppressor. Summer's Barrow: Each autumn, the Summer God comes to a secret location and dies, his body lying in a massive burial mound guarded by his faithful. The Necropolis: A vast, barren necropolis island is maintained by the Order of the White Rose.

 

27.95

Dynasties and Demagogues

Dynasties & Demagogues

Rulers make history; Dynasties and Demagogues helps you make some history of your own with an in-depth look at the hidden rules of political intrigue and power brokering. Players are challenged to unravel the schemes of duplicitous enemies and allies alike as part of their characters' own rise to power. For GMs, Dynasties and Demagogues affords a close look at the nitty-gritty of political campaigns fraught with plots and counter-plots, assassinations, duels, and changing allegiances, all tied together in an intricate web of power relations.

36.95

Crime and Punishment

Crime and Punishment

Law is one of the defining elements of civilization. But itÕs too often overlooked in a fantasy setting. In a world where high-level characters can single-handedly defeat armies, how can any powerful individual be captured or imprisoned? Crime and Punishment takes an in-depth look at campaigns that focus on the forces of the law. Using this sourcebook, players can now take the roles of bounty hunters tracking down mystical renegades, justicars seeking to restore order in a cesspool of corruption and crime, mage hunters, or even spies for the crown. And consider that even an innocent adventurer may find himself hunted by the law if he doesn't know what to watch out for. If the characters are on the wrong side of the law, this book provides information on what they may be up against, including new magical methods of law enforcement and imprisonment.

41.95

Love and War

Love and War

Valorous and loyal, serving his god, his lord, and his lady, the knight is the archetypal hero. Not for him cunning words or tricks, nor disguises and ambushes. The knight faces his enemies boldly on the field of combat. The life of a knight is full of quests, tournaments, and epic battles recounted in poems for the pleasure of his lady-love. The classic image of a knight is a paladin in shining plate armor, mounted on a warhorse. But knights can range far from this stereotype; members of any character class, social class, race, or sex can follow the path of chivalry. This sourcebook investigates chivalry in detail, giving knightly options for PCs and ideas for the GMs to use in designing adventures.

41.95

Seven Serpents

Seven Serpents

Dragons are wily and wise creatures of vast intelligence and capriciousness... and their dens reflect this. Herein lie seven dragon lairs and the serpents that inhabit them, following in the footsteps of the Seven Strongholds, Seven Cities, and Sacred Ground sourcebooks.

28.95

Last updated July 26 2004