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GHOULS MINDS EYE THEATRE RULEBOOK MET: THE REQUIEM EXALTED: THE AUTOCHTHONIANS
G A M E
CITY OF THE DAMNED: NEW ORLEANS PREDATORS WEREWOLF: THE FORSAKEN MOUSEPAD WORLD OF DARKNESS: MYSTERIOUS PLACES CULT OF THE ILLUMINATED
W O L F
ORDO DRACUL THE MARRIAGE OF VICE & VICIOUSNESS MAGE: THE AWAKENING T-SHIRT L MAGE: THE AWAKENING T-SHIRT XL MAGE: THE AWAKENING T-SHIRT XXL A SHADOW OVER HEAVENS EYE
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W H I T E
LORE OF THE FORSAKEN MAGE: THE AWAKENING CHARACTER PAD MAGE: THE AWAKENING SCREEN MAGE: THE AWAKENING DICE NO GREATER FEAR WOMEN OF THE CAMARILLA 2006 CALENDAR WILD BLOOD
White Wolf Publishing, Inc. 1554 Litton Drive Stone Mountain, GA 30083
White Wolf Publishing Owners: Stewart and Steve Wieck, Mark ReinHagen President: Mike Tinney Justin Achilli Will Hindmarch Ethan Skemp Bill Bridges Geoffrey C. Grabowski John Chambers Sword and Sorcery Studios Managing Editor: Stewart Wieck Trading Card Game Projects: Steve Wieck Vice President, Production and Design: Vampire and MET Art Director: Werewolf Art Director: Exalted Art Director: VTES Art Director: EverQuest and Ravenloft Art Director: Warcraft Art Director: Necromancer Art Director: Marketing Art Director: Rich Thomas Pauline Benney Aileen E. Miles Brian Glass Becky Jollensten Rich Thomas Matt Milberger Mike Chaney Katie McCaskill Editing and Development Manager: Vampire IP Developer: Werewolf Developer: Mage Developer: Exalted Co-Developers:
Author Aaron Dembski-Bowden gives us a look at the terrifying things that await you (and the Forsaken) in Predators Predators, the next major sourcebook for Werewolf: The Forsaken Forsaken.
8 WELCOME TO THE MACHINE GOD 10 STRIKE LIKE A TIDAL WAVE 11 IT STARTS HERE
Computer Projects Director: Chris McDonough Computer Projects: Conrad Hubbard Sara Miller Vice President, Sales: Director of Sales: Director of Book Chain Sales: Direct Sales Manager: Sales Facilitation & Title Management: Director of Marketing: Events Coordinator: Fan Club Director: Copy Writer & Editor: Dean Burnham Fred Yelk Mike Krause Brad Butkovitch Diane Zamojski Philippe Boulle Chad Brown Charles Bailey Carl Bowen
Exalted: The Autochthonians takes you beyond the confines of Creation and into a strange and alien world, the self-contained machine-world of Autochthonia. This except tours the confines of this new realm.
An assortment of tricks and Charms from Aspect-Book: Water shows just a few reasons you want to take these Dragon-Bloods seriously. See the beginning of the Exalt Panthers quest to restore a just world in this excerpt from Carl Bowens upcoming novel Exalted: Pillar of the Sun Sun. Learn the tricks for creating a city full of vampires from members of the Camarilla fan club.
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Controller: Benjamin T. Monk Jr. Accounts Receivable: Lisa Eidson Accounts Payable: Rebecca Schaefer Print Buyer & Licensing: Aaron Voss Warehouse Manager: Raphael Castle
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2005 White Wolf Publishing, Inc. All rights reserved. Reproduction without the written permission of the publisher is expressly forbidden. White Wolf, Vampire, World of Darkness, Vampire the Masquerade, Vampire the Eternal Struggle, Exalted, Aberrant and Mage the Ascension are registered trademarks of White Wolf Publishing, Inc. All rights reserved. Vampire the Requiem, Werewolf the Forsaken, Mage the Awakening, Dark Ages Vampire, Werewolf the Apocalypse, Storyteller System, Storytelling System, Dark Medieval, Trinity, Trinity Universe, Orpheus, Adventure, Age of Sorrows, Minds Eye Theatre, Sword and Sorcery, the Sword & Sorcery logo, Scarred Lands, Two Wolf Press, Borealis and Borealis Legends are trademarks of White Wolf Publishing, Inc. Arthaus is a trademark of Arthaus Publishing. All rights reserved. Trademarks and copyrights of Two Wolf Press and Borealis titles are held by their respective authors or editors. All other titles, characters, names, places and text herein are copyrighted by White Wolf Publishing, Inc. The mention of or reference to any company or product in these pages is not a challenge to the trademark or copyright concerned. Check out White Wolf online at http://www.white-wolf.com PRINTED IN CANADA.
Predators!
12 URBAN RENEWAL
by Dan Brereton
In May
Southeast VTES Qualifier (May 14) card players gather in Atlanta for the Southeast qualifier for this years North American championship (to be held in August in Indianapolis). The Minds Eye Returns After a delay to make sure they were just right, White Wolfs new liveaction rules hit shelves this month.
In June
NEGLECt (June 2-5) Chicago welcomes the Camarilla in the 2005 event for Northeast, Great Lakes and East-Central members (open to gamers from further afield too, of course). Live-action and tabletop World of Darkness games go all day and all night. Origins (June 30 - July 3) Gamers of all stripes descend on poor Columbus, Ohio. White Wolf holds an exclusive preview game for Mage: The Awakening as well as a variety of seminars and other events.
Howlings
Essentially, it comes from constant cooperation and diligence. The whole reason Im down here in beautiful Atlanta is because we developers need to be able to tap each other on the shoulder at any minute. Its an ongoing process in which we constantly doublecheck and remind ourselves. SHRICKE: Victorian Age and Dark Ages is there any chance we might see them again or is that completely ruled out? Hindmarch: As game lines, or sub-lines, or whatever, I dont think youll see them again. More to the point, we dont even have all of our horses out of the gate right now, so those sorts of questions are a long way off. Personally, I have a big love for history and historical settings, but I think youre more likely to see certain historical elements just come up in books where its needed, rather than put into their own books. I cant say for sure, either way, and I cant see the future, but I doubt you ll see products that go over that same ground in a similar way again. Jackob : The inevitable question: Whats your favorite Clan and Covenant? Hindmarch: Hm. That really is hard for me to say. Im not good at favorites, no matter the subject. Ill go with the Circle of the Crone and the Mekhet, but thatll change tomorrow. Mithras: Are there any future plans to release any sourcebooks set in Europe? Hindmarch: Set in Europe Assuming that means focused on Europe, yeah, Id like very much to do a book on Edinburgh some day (though its not in Europe), and Id like to do some very nonWestern areas and ideas. I cant say when that will happen, but my answer is an emphatic Yes! Soonmot: Are we going to have another Kuei-Jin, or will all vampires have the same sort of supernatural background, whatever that may be? Hindmarch : Without being able to see the future, my answer is this: All vampires the world over are, at their core, the same creatures. That said, take a look at the Aswang in World of Darkness: Antagonists. Thats a great example of another cultures vampire myth adapted to the World of Darkness. For vampires you can play, though, I plan to have all the world s undead be different breeds of the same stock. Bloodlines: The Hidden , for example, has vampire lineages from all over the world. One day I hope to exaggerate the way thats done (in an optional system), but generally, all vampires are the same kind of monster. Qzujak49: Will we see Discipline levels above 5? Hindmarch: Depends who you play with. I wont be covering that territory for a long while. I dont promise that I will ever cover it. Its the purview of the individual Storyteller for now. qzujak49: Will we be getting more info on VII and their Kingdom? Hindmarch: Yes, yes, yes. Ive just spent some time developing three distinct ideas for VII with three different authors. The book on VII offers three different ideas for you to use either in whole, or in parts to assemble your own VII organization. Theyre a stellar example of how things are done in the new game line. Im pretty excited to see these three ideas unfold. Derbyhat: Will we be seeing other books (in the vein of VII) with this this, that, or this other thing entirely flexibility? Hindmarch: Absolutely, yes. VII is the best example right now, only because its mentioned in the rulebook and because that book is so focused on one subject. In the future, though, I want to even go so far as to offer up optional alternatives to the basic Curse of the Damned. Plus, Im hoping to experiment with a citybook or two thats as flexible and multi-faceted as the VII book. I love that stuff.. _daNieL_: Any plans for more details on Golconda, or will it remain speculative? Hindmarch: Bit of both. If I get my way, youll see some cultural permutations of what might be Golconda get the VII-style treatment we were just discussing. That might be in 2006. gur wadd: What aspect of Vampire: The Requiem do you feel has the most room for development going forward, and what aspects do you feel are already complete? Hindmarch: I think The Requiem (and the World of Darkness book) lay down a solid foundation, but that our first job is to layer on the fundamental materials at this stage covenant books, new bloodlines, etc. At this point, nothing is complete. Everything could be explored deeper, but I think it s the cultural place of vampires, the way they interact with the world at large, and the ways they behave and interact as creatures, thats most open to new development. Vampire anthropology, in other words. WPPB : Any chance of something like the Q&A in the Storytellers Handbook. Things like do vampires cry blood, do they leave fingerprints, do their fangs retract? Hindmarch: Ive thought a lot about that, and I like that kind of easily digestible format for some things, but on that subject I think Id rather handle it this way: Q: Do vampires leave fingerprints? A: If they do, then [this can happen in your game], but if they dont [then you get to do stuff like this]. Id like to explore the notions and offer you guys answers to toy with do it one way in this chronicle and a different way in the next chronicle. Even if I have to pick one way as the default (for the purposes of published stories and the like), I don t want to neglect the options. Mithras: Are there any more plans to create more covenants than the five presented in the main book? Hindmarch: I plan to create some new takes on the covenants, first. (What did the Invictus evolve into in Mumbai, or something.) If or when I get to do my books on some far-off lands (Turkey, Japan, India), I expect youll see a mix of the traditional covenants and a new one or two here or there. Id like to, but itll be a while before we ve finished putting down the carpet, so to speak. SHRICKE: There were rumors for a historical setting based on ancient Rome. As you said before, Will, its to early to be sure, but Justin said he would love to do it. Are you of this opinion also? Hindmarch: Ive been trying to coax more of this idea out of Justin. Short version is that, yes, I m crazy excited to see this setting. The sooner we do it, though, the sooner we dilute the focus on the Modern Gothic part. I dont know when the time will be right, but I think well get to see something about Roman Vitae some night. GEHENNAHERETIC : Doesnt the blood sympathy rule where blood relatives can spy on each other hinder the intrigue aspects of the game? Hindmarch: Not at all. Its a mechanism of consequence. Intrigue is sort of about things happening behind the scenes, but stories are always about what happens when things come on stage. It suggests avenues of intrigue, makes character accountable for their actions, and demands that these reclusive monsters interact in dramatic ways. It keeps power from gravitating automatically upwards, to some extent. It requires somewhat different storytelling from the old game, but that doesnt mean its less intriguing. Good question, though. You can find a full transcript of the chat on white-wolf.com
Starting from scratch is a daunting task, particularly when the result needs to be something appealing and playable to a large base of Vampire: The Requiem players. April sees the release of Lancea Sanctum Sanctum, a complete guide to the most religious of the five core covenants in Vampire Vampire. Following are some of the principles I put to the books writers. Theres also an excerpt from the book proper, so you can judge if we all did our jobs right.
