For Week Mar 5, 2009
A Song of Ice and Fire Roleplaying
A Song of Ice and Fire Roleplaying gives you everything you need to play and run games in the Seven Kingdoms using an all new and easy to learn game system specifically designed to evoke the atmosphere of these best-selling novels.
You and your fellow players take on the roles of key members of a noble house. Opportunities abound under the new king and as old loyalties die and new ones are born, your house is poised to claim its place alongside the Great Houses of Westeros. Should you succeed in your efforts, you might find yourself among the Starks and Lannisters, gaining the favor of the king, and securing your place in history. Should you fail, your rivals will destroy you on their own desperate climb to greatness.
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All-In
All-In presents four ready-to-play scenarios set in the fantastic world of Wild Cards. Meet up with some of the most famous (and infamous) characters of the novels, like Dr. Tachyon, Modular Man, and the Great and Powerful Turtle, and give your aces and jokers the chance to join their ranks by making names for themselves.
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Lords of Lightning
Lords of Lightning presents eleven new antagonists for players and gamemasters to use in their M&M System roleplaying game. These include Adam, Agent Zero, Jules Blitzer, Dynamo, The Hoplite, Keno Kuryente, Nemesis Rex, Raiju, Shock-Trooper, Tempest and Tian-Mu.
Inside you will also find a wealth of adventure hooks and story ideas, including innovative new concepts such as the “Origin-In-A-Box” and “Story Point” sidebars that allow a gamemaster to tie a villain’s background directly into the campaign’s history or the origins of one of the player’s heroes.
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Mecha vs. Kaiju
Born in nuclear fire, they stride across the face of the world, unstoppable. They are the Kaiju – giant monsters that have ravaged the nation of Japan for decades. There is only one force that can stand against these titans of destruction – the Mecha Assault Force! Created by the greatest minds of an island nation, the giant robots of the M.A.F. stand ready to do battle against the monstrous might of the Kaiju!
In Mecha vs. Kaiju you take the role of a fearless mecha pilot in this anime-inspired True20 setting. Craft your character based on the Archetypes of Japanese comics and animation. Tailor every aspect of your own personal mecha – from the inside out – with movement for any terrain, stout protections, and custom-designed weapons. Narrators will find complete rules for creating their own monstrous Kaiju, as well as an in-depth setting guide, introductory adventure, and campaign guideline. Here you will uncover the secret history of Japan, containing a wealth of story possibilities, to inspire your own battles in the relentless, never-ending battle of Mecha vs. Kaiju!
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Book of Vicious Damnation
In this book you'll find twenty new powers (dark and evil powers, not like the ones you already know!) that can be used for building your evil paladin, a faithful servant of Mhethser, the Black Princess, the new evil goddess described in this supplement.
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Five Steps into Adventure
Contains five "tools" for the busy GM. Each tool is a complete adventure hook (a NPC, creature, magic item or adventure place) that can be used in a standard fantasy campaign with the minimum adaptation effort. The hooks aren’t simply characters’ sheets or text descriptions: each of them is accompanied by a full visual aid (an object, a map, and so on) that will help the GM and the players in the visualization of the element, all for a better and deeper gaming experience.
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Mystic Scrolls of Akaarti
A compilation of spells in the classic tradition of the most played RPG of all times. Fully compatible with D20 System's games
Mystic Scrolls of Akaarti is a injection of raw magic for spellcasters of all the multiverse.
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Fulsgar, The Warriors' Guild
This supplement expands the Warrior's Cult first described in 'Dryhaven'. In an all-in-one resource you can find one of the other most important aspects of any Role-Playing Game: the organisation behind conflict, warriors and bodyguards. We give the background to Fulsgar, the god of Conflict, as well as more information on the Warrior's Guild, additional ranks and organisational information, techniques for bodyguards and counterspells, additional spells for each Rune warrior's find useful, and new spells, too. We've also put in new warrior professions to support the Warrior's Guild.
Oh, and we've also provided details about the cult of paladins, Korlin the Protector.
To help with the insertion of the guild into your own campaign, we've made key aspects of the guild Open Gaming Content, including the main Conflict Rune and a general purpose mythic cosmology. What's more, to make using the warrior's easy to use, you can find a range of warriors from militia watchmen to Heavy Infantry to Rune Lords and a war marshall, as well as ideas for scenarios/mini-campaigns.
