The Lost Ancient World of Zanterian - D20 Role Playing Game Book


Book Description

The Ancient Lost World of Zanterian is a very complexed in existence. It is a world with 10 layers “Planes “, that coexist with each other. Paradox- The Dragon Emperor of the gods. He has intervened in the prophecy. Paradox has created ancient portals that connect the planes and other worlds for his dragons, and the magic weave. The other gods / goddess intervened in mortality to enhance their power and domain. This is forbidden by the goddess of Destiny. She had slammed her Scepter of Destiny into the ground of the world of Zanterian; Creating what is known as The Lost Ancient World of Zanterian. It is a world trapped between Planes; stuck in a time lock. The World’s Dangerous Dungeon sets deep beneath the earth in the Ancient World of Zanterian. It is an ancient prison designed by Embreal the ancient goddess of Creation. She designed it upon request for Clearalious the ancient goddess of Righteousness and Judgement. She is a Chaotic Good goddess. Her Angel- Queen Vargon imprisoned most of the evil being and monsters in the dungeon, which most of them can’t be destroyed. The Dungeon walls, ceilings, and under-floor are made of living magical stones. These stones regenerate. It is impossible to break through, destroy, or pass through the magic. The stones are black granite with glitter throughout it. There are beings and monsters that are stone granite golems. They are one with the dungeon and will reform back into existence in 1d6 days. These golems are intelligent and they acted as one with the dungeon.




Romance of the Perilous Land


Book Description

Romance of the Perilous Land is a roleplaying game of magic and adventure set in the world of British folklore, from the stories of King Arthur to the wonderful regional tales told throughout this green and pleasant land. It is a world of romantic chivalry, but also of great danger, with ambitious kings, evil knights, and thieving brigands terrorising the land, while greedy giants, malevolent sorcerers, and water-dwelling knuckers lurk in the shadows. As valiant knights, mighty barbarians, subtle cunning folk, and more, the players are heroes, roaming the land to fight evil, right wrongs, and create their own legends.




Frostgrave


Book Description

In this fantasy skirmish wargame, wizards do battle amidst the frozen ruins of the ancient city of Felstad in the hopes of discovering the treasures of a fallen empire. Each player takes on the role of a wizard from one of ten schools of magic, and builds his band of followers. The wizard's apprentice will usually accompany his master and more than a dozen other henchmen types are available for hire, from lowly thugs to heavily armoured knights and stealthy assassins. Wizards can expand their magical knowledge by unlocking ancient secrets and can learn up to 80 different spells. As they gain power and wealth, wizards can also develop their headquarters on the outskirts of the city, turning one of a dozen different basic locations into bastions of their art, equipping them with alchemical laboratories, mystical forges, astronomical telescopes and other magical resources. While individual games of Frostgrave are quick and can easily be played in an hour or two, it is by connecting these games into an ongoing campaign, that players will find the most enjoyment. The scenarios given in the book are merely the beginning of the limitless, thrilling adventures that can be found amidst the ruins of the lost city.




Avengers: Endgame - The Official Movie Special


Book Description

The fourth instalment in the Avengers saga is the culmination of 22 interconnected films drawing audiences to witness the turning point of this epic journey. Our beloved heroes discover how fragile this reality is, and the sacrifices that must be made to uphold it. It is a story of friendship, teamwork, and setting aside differences to overcome an immense obstacle. Includes interviews with Robert Downey Jr. (Iron Man), Chris Evans (Captain America), Mark Ruffalo (Hulk), Chris Hemsworth (Thor), Scarlett Johansson (Black Widow), Jeremy Renner (Hawkeye), the President of Marvel Studios, Kevin Feige and other key members of the cast and crew, along with stunning photography and production art from the blockbuster movie.




