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 Hottest Dungeons & Dragons from EN Publishing
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Four-Color to Fantasy: Superhero Toolkit (Original 3.0 Version)

Four-Color to Fantasy: Superhero Toolkit (Original 3.0 Version)


Four-Colour to Fantasy SuperHero ToolKitWritten By: Ryan Nock, Russell Morrissey, Osvaldo Oyola Ortega Page Count: 94 pages Cover Art by: J.L. Jones Illustrated by: J.L. Jones, Marlon deRivera, Stephen Shepherd Please note that this product is now available in a revised edition with significantly more material!...   [click here for more]
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Grappling For Advanced Students: How to Master Your Chi!

Grappling For Advanced Students: How to Master Your Chi!


So you've mastered the basics of grappling and unarmed combat in GRAPPLING FOR BEGINNERS: HOW TO STRIKE, HOLD & THROW!, and you want to learn how to advance your career as a pugilistic, spin-kicking unarmed combatant? You've come to the right place! This book assumes that you have a copy of GRAPPLING FOR BEGINNERS. If you haven't, you'll need to buy it before you'll make any sense out of these pages,...   [click here for more]
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Grappling For Beginners: How to Strike, Hold & Throw!

Grappling For Beginners: How to Strike, Hold & Throw!


"How do the grapple rules work, again?" The core grappling rules are somewhat unwieldy. These amended rules aim to make grappling in your game a little more fun! Grappling also includes unarmed strikes - kicks, punches, bites and so on. This short, 7-page supplement is not intended to provide a complete martial arts system with fancy moves; it is intended to replace the grappling rules...   [click here for more]
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Kid's Colouring Book o Critters - Celebrity Edition

Kid's Colouring Book o Critters - Celebrity Edition


Kids' Colouring Book o Critters Celebrity Edition 2002 Written By: Chrystine Robinson, Genevieve Robinson, Jason Parent Page Count: 42 pages Cover Art by: Andrea Fryett Illustrated by: Chrystine & Genevieve Robinson, et. al. Winner of the Indie RPG Award for best use of the d20 License! From the original twelve year-old gamer girl and her cute little...   [click here for more]
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Librum Equitis - Volume 2

Librum Equitis - Volume 2


Librum Equitis Volume 2 Written By: M Jason Parent Page Count: 53 pages Cover by: M Jason Parent Illustrated by: Tony Monorchio The FULL contents of this product is now included in Librum Equitis Compiled, where it has been compiled with 30 other prestige classes into one product. Do NOT buy this product in conjuction with Librum Equitis Compiled....   [click here for more]
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Librum Equitis - Volume 4: Sidhe Kin

Librum Equitis - Volume 4: Sidhe Kin


Librum Equitis IV Sidhe Kin Written By: Mark 'neo' Howe Pages: 38 + cover & OGL Crafted from the finest d20 components, the Librum Equitis line is the premiere line of d20 prestige class products. Librum Equitis volume IV brings you a full set of 14 prestige classes specifically for elves and their kin. Each prestige class is crafted to suite the elven temperament, society,...   [click here for more]
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Librum Equitis - Volumes 1 & 2 (50 Prestige Classes Compilation)

Librum Equitis - Volumes 1 & 2 (50 Prestige Classes Compilation)


Librum Equitis Compiled Written By: M Jason Parent Page Count: 114 pages Cover by: M Jason Parent Illustrated by: Tony Monorchio Literally "the book of the chevaliers / respected class", Librum Equitis is our flagship d20 product, a book of 50 Prestige Classes suited to any d20 fantasy game environment. Included in this volume are all the...   [click here for more]
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Mechamancy II: Living Machines

Mechamancy II: Living Machines


The line between life and machine begins to blur. Mechamancy II: Living Machines, the 33-page sequel to E.N. Publishing's Mechamancy: The Clockwork Magic, presents new clockwork magical prosthetics to let living heroes and villains gain the strengths of machines, and details a new variety of intelligent living constructs, the karakuri, which range from useful clockwork familiars and entertaining...   [click here for more]
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Mechamancy: The Clockwork Magic

