|


|
Roleplaying Games - Dungeons & Dragons - d20 -
Expeditious Retreat Press
|
This second edition adds an entirely new chapter
about magical medieval warfare and expands upon two other chapters. A
total of 22 new pages of material are contained in the 2nd edition.
The below quote was said about the 1st Edition of A Magical Medieval
Society: Western Europe.
"If you're a DM and running a D&D game, you
should have this book. Period." Monte Cook, author of the 3E
Dungeon Master's Guide.
This 192-page supplement is for GMs and players who
wish to add a touch of realism to their game. It's for the people
who'd like to flesh out the background of their gaming world, but
don't have the time to dig through scholarly books. A Magical Medieval
Society: Western Europe provides you flexibility and advice in
creating your own world. It contains a massive amount of game-usable
information about the medieval period and focuses on how D20 magic
could change a traditional medieval setting. Generation systems for
kingdoms, cities, manors, aristocratic wealth and landholding; a
thorough construction system; and an economic simulator allow GMs to
recreate the high middle ages feel with ease.
A Magical Medieval Society: Western Europe solves
age-old dilemmas like: How much does it cost for my PCs to repair the
formerly-orc-infested abandoned keep they want to use as a home base?
What would happen, politically, were the PCs to set up their keep? How
big is my city of 15,000 people? How many buildings are in my city?
What do all the NPCs do? How do I start my PCs on the road to becoming
kings? Just how much does a king earn a year anyway? What about just a
regular noble? How big is a kingdom of 5,000,000 people? How many
cultivated acres does it take to feed them? How should I map towns,
cities, and smaller communities within my kingdom? What type of
government should I use for my kingdom? How does magical religion
really work? Just what do those NPCs do with all their time?
The questions plaguing DMs and world-builders for
the past twenty-five years have now been answered!
$30.00
|
|
|
A Magical Society: Ecology and Culture is a
160-page guide to world building.
He killed the God of War. He ascended into his
divinity. No one told him that was the easy part. Look into the
inner workings of gods and how they build worlds. From a divine
perch, map your world and experience tectonics, magical geography,
predation, ecological conflict, and cultural development. Following
in the foodsteps of A Magical Medieval Society: Western Europe (Gen
Con ENnies 2003 Best Setting Supplement), A Magical Society: Ecology
and Culture provides real-world phenomenon for a fantasy game.
Build Your World. Better.
$27.00
|
GG010828

|
|
200-page pocket reference packed with 200 monsters
from over twenty different sources (both converted 3.0 and selected
3.5 monsters). Conveniently organized by challenge rating, this
affordable resource of underground monsters is perfect for random
encounters, adventure building, and campaign design.
$20.00
|
GG010738

|
|
Monster Geographica: Hill and Mountain is a
208-page pocket reference packed with 200 monsters from over twenty
different sources (both converted 3.0 and selected 3.5 monsters).
Conveniently organized by challenge rating, this affordable resource
of hill and mountain monsters is perfect for random encounters,
adventure building, and campaign design.
$19.95
|
GG011397

|
|
Monster Geographica is a series of digest-sized
monster books. Each Monster Geographica book offers 200 monsters
from over 20 sources with the best 3.5 monsters as well as favorite
3.0 monsters converted for a 3.5 game. Conveniently organized by
challenge rating, these monster books are perfect for random
encounters, adventure building, and campaign design.
$20.00
|
GG011573

|
|
A Magical Society: Beast Builder is 224 pages
packed with information that helps you make your own monsters. In
the tradition of A Magical Medieval Society: Western Europe and A
Magical Society: Ecology and Culture, A Magical Society: Beast
Builder gives you the tools you need to make your own campaign
specific monsters to challenge and excite your players while adding
to the depth and realism of your campaign world.
$35.00
|
GG011185

|
|
Shifting sands, daunting mountains, perilous
heights, the prospect of fortune, and the promise of adventure…Silk
Road. The name itself invokes adventure, danger, and a hint of the
exotic. The historic Silk Road resides in Central Asia, surrounded
by numerous mountain ranges and unforgiving deserts, but in a
fantasy world, they can reside wherever you wish.
A Magical Society: Silk Road explores networks of
land-based trade routes that span continents. Like its predecessors
(A Magical Society: Western Europe and A Magical Society: Ecology
and Culture), A Magical Society: Silk Road synthesizes information
from the historic silk road and presents trends and information for
role-playing and world-building. Unlike its predecessors, we provide
information on the historic silk road due to the general
unfamiliarity of Central Asian history.
The supplement is 160 pages long.
$27.00
|
GG011754

