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Hall of Many Panes

Hall of Panes

An Adventure of Such Epic Proportions that it would not fit in one book!  Gary Gygax’s long anticipated Hall of Many Panes comes in a solid 11  x 8.5 inch box that is deep enough to hold ALL THREE 80+ page full-size adventure books that comprise this wild, high level adventure.  With the adventure comes a fourth full-size book, containing  20 pages of art and maps! The Hall of Many Panes brings customers more fun for their adventuring dollar.

The Hall of Many Panes plunges the adventuring party into a dimensional  matrix from which they must find their own way out. They find themselves on a long, thin ramp, ethereal darkness all about them. By looking up, or down, they spy strange shimmering lights. These are the panes of the Great Hall and lead to other worlds in time and space. The characters are pitted against all manner of eldritch beasts and magic.  Gary Gygax’s Hall of Many Panes is written in the classic style of sword and sorcery fantasy literature and is sure to grip players in many nights of pizza eating, soda drinking, dice throwing fun!

The Hall of Many Panes is suitable for a party of six d20 adventurers of 8th or greater level.

44.95

Essentials

Lejendary Adventure is a game apart; Where wizards can wield swords and   fighters learn spells.  With a rules-light approach this skill-based game allows you to create virtually any sort of epic character desired.

Lejendary Adventure moves beyond the class system of typical RPGs: Character creation is easy and centered around skill bundles chosen at the start of play and earned while on the road of adventure.  These abilities allow you to customize your character, all the while plundering the wealth of lost dungeons, or wandering far afield on the road of glory and adventure.

31.95

The Lost City of Barakus

The Lost City of Barakus

Plunge into the forgotten city of Barakus where only the bold survive! Explore cavernous dungeons, intrigue with wary soldiers and battle horrors from the edge of time. Barakus is an Epic introductory location-based adventure for character levels 1-5, revised for the 3.5 system. This huge adventure provides months of gaming material. The book details a complete city, the wilderness surrounding it, and a huge, 5-level dungeon. Dozens of minor quests and puzzles are used to distract and entertain adventurers while the main storyline builds to a crescendo.

43.95

Path of the Magi

PATH OF THE MAGI

In this 150 page case bound book each and every gamer, players and DMs alike, find a wealth of information to play, design or run wizards through the ultimate role playing experience. The first in a series of books Path of the Magi marks the beginning of a renaissance in the realm of gaming where role playing and roll playing meet. The experience begins with entrance into the University of the Magus where the initiate learns all there is to know about spell craft, the guilds that master it and those they fight. The reader also finds new spells, feats based on the zodiac signs, skills, magic items, equipment and more. Path of the Magi is an all inclusive role playing experience with appeals to all gamers, not just those who run a table!

34.95

Heart of Glass

Heart of Glass

War is brewing between the thieves of the NachtKrichen guild and the Freelancers. Tis said that the Crna Ruk, those faceless minions of the horned god, are pulling the strings. And not least, there are reports that the Undead have come to the Sea Towns of Ihlsa.

This 64 page Companion book comes complete with descriptions of the Sea Towns, one doubled sided fold out map, interior maps of all the relevant areas of interest, encounter charts, NPCs of interest and a complete adventure backdrop for levels 3-5. It includes the new Prestige Class, the Crna Ruk and much much more.

26.95

The Canting Crew

The Canting Crew

In The Canting Crew, volume I of the Gygaxian Fantasy Worlds, Gygax explores the underworld of city life. Theives, their guilds, organization, a complete dictionary of the language they speak, the signs they use, everything a player or DM may want or need to know about the underclass is here. Complete with maps, illustrations for hand signals, as well as prestige classes, new weapons and more this book is a must have.

51.95

The Hermit

The Hermit

King Nupathurva, called the Shrewd, has sound reason to be angry. Lodash, one of the lands most reknowned Sages, has wandered into the Vorelberg Mountains, this of his own accord. In refusing the Kings summons, he worries the monarch overly much and threatens his rule by his defiance. Now, you must find the reluctant hermit and bring him to heel, this or suffer the wrath of the King! But not all is as it seems, and the road of adventure is a road of many forks. You must chose what is right and what is wrong, for the road of life is a road narrow.

21.95

World Builder

Gary Gygax's World Builder

An essential world building tool for any GM in any game system! Through a comprehensive and well organized collection of material, World Builder gives the GM all the necessary tools to add color, description, depth and incredible detail to his/her fantasy world. World Builder catalogs the mundane to the extraordinary. Complete with a host of text, relevant pictures and material specific for the d20 system.

39.95

Living Fantasy

Living Fantasy

For the vigilant gamer or the driven world builder, Living Fantasy drives forward the host of information in the Gygaxian Fantasy Worlds series. Setting designers who master the knowledge with in this tome shall breathe magic into their creation. From vagabond to king, Living Fantasy details the everyday life of those who inhabit the towns , cities, and castles in a fantasy world, and contains supplementary rules for the d20 System.