It's now easy to slot Warriors into your campaign, whether or not you want to focus on the motives of this fascinating guild!
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Signs & Portents #55
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Signs & Portents #66
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Traveller Adventure 2: Prison Planet
At some point in time, every Games Master will need this adventure – after all, it is the lot of players to constantly get into trouble with the law, and one day they will cross the line ...
Featuring an entire planetary prison, Prison Planet will integrate new arrivals into a life behind bars, working dangerous mines, surviving feuding factions and, possibly, allow an escape. With two different lists of guards and in-mates, Prison Planet can even be used more than once with the same group of players (for those who do not learn the first time around ...), and promises several sessions of tense, fraught challenges where the players find themselves cut off from the rest of society.
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Traveller Adventure 1: Beltstrike
In the Sonares system the Schaeffer belt offers riches to those equipped to exploit it - the hardy men and women who ply the dangers of the asteroid fields: the Belters.
When Lothrain Free Company invests in a mining platform, in a bid to gain ground on its immediate competition and the powerful Maas Industries, it triggers a series of events that drive Schaeffer belt tensions to new highs. Everything is at stake: Lothrain's interests and reputation; the Maas stranglehold on the most profitable areas of the belt; and certain people within the Sonares system will stop at nothing to either put Lothrain out of business, or take the mining platform for themselves. The characters find themselves embroiled in secrets, intrigue and deception all the way as they attempt to recommission the platform. They will have to face piracy, the duplicity of other Free Companies, the shady world of Maas' dirty tricks department and the secrets of the Schaeffer belt itself - secrets so explosive that they could ignite war across the entire Sonares system.
Beltstrike provides everything needed for adventures set in the depths of the asteroid belt. Character creation, rules for prospecting, plus the equipment needed for a career in belting. The Beltstrike campaign then takes the characters through the unfolding events of the Schaeffer belt as Lothrain Free Company struggles to realise its position against those who would see it fail.
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Free Trader, Type A
This ship was designed on the blueprints from the Mongoose Traveller book for the Free Trader, Type A. This ship has 1" grid lines to work with most miniatures in the 1", 25mm and 28mm scales. The ship is broken into two peices that fit together for easier transport and storage. They are made of 1/8" thick metallic engraving laminate to be durable and scratch resistant.
The Free trader measures 29" long by 16" wide (73 cm x 41 cm).
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Scout, Type S
This ship was designed on the blueprints from the Traveller book for a Scout, Type S. This ship has 1" grid lines to work with most miniatures in the 1", 25mm and 28mm scales. And the multiple decks have a pin that holds them together to show where they go in relation to each other and for easier transport. They are made of 1/8" thick metallic engraving laminate to be durable and scratch resistant.
The Scout, Type S measures 20" long by 11" wide (51 cm x 28 cm). It also has an upper turret and a lower deck.
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Pact of Blood
There are primeval beings that subsist on the power inherent in blood. While many of these creatures are minor spirits that stalk the edges of life, waiting for the moment when violence or a chance accident spills the liquid they crave, others are more powerful. Specters of war, torture devils, and spirits of sacrifice, all fuel their eldritch power through blood.
Warlocks forge pacts with these entities that thrive and grow on the spilling of blood. With a simple word a Warlock can call them to feed at an enemy’s wounds, increase the strength of the Warlock's magic, or even control the blood coursing through another creature. Others fear the blood-pact warlock, for just as his patrons demand his blood in exchange for power, they also thrive on the blood of any living creature -- friend and foe alike.
This pact features a full listing of powers from Levels 1 through 30, four new Feats exclusive to the pact, a paragon path, and four new magic items.
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Stormhaven: City of a Thousand Seas
Among the mysteries of the sea, Stormhaven stands proud and defiant, a city built upon the relic of an unknown civilisation. Four great pillars support a disk of preternatural stone, its architects an enigma as great as the means of its construction. The new inhabitants settled centuries ago, giving the city its current name because the solidity and endurance it offers against the surrounding ocean is undeniable. Settlers erected their own dwellings on top of the disk and, when they crowded it too much, engineered a floating city latched to the four pillars.