The Lancea Sanctum is conservative. Sometimes arch- or even ultra-conservative. It doesnt want to get its way by tearing everything down and burning the piles of debris. The Lancea Sanctum can be subtle and mannered when its not being imperious. It wants to help those who help themselves. The Lancea Sanctum is righteous. Christ is to Christians as Longinus is to the Lancea Sanctum. Although not every Sanctified needs to be a Testament of Longinus-beating fundie, the covenants members generally believe its dogma. Certainly, less-devout members exist, but its probably easier to advance a personal agenda from inside a sect that doesnt require so much of its members. Trying to ride the Lancea Sanctum into your own archbishopric is hard work. You might as well try to become a big shot in Romes politics by becoming Pope. It can be done, but not likely. No, the Lancea Sanctum is largely earnest in its crusades. The Lancea Sanctum is zealous. The Lancea Sanctum is entirely convinced that its way is the best way, and thats among Lancea Sanctum progressives who dont insist that the Lancea Sanctum way is the one true way. Members of the Lancea Sanctum are headstrong because theyre entirely convinced of their cause. Bear in mind that this doesnt mean every member has to be an overbearing, blustering jackass who wants to boss the coterie around. A Sanctified can be quietly determined, stoic and unflappable, or simply committed to his own cause. As such, crises of faith serve as great flaws or foibles for Lancea Sanctum characters, and covenant theory will often clash with the cornerstones of the characters morality. The Lancea Sanctum is deliberate. Its not like the Lancea Sanctum to run in and throw Molotov cocktails at your haven. A Lancea Sanctum foe might be a relentless dark knight, coming at you with unstoppable fury, or she might be a consummate politico, undermining your credibility and reputation by suggesting that your actions arent good for the whole of
by Justin Achilli
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Ghouls
WW25110; $26.99 ISBN 1-58846-256-0
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the Damned. Being Sanctified isnt about chaos and random thuggery, its about knowing youre doing Gods work in your own capacity as predator. The Lancea Sanctum is organized. The Lancea Sanctum is far more so than many of the other covenants, and is arguably the most organized of all of them. The Carthians are fractured internally. The Ordo Dracul is a scam. The Circle of the Crone has a hierarchy, but its more organic, fluid and holistic. Even the Invictus is more of an Ill do what I want and you had best know your place sort of situation. The Lancea Sanctum has titles and offices directly responsible for certain sectarian duties. Note that this doesnt mean theres no conflict within the covenant it just means that the sect is more cohesive in general. The Lancea Sanctum is catholic in both senses of the word. It draws many of its rites and practices from the capital-C Catholic denomination of Christianity, and for this reason, many Kindred suspect that the Lancea Sanctum is the oldest covenant of vampires, possibly having been there since the inception of the mortal faith. It is lowercasec catholic because it has ideas and beliefs about the entire Kindred condition, not just certain aspects. Its moralities are evolved and even convoluted in places, covering every aspect of the Requiem from relations with mortals to the nature of inter-Kindred relationships. The Lancea Sanctum exalts the role of predator. God made vampires a cut above mortals their powers and abilities are testament to that. God also, however, made vampires prey upon lesser creatures. In the minds of Lancea Sanctum vampires, theyre not doing their jobs unless theyre inflicting terror or preying on the populace. Be careful with this. The Sanctified act as they do out of a sense of divine purpose, not because theyre sociopaths or bullies. As always, Im sure there are some sociopathic bullies among the Lancea Sanctum, but theyre not the prevailing culture. Sanctified vampires aggrandize their vampiric nature because thats what God made them. They have no illusions as to whether or not theyre Damned they
just spend less time crying into their pillows about the matter. This, of course, is a delicate matter when it comes to handling Humanity, but many Sanctified are willful enough to maintain control over themselves and still evolve a predators mindset. The Lancea Sanctum is evangelical. You will do what the Lancea Sanctum says. The Sanctified are the rightful lords of the Kindred, because they know most intimately what being a vampire means. The Lancea Sanctum enforces. The Lancea Sanctum demands. The Lancea Sanctum holds your fate in its hands, and if you cross it, you shall die as a heretic or traitor.
The Lancea Sanctum is hypocritical. The Lancea Sanctum occasionally breaks the Kindred Traditions, but it justifies those acts to itself. When Lancea Sanctum members do it, they have a good reason. When you do it, youre a traitor to the Damned. Lancea Sanctum leaders and officials are Anointed. The rite of Anointing occurs whenever a vampire gains rank in the Lancea Sanctum. For this reason, leaders, etc. are often referred to as the Anointed. See the core book subsection for more.
Quadragesima (literally Latin for 40 days or 40th day) is an imposed period of reflection, prayer and fasting for the Sanctified. According to some translations of the Testament, after Longinus was cursed, he existed in a numb, hungry state for 40 nights. During these 40 nights, he wandered, mad with starvation, eyes and mind lying to him with hallucinations and visions. This was the covenant fathers darkest time, but in a way, also the most revealing. For in his visions, he saw the true nature of his Requiem and found what it meant to be a sanguine fiend of the night. Many of these visions found in the Testament, written in a cryptic poetical style, are said to inform much of what would become Longinus philosophies and the Lancea Sanctums practices. To emulate the fasting of Longinus, the covenant offers the ritus of Quadragesima (sometimes called only The Holy Denial or The Prophets Fast). It begins on the first night of the New Year (January 1) and continues for 40 days, until February 9. Abstaining from drinking blood is a critical part of this ritual, but isnt the sum total of it, either. Starving oneself from Vitae for a full five and a half weeks is a sure road to frenzy, not to mention a practical guarantee that some overzealous neonate is going to shatter the Masquerade. The fasting only takes place during the final week of the Denial, from February 3 to February 9. Wise Kindred feed to satiety beforehand so as not to go truly hungry. Wise Sanctified hide themselves contemplatively away in their havens for the time, so as not to require any unnecessary uses of their Vitae. Clever enemies know that this is an excellent time to engage faithful Sanctified, if only to deplete their blood supply and lead them to weakness.
The days prior to February 3 are marked by prayer and reflection leading up to the abstaining from blood. Prayers are largely personal, with several instances of Ecclesia observed by individuals or coteries. Midnight Mass during this period does take on even more pomp and circumstance, however, usually running double the time with readings from the more obscure parts of The Testament of Longinus. Not all Sanctified join in the ritus of Quadragesima. Once upon a time, they did. They were required to, actually, bound by dogma (and held fast by threats of further damnation and heresy) to take part in the Denial. Unfortunately, as traditionalist and demanding as the Lancea Sanctum is, it cant demand such a sacrifice of its members any longer, mostly because it just cant keep track of who is partaking and who isnt. Moreover, its dangerous inviting such weakness into the covenant, even if only for seven nights. The Sanctified party line demands that every covenant member take part in the ritual. The reality, on the other hand, is that most give some lip service to prayer, but not to the actual fasting. System: Those Sanctified who faithfully meet the obligations of Quadragesima find that it reinvigorates them, giving them a wellspring of faith upon which to draw when they need it most. After fulfilling the requirements of the ritus, the Sanctified characters player may declare that the 9 Again rule applies to any single roll he makes. Again, this 9 Again bonus applies to a single roll if applied to an extended action, it affects only the next roll made for that action, not every roll made for that action. If this bonus isnt taken before the beginning of the next Quadragesima (January 1), it is lost. Players may not bank 9 Again bonuses earned in this manner. The 9 Again rule is described on p. 134 of the World of Darkness rulebook.
Predators
WW30300; $29.99 ISBN 1-58846-326-5
page 16
Werewolves have much to fear. They frequently war with each other; the Forsaken battling against the Pure, fighting viciously over causes and beliefs that are held tight with the convictions of millennia. In the midst of this unstable balance, the Bale Hounds carve their wretched influence. And then, there are the threats born of the flesh and the Shadow to deal with: dangers that are often poorly understood and awe-inspiring in their horror and power. While any werewolf can call upon his fury and concentrate it into killing Rage, there are creatures out in the physical world and the Shadow Realm that mere claws and anger cannot always conquer. There are foes that Gifts and spirit magic may fail against. There are monsters that stalk the dark places of both worlds, and spectral enemies that steal the lives of men and women, perverting them into twisted mockeries of themselves. When the werewolves look outward; out past their own conflicts, out past the threatening presence of the Pure Tribes, out past the sanctuary of their packs, their loci and their uneasy alliances then the other enemies of the Uratha reveal themselves. Some of these creatures cling to the shadows of distant dens in Shadow. Some walk the streets of the worlds cities wearing human skin like stolen clothing. If the Uratha run the boundaries of their protectorates in honor of Father Wolf, then they are going to come up against enemies infinitely more fearsome than wandering sorcerers or hungry vampires. Out in the spirit wilds, negotiation with the local entities can break down into butchery and slaughter over a single misunderstanding. On city streets and in the wilderness between such settlements, the werewolves must deal with the sinister presence of the Beshilu and the Azlu: two spirit-born races that also lay claim to supernatural heritages and the territorial rights of rival predators. The Rat Hosts and Spider Hosts bear no love for their wolf-blooded enemies and hold ancient grudges of their own.
CONFLICT
Between enemies, sooner or later it always comes down to conflict. The Uratha are savage protectors and the one thing they are never short of is enemies. The spirits within the Shadow, humble and mighty alike, must be placated and honored if they are beneficialand removed or destroyed if they stand in the way of a secure protectorate. The Spirit-Ridden, humans plagued and possessed by banes and other spirits, can rend the sanctity of werewolf territory apart by
their very presence as they irrationally spread their influence, feed their alien powers and further their unknown agendas. The Beshilu, crazed and chaotic, undermine the workings of everyone and everything they touch. They rip holes in the Gauntlet, threatening to bring the sickened Shadow into the realm of flesh, causing a flood of spiritual contagion. The Azlu, coldly vindictive, prowl loci and trap spirit and flesh alike in their webs. When they call off this task, they take to the darkness of the human cities, hunting the Uratha for the Essence in their very blood. Conflict threatens every aspect of a werewolfs life, and very, very little of such violence is trivial in nature. Some Uratha may enjoy conflict; there is much to be said for the purity of falling into a killing Rage and ripping apart your blood enemies with your own claws. But any enjoyment the Uratha may feel is secondary to the overriding truth behind the conflict in a werewolfs life. Easy or challenging, ferocious or calculated, bloody or cleanthe conflict is often necessary. The Uratha have the duty of a murdered father to uphold, and the lives of their loved ones to preserve. That said, antagonists do not always need to be confronted with righteous anger and a lethal outlook. Conflict can mean more than just physical violence, and there are many ways to make an opponent bend to your will. Negotiation and compromise are sometimes options, even between sworn foes. The chapters take each antagonist in turn and present Storytellers with ways in which they can use these creatures in their games, with possibilities running the gamut from outright onslaught to sincere negotiation.