DUNGEONS & DRAGONS


Book Description




Mythic Magic


Book Description

The Strangest of Spells! Mythic Magic: Occult Spells brings you you 129 all-new mythic spells from Pathfinder Roleplaying Game Occult Adventures! While the original mythic rules for Pathfinder included many cherished favorites from the Pathfinder Roleplaying Game Core Rulebook as well as the other core rules hardback rulebooks and the Mythic Spell Compendium compiled a vast array of mythic spells for your game, new rules for Pathfinder continue to come out and spellcasters have a continual supply of new tricks to try from more recent rulebooks. If you like occult mysteries and psychic magic, this is the book for you as it completes the mythic rules for every spell in Pathfinder Roleplaying Occult Adventures. All of them, from akashic form to withdraw affliction and all spells in between. Whether you're a true psychic spellcaster or a user of arcane or divine magic who simply dabbles in the world of spirits and psychics, Mythic Magic: Occult Spells contains mythic spells of every level and every kind, from minor spells to the mightiest magics. You will find combat spells like id insinuation, synaptic overload, and explode head right alongside defensive magic like sealed life and tower of iron will, spells to aid your allies like dream voyage and contagious zeal, and utility spells like akashic form, create mindscape, andbilocation! Grab this 26-page book by Jason Nelson, Amanda Hamon Kunz, and Jonathan H. Keith today and make the occult Legendary!




Dungeons & Dragons Spellbook Cards: Monsters 0-5 (D&D Accessory)


Book Description

Monsters exist at the heart of every game of Dungeons & Dragons, and monster cards make accessing the information contained in the Monster Manual easier than ever. Quickly organize the creatures your players might meet in your next game and avoid disruption during that critical encounter. Monster Cards are a fantastic way to keep the game moving, as well as to provide a challenge to adventurers both new and experienced. - Contains 179 durable, laminated cards for a range of deadly monsters from the D&D Monster Manual with a challenge rating from 0 - 5. - Up-to-date game statistics provided on one side, and evocative art of the item on the other. - The perfect tool to help Dungeon Masters manage and reference their menagerie during play.




Chess Camp


Book Description

Learn the best strategies to achieve victory during the end game of a chess match.




Tome of Adventure Design PoD Softcover


Book Description

A fantasy adventure game, at its very heart, is about developing an open-ended "story" of the characters. The referee is in charge of the fantasy world, and the players direct the actions of their characters in that fantasy world. Neither the referee nor the group of players has complete control over what's going to happen, and the result is an evolving set of surprises for both the referee and the players. Unlike the players, as the referee and creator of the game world, most of your "work" is done ahead of time. To some degree or other, you have to create the groundwork for the adventure before the game starts. Even though no battle plan survives contact with the enemy - and if you're an experienced referee you know exactly what I mean - the game has to start ... with a starting point. This might just be a vague set of ideas, or it might be as complex as a set of maps with a detailed key and well thought-out encounters for the players to run into. The Tome of Adventure Design is organized as a series of "books," each one providing resources at every step of the way. The vast majority of the content of each book is made up of random generation tables that we created over a quarter of a century (sigh) for our own use. It shoud be said up front that these are tables for deep design - in other words, most of them are too long, and contain too many unusual or contradictory entries, for use on the spot at the gaming table. There are already many excellent books of tables for use on the fly; the tables in these books are different. They work best as a tool for preparation beforehand, providing relatively vast creative resources for browsing and gathering, rather than quick-use tables designed to provide broad, fast brushstrokes. Our shorter tables tend to deliver cryptic results designed to shock the reader's creativity into filling in the gaps, whereas the longer tables are unusably vast for easy random generation, being designed to shock the reader's creativity into operation by presenting a sea of possibilities.




Frostgrave: Wizard Eye: The Art of Frostgrave


Book Description

Even before the original Frostgrave rulebook landed in players' hands, its artwork, previewed in the run-up to release, attracted widespread attention and acclaim. Today, some eight volumes, two novels, and multiple boxed sets of plastic miniatures later, Dmitry and Kate Burmak have produced more than 85 illustrations, guided by the concepts developed by Frostgrave creator Joseph A. McCullough. Together, these three have breathed life into the Frozen City, depicting the wizards, warriors, and creatures that call it home. With behind-the-scenes content, including concepts, sketches, work-in-progress shots, and commentary from the creators, this lavish volume features all the artwork produced for Frostgrave – from the rulebook that started it all to the Perilous Dark supplement.