Magic is the lifeblood of Stormhaven, coursing through its very foundations and making life comfortable away from the shores of any nation. Its staunch neutrality ensures that the riches keep flowing, making Stormhaven into a monument to unfettered greed and hunger for power. It is the destination of choice for the most ruthless merchants, crime lords and politicians, where a silver tongue, quick wit and a fast blade are invaluable commodities, both on the lowly docks and the glittering palaces. Any adventurer with the right combination of ingenuity, strength and daring will find that Stormhaven embraces him like a lover and that no dream of wealth, no matter how extravagant, is beyond his grasp.
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Map Folio II
Explore labyrinthine tunnels, a mysterious observatory, an imposing temple, and other intriguing locations with the aid of these thirty-two full-color maps. Whether used as inspiration for creating new adventures, as a handy reference during your game, or as a detailed handout to capture your players’ imagination, each map offers the promise of adventure, the threat of danger, and the allure of reward.
When combined, the maps in this folio create an exotic walled city built centuries ago by a mighty civilization. Whether still populated by a thriving society, overrun with monsters, or hauntingly vacant, this colossal city holds countless secrets waiting to be uncovered.
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Map Folio I
Explore mysterious towers, foreboding temples, hidden coves, treacherous dungeons, and other intriguing locations with the aid of the thirty-two full-color maps tucked inside this protective pocket folder. Whether you use them as inspiration for creating new adventures, for handy reference during your game, or as detailed handouts to capture your players’ imagination, each map offers the promise of adventure, the threat of danger, and the allure of reward.
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Everyone Else
A book of statblocks for Innkeepers and Farmers may not make compelling reading, but with over 80 NPC professions and 320 stat blocks, Everyone Else is a valuable resource for game masters who are short on time and need to know the seneschal's Sense Motive modifier in a jiffy.
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Dark Ladies
Myth, legend, fiction and history are replete with colorful villainesses. In some cases, they just happen to be female. But more often, their gender is melded into their role as an antagonist, and the result is a unique dynamic. Villainesses are, by their very nature, different then villains. The differences are physiological, behavioral, societal and sexual. They present a host of unique opportunities in roleplaying adventures.
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Grimtooth's Traps Bazaar
That's right, due to popular demand, Grimtooth has just opened his Traps Bazaar. It's a showplace for those small, hard to find Traps that Gamemasters just love to use on greedy adventurers.
Grimtooth and his minions have chosen the best items they could salvage from the untold numbers of trespassers who dared to sneak into his underground dungeons. Trespassers who sacrificed their own possessions (and lives) in vain attempts to steal treasure from Grimtooth. Grimtooth now makes their items available to you... for a price. Give your adventurers the Cy-Bear Trap, Mesmer eyes, the Universal Respirator, the Bowling Balls of Boom or any of the dozens of other Traps awaiting you at Grimtooth's Bazaar.
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Signs & Portents #65
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Adventure I
From the Ice Caves of Azinth to the dusty plains of Malloc's black market to the shipwrecked shores of a haunted isle,
Adventure I takes your PCs on 24 separate grueling adventures spanning 12 levels. The journeys are arduous, surprising, and full of wonder. With over 50 new monsters, magic items, and spells, this book propels you on adventures like none you've ever experienced. Join your comrades in the race to save an empire or restore a king to glory. The time is now.
Grab your sword.
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G9: A Lamentation of Thieves
From the glistening waters of the Moonsilver Sea to the perilous Scar-In-The-Sky Peaks, the land of Hawkmoon is a haven of miscreants, highwaymen, and worse. Powerful, faceless figures plot for ultimate control, none as feared and beloved, dashing and deplorable as Sivian Ulphar, better known as the Lucre King. His agents have infiltrated every organization, his shadow has darkened every heart. Yet one man dares to defy him...
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Where Dark Elves Rule
A respected sorcerer of your world has asked for assistance in obtaining a component needed in research. He's looking for a group of powerful adventurers who aren't afraid of a little travel to an alternate dimension. But what awaits on the other side of the portal is anything but a world familiar to the heroes; it's a land where dark elves rule supreme.
For 5-7 players, 15th-17th level.