36.95

Vakhund into the Unknown

Vakhund Into the Unknown

Travel south in the goblin kingdoms is always frought with danger. So many will go only so far as the Baron's outpost, The Vakhund, The Watchdog Tower, and reside there in safety while merchants and others fare their way down the road. But what happens when the Vakhund is attacked by goblins, orcs and bandits? A princess is kidnapped, and only a dangerous trip into the dark, infested goblin kingdoms will reveal the answer.

9.95

Dzeebagd

Dzeebagd, Under Dark and Misty Ground

The tight confines of the well shaft do not last long as you are lowered down into a wide dark space. Below can be heard the plunk of pebbles dropping into the water. Warm moist air engulfs you as the flickering torch illuminates nearby moldy and timeworn walls. Much is out of the torches light and a wide and empty space greets your eyes. Only several large stone columns, as if crawling out of the muck and ire below, stretch to a ceiling crisscrossed with broad wooden beams. Below your dangling feet is a mire of steamy slimy water, reeking the putrefying and rotten odor of decay. Out of this blanket of ichor small mounds of dirt and rubble are piled. Barely visible above the water, and directly below you, you see something in the water.


10.95

The Malady of Kings

The Malady of Kings

And so the histories tell that Luther, King of Kayomar, Count of Pendegrantz, Paladin and Knight passed from the world of Erde and out upon the Dreaming Sea. He missed the final clashes between the armies of Unklar and Kayomar, as told in the histories of the Catalyst Wars. He missed too, the final battle where his son Robert Luther died after striking a great wound to the Unklar upon the walls of Du Guesilon. And Luther did not return for a thousand years. But in his wake he left behind the restless spirit of his one great love, his wife and Queen, Vivienne. Bound by the wizard Nulak-Kiz-Din upon the Isle of Blight he cannot know of her plight.

10.95

The Fantastic Adventure

The Fantastic Adventure

To recover a fabled gem at the behest of a village, the players must overcome the familiar trappings of fantasy role-playing. Like the beautiful Red March, in which it is set, twists and surprises make this . . . THE FANTASTIC ADVENTURE.

 

The Mortality of Green

The Mortality of Green

Tis said of that ancient brooding forest that even before the world grew accustomed to the light of day, that her stems were grown high and her eves already dark and contemplative. If ever those ancient trees have pondered, however, then it was in silent expectancy, brooding on a bent that only they and perhaps a few others may know, for it has never been theirs to speak with vocal tongue. Mayhap they ponder simple things, or maybe they wonder on the many creatures which have come to crawl the earth since those days before days, for all manner of beasts and monsters have come from the outlands to slip into obscurity underneath the shadowy vale of the Darkenfold.


9.95

 

Felsentheim: Dogs of War

This d20 System fantasy adventure concludes the Death on the Treklant Trilogy began in Vakhund: Into the Unknown, and continued in Dzeebagd: Under Dark and Misty Ground. The player characters have rescued the daughter of the powerful Rothenheimer family from the bandits who stole her into the goblin kingdoms. In doing so they raised the ire of the goblin warlord. They must flee with war parties on their trail, hoping to reach the safety of the borderland town of Felsentheim. For if they do not, then no alarm will sound to harken the coming of the Dogs of War!

10.95

A Lion in the Ropes

A Lion in the Ropes (2nd printing)

"A Lion in the Ropes," Troll Lord Games first d20 system fantasy adventure module, sold out in one month and garnered enthusiastic reviews! Now it returns to thrill Third Edition players everywhere. A horror stalks the quiet streets of three small villages. It falls upon the players to unravel the mystery of the lion in the ropes.

9.95

The Codex of Erde

The Codex of Erde

This 256 page d20 hardback book contains all the information you will need to run a game in the world of Erde. It contains a players section with the races, languages, guilds, new prestige classes, weapons, spells, and other goodies, as well as a DMs section with new magic items, monsters, races and more.
There are compiled histories and geographies of the world recording over 12,000 years of history, from Erde's creation, through the Goblin -Dwarf wars, to the age of Winter Dark and after. There are descriptions of over 30 lands, peoples, old and new, rulers, their heraldry and much much more.

48.95

Lost City of Gaxmoor

Lost City of Gaxmoor

The sun sinks slowly into the west over the desolation of the once-grand ancient Empire. As it does so it outlines the ancient ruins of what was once a thriving metropolis. It is a great city long since fallen to the ravages of time and beast. This was once a shining doorway to the East, allowing rest and restocking of provisions before the long trek into the wild lands of the barbaric frontier of the Western Empire. This ruin is the Lost City of Gaxmoor.

29.95

St Antons Fire

St. Antons Fire

The town of St. Anton lies quiet. Not so much as a dog can be heard, and no creatures stir in the still of the night. Through back alleys and quiet streets, along the castle walls, and the whole town, all seem transformed into a dreamlike lull. Cobble-stoned paths wind lazily up and down small hills, and in the moonlight, sagging balconies and arching trees bow idly over the streets. There is evil afoot in St. Anton. The Dukes son is dead, murdered by some eldritch power. But there are darker plots still.