Mechamancy: The Clockwork Magic


Mechamancy Things Change Mechamancy turns magic from its ancient role as a mysterious power into a modern tool. Mechamancers - mages who combine spellcasting with the principles of clockwork technology - are bringing magic to the common man, creating conveniences that will march the world toward a future where magic and science are one. Though they have many opponents...   [click here for more]
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Metamorphosis Book I: Death of a Demon Lord (Deluxe Edition)

Metamorphosis Book I: Death of a Demon Lord (Deluxe Edition)


The first novel in the METAMORPHOSIS trilogy! The DELUXE EDITION - large size, full stats and game info for characters, critters, places and items, and beautiful artwork. Death is only the beginning... The wicked archmage Hazergal Redfist is dead, slain by the traitorous hand of his closest friend and confidant. The world rejoices as the tyrant mage's empire comes crumbling down, ending two...   [click here for more]
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Metamorphosis Book II: The Tides of Chaos (Deluxe Edition)

Metamorphosis Book II: The Tides of Chaos (Deluxe Edition)


The second novel in the METAMORPHOSIS trilogy! The DELUXE EDITION - large size, full stats and game info for characters, critters, places and items, and beautiful artwork. Dark forces gather… Now a powerful demon in his own right, the former archmage Hazergal Redfist has become immersed in the brutal politics of the Abyss. With each fiendish transformation wrought upon his body, he gains...   [click here for more]
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Necromancer's Legacy - Bloodlines & Paragons

Necromancer's Legacy - Bloodlines & Paragons


Necromancer's Legacy Bloodlines & Paragons Written by: M Jason Parent Illustrated by: Frank Krug Pages: 14 + cover, credits & OGL The Compleat Librum ov Gar?Udok's Necromantic Artes is the necromantic masterpiece of M. Jason Parent, co-owner of E.N. Publishing. Originally released in PDF in February of 2002, this dark tome was nominated for the Best Rules Supplement...   [click here for more]
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Necromancer's Legacy - Gar'Udok's Necromantic Artes

Necromancer's Legacy - Gar'Udok's Necromantic Artes


Necromancer's Legacy thee Compleat Librum ov Gar'Udok's Necromantic Artes Written By: M Jason Parent Page Count: 52 pages Cover Art by: Tony Monorchio Illustrated by: Tony Monorchio From the author of the best-selling Librum Equitis volume 1 comes a book of necromancies most foul. Nominated for best rules supplement at the 2002 GenCon / E.N.World d20 System...   [click here for more]
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Necromancer's Legacy - The Dark Art of Visceromancy

Necromancer's Legacy - The Dark Art of Visceromancy


Vile Kurosh held the massive and bloodied bone over his head for a moment, muttering dark invocations to even darker deities, and then began to grow. As his form lurched and shifted into something much larger, the bone snapped, showering his golden hair with viscera and marrow. As the bones fell away from his hands, he looked down upon the field of battle, a being twice his normal height. ...   [click here for more]
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New Tribes - Shape-Memory Polymers

New Tribes - Shape-Memory Polymers


New Tribes Shape Memory Polymers Written by: M Jason Parent Progress Level: 6+ First introduced in Japan and then the United States 1984, shape memory polymers are polymers whose qualities have been altered to give them dynamic shape "memory" properties. Using thermal stimuli, shape memory polymers can exhibit a radical change...   [click here for more]
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Powers that Be: City Council

Powers that Be: City Council


Powers that Be: City Council Written by: Fred Wolke Illustrated by: Hannah M.G. Shapero Page Count: 77 pages + 8 Character Cards Written by E.N.World community member Fred Wolke (you might know him as Vaxalon, however), and fantastically illustrated by Hannah M.G. Shapero, this book brings a complete city council to your game. Running a game in an urban setting? Slipping...   [click here for more]
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Powers that Be: Councilor Remorga

Powers that Be: Councilor Remorga


Powers that Be: Councilor Remorga Written by: Fred Wolke Illustrated by: Hannah M.G. Shapero Page Count: 10 pages + cover & character card Written by E.N.World community member Fred Wolke (you might know him as Vaxalon, however), and fantastically illustrated by Hannah M.G. Shapero, this PDF details a single member of a magical medieval city council, Lord Visatto Remorga,...   [click here for more]
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SANTIAGO AP #1: A Visit to Keepsake: The Hunt Begins (D&D 4th EDITION)