|
|
Step into the dreamscape and uncover an
ever-changing world where reason fades into the mists of slumber,
and imagination emerges into a land of fanciful dreams and dreadful
nightmares. Within these 200 pages are:
- An overview of Nevermore
- Detailed history, geography and inhabitants of
its 5 domains
- Comprehensive True20 rules for playing in
Nevermore
- Flora, fauna, and adversaries of Nevermore
- Over 25 supernatural items of Nevermore
- An introductory adventures with pre-generated
characters
$35.00 |
|
|
Liber Artefactorum is a 36 page supplement
containing complete rules for creating supernatural items for the
True20 system, including:
- Armor, shields, and weapons
- Charms: single use items of particular feats or
powers.
- Devices: items imbued with special abilities
- Enhancers: items that augment character by
granting special abilities
- Foci: items that improve the welders'
supernatural powers
- Infusions: items infused with a single use of a
supernatural power
- Cursed Items: items that are cursed,
incorrectly made, or corrupted by outside forces
- Intelligent Items: permanent supernatural items
imbued with sentience
Liber Artefactorum also introduces specific rules
for creating supernatural items in the world of Nevermore. Nevermore
is an ever-changing world where reason fades into myth and
imagination. Featured in Green Ronin's True 20 Worlds of Adventure,
it offers a plethora of possible and even improbable adventures for
those who traverse its strange domains. Nevermore amplifies and
accentuates, twists and skews, it is a place where nothing remains
the same for long and all who walk its lands, fey or mortal alike,
are changed forever.
Liber Artefactorum contains over 25 items of
Nevermore, opening the dreamscape for all who dare to venture.
$12.00
|
GG011862

|
|
The children of Oaktown are disappearing in the
night! Despite parents' precautions and the hamlet's patrols, they
are no where to be found. While fear and despair grips the adults of
Oaktown, the remaining children are locked away until the unseen
threat passes.
However a group of older siblings and cousins all
receive a mysterious dream. What does this dream mean? Where will it
lead them? What will they find when they get there? These young
heroes will soon discover the answers to these questions and many
more as they unravel riddles, overcome obstacles, and face off with
their foes in the unpredictable dreamlands.
This 40-page adventure introduces a group of
heroes to the world of Nevermore and is intended for a party of four
to six 1st level heroes. The adventure assumes players are using the
pre-generated heroes presented in the Heroes’ Appendix. However,
the adventure can be adjusted for use with any 1st-level or higher
adventuring group. To play this adventure you should possess the
free electronic supplement Nevermore Gazetteer from Expeditious
Retreat Press and the True20: Adventure Roleplaying published by
Green Ronin.
$13.00 |
|
|
Welcome to 1 on 1 Adventures, action-packed
scenarios designed for 1 player and 1 GM.
This module includes 20 adventure-packed pages,
complete with detailed maps and descriptions, forming a ready-made
adventure for the smallest gaming group. Although it is designed for
a Rogue level 2-4, with some minor scaling, Gambler's Quest is
suitable for use with a traditional four-player party.
Something is amiss in the town of Rhiannon.
Recently raided by a band of vile creatures, the citizens of
Rhiannon were shocked to find their lord at the root of the
incident. And now Lord Kent is holding a competition for ?all walks
of life with a propensity for the gambling arts.? Will the PC aid
the citizens of Rhiannon and uncover the truth about the mysterious
Lord Kent? Or will the PC take this opportunity to line her own
pockets?
Either way, the answers lies inside the walls of
Lord Kent?s keep and the gamblers within.
$10.00
|
GG011807

|
|
Welcome to 1 on 1 Adventures, action-packed
scenarios designed for 1 player and 1 GM.
This module includes 20 adventure-packed pages,
complete with detailed maps and descriptions, forming a ready-made
adventure for the smallest gaming group. Although it is designed for
a Rogue level 6-8, with some minor scaling, The Star of Olindor is
suitable for use with a traditional four-player party.
If you enjoy this module, look for more releases
in the 1 on 1 Adventures line from Expeditious Retreat Press.
A terrible plague has swept through the city of
Cairdus, and despite the local clergy's best efforts, they have been
unable to control the spread of the disease. Even those who seem
cured often contract the disease again. The only thing that is
making any headway are the special blessings given by the powerful
Baron Velstaf, but he only grants these blessings for a price that
few can afford.
$11.00
|
GG011861

|
|
Welcome to 1 on 1 Adventures, action-packed
scenarios designed for 1 player and 1 GM.
This module includes 32 adventure-packed pages,
forming a ready-made adventure for the smallest gaming group.
Although it is designed for a Bard level 9-11, with some minor
scaling, The Sixth Cavalier is suitable for use with a traditional
four-player party.
If you enjoy this module, look for more releases
in the 1 on 1 Adventures line from Expeditious Retreat Press.
Hubrimort is a small, respectable town whose only
claim to fame is a local governmental position bestowed by five of
the king's chosen officials, known as the Cavaliers. The position is
given to the head of one of four noble families once each decade.
While competition for the mysterious position is always fierce, this
year there are rumors of underhanded deals with criminals, rigged
tournaments, and a nasty case of blackmail. Which of the ancient
families deserves ten years of power and privilege? Only the Sixth
Cavalier can help the five officials make the right choice!
$12.00
|
GG011950