16.95

Dark Druids

Dark Druids

The Dark Druids have destroyed many innocent human settlements while operating from their base within Fang Forest, a perilous place filled with shadowy horrors and the dark forces of nature and magic never before seen on this world. The good priestdoms want these fanatics eradicated at all costs, as they threaten the very fabric of human existence. However, to root out these evil-doers the adventurers must travel through Fang Forests haunted confines, enter the evil base there, and gain access to an eldritch sorcery within it which alone can stop the Dark Druids.

18.95

Blood Royal

Blood Royal

Murder and rebellion, war and dark sorcery! Into a tableau of intrigue are thrust the heroes who must make their way through knotted mazes of wood and thistle to find a way to save or destroy a king. In the Detmold they find themselves called to Pelangard the castle of goodly King Pelan where they must unravel the tangled knots of treachery that threaten to destroy his realm.

16.95

Winter Runes

Winter Runes

A Companion Soruce Book for Sorcerers and Wizards
Designed for the d20 System

23.95

Book of Names

Extraordinary Book of Names

The ultimate book of names. With over 100,00 names, name generators and more. This source book is a must have for any game designer or writer. A vertiable host of nationalities and cultures are covered from Indian, Korean, and Mongol to Aztec and Mayan. For the Lejendary Adventure and d20 enthusiasts a new class, the Onomancer, but more a complete name generating system.

46.95

The Book of Familiars

The Book of Familiars

This book answers all those questions for familiars and animal companions that might arise during play; where do familiars come from, how are they acquired, what are their stats, what are their powers. This book includes stats on familiars for Wizards, Sorcerers, Druids and Clerics but also includes extensive
reference to those animal companions used by Fighters, Paladins, Rangers such as the Unicorn, Holy steeds, and saber toothed tigers. A must have for all DMs and players alike.

The Book of Familiars brings together a host of talented writers and artists to bring you a new ground-breaking look at the eleven core classes.  Herein we expand the horizons of familiars and have developed a fully functional, well balanced approach for each character class to gain a familiar or animal companion.

36.95

City Sourcebook I NPCs

City Sourcebook I NPCs

NPCs for the revised rules!  The rules are thick and time is precious!  You know you want them and you know your going to need them!  NPCs.  This book is easy to use, and is a utility that any and all d20 players and game masters must have and will use!  You've been there before.  Your players are in town and their needs are legion!  They're going to need supplies.  They're going to need information.  They're going to need a bar room brawl and an adventure!  The complex rules of 3.5 don't allow the DM time enough to create NPCs on the fly . . . this book alleviates all those worries!  A city peopled with over 72 fighter, rogue, expert and commoner non-player characters, NPCs Vol I is the inexpensive tool you are going to use over and over again.  Each NPC comes complete with all the information your going to need including name and description!

14.95

Gary Gygax's Insidiae

Adventure scenarios are an indispensable part of all role-playing games. Few players would be content generating fictional characters who engage only in activities outside of any meaningful narrative. This volume covers five vitally important aspects of game adventure design: back story, antagonists, motive, locale and plot. Insidiae is organized to aid in creating events which facilitate matrix style adventures, promoting freedom of choice and movement for the players, avoiding linear, constrictive senarios.

33.95

Fane of the Witchking

Fane of the Witchking

A Vault of Unspeakable Terrors!
Eons ago, the world was held in the grip of fear by the dark city of Krezzel Dul and its dark master: Osenkej, the Witch King. Though this great evil was finally defeated, some portion of the city -- the Ebon Fane -- remains buried deep underground. But worse is what lies deeper: beneath the Fane is the Black Vault, wherein reside numerous artifacts and creatures of great and unimaginable evil.  Now, a dark army known as the Ghul Legion seeks to plunder these vile treasures - if they are not stopped, the horrors of the Witch King will be free again!

A Race Against Evil!
Fane of the Witch King is an epic, open-ended adventure designed to take a party of 4th to 6th level characters to 10th level or beyond. Far from an ordinary dungeon crawl, Fane of the Witch King challenges characters to move fast and strike hard against a multitude of challenging and intelligent enemies while they navigate through a versatile and dynamic multi-area dungeon. Includes a new spell and several items of evil power including the Blood Grail and the Bone Cross.

18.95

Cities and Settlements

Cities and Settlements

Cities and Settlements is packed with timeless material. The designers, led by Jeff Ibach, who authored AEG’s Toolbox, present nineteen separate settings. The settings comprise a wide variety of settlements and cities; wilderness, desert camps, orc strongholds, gnoll camps, dwarven Halls and human villages. This is a sourcebook that both players and game masters can use. Complete with maps and illustrations, Cities and Settlements is the definitive sourcebook for game settings.

Each community is an officially sized Thorp, Hamlet, Village or Small Town complete with stat blocks conforming to the rules presented in the DMG along with a full history and background with notes on customs, laws, religion, and more. Each presents a different interesting culture, NPC’s bristling with interactive possibilities, plots and adventure hooks and offers some new d20 crunchy bits to add to your game as well, from prestige classes to poisons, spells to new monsters.

This useful sourcebook can be used by any DM for well structured homebrew campaigns or for those on the moment, fly by the seat of your phants escapades into a night’s round of iron and blood. The enterprising players will find a host of background material to flesh out those skeletal histories.

23.95

Last Updated February 22, 2006