COMBAT
Combat, the most obvious and immediate form of conflict, definitely has its place in Werewolf: The Forsaken Forsaken. There will always be those werewolves who revel in their killing power, just as there will be those who regret the murders they have committed over the course of their lives. Combat itself should not be a plain, repeated process of rolling dice and clocking up points of damage against the enemy. Indeed, it is a great disservice to the ferocity, the passion, and the sheer dynamics of the way werewolves fight to treat it so blandly. When the Uratha sharpen their claws and cry out the howls of the hunt, they do so for very real reasons. Danger is near. Death is approaching. If the creatures out in the darkness cry back with answering roars, then that is all the more reason to treat the combat with added flair and tension. The creatures presented in Predators are not a standard, dollar-a-dozen lots of enemies that the Uratha blithely deal with. When they meet these sinister threats, the fighting should be handled with as much visceral, savage pathos as possible.
Predators s, a 192-page sourcebook for Werewolf: The Forsaken Forsaken, is available in June.
Welcome to the Machine God A Tour of the Very Different World of Exalted: The Autochthonians
Exalted: The Autochthonians
Unlike the Creation of Gaia, Autochthon is not surrounded by the endless chaotic expanses of the Wyld. Instead, the Machine God sleeps in the non-space of Elsewhere. Beyond the static boundaries of Gaias Creation, infinite uncertainties exist. In contrast, literal and absolute nothing lies beyond Autochthons boundaries, and so, the titans boundaries are necessarily more rigid. Geometrically, he is shaped closest to a sphere, although that is a necessary oversimplification for the minds of those who cannot perceive his true complexity. Given that his world is, in fact, a three-dimensional realm of solid organ-continents grinding against one another in the expression of Primordial biology, this changes the fundamental structure of the world from Creation. The Great Maker is not composed of the same elements as Creation, and so, both the composition and function of the world inside his body differs. In place of the basic elements of air, wood, fire, water and earth, Autochthon uses the artificially created elements of steam, crystal, lightning, oil and metal. Autochthon also incorporates a sixth element of smoke, but this embodiment of pollution manifests Autochthons ailing health rather than a desired component of his being. Primordials mechanical physiology. Oil is Autochthons lifeblood, and the vast pumps beneath the pole serve as his many hearts. Recycled oils work their way back upward through peristaltic veins after use, pumped through successive tiers of filtration until they arrive at the reservoir pole in purified form.
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between organs. Here mortals build their cities and towns, which are connected by a multitude of lesser spaces carved by labyrinths of tubes, veins, tunnels, chutes and chimneys threading through and around the Machine Gods organs. Much of this crowding and claustrophobia stems from Autochthons own constraints he crammed his infinite being into bounded space for his exodus. The entire toroidal bulk forms the Elemental Pole of Metal, the Essence-charged nature of which makes most surfaces impermeable to dematerialized beings. At the absolute heart of Autochthon, the metacrystalline Godhead contains the Primordials Core, which the residents of Autochthonia imagine to be the Great Makers own soulgem. This core contains the processing function of the titans ego. From the outside, this chamber is a vast sphere. However, the wide hyperbolic slope of a solid central pillar transforms the interior of the chamber into a torus. Affixed to the upper half of this pillar and woven outward to fill the top half of the continent-sized cathedral, the Tapestry of Autochthons design incorporates a multidimensional fractaline complexity resembling Yu-Shans Loom of Fate. Likewise, the gossamer spider web of starmetal cables and adamant nodes plays home to millions of design weavers, the upgraded pattern spiders weaving the Essence and future of the Machine Gods Realm in accordance with the dictates of the Core. Lightning arcs between the strands constantly and elaborately, a great sizzling storm of naked, incalculable thought. Far below, the Godhead itself is a forest of couplings, tubes and towers, every one leading through ducts, filaments, wires or some other apparatus to mechanisms through all of Autochthonia. Because the Core trusts the Divine Ministers and their revered subroutines to fulfill their assorted autonomic functions, the slumbering Primordial makes infrequent use of these couplings. From time to time, however, Autochthon directs one spider or another to fall on a gleaming dragline from the web and plug its spindly legs into some architectural tree miles below. Once attached, the web-strand links the Tapestry with the machine, bridging the two in an awesome surge of Essence. The power of that vast thought races to its destination, displacing and superseding all other spirits in its path. The Godhead is the Elemental Pole of Crystal, but more than that, the chamber is the very brain and perfected ideal to which all else in Autochthonia is physically and metaphysically subsidiary.
in sparks that could span or vaporize whole cities. The largest of these arcs blazes brighter than the noonday sun by several orders of magnitude. As directed by the Divine Ministers, spikes of orichalcum extend from between the dynamos, conducting their power through portals into batteries scattered in Autochthons central mass. These batteries serve as relay nodes, transmitting their stored lightning through the starmetal nerve cabling threaded throughout the Machine God. Surges of this power feed the Tapestry of the Godhead and innumerable other components, as well as igniting oils to generate fire within factory-forges and providing rapid communication between Autochthons Primordial biology. The Pole of Lightning powers the Great Makers biomechanical nervous system.
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Elemental Lens
(Artifact ) Repair: 2 An elemental lens can take many shapes some were made as part of a glove or gauntlet, with the lens mounted on the back of the hand, while others were built into talismans, weapons or suits of armor. An elemental lens built into an artifact adds to the devices Artifact rating, if the Artifacts rating is less than to start. Elemental lenses require 5 motes to attune if added to another artifact with an attunement cost, it adds 2 motes to that cost. The elemental lens amplifies the effects of a DragonBloods elemental attacks as follows: Elemental Bolt Attack each mote invested in an attack does 4L damage. Elemental Burst Technique each mote invested does 3L damage or increases damage radius by one yard (so, permanent Essence + motes spent in yards). Total motes spent for damage or blast radius cannot exceed Stamina. Dragon Vortex Attack each mote spent above 10 either increases the radius of the effect by two feet or increases the damage suffered per turn by 1L. Maximum number of motes equals permanent Essence + Stamina.
Aspect Book: Water Water, a 96-page character book for Exalted: The Dragon-Blooded Dragon-Blooded, releases in April.
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It Starts Here
April sees the release of the fourth in the ongoing series of Exalted novels. Carl Bowen (author of Exalted: A Day Dark As Night Night) brings us the last of the series key characters to life with the tale of the Exaltation of Panther. In this excerpt, Panther makes a decision that may shake Creation to its very foundations.
Awaking at dawn the next morning, Panther ate to curb the light hunger rumbling in his belly, then washed his face in a stream and relieved himself like a normal, mortal human being. His dreams had been filled with indistinct but wondrous images of glory and power that no waking mind in this age could conceive, but this simple biological act reminded him of who he was and where hed come from. When it was done, he went back to the spot where hed slept and lay back down in a boneless sprawl, looking at the world below. As the haze of sleep and dreams cleared, he saw that something wasnt right in the hamlet hed noticed the night before. The first thing he noticed was a pillar of smoke rising where the cooking fires had been coming from last night. The pillar was black and thicker than any cooking or brush-clearing fire should beas if buildings in the village were burning. He wondered if an accident of some kind had started a fire in the village. Yet, looking to the edge of the valley and beyond, where the villages farming fields lay, he could see that many of the crops had been trampled by a large number of men, horses and wheeled vehicles. Some were burning too, adding more smoke to the morning sky. And as Panther sat up and focused his attention, he could hear faint whispers of animal panic and piteous human distress, along with hard laughter and guttural shouts that were supposed to be intimidating. What hed awoken to was no accidental tragedy, but a raid, likely by one of the barbarian tribes that roamed the Scavenger Lands looking for prey. He couldnt guess which tribe it might be because he didnt know exactly where he was, but that didnt really matter. Though perhaps there was a reason for what was happening, the most ancient part of his reincarnated soul mused. After all, everyone needed to live. The barbarians raided for food, for metalfor things they needed to survive. After his mothers death, even Panther himself had stolen to eat and committed crimes to survive. He understood the need. But no that didnt matter. A barbarian horde that grew strong on the rape and pillage of civilization would just keep on burning and destroying and despoiling until someone stopped it. And the sooner someone stopped it, of course, the better. Panther stood, strapping on the sword he had worn all the way from his erstwhile home in Nexus. Maybe once the imperial army would have come, and the legions would have marched forth in precise military fashion with their well-armed and armored foot soldiers led by DragonBlooded officers who wielded jade weapons and ancient magic. Even though being saved from chaos by the Dragon-Blooded more or less amounted to being conquered by a more civilized occupying power, at least the people would be safe. And in their gratitude, they would pay tribute, and the Realm would stay strong enough to keep protecting them. Yet now, the Dragon-Blooded were too concerned with their own affairs, so the only ones left to stand up for the Scavenger Lands were those who took it upon themselves to do so. Fortunately, it also left people like Panther, whod been given a power that the DragonBlooded could only envy. The time had come for him to make a difference. The world can be made pure and whole once again, he said to himself as he started moving down the hill. And it starts here.
Exalted: Pillar of the Sun Sun, a 288-page mass-market paperback novel, releases in April.
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Urban Renewal
The Camarilla, White Wolfs organized roleplaying club, has built a global chronicle that interconnects thousands of players world wide. The core of this process is the players, of course, but another key step is the creation of coherent versions of cities in the World of Darkness. Storytellers and players across the globe worked to populate their home cities with Kindred and other creatures and to flesh out a whole shadow history. What follows is an excerpt from the city starter kit created by Canadian Camarilla members Richard Birt and Leo Lingas to help with this process.
Step 1: Decide the Nature of Your Game
Start by deciding what themes your game will explore. Pick a defining Vice and Virtue for your setting to help establish the tension most players will feel with your story. A highly political or intrigue-based game might use the tension between Envy and Prudence; an action-oriented game in a city overwhelmed by dark things could use Wrath and Hope; a game about the investigation into hidden horrors might use Pride and Temperance. You should also have an idea of the initial relationship you would like to see between key characters. Do the elders get along, in order to withhold power from the neonates? Do the covenants clash in a struggle for power? Do clans viciously defend their individual territories? The clearer a notion you have for what you want the dynamics of your first session to be like, the easier later stages of this process will be. Some other key questions to answer: Where will your game be set? What will the theme and mood of your game be? How far back can the oldest vampire in your setting remember? (And when was the last time that vampire was in torpor?) How respected is the Prince in your setting? How large is his court? The largest current industry in the city. The most influential mortal institution in the city. (Answers from these two sections are shared with regional and national storytellers, who coordinate the various city histories in development to create a coherent chronicle back story. You may be asked to tweak your choices or to integrate facets from neighboring cities.)