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Signs & Portents #64
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River of Blood
For centuries, the Three Kingdoms have warred endlessly. The river flowing through it holds so many dead on its banks that the locals call it the River of Blood.
But now, a new peril rises. With all three armies tucked into their winter camps, patrols and outposts on all sides report ambushes with alarming frequency -- those who survive to make their reports, that is. None can say just who attacked them, however, for the assailants appear from the fog or in the middle of a snowstorm, hit hard and fast, then disappear. Arden, Duke Regent of Tyndall, fears the dead have risen to haunt the living. Is he right?
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Spinward Savage LLC
This adventure details a small corporation operating at the Coreward end of the Spinward Marches – Spinward Salvage LIC (Licensed Imperial Corporation). The company got its start after the 3rd Frontier War salvaging wrecks and bases left behind from that war. Spinward Salvage is a company with a reasonable reputation, but it has been known to employ freelancers of somewhat more dubious reputation - no doubt like Traveller characters in your games. Hence this book is presented as a setting for an ongoing Traveller campaign, either in the form of odd jobs the characters are given by the company, or as a complete Adventure, roughing it on and beyond the frontier, searching for that big salvage strike that could land the characters a fortune - or a whole lot of trouble.
Complete stats are included of all starships operated by Spinward Salvage, its operations, home base on Efate (Regina Subsector), and an adventure which can be undertaken by the characters. Details of key employees of Spinward Salvage are also given.
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Mandatory Mission Pack
The
Mandatory Mission Pack is for the hassled or brain-fried Games Master who needs a quick pick-me-up in the middle of a mission. This book contains dozens of plot seeds, side encounters, weird events and bizarre paranoid locations that can be dropped into any mission.
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Enemies Within
The Kingdom of Dardarrick is not as stable and safe as its leaders would have the people believe. Behind closed doors and in dark alleyways, invaders and dissatisfied citizens both plot revolution and destruction, seeking a chance to make their voices heard. Discover the array of enemies Dardarrick faces, from minor cults to nation-spanning criminal and covert organisations that constantly plague the freedom and liberty of the people. Wraith Recon teams are kept on a constant stand by, ready to be deployed anywhere within the kingdom, to battle this menace and maintain order.
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Mission Pack 1: Skies of Fire
The disappearence of a routine patrol in the Wildlands is not an unusual event in these troubled times, but Spellcom has its suspicions. No survivors, no witnesses, and enemies across all borders of Dardarrick are stirring. Wraith Recon Four is dispatched to uncover the truth behind the missing soldiers, and in so doing will uncover a terrible plot that threatens to ravage all undefended areas of the Kingdom!
Mission Pack I: Skies of Fire provides a set of adventures and missions guaranteed to test the mettle of the most highly trained Wraith Recon operatives. From border raids designed to keep vicious humanoids in check, to infiltrating rival kingdoms and disrupting their magical research, Mission Pack I is designed to keep players on their toes and develop their tactical instincts and team play.
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The Quintessential Fighter
Inside, you will find a guide to tactics, new fighter powers, paths for greatness (including the Battle Commando and Knight Errant), fetas, tools, organisations and arenas.
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Weapons Locker
Check your target and open fire. Inside, you'll find a fully illustrated arsenal ranging from pistols and submachine guns to grenade launchers and antimateriel rifles. The d20 Modern Weapons Locker provides detailed descriptions and statistics for each firearm to make sure the characters of any d20 Modern roleplaying game are packing the right gun for the job.
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Hunters of Granbretan
Dorian Hawkmoon, Duke of Köln, has recently passed over the Silver Bridge into Europe on his long journey to Persia as part of his forced mission from the King-Emperor. The black-market city of Karlye barely even knew he had come and gone, before he already had done so. Shortly after his passing, another special adventurer from Granbretan follows. This man, a refugee from the bull-masked Tauran Lords, carries with him a very special sword and gauntlet that he claims must never fall into the hands of his former captors. Wounded, poisoned and exhausted ... the man dies, leaving the interesting artefact in the hands of the players. Now they are the ones that are being hunted for possessing it, and they can only hope to escape the city and the many soldiers of the Tauran Lords – unless they can find someone foolish enough to take the mighty weapon off their hands (literally) so they can avoid capture and torture by the Taurans. Everywhere the players go they will find that Karlye is a dangerous and deadly place when it wants to be, and the powerful magic at work in the artefact is doing little to help them in staying unnoticed.
