The Hyborian Age is a time of great and terrible sorcery. Whether rising from forgotten tombs, lurking in darksome and primeval forests or presiding over grim temples and blood-soaked altars, the malevolent influence of sorcery is inescapable. Adventurers must tread carefully and hone their weapons, for the strongest sorcery can strike without warning and deflect the most potent attacks.
This expansion for Conan the Roleplaying Game updates the previous book 'Scrolls of Skelos' for second edition and adds new spells for your heroes to cast or cower from, new feats, new unusual and magical items to confound and amaze, and new beasts whose very existence is a testament to the power of magic. Whether he uses Frost Magic, legions of Henchmen or a single Lord of the Black Circle, a sorcerer is now an even more formidable threat. Secrets of Skelos also includes full rules for designing and using your very own sorcerous cults, even allowing Player Characters to create their own insidious conspiracies.
Pathfinder and the Rise of the Runelords Adventure Path famously reimagined goblins, detailing their culture, mannerisms, and tactics in a way that made a boring old monster one of the most hotly discussed foes in fantasy roleplaying. Now, the minds that bring you Pathfinder have applied the same method to ten "classic" monsters, providing complete ecological discussions and adventure ideas involving orcs, ogres, goblins, hobgoblins, trolls, bugbears, and more in this lavishly illustrated, full-color 64-page overview that is both fun to read and fun to use at the gaming table.
Designed for use with the Pathfinder Chronicles campaign setting but easily portable to any fantasy campaign, Classic Monsters Revisited is a resource gamers can turn to again and again.
Add a little mayhem to your game.
The Critical Fumble Deck is a sequel to last years popular Critical Hit Deck and is designed to balance out the system, allowing both minor and major mishaps to occur during combat. The Critical Fumble Deck consists of 52 full-color standard-sized cards, ready to use out of the box with the enclosed rules. The Critical Fumble Deck is compatible with the worlds most popular roleplaying game.
Heroes need the right tools to get the job done. Adventure Gear 2 adds a host of new items to their arsenal, from climbers gear to a portable ram. This 54-card set allows heroes to keep track of their equipment in style and is completely compatible with all of our other GameMastery Item Card sets. Each of these full-color cards features a beautiful portrait of the item on one side with space on the back to keep notes.
GameMastery Item Cards are compatible with any fantasy roleplaying game.
Chapter 2: "Seven Days to the Grave" by F. Wesley Schneider
The civil unrest in Korvosa has been dealt with, only to be replaced by a far more deadly and insidious threat. A horrific disease that leaves its dead deformed and faceless sweeps through the streets of Korvosa, death borne on the wind and steeped in the stones. Mass graves crowd the outer walls and plague doctors stalk the streets in a desperate attempt to prevent the sickness from spreading, yet is there something more to the plague than meets the eye?
This volume contains supplementary rules for handling large-scale urban disasters such as plagues and famines, and also presents a detailed exploration of Abadar, the god of cities and wealth. Several new monsters associated with sickness and disease round out the bestiary.
Pathfinder is Paizo Publishing's 96-page, perfect-bound, full-color softcover Adventure Path book printed on high-quality paper that releases in a monthly volume. Each volume is brought to you by the same staff which brought you Dragon and Dungeon magazines for over five years. It contains an in-depth Adventure Path scenario, stats for about a half-dozen new monsters, and several support articles meant to give Game Masters additional material to expand their campaign. Because Pathfinder uses the Open Game License, it is 100% compatible with the world's most popular fantasy roleplaying game.
d20 Adventure; 4th Level by Paizo
A wilderness adventure for 4th-level characters.
A vast merchant consortium has a simple job for youone that pays extremely well. All it asks is that you stand guard over one of its outposts for a few weeks until reinforcements arrive. The problem, of course, is that the outpost is in the middle of a vast and dangerous jungle and the natives seem intent upon putting an arrow in you at every turn. If the journey there doesnt kill you, though, you might just learn what is worth risking your lives over.
This adventure includes all in information you need to send your heroes on a fantastic journey through the heart of the deep and mysterious jungle, including encounters with terrible monsters and hostile natives.