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Who have been the Princes of the city? How and when did the current Prince assume that mantle? What are the relationships between these vampires? (A coterie-chart is useful here; or even several) How does this affect the overall relationship between the five clans, the covenants, and others? Which covenant has been dominant for most of the citys history? Why? What are the laws of the Prince, and how are they enforced? Are there any variations on the standard titles? Do the founding characters represent a diversity of backgrounds (gender, race, religion, social class, etc.)? Why or why not? Design these characters according to standard rules (reflecting the experience of the players) with the following tweaks: The Prisci: Each Priscus gains Clan Status and City Status . The Prince: The Prince gains City Status . The Covenant Heads: Each covenant gains Covenant Status and City Status . (If the character is also a Priscus, you can give him or her City Status , setting him up as a rival to the Prince.) Experience & Blood Potency: You should award starting experience points and additional Blood Potency dots according to the age of the founding characters and the size and age of your city. (The formula for doing so is a little complex so not included here, but it serves to give the founders an initial leg up as compared to the characters of other experienced players.) Allies & Rivals: Every founding character should choose another character for whom she has marked positive feelings and one for whom she has marked negative feelings. These sentiments can be one-way streets or be reciprocated (creating strong alliances and rivalries) as you and the players see fit.
The Minds Eye Theatre Rulebook and Minds Eye Theatre: The Requiem Requiem, hardcover, trade-size live-action rulebooks, release in May.
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A P R I L
Dark paladins, fearsome zealots and devout evangelists, the members of the Lancea Sanctum exalt the words of Longinus, the philosophical founder of their cult. Through influences both subtle and overt, this ancient covenant enforces the dogmas of its Dark Prophet with relentless fervor. The Sanctified are more than just brimstone-and-fire extremists, however. They are agents of a righteous spirituality at work in the world tonight.
A Deathless Legacy
A covenant guide for Vampire: The Requiem, Lancea Sanctum sheds light on the mysterious, cultic practices of the organization that venerates the supposed father of the Kindred. It includes covenant secrets, bloodlines and Theban Sorcery rituals, as well as the offices and ideals the covenant holds dear. Hardcover.
ISBN: 1-58846-249-8 Retail Price: $34.99 U.S. Stock #: WW25001 Page Count: 224
Authors: Alan Alexander, Kraig Blackwelder, Jacob Klnder, Christopher Kobar and Chuck Wendig Developer: Justin Achilli Artist: Alex Maleev
Authors: Ian Eller and John Snead Developer: Geoffrey C. Grabowski Artists: Kevin Lau, UDON and various artists
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Its never far away. You glimpse it shift in the shadows, hear it whisper on the breeze, feel its presence in every nightmare. A world so very like our own, but where sinister societies and ancient horrors cloak themselves in modern guises, and every truth uncovered only reveals a deeper mystery beneath. The shadows call. Will you answer?
M A
Minds Eye Theatre gives you everything players and Storytellers need to play a live-action game set in the World of Darkness. From setting material and rules for playing mortal characters to Storytelling advice and an innovative challenge-resolution system, this book is the cornerstone of a totally new live-action experience. Enter the theatre of the mind and learn the secrets of the night. Trade-sized and hardcover.
ISBN: 1-58846-522-5 Retail Price: $22.99 U.S. Stock #: WW50000 Page Count: 160
Authors: Andrew J. Scott, Peter Woodworth and the White Wolf Game Studio Developer: Peter Woodworth
Authors: Kraig Blackwelder, Michael Goodwin, Michael Kessler, Alejandro Melchor and John Snead Developers: Geoffrey C. Grabowski and John Chambers Artists: UDON and various artists
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J U N E
Predators
Hunt or be Hunted
The world of werewolves is fear made flesh. Pain, terror and hatred all take physical form, and all hunt for prey. The Forsaken are well aware of these horrific threats, and pit themselves against their enemies when the moon rises. But are werewolves the predators or are they the prey?
New Orleans lives on borrowed time. Steeped in the customs and traditions of the Old World and ruled with an iron fist by a pious Prince, the Kindred of the city keep the sanctity of the Traditions at court and sate their desires amid the neon glare of Bourbon Street. From the stately manors of the Garden District to the seedy lanes of the French Quarter, New Orleans seethes with pent-up desire and whispered promises of power, revolution and revenge.
City of the Damned: New Orleans presents the Big Easy in all its baroque glory, detailing the citys history, the laws and customs of its aristocratic court, and the intrigues of vampires both prominent and petty. A wealth of characters, plot hooks and Storytelling tips make this an invaluable resource for any Vampire: The Requiem chronicle. Hardcover.
ISBN: 1-58846-248-X Retail Price: $26.99 U.S. Stock #: WW25200 Page Count: 144
Authors: Jackie Cassada, Aaron Dembski-Bowden, Forrest B. Marchinton, Deena McKinney and Nicky Rea Developer: Ethan Skemp
A Smooth Interface
White Wolf continues its line of World of Darkness computer accessories with this Werwolf: The Forsaken mousepad. Each pad is 3/16-inches thick and comes with a heavy-duty rubber backing. It features the Werewolf: The Forsaken logo and artwork.
Authors: Patrick ODuffy, Daniel Dover and Mur Lafferty Developers: Geoffrey C. Grabowski and John Chambers
Authors: Kraig Blackwelder, Rick Chillot, Geoff Grabowski, Jim Kiley, Matthew Mcfarland, Greg Stolze and Chuck Wendig Developer: Ken Cliffe
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Vampire Fiction
__ A Hunger Like Fire (#1) (WW11235; ISBN 1-58846-862-3; $6.99 US) __ Blood In, Blood Out (#2) (WW11237; ISBN 1-58846-866-6; $6.99 US)
Vampire Merchandise
__ Vampire: The Requiem Character Sheet Pad (WW25701; ISBN 1-58846-598-5; $9.99 US) __ Vampire: The Requiem Dice (WW25702; ISBN 1-58846-597-7; $6.99 US) __ Vampire: The Requiem Mousepad (WW25704; $12.99 US) __ Vampire: The Requiem Storytellers Screen (WW25700; ISBN 1-58846-599-3; $14.99 US) __ Vampire: The Requiem T-Shirt (L: WW57004; XL: WW57005; XXL: WW57006; $21.99 US) __ Vampire: The Requiem Pin Display (WW25703; ISBN 1-58846-569-9; $99.99 US; 20 pins per display)
Core Products
World of Darkness Rulebook
(WW55002; ISBN 1-58846-484-9; $24.99 US) The core for all World of Darkness games, this book presents the complete Storytelling System. All World of Darkness, Vampire and Werewolf titles require use of this rulebook.
World of Darkness: Antagonists
(WW55301; ISBN 1-58846-478-4; $24.99) The World of Darkness is full of horrors, many of which cant be easily categorized into supernatural species. This book useful for all WoD games presents an assortment of horrors and enemies who stalk vampires, mortals and werewolves alike.
Other Products
__ World of Darkness: Ghost Stories (WW55400; ISBN 1-58846-483-0; $24.99 US)
The Hunt Is On
Savage predators and raging beasts, the Urratha werewolves hunt the mad spirits and vermin hosts who would subject the world to their dominion. But the Forsaken are hunted as well, by fellow werewolves who blame them for their cursed state and by the spirit dukes who simply want their predators eliminated.
Core Product
Werewolf: The Forsaken
Core Products
Vampire: The Requiem
(WW30000; ISBN 1-58846-324-9; $34.99 US) The second major setting and game intended for use with White Wolfs new Storytelling System, Werewolf: The Forsaken includes rules for using werewolves. Requires the World of Darkness Rulebook for play.
(WW25000; ISBN 1-58846-247-1; $34.99 US) The first major setting and game intended for use with White Wolfs new Storytelling System, Vampire: The Requiem includes rules for using vampires. Requires the World of Darkness Rulebook for play.
Bloodlines: The Hidden
Other Products
Sourcebooks
__ Hunting Ground: The Rockies (WW30200; ISBN 1-58846-325-7; $26.99 US)
Werewolf Fiction
__ Heart of the Hunter (#1) (WW11310; ISBN 1-58846-867-4; $6.99 US)
(WW25102; ISBN 1-58846-255-2; $24.99 US) Twelve all-new bloodlines bring the variety of Kindred blood to your chronicle. New Disciplines and many different cultural heritages meld together to create many hidden and secretive lineages.
Werewolf Merchandise
__ Werewolf: The Forsaken Character Sheet Pad (WW30702; ISBN 1-58846-594-2; $9.99 US) __ Werewolf: The Forsaken Dice (WW30700; ISBN 1-58846-595-0; $6.99 US) __ Werewolf: The Forsaken Storytellers Screen (WW30701; ISBN 1-58846-593-4; $14.99 US) __ Werewolf: The Forsaken T-Shirt (L: WW57007; XL: WW57008; XXL: WW57009; $21.99 US)
Other Products
Sourcebooks
__ Coteries (WW25100; ISBN 1-58846-251-X; $24.99 US) __ Nomads (WW25101; ISBN 1-58846-252-8; $24.99 US)
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they hunt in the barbarian wilds, with their savage tribes at their side. (Requires the Exalted rulebook to play.)
Exalted: The Fair Folk
(WW8815; 1-58846-678-7; $29.99 US) Provides complete details for playing the fantastical Fair Folk, from raksha nobles to commoners and the Mountain Folk, as well as providing details on the Wyld beyond the edge of Creation. (Requires the Exalted rulebook to play.)
Exalted: The Sidereals
Core Products
Minds Eye Theatre
(WW50000; ISBN 1-58846-522-5; $22.99) The core for all live-action games in the World of Darkness, this book presents the complete Minds Eye Theatre rule system. All other Minds Eye Theater products require the use of this book, and it acts as the central rulebook for the Camarilla fan clubs global chronicle. Available in May.
Minds Eye Theatre: The Requiem
(WW8814; 1-58846-669-8; $29.95 US) Provides complete details for playing the Sidereal Exalted, the mysterious servants of the stars, and Creations greatest martial artists. Also details the heavenly bureaucracy and the great celestial city of Yu-Shan. (Requires the Exalted rulebook to play.)
Exalted Players Guide
(WW8804; 1-58846-673-6; $29.99 US) A complete companion to the Exalted core products, this book provides advanced and optional rules for combat, as well as details on new character types and magical powers.
(WW50001; ISBN 1-58846-523-3; $27.99) The first setting book intended for use with the Minds Eye Theatre rulebook, this book provides all the rules and setting for portraying the Damned in live-action play. Available in May.
Core Products
Exalted
(WW8800; ISBN 1-56504-623-4; $29.95 US) The main Exalted rulebook covers the Solar Exalted, once the rulers of Creation, now reincarnated as a new breed of outcast heroes. Contains all core game mechanics and the powers of the Solars.
Exalted: The Abyssals
(WW8813; 1-58846-665-5; $29.95 US) Provides complete details for playing the Abyssal Exalted, the dark reflections of the Solars, who draw their power from the Underworld. Also details the Deathlords and the Underworld itself. (Requires the Exalted rulebook to play.)
Exalted: The Dragon-Blooded
(WW8811; 1-58846-656-6; $25.95 US) Provides complete details for playing the Dragon-Blooded, the hereditary Exalted who rule the Second Age. Also details the great empire called the Realm and its Byzantine society. (Requires the Exalted rulebook to play.)
