Sunday, November 30, 2014
This challenging adventure is designed for a party of four to six characters of level 7 - 10. Acceptance of Fate is the climactic finale for ‘Unto this End’ - a trilogy of adventures set in the dark fantasy D20 campaign setting of Diomin. Herein, GMs will find not only a thrilling adventure to challenge their players, but also the secrets of the mystical science of Mecheidolons, or Spirit Tech, a new fanatical assassin cult, new feats, new spells, a new demon and a new template for characters Glorified by their gods.
Saturday, November 29, 2014
This scenario is the complete Advanced Dungeons & Dragons tournament adventure used at the Denver Gamers Association convention, Ganghis Con held in May 1980.
Centuries ago, in a far away place, an awesome weapon was invented that threatened to destroy the world. A great battle was fought over this weapon and as a result, it was tossed into the deepest part of the ocean. The weapon was thought destroyed and the world was safe once again.
Many years passed, and rumors began circulating that religious fanatic named Cimosco was attempting to find the final resting place of this weapon of awesome power. If he managed to find and restore this weapon, its horror would once again be unleashed on the world.
Cimsco searched for years and finally found the resting place of the terrible weapon. He enlisted the aid of the sea-dwellers and raised the remains of the artifact. What emerged from beneath the sea was nothing more than a coral-encrusted lump, but repeted blows with mighty sledges released the weapon from its stone like bondage. Four centuries of coral ans salt had not harmed it in any way. Until a way is found to destroy the weapon once and for all, its hellish power threatens all living things.
Friday, November 28, 2014
"The End of the World Is at Hand
A hideous death cult has seized control of an ancient artifact-monument known as Tovag Baragu. The power behind the cult is the Old One himself, Iuz the Evil, demonic master of an empire. He's on an all-or-nothing quest for supremacy over the world - and the heavens beyond.
To stop him, heroes must face horrors never dreamed of, journeying to a shadowed city where Death rules and the living cower. Here, Iuz will achieve his mad dream by destroying imprisoned master of that alien citadel - Vecna, the mightiest lich, an immortal demigod.
Two items exist with the power to stop Iuz - the Eye amd the Hand of Vecna - but using them carries fantastic risks. Not even the gods know what will be unleashed when these items are fully activated.
Die Vecna Die! takes the heroes from the GREYHAWK campaign to the demiplane of RAVENLOFT and then to the PLANESCAPE city of Sigil. However, none of the material from those settings is required for play."
Thursday, November 27, 2014
Give the Devil His Due
Now play the DIABLO II computer game crossed with the brand new D&D roleplaying game rules. With all the fury, all the excitement, and all the monsters brought to life by your own imagination. This is face-toface roleplaying combat -- smoother, faster, and meaner than before.
Inside you'll find:
- Hundreds of monsters to battle with all-new D&D rules!
- Level after level of thrilling adventure in the pits of hell!
- Opportunities for millions of experience points!
- All new adventures to catch Diablo and D&D players off guard!
Suitable for all levels of play
Wednesday, November 26, 2014
Smite the minions of evil!
Forget courtly intrigue -- this is about stabbing straight into the heart of evil!
Based on the popular computer game by Blizzard Entertainment, Diablo II: Diablerie recreates the world of DIABLO using the DUNGEONS & DRAGONS® roleplaying game system.
Between Diablo II: Diablerie and the DUNGEONS & DRAGONS® Player's Handbook, you have all the information you need to play your favorite computer game world:
- A step-by-step guide to creating Amazons, Barbarians, Paladins, Necromancers, and Sorceresses!
- A complete list of weapons and gear!
- Loads of DIABLO II spells and magic items!
- Enough monsters for adventure after thrilling adventure!
- A ready-to-run adventure with three different lists of monsters!
Why are you still looking at the back cover?
You can't free the land from the clutches of an ancient evil by browsing! Get in there and grab some gold and glory!
Tuesday, November 25, 2014
Monday, November 24, 2014
The offices of the Digest are located on Deneb in Deneb sector of the Imperium.
The publishing date of this issue is October 1990. The Travellers' Digest is published quarterly by Digest Group Publications and is devoted exclusively to Traveller, MegaTraveller, and 2300AD.
Cover artist: Michael J. Vilardi
Sunday, November 23, 2014
Whether you're stationed on a merchant ship, a Navy cruiser, or a corsair...
Whether you're a captain, an engineer, a pilot, a broker, or just a hand who swabs the deck...
Whether you want to travel from world to world, start up a maneuver drive, or scoop fuel from a gas giant...