This adventure is set in the Mwangi Expanse, the largest jungle in the Pathfinder Chronicles Campaign Setting, but it can be easily adapted for use in any setting. For more information on this environ, check out the Pathfinder Chronicles Gazetteer.
Written by Greg A. Vaughan
A dungeon adventure for 11th-level characters.
For years, the knights of Mendev have held back the evil locked inside the Worldwound, a vast, demon-tainted landscape. Every few years, they anoint a new protector, a sacred guardian charged with pitting his will against the teeming hordes bent on devouring the very souls of the living. This year, something has gone horribly wrong, and now a bloodthirsty demonic army has overrun the ancient fortress, and threatens to pour into the surrounding countryside.
This adventure is set in Mendev, the site of the largest crusade in the Pathfinder Chronicles Campaign Setting, but it can be easily adapted for use in any setting. For more information on this enduring struggle, check out the Pathfinder Chronicles Gazetteer.
Written by Stephen S. Greer and Tim Hitchcock
Welcome to the Jungle! Starfall Jungle that is.
A modern adventure of horror-espionage where players take on the roles of the covert Agents of Oblivion, a black ops organization battling terror and terrorism around the globe! Be ready to lock and load as you head way down south of the border on a mission that quickly descends into madness. Watch your six! Includes six starting level characters good to go! Penned by Sean Preston, refined for True20 by Erica Balsley, and beautifully illustrated by Adam Shaw.
This is a great introductory adventure to kick off an AoO campaign and is perfect for beginning players and low level characters.
Welcome to the Jungle! Starfall Jungle that is. A modern adventure of horror-espionage where players take on the roles of the covert Agents of Oblivion, a black ops organization battling terror and terrorism around the globe! Be ready to lock and load as you head way down south of the border on a mission that quickly descends into madness. Watch your six! Includes six characters good to go! Penned by Sean Preston and, introducing, Theron Seckington and beautifully illustrated by Adam Shaw.
Horripilating Tales of the Cthulhu Mythos
Professor Rudolph Pearson moved to New York City after the Great War, hoping to put his past behind him. While teaching Medieval Literature at Columbia University, he helped the police unravel a centuries old mystery. At the same moment, he uncovered a threat so terrifying that he could not turn away. With the bloody scribbling of an Old English script in a dead mans apartment, Rudolph Pearson begins a journey that takes him to the very beginning of human civilization. There he learns of the terror that brings doom to his world.
Gathered here are the weird investigations of Rudolph Pearson. This compilation of cosmic horror and Cthulhu Mythos tales brings to life a world full of the grotesque and the malefic, set against a backdrop of an unknowable universe. Progress can be horrifying.
by William Jones. 240 pages. Trade Paperback.
by Robert E. Howard, with an introduction by Joe R. Lansdale
The creator of Conan looks to the stars in one of fantasys most enduring science fantasy classics!
Robert E. Howards Almuric is a savage planet of crumbling stone ruins and debased, near-human inhabitants. Into this world comes Esau Cairn, Earthman, swordsman, murderer. Only he can overthrow the terrible devils that enslave Almuric, but to do so he must first defeat the inner demons that forced him to abandon Earth.
Filled with vile beasts and thrilling adventure in the tradition of Edgar Rice Burroughs, Almuric is one of Howards few novels, and an excellent yarn from one of Americas most distinct literary voices.
Recommended Age: Mature Readers (ages 16 and up)
by Michael Moorcock, with an introduction by Roy Thomas
Once more into the matter transmitter for an unforgettable journey to ancient Mars!
Pulled back to earth on the eve of his marriage to the beautiful Princess Shizala, brilliant physicist Michael Kane must once again journey to the Red Planet to reclaim a life of swordplay and high adventure in the tradition of Edgar Rice Burroughs! Kane finds himself on a different Mars, a place of blue giants and red revolution that ultimately leads to a ruined obsidian city inhabited by savage spider-men. A fast-paced adventure of swords, sorcery, and super-science awaits in this classic tale by an undisputed master of fantasy!
Aesperus, the King in Copper
He was a fearsome necromancer who ruled over this part of the Moonsea hundreds of years ago, and survives as an undead lich who commands the dead of the barrowfields as his slaves.