Exalted: The Lunars
Exalted Fiction
__ A Day Dark as Night (New Series #1) (WW 10065; 1-58846-859-3; $6.99 US)
(WW8812; 1-58846-657-4; $25.95 US) Provides complete details for playing the Lunar Exalted, the savage, shapechanging demigods who once stood beside the Solars. Now
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__ Relic of the Dawn (New Series #2) (WW 10066; 1-58846-860-7; $6.99 US) __ In Northern Twilight (New Series #3) (WW 10067; 1-58846-861-5; $6.99 US) __ Chosen of the Sun (Trilogy of the Second Age, Book 1) (WW10080; 1-58846-800-3; $6.50 US) __ Beloved of the Dead (Trilogy of the Second Age, Book 2) (WW10081; 1-58846-801-1; $6.50 US) __ Children of the Dragon (Trilogy of the Second Age, Book 3) (WW 10082; 1-58846-802-X; $6.50 US)
Exalted Merchandise
__ Exalted Dice (WW8810; 1-56504-624-2; $6.99 US) __ Exalted Essence Beads: Personal (WW5925; ISBN 1-58846-723-6; $6.99 US) __ Exalted Essence Beads: Peripheral (WW5926; ISBN 1-58846-724-4; $6.99 US) __ Exalted Mousepad (WW5586; $12.95 US) __ Exalted T-Shirt (L: WW5992; XXL: WW5994; $21.95 US)
Core Products
Dark Ages: Vampire
(WW20000; ISBN 1-58846-276-5; $29.95 US) The main Dark Ages rulebook provides all the basic game mechanics and setting for playing the greatest of medieval monsters: vampires, the cursed progeny of Caine.
Dark Ages: Inquisitor
(WW20004; ISBN 1-58846-282-X; $26.95 US) Provides full details on playing Inquisitors, the agents of the Church in its war against the demonic and evil influences on the world.
Dark Ages: Mage
(WW20002; ISBN 1-58846-404-0; $26.95 US) Provides full details for playing medieval sorcerers and magical scholars, including the many different magical traditions and paths to power.
Dark Ages: Werewolf
(WW20005; ISBN 1-58846-284-6; $29.95 US) Provides full details for playing the dreaded werewolves who hunt man and beast alike through the endless woods of the Dark Medieval world.
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__ Transylvania Chronicles 3: Ill Omens (WW2813; ISBN 1-56504-292-1; $15.95 US) __ Under the Black Cross (WW2836; ISBN 1-58846-275-7; $15.95 US) __ Veil of Night (WW2832; ISBN 1-58846-206-4; $25.95 US) __ Wind from the East: The Mongols (WW2828; ISBN 1-56504-271-9; $14.95 US) __ Wolves of the Sea (WW2820; ISBN 1-56504-298-0; $14.95 US)
Sabbat War
Four starter decks focus on the vampires of the Sabbat, the sect rejecting humanity and embracing the monstrous aspect of the Kindred. __ Starter Deck: Brujah Antitribu (WW2554; ISBN 1-58846-477-0; $9.95 US) __ Starter Deck: Lasombra (WW2552; ISBN 1-58846-473-8; $9.95 US) __ Starter Deck: Tzimisce (WW2551; ISBN 1-58846-472-X; $9.95 US) __ Starter Deck: Ventrue Antitribu (WW2553; ISBN 1-58846-474-6; $9.95
Core Product
Orpheus
(WW21000; ISBN 1-58846-600-0; $34.95 US) The Orpheus rulebook has everything you need to play, from complete game mechanics and supernatural powers to full details on the Orpheus Group, the private agency that delves into the Underworld.
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__ Sabbat War Booster Pack (WW2556; ISBN 1-56504-479-7; $2.75 US) __ Sabbat War Starter Display (WW2550; ISBN 1-56504-471-1; $79.60 US) __ Sabbat War Booster Display (WW2555; ISBN 1-56504-478-9; $99.00 US)
__ Anarchs Booster Display (WW2511; ISBN 1-58846-037-1; $99.00 US) __ Gehenna Booster Display (WW2651; ISBN 1-58846-626-4; $99.00 US) __ Gehenna Booster Pack (WW2656; ISBN 1-58846-631-0; $2.75 US) __ VTES Tenth Anniversary Set (Pack #1) (WW2658; ISBN 1-58846-632-9; $19.99) __ VTES Tenth Anniversary Set (Pack #2) (WW2659; ISBN 1-58846-633-7; $19.99) __ Starter Deck: Alastors (From Kindred Most Wanted Set) (WW2686; ISBN 1-58846-637-X; $9.99 US) __ Starter Deck: Anathema (From Kindred Most Wanted Set) (WW2683; ISBN 1-58846-638-8; $9.99 US) __ Starter Deck: Baali (From Kindred Most Wanted Set) (WW2684; ISBN 1-58846-639-6; $9.99 US) __ Starter Deck: Gangrel Antitribu (From Kindred Most Wanted Set) (WW2685; ISBN 1-58846-636-1; $9.99 US) __ Kindred Most Wanted Booster Pack (WW2682; ISBN 1-58846-640-X; $2.99 US) __ Kindred Most Wanted Starter Display (WW2680; ISBN 1-58846-634-5; $79.92 US) __ Kindred Most Wanted Booster Display (WW2681; ISBN 1-58846-635-3; $107.64 US)
Nancy A. Collins
__ A Dozen Black Roses (WW11019; ISBN 1-56504-873-3; $11.99 US) __ Dead Mans Hand: Five Tales of the Weird West (WW12995; ISBN 1-58846-875-5; $17.99) __ Dead Roses for a Blue Lady (WW12997; ISBN 1-58846-844-5; $13.99 US) __ In the Blood (WW12993; ISBN 1-58846-876-3; $13.99 US) __ Paint It Black (WW12994; ISBN 1-58846-877-1; $13.99 US)
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RUINS OF INTRIGUE
MALHAVOC
1-58846-783-X
16148
$19.99
TITLE
IMPRINT
ISBN
STOCK#
US PRICE
WORLD OF WARCRAFT: THE ROLEPLAYING GAME DARK TALES AND DISTURBING LEGENDS THE WURST OF GRIMTOOTHS TRAPS THE SECRET OF ZIRAN
WARCRAFT RAVENLOFT
1-58846-781-3 1-58846-787-2
MALHAVOC
1-58846-785-6
EVERQUEST MALHAVOC
1-58846-968-9 1-58846-788-0
NECROMANCER 1-58846-766-X
VAN RICHTENS GUIDE TO THE MISTS LANDS OF MYSTERY MONTE COOK PRESENTS: IRON LORE WILDERLANDS OF HIGH FANTASY BOXED SET PENDRAGON FIFTH EDITION HAND OF FATE SCREEN & BOOK
ALLIANCE PLAYERS GUIDE MONTE COOK PRESENTS: THE YEARS BEST D20 THE LAST CITY KUNARK: PAST AND PRESENT
COVER ART
Arthaus and its logo are trademarks of Arthaus Publishing, Inc. All rights reserved. Scarred Lands, Sword and Sorcery and its logo are trademarks of White Wolf Publishing, Inc. All rights reserved. Blizzard Entertainment and Warcraft are trademarks or registered trademarks of Blizzard Entertainment, Inc. in the US and/or other countries, used under license. All rights reserved. Pages 4-8 are Blizzard Entertainment, Inc. EverQuest is a registered trademark and Its Your World Now is a trademark of Sony Computer Entertainment America Inc. SOE and SOE logo are registered trademarks of Sony Online Entertainment Inc. Goodman Games and DragonMech are trademarks owned by Joseph Goodman. All rights reserved. Malhavoc Press is a trademark owned by Monte J. Cook. All rights reserved. Necromancer Games is a trademark of Necromancer Games, Inc. All rights reserved. Paragon Games, Finesse System and The Secret of ZirAn are trademarks of Paragon Games. 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You agree not to indicate compatibility or co-adaptability with any Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity. 8. Identification: If you distribute Open Game Content you must clearly indicate which portions of the work that you are distributing are Open Game Content. 9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License. 10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute. 11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless you have written permission from the Contributor to do so. 12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected. 13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License. 14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable. 15. COPYRIGHT NOTICE Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc. System Reference Document Copyright 20002004, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on original material by E. Gary Gygax and Dave Arneson. Steam Warriors 2005, Joseph Goodman. The Wurst of Gromtooths Traps 2005, Necromancer Games, Inc.
4 World of Warcraft
Holy Might and Unholy Power
The World of Warcraft RPG launches in April and we show you the full details of the Paladin class and the Forsaken Undead race. Self-righteous and creepy neat.
9 Malhavoc Press
Alarming Indeed
Author Wolfgang Baur previews of The Book of Roguish Luck, his guide to all things stealthy and thief-like. In this piece he looks at the various types of alarms a rogue might face and how to defeat them.
10
10 Necromancer Games
Trapped!
Grimtooth the Troll returns to plague players and dungeon-crawlers across the world with The Wurst of Grimtooths Traps.
12 DragonMech
Tricks of the Mech Jockeys Trade
Matt Sprengeler and Joseph Goodman bring you Steam Warriors, a sourcebook of options, tricks and tools for DragonMech.
13 Ravenloft
Stories To Chill the Heart
Developers Jackie Cassada and Nicky Rea take you into the Mists to the Dread Realm and show you how the residents scare each other in this sneak peak of Dark Tales and Disturbing Legends
12
News and Notes from Sword & Sorcery Studios and Arthaus Publishing
A Matter of Finesse
The Secret of ZirAn, a new game line from Paragon Games and Arthaus Publishing, uses an original game mechanic called the Finesse System. (Yes, a game that doesnt use d20!) The system is full of options and possibilities, but here is a very basic tutorial on task resolution. All die rolling in Finesse uses a ten-sided die (d10) and involves interlacing three fundamental elements of the player character: Stats, Aptitudes, and Skills. Stats represent the qualities of the character, what nature and family gave them; Stats include Physique, Acuity and so forth. Aptitudes are those qualities that have been nurtured in the character as he has developed; these include Physical Aptitude, Social Aptitude and so on. Finally, a characters Skills represent his experience with his capabilities; there are many skills, but they are each governed by a particular Stat and Aptitude. A characters Stats and Aptitudes are measured numerically, Stats from 1 to 10 and Aptitudes from 1 to 5. (Certain superhuman character may surpass these limits, however.) A characters proficiency in a Skill is measured by his or her Finesse Level in that Skill: either Basic, Advanced, Expert, or Elite. Characters may also have a practice value in their skill, a numeric modifier that represents just how tried and true their skill use is. The practice value adds to the value of the governing Aptitude when using that Skill. sufficient Finesse Level? Well, then its time to roll the dice (or the die, actually). Based on the Finesse Level needed, the task has a dif ficulty number (usually between 10 to 30) you have to meet or exceed. You skill roll is: Stat + Aptitude + Skill Practice (if any) + 1d10 Example: Sir Melereton is attempting to discern the control panel of an ancient device. He has Mechanics at Advanced, but this an Expert Difficulty (20). Sir Melereton will have to score at least a 20 when making his Skill Test. With an Intelligence of 7, a Knowledge Aptitude of 4 (+ the 2 points of Practice he possesses in Mechanics), he needs to roll a 7 or higher on 1d10.