|
|
Starvation looms for the people of the Wolf tribe!
The elk have all but disappeared and the risky move of the tribe
near the Bear clan territory has proved fruitless. An emergency
council of the elders has declared that a single hearty warrior must
make the dangerous journey deeper into Bear territory to find a
source of food. The council has chosen you for this mission of great
importance. It is your task to find out where the elk have gone and
bring back food for the winter or at least enact Wolf people
retribution against the source of the oncoming famine! Into The
Forbidden Hills you must travel, heart full of hope and anger?
1 on 1 Adventures #3: The Forbidden Hills is an
adventure designed for 1 GM and 1 player (level 5-7 Barbarian or
Ranger) but is adaptable to a standard 4 member party.
$11.00
|
GG011952

|
|
Welcome to 1 on 1 Adventures,
action-packed scenarios designed for 1 player and 1 GM.
This module includes 20
adventure-packed pages, forming a ready-made adventure for the
smallest gaming group. Although it is designed for a Cleric level
9-11, with some minor scaling, Vale of the Sepulcher is suitable for
use with a traditional four-player party.
Something is amiss in the remote
mountain town of Zuria. The head priest has not filed a report in
months, and traders following the winding road into the
high-altitude valley do not find their way back home. The Church of
Palnor, benefactor and watchers of the Tomb of Kings, are greatly
concerned. Can the PC discover what has happened in this isolated
mountain town before events turn disastrous?
$11.00 |
|
|
1 on 1 Adventures #6: Shroud of Olindor is
designed for 1 GM and 1 player, rogue level 7-9. Written by Matthew
Hanson, this module includes 20 adventure-packed pages, forming a
ready-made adventure for the smallest gaming group. Although it is
designed for a Rogue level 7-9, with some minor scaling, The Shroud
of Olindor is suitable for use with a traditional four-player party.
Lord Dragle was set to auction off his most recent
discovery, the Shroud of Olindor. The elven relic was certain to
make Dragle a wealthy man. Such a pity he had to die. But the plot
surrounding Dragle’s death is far more layered than it appears. It
is up to the player character to discover the hidden motives and
ultimately recover the Shroud of Olindor.
The adventure is a sequel to 1 on 1 Adventures #2:
Star of Olindor, although it is easily played as a stand-alone
adventure.
$11.00
|
GG012097

|
|
Designed for 1 GM and 1 player, monk level 7-9, 1
on 1 Adventures #7: Eyes of the Dragon is the tale of one monk's
struggle to reclaim his order's purloined relics.
The sacred treasures of the monastery have been
stolen! While simple greed could explain the theft of the eyes of
the dragon, the Grandmaster of the Dragon Path has sensed a more
sinister motivation for the theft that has come to pass. Far beyond
the walls of the remote monastery, you must journey into foreign
lands and battle the will of an ancient foe to recover the eyes of
the dragon.
Written by Matthew Carson.
$11.00 |
|
|
Designed for 1 GM and 1 player, paladin level 7-9,
1 on 1 Adventures #8: Blood Brothers is the struggle of one
soldier's mission to find his missing brothers-in-arms.
For generations the brotherhood has watched over the
borderlands in their dedication to truth, justice, and the defense
of the kingdom. Along the southern border, a patrol circuit has
failed to return from a routine sweep. Understaffed and stretched
thin, Fort Lanward calls for your assistance. Your mission is
simple: bring your brothers home.
$11.00 |
|
|
An adventure designed for 1 GM and 1 player (Level
8-10 Wizard)
This module includes 20 adventure-packed pages,
complete with locations and maps, forming a ready-made adventure. It
has been crafted for one GM and 1 player (Level 8-10 Wizard),
although with some minor scaling, Legacy of Darkness is suitable for
use with four 6th level player characters.
Sehvain Malual is renowned for his work in
necromancy, using the dark art to destroy the undead pestilence
polluting the world. However every warrior must hang his proverbial
sword and retiring from adventuring life, the wizened elf settled
down in a nearby town purchasing a small townhouse. Here, he would
finally find the peace he so craved, or such he hoped before he
found The Black Lexicon. What dark intent consumes Sehvain’s time
is anyone’s guess, but only the PC can uncover the Legacy of
Darkness.
$12.00 |
|
|
Have you and your friends ever sat around the
gaming table wanting an exciting, perilous dungeon adventure but no
one wanted to be the Gamemaster? Do you find yourself with little
time to read through lengthy adventure modules and memorize them? Do
you want to get down into the dungeon as quickly as possible and
start killing monsters and finding treasure? Then look no farther
than Unbound Adventures!
This module includes 20 pages of rules for
roleplaying without a GM. Crafted for any number of players of all
levels, Unbound Adventures is a masterful resource for
adventure and exploration!
$12.00 |
|
|