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Cults of the Young Kingdoms
The Young Kingdoms are rife with factions clawing at one another, each attempting to become dominant. Cults of the Young Kingdoms looks at each in detail, allowing players to ally with one or the other in an attempt to rise to credible power. Each cult comes complete with a detailed history and objectives, as well as boons available to those who rise within their ranks.
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RuneQuest Empires
RuneQuest Empires is a complete guide on founding, growing and running your own empire. Whether you are a single knight responsible for a border keep and a village or part of a huge dynasty in command of a continent sprawling empire, RuneQuest Empires contains everything you need to know about taming the wilderness, building castles, governing populations, and trading or waging war with your neighbours. Leave your own mark on the game world by building an impregnable society.
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Chilling Tales
Seven short adventures.
For 3-8 players, levels 3-9
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Faction War
Six centuries ago, events surrounding the Great Upheaval imposed an uneasy peace in the City of Doors. Since that time, the 15 factions have quietly conducted their philosophical battle for the hearts and minds of all Cagers -- and always stopped short of all-out war. But now tensions are flaring, tempers are rising, and the Cage is about to explode into conflict!
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Volo's Guide to All Things Magical
For aeons, folk have struggled to master the world of Toril through the use of magic. The human race has stolen what magical knowledge it can from the elves and other races, gained more through worship, and created the rest by building on the work of those who have gone before. For centuries, human wizards have experimented with new spells and variations on existing magic, striving to grow ever more powerful. They have succeeded to an astonishing degree, but through the death of secretive mages and the destruction of realms and entire peoples, much of the lore they built has been lost, hidden, or distorted. To pierce this heavy cloak of missing knowledge, cryptic sorcerous codes, and misinformation requires a writer of rare daring, persistence, and magical skill. Such a man is Volothamp Geddarm, famous traveler of the Realms -- and this is his most important, long-suppressed work, the book that archwizards could not keep from your hands!
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PG2: Player's Guide to the Forgotten Realms Campaign
There are many parallel worlds, and in times past, travel was easy between them. But those ways are now lost. Those worlds are forgotten.
Or are they?
Welcome to the Forgotten Realms.
This volume, brimming with newly rediscovered facts and original fiction, introduces you to the best-selling world of Faerûn, where elves are mysteriously disappearing, and magic is an art gifted by a goddess. No difficult game jargon obscures the wonders before you. Come and explore.
Open this book, and discover a forgotten world!
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Dominion Rules
Dominion Rules is nearly 300 pages of simple yet comprehensive rules for fantasy and historical roleplaying based on the 12-sided die. DR features elegant game-play and fresh approaches to familiar concepts such as combat, magic and religion.
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Pyramid V1, #15
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A Clan of Wretches
Wretchers - warped and twisted clanspeople living on the fringes of civilisation.
Exiled to the wastes and remote moorlands, the wretch are nomads forced to wander in the wilderness as they seek out new pastures for their herds. Sometimes launching raids into the frontiers of the civilised lands, frequently ambushing merchant caravans and explorers, these primitive wretch are a nuisance that cannot be ignored.
But primitive doesn't mean stupid. These wretch produce art - or graffiti - and strange drum-music that only the most sophisticated of the civilised races fully appreciates. They may worship the spirits of their ancestors, but this doesn't mean they are lacking in divine power; they may be nomads, but this doesn't mean their society is in any way simplistic. A summary of their art, music and castes is necessary to understand these complex and enigmatic creatures and their clans.
Here we provide outlines and definitions for three new, related humanoid races at the
Heroic Tier for Dungeons & Dragons 4th Edition. With numerous statistic blocks, new and strange powers, background information and suggestions for playing wretch Player Characters, the wretcher are a solid and vivid addition to your D&D campaigns.