SANTIAGO AP #1: A Visit to Keepsake: The Hunt Begins (D&D 4th EDITION)


THIS IS THE D&D 4E VERSION OF THIS PRODUCT. Welcome to the first adventure in the SANTIAGO: A Myth of the Far Future adventure path for the Dungeons & Dragons 4th Edition! In this adventure for 1st-level heroes, the PCs hunt down their first bounty, receive information about the greatest outlaw ever to live, and deal with a territorial rival. SANTIAGO: A Myth of the Far...   [click here for more]
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SANTIAGO AP #2: Belladonna, Nightshade, and the Sargasso Rose (D&D 4th Edition)

SANTIAGO AP #2: Belladonna, Nightshade, and the Sargasso Rose (D&D 4th Edition)


THIS IS THE D&D 4th Edition VERSION OF THIS PRODUCT. Welcome to the second adventure in the SANTIAGO: A Myth of the Far Future adventure path for D&D 4E! In this adventure, the heroes continue their hunt for the greatest outlaw of them all. Belladonna, Nightshade and the Sargasso Rose brings the heroes into a deeper plot. Fresh from their meeting...   [click here for more]
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SANTIAGO AP #3: Of Devils & Virgins (D&D 4th Edition)

SANTIAGO AP #3: Of Devils & Virgins (D&D 4th Edition)


THIS IS THE D&D 4th Edition VERSION OF THIS PRODUCT. Welcome to the third adventure in the SANTIAGO: A Myth of the Far Future adventure path for the D&D 4E! In this adventure, the heroes continue their hunt for the greatest outlaw of them all. Socrates is hard to please: He lives in the shade of the gallows-trees; He prays for life on bended knees - But he's bound for hell,...   [click here for more]
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SANTIAGO AP #4: Coming Attractions on Calliope (D&D 4th Edition)

SANTIAGO AP #4: Coming Attractions on Calliope (D&D 4th Edition)


THIS IS THE D&D 4th Edition VERSION OF THIS PRODUCT. Welcome to the fourth adventure in the SANTIAGO: A Myth of the Far Future adventure path for D&D 4th Edition! In this adventure, the heroes continue their hunt for the greatest outlaw of them all. A tip from the Virgin Queen before she left them sends the heroes to the magnificent and illustrious Pleasure Planet...   [click here for more]
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Secrets of Theurgy

Secrets of Theurgy


Secrets of Theurgy Written by: M Jason Parent Page Count: 15 pages Mystic theurges use arcane methods to explore their spirituality and faith, and then seek within this faith for secrets and abilities that can be applied to their arcane studies. This blurring of the traditional lines of esoteric and faith grants mystic theurges incredible powers...   [click here for more]
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Son of a Portable Hole

Son of a Portable Hole


The sequel to the ENnie / GenCon d20 Award-winning* Portable Hole Full of Beer (this product contains no alcohol) is Here! That's right! The product that made Ryan Dancey exclaim "God Help Us All"** Introducing the FLUMPHONOMICON, page after page of Flumphy goodness, featuring Avatars of the Flumph, the Lord of the Flumph, the dreaded Dark Flumph and mighty Dire Flumph, and more! All Flumph, All the...   [click here for more]
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Steam & Steel: A Guide to Fantasy Steamworks

Steam & Steel: A Guide to Fantasy Steamworks


E.N.Publishing brings you the long awaited (and long-delayed) essential toolkit for adding steamworks to your d20 game. Not merely a list of steamwork devices and toys, this work discusses the vital aspects of adding steamworks to a game. How will steamworks affect society, magic, religion and warfare? How are these steamworks powered? Through coal and oil burning engines, arcane power sources, or...   [click here for more]
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The Carrion Huntress

The Carrion Huntress


Lus na H'oidhche is the Carrion Huntress This small supplement for Thee Compleat Librum ov Gar'Udok's Necromantic Artes details Lus na H'oidhche, a half-orc scavenger and assassin as well as full stats for vultures and dire vultures (her animal companions). ...   [click here for more]
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The Elements of Magic (Original)