... You need to read the Starship Operator's Manual Vol. 1.
Saturday, November 22, 2014
Friday, November 21, 2014
Time to bring knowledge to the world...
The world of Corona is in a time of change. Its people must learn to live with each other and work together to face any future dangers. They are finally discovering the power of the gemstones, a secret the Abellican Church has been keeping from them for centuries. But through it all, they are still only barely aware of the evil creeping into their world...
Now it’s time to bring the knowledge of all the races of Corona to everyone. Within these pages you will find detailed information on the history, attitudes and cultures of each of the major nations and races that call Corona home - everything you need to fashion a DemonWars campaign!
Thursday, November 20, 2014
The DemonWars have waged across the face of Corona, but the action has been concentrated to just a few focal points. Within the pages of this book you will find detailed maps and descriptions of the St. Mere-Abelle monastery, Andur-Blough Inninness, the Barbacan, Tymwyvenne, the Path of Starless Night, and the Walk of Clouds, including information on their residents and the creatures unique to these locales.
Wednesday, November 19, 2014
Within these pages are dozens of kits designed to help players in a Forgotten Realms campaign enrich their demihuman characters and make them truly native to the realms. Special benefits and disadvantages for each kit enhance the roleplaying experience while allowing characters to reflect their social roots and racial heritages.
Tuesday, November 18, 2014
No Future - Get used to the taste of ashes.
The Countdown to the apocalypse has begun. As our darkened globe spins through the eternal night, the lasting legacy of the human race is nothing but a scream--drowned out by the roar of destiny devouring us all. This is your last chance to show the cosmos what it means to be human: the will to fight.
Delta Green: Countdown blows the doors off the world of Delta Green, reaching wider and digging deeper to map the terrain of the twisted pulp apocalypse we call the dawning of the 21st century. Brace yourself for the final world order: The Insects of Shaggai, alien parasites subverting the leadership of a nation; PISCES, the U.K.'s attempt to harness the unknown; The Army of the Third Eye, terrorists fighting a bloody battle against alien invaders; GRU SV-8, a band of desperate operatives fighting darkness in the ruins of Russia; The Skoptsi, occult fanatics with an eight-hundred-year legacy; The OUTLOOK Group, where Majestic-12 tests its elite; Phenomen-X, a syndicated TV news show that pokes its camera in all the wrong places; Tiger Transit, a former CIA airline now in the clutches of a Tcho-Tcho drug cartel; The D Stacks at the American Museum of Natural History, where Dr. Jensen Wu classifies the unclassifiable; The Keepers of the Faith, traditionalist ghouls fighting the lean and hungry Heretic ghouls beneath the streets of Manhattan; and The Hastur Mythos, a twisted skein of surreal destruction weaving its way through humanity.
Plus: New skills; new spells; new Mythos tomes; rules for psychics; a microbiologist's dossiers on paranormal lifeforms; profiles of international intelligence and law-enforcement agencies; dozens of useful NPCs; two scenarios; a short campaign; and more.
Monday, November 17, 2014
Defilers and Preservers: The Wizards of Athas details the two paths of magic in the DARK SUN campaign and the strange way magic works there. It demonstrates how Athasian wizards power their magic and describes both types of wizards--defilers and preservers.
Defilers leech energy from the land, stealing life away with every spell they cast and leaving only dead ash behind. Preservers also gather energy from the land, but they take only what they need and work to keep the world healthy and alive. These two mortal enemies stand locked in a never-ending battle--with the survival of Athas at stake.
This accessory presents everything needed to create and play preserver and defiler wizards.
Sunday, November 16, 2014
"Welcome to Freeport, a city of secrets and deceit. Founded by pirates, this great trading city is no stranger to dirty dealings and bloody payback. Now under the rule of the Sea Lord Drac, Freeport is on the threshold of a great change. Only the gods know if this transformation will be for good or evil.
Death in Freeport is a d20 System adventure for characters of levels 1-3."
This is module 1 of 3 in the Freeport Trilogy.
Saturday, November 15, 2014
Don't worry Jake, it's just another orc.... There are monster books, and there are monster books, and there are monster books. Some have a lot of different monsters that look alot like other monsters and act like other monsters...blah, blah, blah. Fast Forward, the acknowledged leader in over the top adventure brings you the book that features not just any old monster - but the deadliest of monsters.
These beasties will kill - every time! Some are tiny, and some have very low CR's. Others are enormous, with huge CR's (possibly even the highest CR creature ever!). If you are tired of the same old carp, different day, then this is the book for you! Everything from beginning creatures with wicked, nasty abilities to fearsome monsters that defy comprehension are detailed with stats, weapons, abilities, and background. Each is also lavishly illustrated to give everyone a taste of what's coming their way.