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Reign Supplement #12: The Ussient Forest
The Ussient Forest is the twelfth in a line of supplements for
Reign paid for using the ransom model, and then released as free downloads The various PDFs composing the product focus on the inhabitants of the forest of four mile high trees that separate the Ironbone Theocracy from southern Meluso. The "Tribes of the Ussient Forest" each claim a single tree as their own, with an overview of the culture, economy, politics, and war; as well as short lists of names, character and company concepts, plot hooks, and giant squirrels. "The Forest's Devices" is more fluff on the gliders ("manwings") and other tools and houses used by the peoples living on the 10-mile long branches. "Ussient Fire Mimics" emulate fire with 13 spells. There is also a "Hall of Heroes", listing contributors to the previous supplement.
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GURPS Lair of the Fat Man
This espionage tale, set in the early 1980s, pits the heroes against each other as part of a multinational team called UNISTOMP. Can these super-spies trust each other and their cohorts' nations enough to save the world, protect their countries' secrets, and learn the truth about the Fat Man?
GURPS Lair of the Fat Man is an oddball romp through super-spy clichés, in the style of 1960s espionage films that don't take themselves too seriously.
This scenario includes five pages of maps of the Fat Man's lair (plus ancillary maps), full information about the Fat Man's plans, and
GURPS stats for the Fat Man's henchmen. It provides lots of helpful advice for running this tale, including details about how to keep things from getting too silly, ideas for sequels or making this part of an ongoing campaign, and alternate possibilities for the Fat Man's curious secret . . . including suggestions for making it more or less realistic!
If double agents, brainwashed "zombies," and a flamethrower brassiere are your cup of tea (or glass of martini), then
GURPS Lair of the Fat Man is for you!
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Knights of the Dinner Table Magazine #148
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GURPS Martial Arts Techniques Cheat-Sheet
GURPS Martial Arts is renowned as the most complete treatment of high-kick hijinks ever seen in a gaming system. But with that comes some complexity and the possibility of more page-flipping than back-flipping.
Enter . . . the
GURPS Martial Arts Techniques Cheat-Sheet! This document summarizes all the combat techniques from the hardcover, making it easy for everyone at the table to choose how they thwart a dojo full of ninjas. With this cheat-sheet, a copy of
GURPS Martial Arts, and an wobbly fruit cart on a busy street, you've got everything you need for kung-fu fun!
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GURPS Locations: The Tower of Octavius
Locations: The Tower of Octavius is a complete kit for incorporating this mighty stronghold and its occupants into your
GURPS fantasy campaign, including suggestions for setting it on Yrth. Along with 10 pages of maps, the book features a detailed description of the six-level tower, plus its basement, dungeon, and crypt, and the region around the wizard's tower. It provides full
GURPS information on its powerful, eccentric occupant -- Octavius of Tyrvo, the Wizard-Baron -- and his minions and allies. You'll also find plenty of ideas for how to add this ominous abode to your campaign, as a one-shot place to visit and perhaps overcome, a recurring point of interest, or the basis of an adventure series.
All these secrets are revealed in
GURPS Locations: The Tower of Octavius; whether those secrets will be uncovered in your game is another mystery.
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GURPS Infinite Worlds: Lost Worlds
GURPS Infinite Worlds: Lost Worlds is a collection of timelines we couldn't squeeze into
GURPS Infinite Worlds. Written by fan-favorite Kenneth Hite, these six worlds run the gamut from unusual historical echoes of interest to Homeline, to bizarre timelines where robots rule the world or steam-powered technology is commonplace!
Although of special interest for long-time
GURPS fans -- especially those that refer to classic
GURPS settings -- these timelines are suitable for any
GURPS Infinite Worlds campaign. Each of these worlds stands on its own, with strange, new vistas to investigate.
So fire up your conveyors; with
GURPS Infinite Worlds: Lost Worlds, there's even more to explore!
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The Heir of Kayolin
Deep within Thorbardin, dark magicians battle ruthless fanatics, with neither side interested in quarter. Far to the north, Brandon Bluestone returns to Kayolin, where, bolstered by the courage of a beautiful dwarf priestess, he faces an ancient enemy. His struggle to right a great wrong might pave the way for a peaceful future for all the dwarves of Krynn.
With the fate of the dwarven race hanging in the balance, it is a gully dwarf who puts the wheels of history into motion. His choices, foolish or wise, will determine the heir of Kayolin.
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