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    Softcover. Condition: As New. Mongoose Publishing Encyclopaedia Arcane (d20) Star Magic - Wisdom of the Magi (NM)Manufacturer: Mongoose PublishingProduct Line: Encyclopaedia Arcane (d20)Type: SoftcoverCode: MGP1011Copyright Date: 2002Author: Shannon KalvarPage Count: 64Please review the condition and any condition notes for the exact condition of this item. All pictures are stock photos. The condition of the item you will receive is NM. Our grading system is explained in the terms of sale section of our bookseller page. Please feel free to contact us with any questions. Product Description:It all started when the first mortal looked up at the night sky. There he saw the infinite dance of the stars. The short trip from wonder to questioning took but an instant. From those first questions the magi sprang. The magic held in the stars represents the powers that the gods used to make the world. The stars stand as the anchor points in the universal design. Channeling their power allows the magician to create effects in the world without fundamentally altering the shape or nature of the universe. It is a subtle, gentle magic based on knowledge and personal exploration, not the rending and tearing of the world. Magi stand at the summit of the star magic world but nearly any arcane magician can learn to channel a few stars or constellations. A magician's knowledge of the stars progresses naturally from studies of other schools of magic. A student can sample from many styles and schools without limiting himself to one. Many arcane magicians find their abilities greatly enhanced with the addition of a few stars or constellations to their spells. If nothing else the study is good for them, enhancing their knowledge of the universe. A few find the subject so fascinating that they turn their backs on the other schools of magic entirely, focusing all their hearts and souls into a single area of study. In this they join their brothers the necromancers, diviners, and transmuters of the world looking for the key to power in a single source. This volume of the Encyclopaedia Arcane series gives players and Games Masters alike the information they need to begin using star magic in their campaign. You will find chapters exploring the interaction between star magic and standard schools, discussions of the various character classes in relationship to star magic, and an exciting new set of feats to help you customize characters. New magic items and a host of new spells await you as well. Star magic is not for every player. It requires forethought, planning, and a considerable patience to be successful. Unlike the 'standard' schools star magic requires a host of prerequisite knowledge in order to use the higher-level abilities. Those who lack the discipline to see beyond their immediate needs will end up seriously weakened as they gain experience. For those with the willingness to plan though star magic represents a unique approach that rewards their care. Magi possess powers that other arcane magicians can only envy. They also accept limits that would harrow another magician's soul. Additionally classes other than magicians gain benefits from star magic. A unique set of feats provides all character classes with advantages for being born under a favorable star. These signs represent just one way that non-magical classes could reap benefits from including star magic in a campaign.


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  • Kalvar, Shannon

    Published by Mongoose Publishing, 2004

    ISBN 10: 1904854117ISBN 13: 9781904854111

    Seller: ThriftBooks-Dallas, Dallas, TX, U.S.A.

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    Paperback. Condition: Good. No Jacket. Pages can have notes/highlighting. Spine may show signs of wear. ~ ThriftBooks: Read More, Spend Less 0.89.


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    paperback. Condition: Very Good. Connecting readers with great books since 1972! Used books may not include companion materials, and may have some shelf wear or limited writing. We ship orders daily and Customer Service is our top priority!.


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  • Kalvar, Shannon

    Published by Mongoose Pub, 2004

    ISBN 10: 1904577857ISBN 13: 9781904577850

    Seller: WeBuyBooks, Rossendale, LANCS, United Kingdom

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    Condition: Good. Most items will be dispatched the same or the next working day. Minor shelf wear.