Too many things that should lie dead and buried under stone rise and walk the Highfells once their tombs are breached.
No one is to open a tomb anywhere within land claimed by Hulburg, and it is considered high treason to collect anything of value buried in a barrow.
It's one of the few laws the Harmachs enforce without mercy.
But someone is robbing them anyway.
Geran studied the Chainsmen surrounding them. Eight on the street and possibly more in the alehouse or another place nearby, and most looked like they knew how to use the cudgels at their belts. It would be easier to play their game and buy them off with a couple of silver pennies . . . but the thought of paying for safe passage in his own home town did not sit well with him. Besides, Geran told himself. They're probably not as reasonable as they say they are.
Geran, a swordmage exiled from the elven city of Myth Drannor, returns home to find the once peaceful Moonsea town of Hulburg under the thumb of greedy and ruthless merchants.
"I am here to offer you power, Warchief -- the power to make yourself the king of all Thar. Every tribe in this land will call you master and do as you bid them. They will call you lord, pay you tribute, and march as you command. I can arm your warriors with a thousand hauberks of good steel mail. I can give you ten Warlock Knights to wield their battle-magic in your service. And I have control over a number of strong monsters from the high mountains -- manticores, giants, chimeras, even a young dragon or two. They will be yours to command. Tell me, Warchief, what would you do with an army such as that?"
Kardhel, a Warlock Knight of Vaasa, stirs the violent passions of a tribe of brutal orcs, and sends them to Hulburg bent on pillage.
The lich laughed coldly. "What do I care for your lives?" he said. He stretched out his clawlike hand and made a small gesture, and the Infiernadex was wrenched out of Geran's grasp by some unseen force. The book soared to the lich's hand, and Aesperus twisted what remained of his face into a horrible smile. "Good-bye, Geran Hulmaster. I expect that you and I will speak again soon, when you have been laid under stone as your forefathers were."
And Aesperus, the King in Copper, rises from the dead once more to terrorize them all, and protect a secret beyond imagination.
A war hero, his mind broken by the wonders he witnessed on his last mission for his nation, has spent years in the deepest, darkest prison in all the world. Wallowing in despair and ever on the verge of madness, he is caught by surprise when a band of strangers breaks him out. But his rescuers don't exactly have his best interests at heart. The magic relic that broke his once-brilliant mind may be the key to stopping worldwide destruction -- and whether he lives or dies really doesn't concern them. Thus begins an adventure that will shake the fragile peace of the Five Nations and once again stoke the fires of war across the world of Eberron.
Return to the City of Spiders!
Still reeling from the death of Wulfgar, Drizzt is allowed little time to grieve, for dark elves are massing in the caverns deep under Mithral Hall. To protect his adopted home, he'll have to return to the city of his birth, the evil City of Spiders. Menzoberranzan is one of the most dangerous places in the already perilous Underdark on a good day, but for Drizzt, a renegade with a price on his head, its certain death ever to set foot there again. But Drizzt Do'Urden and his companions have faced certain death before, and will gladly spend their lives for the sake of the dwarves of Mithral Hall.
Deep in the heart of the City of Weeping Ghosts is a story no one tells.
Over two thousand years ago, mighty Shandaular fell, its people slaughtered or scattered, its fabled Shield overwhelmed with unnatural ice. Only the witches of the Rashemi hold the Shield now, and they know better than to venture out into the cold night.
Yet even the Rashemi, a people of powerful magic and long memories, aren't prepared for the secrets angry Shandaular has been hiding all these years.
The citadel and its ghosts haven't forgotten or forgiven.
The world of Krynn ever holds new surprises for the unwary, but the revelation that a mortal who dedicated her life first to the One God and then to Chemosh is a god herself goes beyond surprise. For Mina, it goes all the way to her own insanity at the revelation. The gods are in an uproar, for Mina holds the potential to upset the balance of power in heaven. The gods of Darkness and of Light are all eager to claim her as one of their own. But Mina, enigmatic and mysterious as ever, has her own plans -- regardless of what the gods might want and connive at.
ABOUT THE SET:
* This all new 100 card booster set introduces brand new Light cards with all new deck types that allow players to banish opponent's cards light-years away!
