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Products found in this section Sort by: Immerse yourself in this exciting world and learn why the fantastic continent of Aventuria is like no other. This indispensable guide is designed both for players and GMs. Explore the regions, kingdoms, and history of Aventuria in detail. Chimera killer. Dragon slayer. Titles that bring honor and glory But to claim one of these awe-inspiring titles, heroes must defeat these beasts.
Horrifying and deadly monsters lurk in the forests, swamps, and jungles of Aventuria. To creatures such as these, heroes are little more than food, and whoever gets too close may fall prey to venomous fangs, razor-sharp claws, or worse This regional sourcebook provides detailed background information on these hostile realms and their combative inhabitants in northwestern Aventuria.
Explore the hazardous Forest Wilderness, the deadly Bladegrass Steppes in the east, and the rough shores of the Lakelands. Uncover hidden secrets of Whether strolling down peaceful, sunny streets or leading troops in epic battles, heroes must know how to defend themselves.
The Aventuria Compendium presents many new options for combat. Learn powerful fighting styles known only to the best warriors and swordmasters.
If you prefer unarmed combat, train in the art of Hruruzat or learn to take down an enemy with Cyclopean How about a longbow for your Nostrian huntswoman from the Forest Wilderness? The Armory of the Warring Kingdoms includes stats, rules, and artwork for all the weapons, armor, equipment, and unique artifacts New hit zone rules allow characters to wear a mix of armor types, whether out of necessity or simply to suit a personal sense of style.
Defend yourself The Dark Eye - The Vampire of Havena You hear the muffled sound of footfalls on wet cobblestones, then the sound of heavy boots stepping through puddles.
How can you get away? You never respected law and order quite as much as the At stake is an exclusive, hereditary license to sell steel in the city of Firunen. The party arrives just in time for the contest and meets an old friend—Alriksej The Dark Eye - Revelations from Heaven Looking forward to a well-deserved rest, the heroes travel to the Principality of Kosh, known for its unspoiled and breathtakingly beautiful landscapes and the hospitality of its people.
Not everyone who lives here acts in a way that The Dark Eye - The White Lake Theater Knights I As the first snowflakes of the season begin to fall in Bornland, an armed group sets out in search of the missing Thorwal Drum, a symbol of pride and patriotism for the citizens of Festum.
The Drum was stolen last spring, and to get it back, Guard Captain Timpski and his men are more than willing to use force. The trail leads them to a laager of Norbard houseboats locked in the ice, and only the The Dark Eye - Tales of Dragons and Thieves This exciting anthology presents three ready-to-play adventures all about fire-breathing dragons and cunning brigands.
Answering the call of a wealthy matron, the heroes promise to escort A Reluctant The Dark Eye - Arivor's Doom Arivor, jewel of the Horasian Empire, is the heart of the Rondranian faith, stronghold of the staunch Ardarites, and home to famed weapon smiths, skilled armorers, and vintners of fine wines. Trumpets herald the opening of the mid-summer Tournament as the city fills with pilgrims and excited onlookers. The heroes come to Arivor as eager tournament participants, bold explorers, or enthusiastic friends After an encounter with thieves and a brush with vicious killers, the heroes make an unexpected stop at a fortress monastery that serves as a hospital for the insane.
Don't worry, I just discovered it in December. YOu can find more information and other game discussions here and here. Internet rage goon.
Is that true? And do later editions include masks as well?
Thanks for sharing the game! William Hostman. I've been Banished to Oregon Gaming in Corvallis, living in Alsea Need gamers willing to try new things George, first of all, thank you for this amazing story.
It's awesome to see through what lengths people have to go for role-playing in countries where RPGs are not so readily available. I think this is really spot on. The creators of DSA put a lot of thought into the inner workings of the setting and how everything fits together. The term that was coined for this is "fantastic realism". It means that awesome spells or powers or creatures are not just thrown in the world because they're cool, but only if there's an inherent reason why they should be there.
While the setting and it's realism is still great and mostly working, it was been blewn way out of proportion. For example there's a sourcebook for every region, each at about pages, 15 books in total, and that is just the regional descriptions.
There's books on trade and commerce, famous magical academies three books , collections of chants for several deities 5 books so far etc. The problem I see here is that it's just too much and too detailed information. I have a theory on why the name wasn't translated literally Hey, sweet, thanks! I've been curious about this for a while, but my German is pretty much crap. Been Playing it for 15 years now. Definitely superior to D20 as long you don't want any table top battles.
Er hat eine Peitsche genommen und hat sie ihm in die Fresse gehau'n! DAS hat er gemacht! Optional rules are just that, optional. Wege der Helden http: The system is really awesome for organic character growth and low powered beginnings. The setting is so fucking detailed, you can have a lumberjack, rat catcher, merchant, butcher and barber all featured in the character generation book turning them into heroes over the time.
That's the most fun way to play the game. Your post is appreciated.