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    Softcover. Condition: Very Good. Mongoose Publishing Quintessential Collector Series (d20) Quintessential Bard, The (VG+)Manufacturer: Mongoose PublishingProduct Line: Quintessential Collector Series (d20)Type: SoftcoverCode: MGP4015Copyright Date: 2003Author: Shannon KalvarPage Count: 124Please review the condition and any condition notes for the exact condition of this item. All pictures are stock photos. The condition of the item you will receive is VG+. Our grading system is explained in the terms of sale section of our bookseller page. Please feel free to contact us with any questions. Product Description:Quintessential Bard kicks off with the Character Concepts chapter, a range of simple templates designed to be applied to beginning characters to subtly alter the core class. By taking a Character Concept, a Bard will suffer a penalty in one area but gain a benefit in another - this is primarily a roleplaying tool for players looking for a character who is a bit different from the normal run of the mill. For example, as a Bard you can now start as a Alderman, Ambassador, Artist, Aspirant, Cantor, Explorer, Law Keeper, Lore Master, Minstrel, Naturalist, Skald, Stormcrow, Talespinner, Trickster or Vagabond.The Prestige Bard covers avenues players may wish to explore when they come to specialize their Bard in one or more areas. As a Bard increases in level, he can choose to adopt the role of Dream Dancer, Elder, Grandmaster, Jester, Seneschal, Singer of the Dawn, Soul Taker, World Singer - or a combination of several.The Tricks of the Trade chapter gives Bards 'cool things to do', as I always describe it to our writers. It kicks off with many new uses for skills, such as using Gather Information to support Bardic Knowledge or Intimidate to bully. Assisting Actions allows a Bard to use his music in a non-magical manner to help others achieve their goals through Battle Hymns, Chamber Music, Folk Dance, Harvest Songs, Lullabies and Marching Songs, all of which also permit a Bard to specialize in the kind of music he performs. Finally, Professions allows a Bard to ally his musical talent with public performances, allowing him to adopt the roles of such things as Street Magicians, Town Criers and Animal Charmers - even if a player is not interested in pursuing such things (and who doesn't want a few extra gold on the side), then there is plenty of meat here for Games Masters to set urban scenes in their scenarios.This is followed by Bardic Feats, which allow a Bard to specialize in certain areas, taking advantage of his innate talents. He can choose to gain feats that allow him to Gossip, learn Elven Dreamweaving, become a Geographer or any one of 22 other feats.Tools of the Trade begins by looking at the qualities of Masterwork Instruments, leading into Invested Instruments - the development of seemingly magical powers as a Bard forms a close bond with his instrument over time. Magical Instruments are covered in depth with such items as the Chorus Harp and Rain Staff available, while Exotic Items covers more mundane objects such as a Metronome and Magician's Chest. Rules are also presented for Magical Crafts, for those Bards looking to produce art more permanent than tale or song. At the cost of a feat, a Bard may create sanctified architecture, magical candles, enduring embroidery, engravings of no little power, glassblowings that can capture flame, paintings that change appearance with the things they represent, pottery that will never permit food to rot , sculptures that can manifest voices and weavings that can make the lowest peasant seem noble. Finally, Magical Compositions represent lost items of Bardic lore that can be used by several performers to create castings that dwarf the abilities of a single Bard. Of all the Tricks of the Trade chapters we have done in the past, this is probably the greatest in scope!The Power of Lore concentrates on the Bard's knowledge capabilities and gives extra guidelines in its use, plus a few tips on circumstances in which its use may not always be obvious. Using this chapter, Bards can now find themselves far more intuitive, able to predict the actions of enemies or even memorize far for information than most people will ever know.The Mysteries of Music allow Bards to study their arts to far greater depth than has ever been possible before, unlocking the great secrets of legends who have come before them. There are 18 Mysteries detailed, all relating to a certain type of performance - the Great Harp, for example, or the Court Dance. Once a Bard begins studying a mystery, he gains the use new abilities that can be utilized through his music. By learning the mystery of Epic Chants, for example, he may start by accomplishing the Strength of Ancestors, which will boost the fortitude of those nearby. As he grows in understanding and power, he can turn this into Walking the Path of Legends, unlocking the hero in a comrade in a fight against evil. Sixteen new castings are presented in Bard Spells, of varying level. These include the Eye of the Heart, which permits him to automatically sense the location of hidden enemies and the Silver Voice, which makes a Bard very persuasive to those he speaks to.Once they have mastered the art of performing, Bards can become very confident, and when two meet, each may be eager to prove their skill. Bardic Duels allows them to decide who is the greatest and most skilled without resorting to violence or death. Such duels as Magic, Performance, Riddles, Rites and Steel are covered, though the Bard had better be sure of his abilities, as losing a duel can seriously hurt the purse!Finally, the Quintessential Bard wraps up with Venues, allowing a high level Bard to create a centre for art and inspiration - a theatre is one possibility, though some traveling Bards make do with a street corner to practice their skills. Full rules are given to develop a venue, including its acoustics, attributes, location and resources, with plenty of examples to guide a Bard.