In May, Sword & Sorcery Studios brings you World of Warcraft: The Roleplaying Game, a complete fantasy roleplaying book dedicated to the world of Azeroth the setting for Blizzard Entertainments smash-success World of Warcraft online roleplaying game. World of Warcraft builds on the material developed for 2003s Dungeons & Dragons Warcraft: The Roleplaying Game but allows us to go into the very basics of the worlds most popular fantasy roleplaying game system and tweak it all to suit the larger-than-life style of Warcraft. Some of these changes are highlighted in our take on the Paladin core class (featured below) and in the Forsaken Undead racial template (featured on pages 6 and 7). Enjoy!
Class Skills
The paladins class skills (and the key ability for each skill) are Concentration (Sta), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Spt), Knowledge (military tactics/nobility and royalty/religion) (Int), Profession (Spt), Ride (Agy) and Sense Motive (Spt). Skill Points at 1st Level: (2 + Int modifier) x 4. Skill Points at Each Additional Level: 2 + Int modifier.
Class Features
Weapon and Armor Proficiency : Paladins are proficient with all simple and martial weapons, with all types of armor (heavy, medium and light), and with shields (except tower shields). Aura of Good (Ex): The power of a paladins aura of good (see the detect good spell) is equal to her paladin level. Detect Undead (Sp): A paladin can use detect undead, as the spell, at will. Holy Strike (Su): Once per day, a paladin may attempt a holy strike with one normal melee attack. She must declare her intent to use holy strike before she makes her attack roll. If she hits, she deals 1d6 extra points of holy damage, +1 additional point of holy damage per paladin level. Her weapon is considered goodaligned for the purposes of overcoming damage reduction. If the paladin misses with her holy strike, the strike has no effect but is still used up for that day. At 5th level, and at every five levels thereafter, the paladin may use holy strike one additional time per day, to a maximum of five times per day at 20th level. Divine Grace (Ex): At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all saving throws.
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Auras (Su): Beginning at 3rd level, a paladin gains an aura. The Holy Light manifests around her in a tangible field and provides benefits to her and her allies. The aura extends from the paladin in a radius equal to 5 feet per Charisma bonus (minimum 5 feet) and affects the paladin and all allies within this area. Activating an aura is a free action, and the paladin can have only one aura active at a time. The aura lasts for 1 round per paladin level. At 3rd level the paladin gains aura of might and can activate an aura once per day, but gains more auras and can activate them more often as she gains levels. The paladin can also use a hero point to activate an aura that does not count against her auras per day. If she does so, the auras radius is double normal (i.e., 10 feet per Charisma bonus). When the paladin activates an aura, she can activate any aura she knows. For instance, a 6th-level paladin can activate an aura 2/day. In one day she can activate a devotion aura twice, or an aura of might twice, or a devotion aura once and an aura of might once. When an aura is active, a colored glow sheaths the paladin and a circle of energy pulses at her feet. (The color depends on the aura.) Light of the same color dimly illuminates each affected ally. The aura provides shadowy illumination within its area. Some auras mimic spells of the same name; these auras effects do not stack with the spells. Aura of Might: The paladin and her allies receive a +1 sacred bonus on damage rolls for every 3 paladin levels, to a maximum of +5 at level 15. Devotion Aura: The paladin and her allies receive a +1 deflection bonus to
AC for every 3 paladin levels, to a maximum of +5 at level 15. Healing Aura: The paladin and her allies gain fast healing 1. Retribution Aura: Whenever a creature deals damage with a melee attack to the paladin or one of her allies, it takes 2d4 points of holy damage, +1 point per the paladins Charisma bonus (if any). The base damage increases to 3d4 at 15th level and 4d4 at 20th level. Resistance Aura: The paladin and her allies gain spell resistance equal to 5 + the paladins level. Wisdom Aura: The paladin and her allies each regain 1 mana every round. Divine Health (Ex): At 3rd level, a paladin gains immunity to all diseases, including supernatural and magical diseases. Turn Undead (Su): When a paladin reaches 4th level, she gains the supernatural ability to turn undead. She may use this ability a number of times per day equal to 3 + her Charisma modifier. She turns undead as a priest of three levels lower would. Lay on Hands (Su): Beginning at 4th level, the paladin can heal wounds (her own or those of others) by touch. This is a powerful ability that drains all of the paladins remaining mana. The target heals a number of hit points equal to 5 per mana point lost in this way and recovers mana equal to half the mana points the paladin loses. Using lay on hands is a standard action. Alternatively, the paladin can use lay on hands to deal damage to undead
creatures. Using lay on hands in this way requires a successful melee touch attack and does not provoke an attack of opportunity. The paladin deals 5 points of holy damage per mana point lost and loses mana equal to half the mana the paladin loses. The undead creature may attempt a Will save (DC 10 + the paladins level + the paladins Charisma modifier) to halve the damage and the mana loss. If the paladin attempts to use lay on hands and misses, the ability has no effect. The paladin may try again in the next round. Spells: Beginning at 4th level, a paladin gains the ability to cast a small number of divine spells, which are drawn from the paladin spell list. To cast a spell, a paladin must have a Spirit score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a paladins spell is 10 + the spell level + the paladins Spirit modifier. Like other spellcasters, a paladin uses mana to cast her spells. In addition, she receives bonus mana per day if she has a high Spirit score. Through 3rd level, a paladin has no caster level. At 4th level and higher, her caster level is one-half her paladin level. Crusader Strike (Ex): At 5th level, a paladin can string together multiple holy strikes in a shining display of holy fervor. If she hits a creature with more than one holy strike, each holy strike beyond the first deals additional damage equal to her Charisma bonus (if any) for each previ-
ous holy strike against that creature. For example, Valdania is a 10th-level paladin with a Charisma of 17. If she hits a creature with two holy strikes, the second strike deals +3 extra damage. If she hits the same creature with a third holy strike, that strike deals +6 extra damage. Fist of Justice: At 7th level, a paladin gains Bash as a bonus feat and can use it with slashing or piercing weapons. Code of Conduct: A paladin must be of good alignment and loses all class abilities if she ever willingly commits an evil act. Additionally, a paladins code requires that she respect legitimate authority, act with honor (not lying, not cheating, not using poison, and so forth), help those in need (provided they do not use her help for evil ends) and punish those who harm or threaten innocents. Associates: While she may adventure with characters of any good or neutral alignment, a paladin will never knowingly associate with evil characters, nor will she continue an association with someone who consistently offends her moral code. A paladin may accept only henchmen, followers or cohorts who are of good alignment. Ex-Paladins: A paladin who ceases to be good, who willfully commits an evil act or who grossly violates the code of conduct loses all paladin spells and abilities (but not weapon, armor and shield proficiencies). She may not progress any farther in levels as a paladin. She regains her abilities and advancement potential if she atones for her violations.
attempt to reclaim their humanity by acting in kind and helpful ways. Others allow hatred to fester into cruelty and rage. All that can be said is that the Forsaken follow their own agendas, and the rest of the world be damned. And if they have their way, it will be. Appearance: Forsaken, unsurprisingly, look like dead people. Their skin is gray and rotting, showing bone and flesh in places. Their pupil-less eyes glow with dim white ghostlight. Their muscles are withered, making them scrawny. Their movements are slow but jagged. Forsaken hardly ever smile (unless their lips have rotted away then they smile all the time). Necromantic magic keeps them somewhat preserved, but natural decay still proceeds, just slower than normal. Region: Undercity is the Forsakens home. They have also taken over Tirisfal Glades and have several towns in that cursed wood. Forsaken patrols have tried to secure Silverpine Forest for
the past couple of years, but they are unable to do so. Affiliation: Horde. Though the Forsaken do not trust anyone and no one trusts them, they are members of the Horde and, for now, do their best to help their allies and placate their ambassadors. Forsaken have even less love for the Alliance, particularly because they clash constantly with the human Scarlet Crusade. Faith: None. The Forsaken have abandoned religion, just as they believe it has abandoned them. They place their faith in their queen and their dark science. Some have turned to the Burning Legion as a source of power, believing that only it is potent enough to defeat the Lich King. Names: Like their dark lady, Forsaken keep the names they had when they were alive. As most Forsaken are human, these tend to be human names. If a Forsaken cannot remember her name, she may make up a suitable name or read one from a headstone. Some invent surnames that imply their desire to eradicate the Scourge. Male Names: Roberick, Magan, Danforth, Lansire. Female Names: Yellen, Limmy, Sarias, Mierelle. Family Names: Dartfall, Blacksling, Ghoulhunter, Blastlich.
learn the language of their enemies and their allies (who may soon become their enemies). Racial Levels: Unlike humans and some other races, Forsaken can take a few levels in Forsaken as a class to develop their racial qualities more fully. Favored Class: Fighter. A multiclass Forsakens fighter class does not count when determining whether he suffers an XP penalty for multiclassing.
Undead Traits
Forsaken are undead rather than humanoids. This provides a Forsaken with the following undead traits in addition to the racial traits above: No Stamina score. Forsaken do not possess Stamina scores and gain no bonus hit points per hit die. Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects. Not subject to critical hits, nonlethal damage, ability drain, or energy drain. Immune to damage to their physical ability scores (Strength and Agility), as well as to fatigue and exhaustion effects. Negative energy (such as from a death coil spell) heals Forsaken, while positive energy damages them. Forsaken do not heal naturally. Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless). A Forsaken uses his Charisma modifier for Concentration checks. Not at risk of death from massive damage. Unlike other undead, a Forsaken is not destroyed when reduced to 0 hit points or less. Instead, at 0 hit points a Forsaken is disabled. He is only able to perform one move action or standard action each round but does not risk further damage from strenuous activity. Between 1 and 9 hit points, a Forsaken is down. He is unconscious and cannot
act, but he does not risk further damage (unless his enemies attack him or some other unfortunate event befalls him). At 10 hit points, a Forsaken is destroyed. Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect Forsaken. These spells return a destroyed Forsaken to his undead life; the Scourges curse makes it virtually impossible to bring a Forsaken back to life as the creature he was before he died. Only wish or miracle can accomplish that. Forsaken do not breathe, eat, or sleep. Forsaken spellcasters still need 8 hours uninterrupted meditation and contemplation before preparing their spells.
Forsaken Levels
Forsaken can take up to three levels in Forsaken at any time. Unlike other races with the ability to take racial levels, Forsaken do not have a past legacy or rich traditions from which to draw power. Instead, Forsaken levels represent the individual focusing on developing his undead capabilities. Hit Die: d12. Skill Points at 1st Character Level: (2 + Int modifier) x 4. Skill Points at Higher Levels: 2 + Int modifier. Class Skills: Bluff (Cha), Craft (Int), Hide (Agy), Intimidate (Cha), Jump (Str). Weapon and Armor Proficiency: Forsaken with levels only in Forsaken (no actual class levels) are proficient in the use of all simple weapons and light armor. Slam (Ex): The Forsaken gains a slam attack that deals 1d6 points of damage. Increased Hit Die (Ex): The Forsakens body possesses the toughness and resilience of undeath. Whenever he gains a hit die, he uses the next largest one. For example, a Forsaken who gains an arcanist level rolls 1d6 for hit points, while one who gains a warrior level rolls 1d12. A Forsaken who would roll 1d12 for hit points (for taking a barbarian level, for instance) rolls 1d12+2.