* This set also includes the mysterious Arcana Force cards from Season 2 of Yu-Gi-Oh! GX. Satorius' "Arcane Force" cards and many others used by Jaden Yuki, Aster Phoenix and Professor Crowler are featured, helping anchor this set among fans of the animated series
* These powerful cards and themes are sure to make duelists and fans see the light!
* 9 cards per pack
24 Boosters including over 15% discount!
A new, darker block for Magic! The first of the two-set Shadowmoor block, this set takes the Lorwyn setting in a darker direction. The Aurora has plunged Lorwyn into eternal night, transforming the once-idyllic plane into the eerie world of Shadowmoor. The gloom has transformed its denizens, too - creatures of fable have become monsters from dark fairytales. Races and characters introduced in Lorwyn are back, but with twisted allegiances and new powers!
When playing the "Aura Mastery" deck, you control the Auras, so you'll control the game! Prison Term and Curse of Chains are Auras that lock down your opponent's creatures. Armored Ascension and Steel of the Godhead are Auras that enhance your own creatures, supercharging them into mighty combatants. Mine Excavation can return an expended Aura from your graveyard to your hand. And Glamer Spinners, which can be played at any time, moves Auras from one permanent to another - including itself - when it comes into play!
But the fun doesn't end there! When you consider the cards that create surprise blockers and the cards that let you tap your opponent's creatures at will, it will be clear that Auras aren't the only things you've mastered.
If you believe that anything worth doing is worth overdoing, then the "Overkill" deck is right up your alley. It's filled with brutal creatures like Boggart Ram-Gang and spells like Flame Javelin that'll burn your opponent's creatures to a crisp. But when you're tired of fighting fair, the deck pulls out its secret weapons!
Jaws of Stone deals damage equal to the number of Mountains you control. Howl of the Night Pack gives you a 2/2 Wolf for each Forest you control. Both are good in their own right. However, thanks to Elsewhere Flask and Prismatic Omen - which turn all your lands into Mountains or Forests - these mighty spells can be mind-bogglingly, jaw-droppingly explosive.
Like to exploit weakness? Then grab the "Mortal Coil" deck! This deck focuses on tricks you can pull with -1/-1 counters. Of course, the most basic "trick" is simply to put them on your opponent's creatures, which Grim Poppet, Torture, and Incremental Blight do with ease. But you're cleverer than that!
The deck has lots of creatures with persist, like Gravelgill Axeshark. When one dies, if it didn't have a -1/-1 counter on it, it'll return to play with a -1/-1 counter. Then use Leech Bonder or Fate Transfer to move that -1/-1 counter to one of your opponent's creatures! Your opponent gets weaker, you get stronger, and persist is set to go again. Winning the game has never been so hilariously cruel.
If you're ready to win without mercy, then the "Army of Entropy" deck is for you. This horde of marauding creatures is supplemented by spells and abilities that load up your opponent's creatures with -1/-1 counters. If Scar, Puncture Bolt, or a creature with wither kills an enemy creature, you're rewarded with another -1/-1 counter for a different creature, courtesy of Blowfly Infestation!
What happens if the -1/-1 counters don't inflict death on their recipients? No problemKulrath Knight will neutralize those creatures anyway. Barring that, your ravenous forces can just run over the depleted defenders. By the time you play Din of the Fireherd to both add to your army and demolish your opponent's board position, the game is all but over.
Normally, tapping your creatures leaves you defenseless. With the "Turnabout" deck, having a bunch of tapped creatures leaves you primed to strike! Safehold Sentry, Pale Wayfarer, and any creature equipped by Umbral Mantle have Untap abilities that let them untap to provide an awesome bonus! Devoted Druid and Barrenton Medic can also untap at a moment's notice.
Take advantage of all your extra untaps not just by being ready to block, but also by playing spells with conspire, by using Revelsong Horn to pump up a creature, and by enchanting a creature with Presence of Gond to quickly create an army of Elves. Use your tapping and untapping tricks to support a swarming, opportunistic fighting force, and you'll run circles around your opponent!
36 Boosters including over 15% discount