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    Softcover. Condition: Fine. Mongoose Publishing Quintessential Collector Series (d20) Quintessential Elf II, The - Advanced Tactics (EX)Manufacturer: Mongoose PublishingProduct Line: Quintessential Collector Series (d20)Type: SoftcoverCode: MGP4405Copyright Date: 2004Author: Shannon KalvarPage Count: 128Please review the condition and any condition notes for the exact condition of this item. All pictures are stock photos. The condition of the item you will receive is EX. Our grading system is explained in the terms of sale section of our bookseller page. Please feel free to contact us with any questions. Product Description:The martial artist is a staple of popular culture and has been for decades in Western society. The fighting prowess of the martial artist has been amply demonstrated in comic books, in novels, in film and in television and many martial artists have achieved superstardom, or even cinematic immortality. In the East, martial arts popular culture has an even longer history, with famous monks, both entirely fictional and historical, taking centre stage in film for almost a century and in literature for literally millennia.The martial artist appeals to us on multiple levels. Visually, unarmed fighting techniques are beautiful, even the most straightforward of them, for there is beauty in brutal simplicity; this means that well made martial films and shows are thrilling to watch. Beyond the visceral thrill of watching lightning fast flips, punches, kicks and throws, there is also the unspoken admiration we have for anyone who can truly claim to be a master of some skill. The best martial artists are absolutely, unswervingly dedicated to the perfection of their bodies and of their fighting skills and we, as viewers, or even martial arts practitioners, respond to that.Elves delight the readers of fantasy books and gamers alike. Ephermal beings of light and spirit, they dance just on the edge of our awareness. They can be angels and demons, the personification of otherworldly magic or nature spirits depending on who does the telling. They may be warriors, wizards, singers, poets, dreamersā ¦or nothing at all, just figments of movement at the corner of our eye. It is this seemingly infinite well of possibilities that causes us to come back to elves again, and again, and yet again. Elves can embody the best of us, our purest qualities unsullied by the decay of time or the grime of compromise. Unlike the more pragmatic humans they act on the epic scale, directly choosing good and evil without flinching.The Collectorā s Series II takes an advanced look at the whole range of class and racial sourcebooks from Mongoose Publishing, all designed to greatly widen a playerā s options for his character within the d20 games system. More than simple continuations, the second series of Quintessential books slot seamlessly into any fantasy-based campaign, giving advanced alternatives for characters of one class or race within the game, allowing both players and Games Masters the chance to give mid- and high-level characters new options without overpowering or unbalancing the game as a whole. The Collectorā s Series II will not necessarily allow players to make their characters even better, but they will be able to do a lot more than they ever thought possible.The Quintessential Elf II does not aim to revolutionize the portrayal of elves that already exists in the literature of fantasy gaming. Elves are the single most commonly written about race; trying to change the accumulated perceptions created by such a mass would take a work of rare genius.Rather, Quintessential Elf II focuses on trying to help the reader get the most out of what he already knows about elves. It starts off with basic rules for tailoring elves to fit specific roles in a campaign or world. We then move on to discuss building truly epic elves using multiple classes and legendary career paths that lead to the ultimate reaches of combined martial might and elven magic.We then turn our attention to the technology and knowledge of the elves. Rather than presenting a single possibility the three chapters (Elven Ways and Means, The Magical Elf, and Fey Tricks) cover a wide variety of elven types. How do elves that are effectively angels differ from those who represent the spirits of nature? What tricks does an wild spirit elf bring to the table that a near divine immortal does not? By mixing and matching elements form these chapters Games Masters and players will be able to portray elven cultures without falling back on simple stereotypes.Elven Ways and Means bears the heaviest burden of the three knowledge chapters. It lays out four potential "elven technologies" each with unique flavor and use. Elfin crafts allow the elves to imbue relatively crude items with beauty and magical power. Grown crystals give the elves access to an infinitely deep well of physical material to work with, so that they can avoid grubbing for metal. Living magic twists the standard d20 rules for wondrous items so that elves can create trees with sap of steel and a thousand fruits. Woven light allows elves to reach out and forge a blade of moonlight, or weave a cloak of starlight. Taking these as bases for elven society allows the both players and Games Masters to create elves that truly live in a very different way than their mortal kin.The other two chapters, The Magical Elf and Fey Tricks, try to give players practical uses for the ethereal concepts discussed in the rest of the book. Saying that the elves embody spirits of light does not necessarily give the player a host of new options for customizing his character's presence in the game world. The Magical Elf solves this problem by providing Charm feats that represent the character's powers in a discrete, mechanically clear way. Fey Tricks continues the trend by outlining various feats related to the character's innate connection to the world of essential forces.