Friday, November 14, 2014
Thursday, November 13, 2014
Wednesday, November 12, 2014
High Noon. The hot desert sun shines down on two gunslingers. Sweat drips from one's brow. From the other - nothing. His pallid flesh no longer sweats.
The gunmen draw, slinging lead like bolts of lightning. When the smoke clears, both men are hit, but one remains standing.
Welcome to the Weird Wild Western world of Deadlands, a roleplaying game of Western Horror! This all new version of the award-winning, best-selling Deadlands: The Weird West brings to unlife all the fast action of the original using the d20 system.
Inside are the rules for playing gunslingers, Indian braves, shamans, mavericks, rowdies and more. There's also a passel of new spells, steampunk devices, relics, prestige classes and a Weird Western bestiary of strange and horrible creatures like the wendigo and the awesome Hangin' Judge! A few unfortunates might also find their story doesn't end at Boot Hill.
This book contains everything you need to play in the world of Deadlands or any other Western setting using the d20 rules.
Wednesday, November 5, 2014
From the back of the book:
The year is 2094, but the future is not our own. The Last War ended 13 years ago when the supernatural doomsday bombs fell, killing billions and terrorforming the world into a vast Deadland, allowing the mysterious and powerful Rockoners to manifest in the flesh. These unholy beings rampaged across the Wasted West, decimating the survivors of the Apocalypse, then mysteriously vanishing across the Mississippi to parts unknown.
Since then, humanity has struggled to rebuild. The cities shudder beneath still-howling storms, leaving only the wastes to those few who remain. Deadlands: Hell on earth is completely compatible with its companion game, the award winning Deadlands: The Weird West. This is not the end of the story, but a twisted start to a tale unlike any you've ever played before! It's once again a time for heroes. Players take on the roles of radslinging Doomsayers, vengeful Law Dogs, brain-burning sykers, scavenger junkers, and righteous Templars -- or simply gun-toting survivors. Only by warring against the darkness all around them can the heroes hope to end this Hell on Earth - and they'd better hurry. Some say the Reckoners are about to return. And soon.
Tuesday, November 4, 2014
Discover the goblins of the Dymrak Forest and their frightening power!
All the color and pageantry of the Middle Ages flourishes in this epic adventure of goblins and daring magical power. This beginner-level module is designed to get novice-level players more involved in the D&D game world. The 32-page adventure gives players the most for their money as each contains over 40 hours of play.
From the back cover:
Recommended for four to seven characters, levels 1-3
Monday, November 3, 2014
Sunday, November 2, 2014
Delve into the mystical and arcane aspects of the DC Universe with the Magic Handbook. This supplement expands upon the magical powers defined in the DC Universe Roleplaying Game rulebook. It also includes information on magical item creation,magical beings,magical places,and various magical items.
Saturday, November 1, 2014
From the back of the book:
"The classified files of the covert government agency the Department of Extranormal Operations are finally released. The public can now take advantage of the data accumulated from the D.E.O. 's years of studying metahuman powers and activities in the DC Universe.
This document expands on previously published material on powers. Get introduced to new ways of determining initial power cost, using Character Points and Hero Points with powers, and more. Find out how wonders and androids affect power selection. Learn more about new and revised limitations and enhancements. Discover a wealth of information on powers (new and updated), so many details that it took a whole book to contain them all."
From the web: "The third of the wilderness series, the first book of the Magic Realm covers the settlements and regions for Cam...
From the web: "The fifth book in the "Wilderness Series", danger awaits on All Hallow's Eve, Witches of the worl...
From the web: "This is an adventure involving a wilderness trek to gain a forgotten Wizard's treasure. All previous exped...
From the web: "Included within the Guidebook are scenarios covering hijacking, piracy rescue, and hunts on shipboard, as well ...
Publisher Blurb: "Don't waste your time with those dinky one-page character sheets - pick up a copy of the official Kingd...
Publisher Blurb: "From the Stones of Peace to the Port of Intrigue... Welcome to Loona, the Port of Intrigue: a completel...
From publisher blurb: "This module has lain unseen and forgotten in the TSR design vault for twenty years. Originally written...
From the web: "Every roleplaying game needs its own compendium of creatures to populate the castles, dungeons and wilds that you...
From the web: "This is the book that started it all--the single most important book to the system, and the one every player an...
From the back cover: "Game Master's Workshop (GMW) is a series of source material designed for use with an role-playing syste...