The Forsaken
Forsaken Level 1st 2nd 3rd Base Attack Bonus +0 +1 +2 Fort Save +0 +1 +1 Ref Save +0 +0 +1 Will Save +2 +3 +3 Special +1 natural armor bonus to AC, +1 Strength +1 natural armor bonus to AC (stacks with previous bonus), +1 Strength, slam +1 natural armor bonus to AC (stacks with previous bonuses), +1 Strength, increased hit die
World of Warcraft: The Roleplaying Game, a 384-page hardcover fantasy gaming rulebook, is available in May.
7
Neutral
The giants have established the Safe Quarter to bring stability and security to Serathis but, truth be told, they would much rather attend to more pressing issues. The dragons are a continual, simmering threat to the west, and the citys appearance has done nothing but disrupt the peace and invite a host of potential problems to the region. The giants strictly control trade and aggressively govern explorers and treasure hunters. They charge exorbitant taxes on items taken from the ruins and frequently forbid all travel to areas they deem too dangerous. The giants concern spills over into arrogance and a patronizing attitude. They believe the other races could never be trusted to manage Serathis without turning the place into a pit of decadence and villainy. In this case, the Hu-Charad care little for adventurers. They would prefer to keep them away from the ruins, and they use their military might to seal off areas and control commerce and exploration. Explorers must register with the giants in order to access the ruins legally and pay a 25 percent tax on the value of items they recover from the city. In addition, the giants seize any potentially dangerous objects, particularly magic items that adventurers recover. Under this scenario, the giants use active patrols to clear out ruined areas and hunt down illegal
Friendly
The giants are here because of their sense of duty. They consider it their responsibility to ensure that the magic within Serathis and the monsters that dwell here remain contained. If a powerful artifact or some other relic lies within easy grasp of evil or greedy hands, it could spell disaster for the land. Any monsters that lurk here must be defeated before they can travel to civilized regions. The giants take an active, sometimes smothering, role in keeping the peace within Serathis, but they care little for interfering in the trade and recovery of relics and treasure. Their actions sometimes anger treasure hunters and merchants, as the giants seize potentially dangerous items and place a 10 percent tax on valuables taken from the ruins. However, they also provide security, rescue parties, and other life-saving services. With the friendly option, the HuCharad allow explorers as much latitude as possible while ensuring the Diamond Thrones security. The giants genuinely want to maintain the peace while allowing honest folk to make a living in the trade of relics and magic items. Most citizens in the
Hostile
With this option, the giants are an oppressive force in Serathis. While their actions stem from a desire to keep the peace, in practice they prevent litorians, humans, verrik, and other non-giants from profiting from the ruins. They impose a 50 percent tax on goods taken from the city and seize all magic items that adventurers find. In time, the Hu-Charad hope to extend the Safe Quarter farther into Serathis, cutting off the dragon Krovacatharis access to the city and forcing the wyrm to accede to their demands. They leap at any chance to defeat him, either through open combat or treachery. With this option, the giants take their role as caretakers to an extreme. They seek to smother the opportunity the ruins present, keeping for themselves any wealth and magical power found there. While their conduct may seem driven by greed, giants simply consider other races incapable of using the power and wealth available here in a responsible, intelligent manner. They see themselves as saviors, even if their actions paint them as opportunistic dictators.
Look for Ruins of Intrigue, a 96-page sourcebook from Malhavoc Press, available in April.
8
Alarming Indeed
The Book of Roguish Luck Brings Stealth (and Security) to Your Fantasy Campaign
by Wolfgang Baur
This sneak peek from The Book of Roguish Luck, a sourcebook of stealth and skill, comes from a larger section on breaking into locales that provides useful advice for thief and rogue characters. Here, author Wolfgang Baur takes a look at getting past a variety of alarms.
Mundane alarms include every kind of noisemaker as well as visual signals: bells, gongs, clackers, whistles, flags, and bonfires. But the alarms themselves are not inherently interesting; its really what the alarms summon that makes them dangerous. An alarm that goes off isnt dangerous if no one answers it. One can defeat an alarm in at least three ways: by silencing it, disarming or incapacitating the guard meant to respond to it, and overriding its intended effect with complicating factors or distractions. paging mobs, storms, or unearthly noises may distract a guard from his duty. In these cases, roll a Wisdom check for the guard as shown on the Alarm Response table. If the check succeeds, the guard manages to answer the alar m. If not, he either doesnt hear it, ignores it, or talks himself out of answering it. A distraction works for as long as the distracting condition continues or for 1d6 minutes, as the GM determines.
Silencing Alarms
The first method is straightforward: Closing doors between a guard barracks and a bell tower can make the bell go unheard; a muffled or cracked bell wont make much noise; and a silence spell can simply shut the thing up. In each case, the alarm fails to bring a response.
Complicating Factor Distracting Noise Drunken Guard Fire Mob Multiple Alarms Rain
Wisdom Check DC 12 18 22 18 16 13
Seductive Opposed distraction Bluff Sleeping Guard 24 Storm 15 Strong Wind 8 Terrifying Howls or Noises 13
Magical Alarms
Worse than mundane alarms are the magical alarm spells such as alarm (Sor/Wiz 1), magic mouth (Sor/Wiz 2), rattling chant (Gutter Mage 1), and guards and wards (Wiz 5). A few variations on these alarms are common, especially enchanted constructs. Failing to bypass them with the correct key, password or spell triggers these constructs they make a noise, automatically lock a doorway, close a gate, flood a tunnel, or have some other deleterious effect.
Look for The Book of Roguish Luck, a 96-page sourcebook from Malhavoc Press, available in June.
9
ecromancer N
Just When Y ou Thought It Was Safe to Dungeon-Crawl
Necromancer Games Brings Back The Wurst of Grimtooths Traps
by Grimtooth the Troll
Nercromancer Games has built its reputation on First Edition Feel. For a whole generation of fantasy gamers, nothing says First Edition more clearly than a dungeon strewn with traps, traps and more traps. And for fiendish traps, no series set the bar higher than Flying Buffalos much-loved (by GMs!) Grimtooths Traps manuals. Now, Necromancer brings back the cream of that murderous crop in The Wurst of Grimtooths Traps. This excerpt brings you just one of the hundreds of death-dealing traps, this one taken from an entire dungeon of traps. Enjoy. (Or quake in fear, if youre a player.)
The Wurst of Grimtooths Traps
WW8386; $34.99 US ISBN1-58846-139-4 Page 17
ames G
take note of at this time is that any reasonably agile character will have no trouble jumping into the alcove created by the dropping floor in the toe of the L, but this will become increasingly difficult as the floor drops. The floor will be dropping at a fair clip. In 6 seconds it will have dropped 40 feet, at which point it will
This trap is a little on the complicated side, but deliciously devious in the end. The room is L shaped, 50 feet along the outside of the L, and 20 feet wide, to two 30-foot walls on the inner side of the L. The ceiling is 10 feet high. The entrance is off to the left of the stem of the L, on the base. Off to the right, down the stem of the L is yes, another coffin! The walls are covered with the usual stucco, wonderful stuff, really, as you have seen it can hide a multitude of surprises. The magic users in the delvers party can sense no magic. The party will eventually approach the coffin. As with the previous coffins, this one is stone, ornately carved with geometric patterns and 8 feet, by 4 feet, by 4 feet high. If the sarcophagus is opened it will set in motion the trap mechanism for this room. By now the party may have decided they dont want to open any sarcophagi they come upon because this brings them only problems. Cest la vie! The trap will also be activated by stepping on a pressure plate to the left of the entrance at a point, on the floor in the center of the wall at the toe of the L. In either event, once tripped the nature of the room changes rapidly.
The first thing the party will notice is the sound of a terrific crash as a 10 by 10 foot block of steelplated stone drops down into the doorway. If the party left one of its number in the entrance as a guard, or to keep the door open, there is a 30% chance he will be crushed (L3); survival based on luck or speed. This will effectively seal off the room. The next thing the party will notice is that the room is descending into the ground. All that is, except a 20 by 20 foot alcove at the toe of the L. Any that take the time to look into the sarcophagus will notice that it is full of silver ingots. (These are 58,000 sp weight of them. About 5,800 gp value at the current rate of exchange.) A point to
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lock into place, and a trap door 20 feet wide and 10 feet deep, in the wall above the coffin will open. By now the room is well below the surface of the underground lake (see main map). Hundreds of tons of water, and the denizens therein will pour into the chamber. Now to reach the alcove will require some pretty fancy footwork. Characters attempting to swim must make a successful Swim check (DC 20) or begin drowning. If the characters have some mechanism that allows them not to drown and thus they stay put and defy the water, there are denizens of the aforesaid lake that have to be dealt with as well (see Leftward Ho section for denizens of the water list). For those who do make it to the alcove the show goes on. Those already safe will get to watch the struggles of those who have failed. The ones who think they are clever will be waiting for the water level to get to the point they can clamber into the alcove. This will mean fending off the at-
tentions of one or two of the lake dwellers just for sport. For these swimmers all is not as it seems. When the water reaches a point 4 feet below the lip of the alcove it will set off another trap. A pin is released on a rocker panel in the floor of the alcove. As soon as the weight of a delver trying to climb out is put on the edge it will tip setting off the last part of the trap. From the ceiling will descend, through the stucco, and from wall to wall, a clear quartz panel. The edge of this panel will be razor sharp. Its descent is not outrageously fast (Quartz being r elatively fragile to dr op it would risk breakage). If the party hesitates the save DC to avoid incr eases by +1 per round, until the wall drops into contact with the floor. (Delvers with severe judgment problems can elect to stay in the rising water with no additional peril besides the risks already encountered.) Compassionate delvers may wish to try breaking the quartz wall, but it will soon become
apparent why this is not a survival-oriented decision. The water level rises past the edge of the alcove and will eventually afford those in the alcove with a wonderful floor to ceiling fish tank. This will come complete with views of their struggling friends, those in armor, and those who either by luck or decision decided to chance the rising waters. At this point there are two obvious weaknesses of this trap from MY point of view. First the quartz wall doesn t leak. Too bad Evinrood really falls down here; nothing puts the edge on a victim like a time limit. The other is less obvious but even more critical. Those still in the water filled portion of the room could just try to swim out once the pressure equalizes. (There are still the lake dwellers but if the delvers last this long they probably arent that concerned by the fish.) I rate this baby at two skulls, too many ways out, lots of entertainment value, but not lethal enough.