The Elements of Magic (Original)


The Elements of Magic Written By: Matt Blakeley Page Count: 52 pages Illustrated by: Robin Blakeley, Chris Shepard, Matt Blakeley, Aaron Morgan The Elements of Magic is a rules module designed to replace the "fire and forget" spell system of the d20 Core Rules. The d20 spell system, while balanced and...   [click here for more]
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The Fantastic Science: A Technologist Sourcebook

The Fantastic Science: A Technologist Sourcebook


Magic and technology have a complex relationship in Fantasy d20 games, and seldom are both powerful in any given setting, since the ideals of modern science can clash with the style of fantasy roleplaying. In these pages, however, you will find an entirely new spellcasting tradition that wields elaborate technology and commands the laws of fantasy pseudo-science, designed to let this particular brand...   [click here for more]
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The Ironics

The Ironics


The Ironics Written by: Eric Jensen They're not Iconic. They're Ironic. Who are the Ironics? They may be a misfit band of unlikely heroes or a misguided group of mercenaries looking to line their pockets with a bit of coin. How their tales unfold is entirely up to the players and the game master. From E.N. Publishing -- the company that brought you the NPC...   [click here for more]
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Three Arrows for the King: The Archer's Guide (Revised)

Three Arrows for the King: The Archer's Guide (Revised)


  Three Arrows for the King The Archer's Guide 3.5 RevisionWritten By: M Jason Parent & Neal Levin Page Count: 50 pages Cover Art by: Jason Chambers Illustrated by: Patrik Almquist, Tony Monorchio, Gillian Pearce & Christian Spalthoff Everything you need for archery in your fantasy d20 game can be found in...   [click here for more]
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Tournaments, Fairs, and Taverns: D&D 3.5

Tournaments, Fairs, and Taverns: D&D 3.5


This is the original D&D 3.5 version of this book. There is a separate Pathfinder version. D20 sourcebook containing various "games within the game". Need rules for a card game or a fairground contest for your game? Need a quick archery tournament, or rules for arm-wrestling? Then this is the book for you! Also includes a sample tournament, fair and tavern making full use of these rules and plenty...   [click here for more]
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Tournaments, Fairs, and Taverns: PATHFINDER

Tournaments, Fairs, and Taverns: PATHFINDER


The BESTSELLING sourcebook returns - for the PATHFINDER RPG!  We've produced an updated, revised version of our best ever selling book, Tournaments, Fairs, & TavernsThe reviews for the D&D 3.5 version of this book were universally glowing!  Folks have been begging for a Pathfinder version for years, and now here it is.   "One of the best sourcebooks I ever...   [click here for more]
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Ultimate Classes - Heroes of Code

Ultimate Classes - Heroes of Code


Ultimate Classes Heroes of Code Written by: Marcin Adamczyk Illustrated by: Matthew Cuenca Tired of every Paladin looking the same? Welcome to Heroes of Code, the first of five Ultimate Classes products revising and adding to the d20 fantasy core classes. Each product in this series presents...   [click here for more]
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War of the Burning Sky (DnD 3.5)  #11: Under the Eye of the Tempest

War of the Burning Sky (DnD 3.5) #11: Under the Eye of the Tempest


As Leska's plans near fruition in the depths of Ragesia, an old acquantaince shows his true colors, and the coastal town of Seaquen, home of the Lyceum Academy and a rallying point for thousands of refugees, finds itself the target of a new, more dangerous attack! Certain of his own invincibility, the wind-powered archmage Pilus seeks to destroy his old rivals, the mages of Lyceum Academy. Another...   [click here for more]
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War of the Burning Sky (DnD 3.5)  #12: The Beating of the Aquiline Heart

War of the Burning Sky (DnD 3.5) #12: The Beating of the Aquiline Heart


 In the stunning finale to the War of the Burning Sky Campaign Saga, the heroes lead their armies on a final assault against the might of the Ragesian Empire, and cut out the heart of their foe, the tyrannical Leska. Companies of fiends, legions of deadly warriors, furious beaats, and titanic arcane creations defend the desolate Opaline Wastes, for in the caverns below, Supreme Inquisitor Leska...   [click here for more]
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War of the Burning Sky (DnD 3.5)  #1: The Scouring of Gate Pass