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    Softcover. Condition: Very Good. Mongoose Publishing Pocket Guides (d20) Mongoose Pocket Games Master's Guide, The (VG+)Manufacturer: Mongoose PublishingProduct Line: Pocket Guides (d20)Type: SoftcoverCode: MGP2222Copyright Date: 2004Author: Shannon KalvarPage Count: 392Please review the condition and any condition notes for the exact condition of this item. All pictures are stock photos. The condition of the item you will receive is VG+. Our grading system is explained in the terms of sale section of our bookseller page. Please feel free to contact us with any questions. Product Description:In a new handy-dandy size comes everything a Games Master needs to know in order to run the D20 system! A perfect complement to the Pocket Player's Handbook, The Pocket Games Master's Guide will reduce the need for you to lug heavy books to every gaming session!.

  • Shannon Kalvar

    Published by Mongoose Publishing, 1999

    ISBN 10: 1904577989ISBN 13: 9781904577980

    Seller: Noble Knight Games, Fitchburg, WI, U.S.A.

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    Hardcover. Condition: As New. Mongoose Publishing Classic Play (d20) Book of Immortals, The (EX/NM)Manufacturer: Mongoose PublishingProduct Line: Classic Play (d20)Type: HardcoverCode: MGP8882Copyright Date: 2004Author: Shannon KalvarPage Count: 256Please review the condition and any condition notes for the exact condition of this item. All pictures are stock photos. The condition of the item you will receive is EX/NM. Our grading system is explained in the terms of sale section of our bookseller page. Please feel free to contact us with any questions. Product Description:Before light, before shadow, before darkness, before earth and sky and sea, there existed many beings. These beings made all that is, all that was and all that may ever be. They forged the realms of existence: the planes, the seas, the gods ā everything. None know their names, though all people tell stories of them and their creations. Even the gods cannot speak truth about their nature. These beings, whatever they are, set the stage for all that would come.Within the realms of existence, one finds three states of being: gods, mortals and beings who stand somewhere between the two. These latter beings, called Immortals, wield powers far beyond what mortals can hope to wield. They can call up armies of spirits, spark the sky into a raging blaze or shatter the earth with a single blow from their mighty hands. Great as their powers are though, they cannot match the godsā might.Gods and Immortals wield incredible, world-shaking powers, manipulate the fate of nations and visit ruin upon those who oppose them. They may have worshippers, temples, nations and even entire worlds singing their praises. Most are as fickle as cats and seemingly indifferent to the damage done to lesser beings in their titanic struggles with cosmic forces.But where does that leave the common man? A mere puppet to be toyed with; a pawn to be used in the endless games of the gods? For those brave enough to take on the seemingly impossible there is hope, for mortals can become Immortals. They can take up arms against the gods themselves, shaping destiny to suit their personal whims. Their powers can shelter nations, strike down mountain ranges and shatter the barriers between worlds.The greatest challenge awaits you. Do you dare to take up the reins of power? Do you dare to challenge the forces of the universe, to take your place among the stars?In The Book of Immortals, we turn our attention to the fascinating adventures that take place when characters begin to transcend the limitations placed upon mortals. They begin to deal with the gods as equals or at least as individuals with enough power to change the world in their own right. They deal directly with good and evil, law and chaos, in its primal forms. They make bargains with celestial beings, play devils off against one another and may even develop a cult dedicated to their eventual deification.The rules presented in this book provide players and Games Masters with a structure with which they can represent these heady levels of accomplishment. They run parallel to the standard epic d20 rules, allowing the characters to use both systems simultaneously or for parties to split; some becoming epic characters while others develop themselves along the Path of Immortality.


