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Explore the many facets of The Dark Eye with the Aventuria Almanac, your guide to the official setting for the fantasy role playing game. Immerse yourself in this exciting world and learn why the fantastic continent of Aventuria is like no other. This indispensable guide is designed both for players and GMs. Explore the regions, kingdoms, and history of Aventuria in detail. Entries for key cities cover inhabitants, customs, trade, science, law and order, magic, and the works of the gods. Learn about the icy wastes of the Far North, the many provinces of the Middenrealm, and the mysterious home of the elves in the verdant woods of the Salamander Stones. Travel the merchant routes of the Khôm Desert, face the perils of the Lizard Swamps and the steaming jungles of Meridiana, and delve into the hidden mines of the dwarves. The Aventuria Almanac also includes two large-format poster maps of the continent, stats for new creatures and useful plants, and fascinating new mysteries for the heroes to investigate.
Your days of searching through large tomes are over! The Game Master's Screen puts all of the Dark Eye's important tables and charts right at your fingertips. This four-panel GM screen provides detailed summaries of skill use, combat, magic, and miracles, which means less time looking for rules and more time enjoying the game. The Game Master's Screen includes a 48-page Tavern Play Aid with rules for popular tavern games, quality of goods, and pub brawls, new focus rules for the effects of Aventurian drinks, and tables for creating unique taverns--everything you need to add vivid and thrilling details to your tavern encounters. This play aid features three example Aventurian inns and taverns: * The Krakenking, the seediest tavern in Havena * The Hearthfire, a hospitable way station on the Realmroad * The Roundwheel, a luxurious hotel in the heart of the city of Punin Each example includes a full color map and detailed descriptions of important locations, residents, and patrons. Use these examples when you need a new location quickly, or as inspirations for creating your own taverns and adventures.
The Dark Eye is Germany's premiere fantasy role-playing game, in continuous publication for more than 30 years, now in English in this exciting new edition. You and your friends play the leading roles at the center of heroic action. Travel the land as a virtuous knight, elven ranger, or erudite mage. Rebuild the war-weary Middenrealm, marvel at exotic wonders in the Lands of the Tulamydes, discover lost ruins in the steaming jungles of the South, or try to drive back the evil of the Shadowlands. Rescue innocent victims from cults of the Nameless One, navigate labyrinthine plots and intrigues at the Court of the Empress, or stand shoulder-to-shoulder with the brave defenders of the border cities to repel the ever-growing Orc Storm. Experience the breadth of Aventuria, The Dark Eye's immersive fantasy world crafted by those steeped in medieval lore amid ancient forests, forbidding mountains, and fairy-tale castles. The Core Rules present all of The Dark Eye's refined, time-tested game system. Character experience earns additional skills, new spells, and special fighting styles to face ever greater challenges. To get started, all you need is pen and paper, dice, and this book. Build the characters you want to play, or choose from a large selection of customizable character archetypes. Enter the classic fantastic world of The Dark Eye. Glory and adventure await!
Explore over 100 award-winning monsters for Pathfinder 2nd Edition from the 2020 RPG Superstar Contest. Inside, you'll find the monster mage, who learns spells from defeated monsters, vestige hunters, who gain the powers of their fallen foes, and new backgrounds related to monster hunting. Finally, upgrade your game's crafting with monster parts using the extensive and flexible new subsystem that fits in seamlessly with the game's economy.
The grudge between the Warring Kingdoms of Nostria and Andergast has burned for almost two millennia. This regional sourcebook provides detailed background information on these hostile realms in northwestern Aventuria and their combative inhabitants. Explore the hazardous Forest Wilderness, the deadly Bladegrass Steppes in the east, and the rough coasts of the Lakelands. Uncover hidden secrets of sumes (druids) and witches, and pit your heroes against new creatures, such as evil marwolds and predatory giant dragonflies. The Warring Kingdoms includes the following. · 11 new region-specific character professions, such as Andergastan knights, Nostrian dike builders, all-knowing serpent witches, and mysterious druids · An example Forest Wilderness village · Details on knightly traditions and royal tournaments · New armor and weapons, including the famous two-handed Andergaster sword and the Nostrian longbow · Focus rules for character traits, to give your hero a regional flair · New special abilities, spells, rituals, and the enigmatic ancestor glyphs · Mysteries and adventure hooks for use by the GM · A poster map of the region, plus city maps of Andergast, Nostria, Joborn, Salta and Salterhaven, and Teshkal
Sourcebook and scenarios for 7th edition Call of Cthulhu
The Possibility Wars begin anew! Raiders from other realities have arrived on Earth and and where they rule the laws of physics warp to form strange new landscapes. You play Storm Knights, defenders with the power to bend the fabric of reality who resist the invading High Lords at every turn. All seven attacking cosms and Core Earth itself are portrayed within the book, along with the special abilities and gear that Storm Knights from all the realms need to get into the action! Torg Eternity contains all the core rules for the game, secrets about the invaders, details about the first 90 days of the attack, and advice for new Game Masters. Each invading cosm has a completely different feel, whether it's cybperpunk, horror, pulp, or fantasy! The rules are crafted to bring out the unique flavor of the different worlds as heroes travel between them. ● NOTE: Requires the Torg Eternity Drama Deck (ULIUNA10003 - 978-3-95752-685-4) to play.
Piracy on the Seven Seas has reached a fever pitch. The black flag poses a constant danger for merchants and navies, as unscrupulous brigands seek their fortunes. But there are more dangers afoot than pirates: beasts lurking under the waves, rumors of haunted and immortal ghost ships...and the demon named "Reis." This book contains material for 7th Sea: Second Edition including new Backgrounds, Advantages, Stories and Sorceries. It also includes five new Pirate Nations: Numa, the land where legends were born and never left. La Bucca, the once-prison island turned headquarters for international intrigue. The Atabean Islands, where the ghosts of Rahuri ancestors sail alongside native peoples. Aragosta, home of the Brotherhood of the Coast and a pirate paradise. Jaragua, self-liberated slave colony and home of a new Sorcery called Kap Sevi. Pirate Nations also includes new setting materials for 7th Sea featuring the Devil Jonah, the dreaded Reis and Theah's first multinational, the Atabean Trading Company. There be adventure aplenty in these lands, more than any one crew can hope to see in a lifetime.