War of the Burning Sky (DnD 3.5) #1: The Scouring of Gate Pass


The dramatic beginning of the War of the Burning Sky Campaign Saga, The Scouring of Gate Pass kicks off a war of epic proportions as a mighty magical empire marches for conquest. Their first stop is the vital mountain road through the city of Gate Pass, where the PCs, not yet aware of the role they will play in the coming conflict, lie in the path of a military juggernaut. As Gate Pass falls under...   [click here for more]
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War of the Burning Sky (DnD 3.5)  #2: The Indomitable Fire Forest of Inneno

War of the Burning Sky (DnD 3.5) #2: The Indomitable Fire Forest of Inneno


The journey between Gate Pass and distant Lyceum is long; along the way lies a forest that has burned for decades, where a dream monster holds sway. Before escaping the raging flames, the heroes become caught in a three-way conflict with a fiend, the fierce spirit of the forest itself, and a clan of pernicious fey who possess a powerful weapon for the coming war. Welcome to the second adventure...   [click here for more]
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War of the Burning Sky (DnD 3.5)  #3: Shelter from the Storm

War of the Burning Sky (DnD 3.5) #3: Shelter from the Storm


Freed from the flames of Innenotdar, the heroes reach the small seaside village of Seaquen and the magical academy, Lyceum. But Seaquen is no safe haven: there are spies, refugees, and a fleet of hostile ships to contend with, to say nothing of an oncoming hurricane which may not be entirely natural. Can you survive long enough to learn the secrets held at Lyceum, while you struggle to save your...   [click here for more]
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War of the Burning Sky (DnD 3.5)  #4: The Mad King's Banquet

War of the Burning Sky (DnD 3.5) #4: The Mad King's Banquet


While Seaquen recovers from an unnatural natural disaster, the heroes undertake a quest to find allies in the nearby nation of Dassen before the Ragesian army arrives. But the heroes discover strange tidings surrounding Dassen's King Steppengard. What afflicts the King, and is Duke Gallo truly conspiring against him? Seaquen's survival depends on unravelling the mystery. What kind of feast can...   [click here for more]
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War of the Burning Sky (DnD 3.5)  #5: Mission to the Monastery of Two Winds

War of the Burning Sky (DnD 3.5) #5: Mission to the Monastery of Two Winds


As the war spreads to new nations, the heroes set out for The Monastery of Two Winds, whose leaders - two enigmatic brothers - can guide the way to retrieving the lost Torch of the Burning Sky, which will tip the balance of power. But two enemies threaten the order.  From without, remnants of the army of Emperor Coaltongue besiege the mountain monastery.  From within, one of the order's own is...   [click here for more]
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War of the Burning Sky (DnD 3.5)  #7: Trial of Echoed Souls

War of the Burning Sky (DnD 3.5) #7: Trial of Echoed Souls


The heroes stand poised to seize control of their fate and the ongoing war, but only if they are the first to claim the Torch of the Burning Sky. Seeking the legendary artifact of Emperor Coaltongue, the heroes explore a haunted forest and must face its dangers while contending with patrols sent by two two armies who are racing to capture the Torch.  From there, the heroes must travel to a sentient...   [click here for more]
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War of the Burning Sky (DnD 3.5)  #8: O, Wintry Song of Agony

War of the Burning Sky (DnD 3.5) #8: O, Wintry Song of Agony


  As war rages on multiple fronts, the heroes call upon their allies for a strike against a secret, frozen fortress  that defends the Scourge. Deep in the heart of northern Ragesia, the Scourge is Supreme Inquisitor Leska's greatest weapon:  a device powered by the suffering of thousands of prisoners which, if completed, could annihilate a city from across the world.  The heroes must assault...   [click here for more]
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War of the Burning Sky (DnD 3.5)  #9: The Festival of Dreams