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    Paperback. Condition: Good. No Jacket. Pages can have notes/highlighting. Spine may show signs of wear. ~ ThriftBooks: Read More, Spend Less 0.95.

  • Shannon Kalvar

    Published by Mongoose Publishing, 1999

    ISBN 10: 1904854346ISBN 13: 9781904854340

    Seller: Noble Knight Games, Fitchburg, WI, U.S.A.

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    Softcover. Condition: As New. Mongoose Publishing Conan (d20) Free Companies, The (NM)Manufacturer: Mongoose PublishingProduct Line: Conan (d20)Type: SoftcoverCode: MGP7706Copyright Date: 2004Author: Shannon KalvarPage Count: 128Please review the condition and any condition notes for the exact condition of this item. All pictures are stock photos. The condition of the item you will receive is NM. Our grading system is explained in the terms of sale section of our bookseller page. Please feel free to contact us with any questions. Product Description:Welcome to The Free Companies, a book about warfare in the Hyborian Age. Within these pages you will find rules allowing you to play as a mercenary, soldier, officer, or generals. You will also find new feats, a handful of prestige classes, and new rules for looting entire cities.If the contents of the book cover armies around the world, why did we call it The Free Companies? Why not Armies of the Hyborian Age, or A Military Gazetteer of the Hyborian Age? Either of the two titles presented above would convey the contents of the book. Armies, soldiers, and the bright flame of war dominate this book. What they would not convey is the focus we placed on the individual soldier.In the world presented by R. E. Howard the individual soldier, whether infantryman or king, drives the conflict. An individual can change the battle's tide with a strong arm and sharp steel. Armies may surge around him, thousands may die, but the hero takes centre-stage.Just as importantly the clash of armies rarely dominates R. E. Howard's stories. When armies do battle they demonstrate not the tactical genius of the characters, but their relative power. The faceless spear-carriers provide bloody testimony to whom stands supreme among the powers of the world.We choose The Free Companies to represent facet of R. E. Howard's work. The mercenary Free Companies of the Hyborian Age acknowledge the power of an individual soldier to change the world. They give characters a chance to take the centre stage even when mighty nations clash in war. Kingdoms vie for their services, while sorcerers entice them with gold drawn from forbidden stashes. Soldiers and peasant levies may be part of this book, but the mercenary ethos drives it.Thus, the Free Companies, groups made up of companions drawn from a thousand backgrounds all searching for a way to transform good steel into bloody gold.Beyond this introduction this book falls into three distinct parts: game systems, system information, and world information. Each section provides players and Games Masters with a variety of options.The game systems part kick off with The Game of War, a section containing the first official printing of the Conan Mass Combat system. This token-based war-game allows players to engage in massive tabletop battles involving sorcery and siege engines. The book then moves on to present a narrative combat system in The Solider and The General at War. These two chapters together present an army combat system in which each character's actions have dramatic repercussions. Their actions can save their immediate companions, break the enemy lines, or shatter the enemy's will to fight.The system information part covers Hyborian Age armies, siege weapons, feats and two prestige classes. This information covers three chapters: The Armies, The Tools, and the Secrets of War. All three are 'dual-stated' for both the mass combat and the narrative combat systems. With this information players will be able to play a mass combat siege, switch over to narrative combat while looting city, then flip back to a war-game to defend the city from its legitimate owners.The world information section covers both mercenary organizations and the culture of legitimate armies. It covers enlistment policies, professional ethics, and the rules of looting obeyed by various groups. The last section covers how to use Hyborian Age military obligations (freely assumed and not) as part of an on-going campaign. With this information characters can follow Conan's footsteps as a mercenary or try to raise their fortunes as defenders of a single great kingdom.


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  • Shannon Kalvar

    Published by Mongoose Publishing, 1999

    ISBN 10: 1904577954ISBN 13: 9781904577959

    Seller: Noble Knight Games, Fitchburg, WI, U.S.A.