War of the Burning Sky (DnD 3.5) #9: The Festival of Dreams


War began with the New Year as the Ragesian Army assaulted the city of Gate Pass. Now, as the heroes return to where their quest began, the local rebellion rallies to their cause, battling in the streets as they defiantly celebrate a long-delayed holiday. But Ragesia has far stranger minions than mere soldiers and beasts. Sleeping horrors strain to pass through to the world of flesh, and though victory...   [click here for more]
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War of the Burning Sky (DnD 3.5)  Campaign Saga - Campaign Guide

War of the Burning Sky (DnD 3.5) Campaign Saga - Campaign Guide


This free supplement is designed for GMs running the War of the Burning Sky Campaign Saga. It is not intended to be read by players. Players should instead download the Player's Guide. War of the Burning Sky is a high fantasy campaign saga that thrusts the player characters into a war of mythic proportions. Ever-escalating conflicts, powered by mighty magic and fervent faith, threaten...   [click here for more]
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War of the Burning Sky (DnD 3.5)  Campaign Saga - Player's Guide

War of the Burning Sky (DnD 3.5) Campaign Saga - Player's Guide


Download the FREE War of the Burning Sky Player's Guide now! In War of the Burning Sky, you will have the chance to fight in a war of mythic proportions, and determine the fate of many nations in its aftermath. Ever-escalating conflicts, powered by mighty magic and fervent faith, threaten your freedom and lives, and even the world itself. Prepare for war with the mini-gazetteer...   [click here for more]
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War of the Burning Sky (DnD 3.5) #10: Sleep, Ye Cursed Child

War of the Burning Sky (DnD 3.5) #10: Sleep, Ye Cursed Child


Armies march, the clouds roar with fire, and deep in the shadows of the earth, nightmares craft the world's annihilation. The trillith, born from the dreams of the imprisoned dragon Trilla, have manipulated events in the war since its beginning, crafting the opportunity to fulfill their great desire: to unmake the bonds of the world, freeing themselves from the shackles of corporeal flesh. Though...   [click here for more]
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Wild Spellcraft

Wild Spellcraft


In traditional legends, magic has always been a force that granted great power, but which carried risk in its use. This style of magic can be found in countless stories, movies, and books, from European folktales and Japanese anime, to the Sorcerer's Apprentice in Fantasia and a particularly famous School of Witchcraft and Wizardry. For those who appreciate this uncertainty and desire to let magic...   [click here for more]
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ZEITGEIST #1: Island at the Axis of the World (4E)

ZEITGEIST #1: Island at the Axis of the World (4E)


Welcome to the first adventure in the ZEITGEIST adventure path! This is the D&D; 4th Edition version of this adventure. In factories throughout the city of Flint, months of ceasless toil by mages, engineers, and shipbuilders have finally concluded. Now well-wishers from across the nation of Risur have come to witness the launch of the world's mightiest vessel of war: the R.N.S. Coaltongue,...   [click here for more]
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ZEITGEIST #2: The Dying Skyseer (4E)

ZEITGEIST #2: The Dying Skyseer (4E)


Welcome to the second adventure in the ZEITGEIST adventure path! This is the D&D 4th Edition version of this adventure. Summer smog conceals the skies over Flint, and the skyseers, once able to foretell the future in the wheeling heavens, are blind and discredited. Unnatural tremors shake the city. Protesters brawl with police in the factory district. Fires burn in Flint's heart. An...   [click here for more]
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ZEITGEIST #3: Digging for Lies (4E)

ZEITGEIST #3: Digging for Lies (4E)


Welcome to the third adventure in the ZEITGEIST adventure path! This is the D&D; 4th Edition version of this adventure. In the wake of a villain's defeat, his accomplices flee into the seedy underbelly of Flint. The party tracks down an arcanoscientist selling illegal arms and magic developed in labs owned by the fallen villain, and discovers a curious collection of ancient artifacts....   [click here for more]
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ZEITGEIST #4: Always on Time (4E)

ZEITGEIST #4: Always on Time (4E)


Welcome to the fourth adventure in the ZEITGEIST adventure path! This is the D&D; 4th Edition version of this adventure. The famous Avery Coast Railroad thunders along its week-long journey through the grandest cities of civilization. Among its roster of international passengers travel stowaways and scoundrels, slavers and spies - and one shadowy figure, bearing an invention that will...   [click here for more]
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