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    Softcover. Condition: Fine. Mongoose Publishing Conan (d20) Pirate Isles (EX)Manufacturer: Mongoose PublishingProduct Line: Conan (d20)Type: SoftcoverCode: MGP7704Copyright Date: 2004Author: Shannon KalvarPage Count: 128Please review the condition and any condition notes for the exact condition of this item. All pictures are stock photos. The condition of the item you will receive is EX. Our grading system is explained in the terms of sale section of our bookseller page. Please feel free to contact us with any questions. Product Description:Welcome to the Pirate Isles, a rules supplement for the Conan RPG.Within this book you will find dozens of carefully crafted ideas, hung up for your barbaric pleasures. Fine wenches dance forbidden dances, a river of yellow gold flows from callused hands, pirates leap from deck to deck, staining their spears red with blood. Night will soon fall on the Hyborian Age, but not before its' greatest hero sails the seas on a path of blood and ruin.That road runs from the flame of the furthest south to the bright cold land of Vanaheim in the north. A savage echo of it beats a crimson stain into the shores of the Vilayet Sea, fuelled by mad hate, unleashed from the cruel shackles forged by Turan masters. Along them flows the wealth of nations, bodily ripped from the soft hands of civilized men.Out on the seas men and women find an exhilarating freedom unlike anything in the known world. Civilized folk cast aside the barriers imposed upon them by the decaying influences of civilization. Free to act as they would without such petty influences they rise to a level almost equal to that of the untamed strength born in the wildest places of the world. Those brave souls weaned in the uncharted wilderness of the world find a ready home among the wild folk of the seas, although even they cannot imagine the unfettered life of the sea.Pirate Isles contains rules for integrating sea-based adventures into your Hyborian Age game. Although pirates and their kin certainly receive the most focus, characters of all persuasions can find something of value within.The book starts off with Seas of Blood, detailing the cultures and lifestyles of various pirate bands. This chapter focuses on the four known pirate brotherhoods, their host cultures, and their various activities. It includes new feats for pirate characters, a system for leveraging Leadership and reputation to rule a pirate ship. This chapter finishes with a description of the myths and legends surrounding pirate life, providing a system to quickly generate similar stories for in game use.Where Land Meets Sea addresses the thorny game problem of building suitable settlements for pillaging. It starts with a discussion of various coastal targets then moves on to outline what kind of loot they might contain. After having found the loot, characters will need to dispose of it using the rules contained in the fencing subsection. The last two sections provide rules for seeding in islands and for various complications that could occur during sea travel.In the next two chapters (Secrets of the Sea and Ships of the Sea) we get into the details of building a character and ship. The first chapter deals with the complexities of pirate feats; the second provides a simple system for building Hyborian Age ships.In Seas of Steel, the book finally gets to the details all Conan readers were waiting for: rules for standing thew-deep in your enemies' gore. The chapter a contested system for closing with the target, including rules for launching withering arrow fire. The actual red work of boarding and conquering a ship comes next, with attention paid not only to fighting, but also to inciting mutinies and looting the ships cargo.In order to give players people to loot and Games Masters opponents for his players the book then addresses the People and Beasts of the Sea. This chapter outlines various named personalities as well as creatures, necromancy raised threats, and various demons summoned to dominate the deep places of the world.The will to summon the later two types of creatures is the focus of Powers of the Sea. This chapter outlines a variety of new spells. Some of these spells settle into the sorcery styles presented in the main rulebook. Others fill out the list for the two new sorcery styles: Sea Witchery and Weather Witching. The chapter ends with a short discussion of specific kinds of sea based herbs, alchemical preparations, and magical items.The book comes to an end with the Call of the Sea. This chapter provides Games Masters with various adventure seeds, both for one evening affairs and entire campaigns of bloody piracy. Players can use this section to "fill in" their character's downtime, borrowing seeds to explain any gaps in their chronology.Welcome to the wild world of Hyborian Age pirates. They are rogues and murderers, revolutionaries and escaped slaves. Regardless of their background and motives, each pirate has a gift that no other Hyborian can claim: they are free.

  • KALVAR, SHANNON

    Published by EDITORES VARIOS, 2005

    Seller: Librerķa Smile Books, Badalona, BCN, Spain

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    TAPA DURA. CONAN CASTELLANO Observaciones : ESQUINAS LIGERAMENTE DOBLADAS ,OLOR A TABACO . ACEPTABLE (PUEDE ESTAR SUBRAYADO, Y/O GOLPEADO).