DragonMech
STEAM WARRIORS BRINGS MORE OPTIONS AND CRUNCH FOR DRAGONMECH CHARACTERS
BY
JOSEPH GOODMAN
Steam Warriors
WW17604; $21.99US ISBN 1-58846-786-4 Page 18
The archetypal heroes of DragonMech are not the swordslingers and spell-blasters of traditional fantasy, but their clockwork counterparts: fighters with steampowered chatterswords, steam mages who build mighty metal mechs, and the fearless mech jockeys who pilot these monstrosities. Fighting alongside these heroes are the fantasy-engineer coglayers, the half-man/half-machine steamborgs, and a variety of other classes unique to the DragonMech world. The Steam Warriors sourcebook expands the options for these kinds of characters, serving up a wide variety of new feats, prestige classes, equipment, and other options, including special rules for coglings, the halfling-like creatures that live in the great steam engines of the city-mechs. Here are a few examples of what youll find within its pages.
work, then unlocked to retrieve the tool. Some more elaborate styles incorporate small portable holes for storing nuts, bolts, and other hardware, though these are much more expensive. Switching from tool to tool is a move action. While these vests do have their uses, they also have their drawbacks. The wearer is at a 2 to any Move Silently checks she makes. Gnomish toolvest: 200 gp, 1 lb.
STEAM GRAPPLER
A modified version of a steam gun, a steam grappler fires a grappling hook or magnetic grapple instead of a normal steam gun bullet. Three hundred feet of silk rope are attached to the side of the grappler on a large flywheel, allowing the rope to spool out quickly when the steam grappler is fired. The steam grappler has a range increment of 60 feet and additional rope may be attached to it to make it effective beyond five range increments. If the steam grappler is used as a weapon, it inflicts 1d6 bludgeoning damage and has a critical modifier of x3. Loading a steam grappler takes three rounds. A steam grappler is an exotic weapon, but treat it as a steam gun in terms of the Exotic Weapon Proficiency feat. Steam grappler: 170 gp (including rope and hook), 1d6, range increment 50 ft. (300 ft. of rope), 35 lbs. (loaded with rope)
Animal skill description) also learns the trick rage, as follows: Rage (DC 22): With a DC 22 Handle Animal check, you can force a grease lizard that you have trained into a bloodthirsty rage. The creature temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus to Will saves, but takes a 2 penalty to armor class. The rage lasts for a number of rounds equal to 3 + the lizards (newly improved) Constitution modifier. In all other respects this is like the barbarian class ability, including the fatigue that sets in when it is complete. Commanding the grease lizard is a free action for you, and slipping into a rage is a free action for the grease lizard. A raging grease lizard automatically attacks all apparent enemies, as if it had also been given the attack command.
Freeport
NEW EQUIPMENT
GNOMISH TOOLVEST
Never drop a hammer again! Because of the bumpy nature of mech traveling, dropped tools are inevitable. When its 1,000 feet to the bottom, a means of securing ones utilities is a must. Enter the gnomish toolvest, which represents the finest in coglayer ingenuity (if not style). This patchwork mess of hooks, pockets, magnets and latches allows one to bring anything they could need to service everything they could think of, from the simplest routine maintenance to the worst combat damage. All this without ever having to worry about a fight outside causing you to lose your concentration inside. The vests thin, retractable chains keep everything at your side. They can be locked in an extended position to provide enough slack to
NEW FEATS
LIZARD FIGHTER (GENERAL)
You know special tricks for fighting with grease lizards, and can force the ones you train to battle in an insane rage. Prerequisites: Cogling, Handle Animal 6 ranks Benefit: Any grease lizard you train for fighting (per the Handle
WRECKER (GENERAL)
You have a knack for tearing things apart. Benefit: You gain a +4 bonus on any Disable Device, Craft (mechcraft), Knowledge (mechs), Knowledge (steam engines), Profession (engineer) or Attribute check to wreck or sabotage a machine, be it mundane, a construct, or steam powered.
Steam Warriors Warriors, a 128-page sourcebook for DragonMech DragonMech, is available in June.
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avenloft R
In the dark we hope to distance, distract and defend ourselves from terrors that haunt the twilight by huddling in our houses before the fading evening fire and telling each other tales to occupy our thoughts till dawn. We recount legends of valiant quests and faded glory, fallen heroes and dark justice, tragic villains and ancient horrors. Then the old folk recall the time-worn tales, grim sagas known throughout the realms from Darkon to Invidia, Mordent to Barovia; narratives of suffering and shame, of trials and tribulation and ultimately of tragedy for hero and villain alike. For in these tales we find warning and caution, hope and solace, and a chance that we might yet avoid a similar fate. The Realms greatest legends, however, are more than mere musings of an imaginative mind. Though these fables may vary with each telling, the characters, themes and lessons remain the same as if drawn from the very pages of history, for, after all, at the heart of every legend lies a foundation in truth! It is this very kernel of veracity that inspires some and entices others to seek to discern the fact from the fiction and drives them on through the torments of life with the frail hope of proving the tale true and claiming the prize for themselves. But, one must be careful when seeking to learn the legitimacy of a legend lest one becomes trapped within that very saga, facing the same grim fate as its hero. To Inherit Eternity is one such story.
horrific crimes, these stories serve a dual purpose. First and foremost, they are intended to entertain fans of Ravenloft with versions of familiar horror tales such as The Bride and The Flying Dutchman. These tales, however, are transformed by the Mists into mini-adventures that are uniquely flavored by the atmosphere of the Dread Realm. Read through these stories and you will recognize tales of wedding nights gone dr eadfully wr ong, monsters in the shape of men who prey upon the innocent and the trusting, and an eternal wanderer cursed by something most people would consider a blessing. Once you ve read the tales, find out how you can turn these stories into adventures and expand those adventures into campaigns. Variations on each storys theme provide opportunities for clever DMs to use these adventures several times by making some simple changes, such as substituting one villain for another or altering objects or scenes. Beyond the tales themselves, Dark Tales and Disturbing Leg-
So begins To Inherit Eternity, the first of five bone-chilling tales in Ravenlofts latest supplement, Dark Tales and Disturbing Legends. Based on classic horror motifs familiar to anyone who has sat around a campfire swapping scary stories or stayed up late at night as a child to hear the grown-ups tell tales of ghostly visitations and
Dark Tales and Disturbing Legends, a 176-page book of scenarios and source material, is available in May.
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The The
Im delighted to introduce our new RPG line The Secret of ZirAn (hereafter known as SoZ) to all of you fine Insider readers. I want to let you know about this new thing, this shiny new world that we here at Paragon Games, with the gracious help of ArtHaus, are going to let you all in on. Oh yeah, we think youll like it a lot. To borrow a bit of Hollywood development lingo, its all about the whammy. You know, the whammy, that moment in the game session that you end up talking about as you clean up the snack carcasses, scoop the dice into the bag, and smile to yourself about the next day. That time when your character totally did that thing, and it was awesome. Right then, the system, the story, the fun, it all came together in one moment to deliver that sweet business that we all got hooked on way back when. Thats what The Secret of ZirAn and the Finesse System are designed to do. A lot. Were treating The Secret of ZirAn as a real world that exists just a few over from our own. The books in the line resemble items you could pick up from a reputable book concern in the world itself. You can listen to radio broadcasts from there (replete with commercials, Im sad to say). You have the saucy, high-toned editorial contents of Caution to the Wind , the Adventurers newsletter, to contend with. There are seven languages in ZirAn, and you can find secret messages to decode
ZirAn
around spending initiative points for actions (run, shoot, cast Arroys Charm of Sunflare) and choosing what to do with points you get if you succeed, using Finesse Effects. This makes things dramatic, quick and easy to use for those that like things that way, while maintaining a depth of optional complexity that reaches all they way back into character creation for those who feel the crunchy itch. Topping it off, though, is the concept of Superior Successes, where the player, having made a highly effective skill attempt, is asked to freely narrate what happens next, sans fetters of system. This will be subject to the Hand of Fates veto, of course (or not, if you wish to game dangerously), but lets the players determine the details of their very own whammy moment just what we were aiming for when designing the game in the first place. (Some more details on the Finesse System appear in the Inside Scoop section on page 3 ed.) Though it is what you will be doing first, I have saved character creation for last in this first Insider entry of ours, dear readers. The process of creating an alter ego should be a satisfying one, one that is the prelude to the fun youll be having with your friends and your collective imaginations later. SoZ character creation is the literal building of your characters previous life history before they stumbled into the hands of Lyisss web of fate and were Chosen. (Whats
14
a Chosen? Well, every player character has been singled out for great deeds and world-changing decisions. SoZ is about big stories, great deeds, climactic events your character is Chosen by Fate to be an Adventurer, and events conspire to make him or her legendary. Whether thats as a hero or villain, is up to you.) The point is, at the end of character creation you will have generated a deliberate (not random!) skeleton of your characters backstory where he went, who he knows, how he became what he is. All of it dir ectly connecting your characters abilities, equipment and contacts into a cohesive whole all set to make his or her mark, willingly or unwillingly, on the world. Finally, the world of ZirAn is big enough to tell any genre of story, be it a political thriller, a harrowing war story, a cosmic drama, or a college romance. I must mention that there are plenty of tools provided to the Hand of Fate in the core book, all geared towards enabling these worthies to create dramatic, interesting adventures that are tailored to the hooks embedded in the histories created by players for their characters. Plus, we have a concept called Finesse Events in our published adventures, a new mechanism for enabling amazing cinematic scenes during the game, that help the Hands of Fate wow their players. We know that gamemastering is a tough job, and we hope to enable these most put-upon of gamers to deliver adventure aplenty to their group. We want game groups to have an overall roleplaying experience that is full of drama, humor, horror, and action, where players care about their characters and have those gaming epiphanies together that make our hobby such a uniquely great experience. Thanks for taking the time to read my ramblings, friends. A new world awaits you in The Secret of ZirAn, and youll be sorely pressed to find another with more innovation and depth crammed into one package. Evuxia!
The Secret of ZirAn Core Gamebook, a 288-page roleplaying game, is available in May.
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Sword & Sorcery books are published under the Open Game License and are 100% compatible with v.3.5 rules and the d20 System.
ISBN: 1-58846-783-X Retail Price: $19.99 U.S. Stock #: WW16148 Page Count: 96
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Sword & Sorcery books are published under the Open Game License and are 100% compatible with v.3.5 rules and the d20 System.
ISBN: 1-58846-139-4 Retail Price: $34.99 U.S. Stock #: 8386 Page Count: 256
Warcraft RPG books are published under license with Blizzard Entertainment and utilize the Open Game License.
ISBN: 1-58846-781-3 Retail Price: $39.99 U.S. Stock #: 17210 Page Count: 384
Authors: Scott Greene, Clark Peterson, Steve Crompton, Mike Stackpole and many more Developers: Bill Webb and Clark Peterson Artists: Steve Crompton, Michael Von Glahn and Scott Jackson
Authors: Rob Baxter, Luke Johnson, Mur Lafferty and more Developer: Mike Johnstone, with Andrew Bates Cover Artist: Samwise Didier
Ravenloft books are published under license with Wizards of the Coast and are 100% compatible with v3.5 rules and the d20 System.
ISBN: 1-58846-787-2 Retail Price: $24.99 U.S. Stock #: 15032 Page Count: 176
Authors: Harold Johnson, Steve Miller, Ryan Naylor and more Developers: Jackie Cassada and Nicky Rea Artists: Ravenloft staff
Authors: Chris Hockabout, Martin Hunter Caplan, Marcus Flores, Aram Gutowski Cover Artist: Cory Allemeier
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Get Lucky
The Book of Roguish Luck offers the new Luck rules subsystem for all classes, plus the bandit, gutter mage, and shadow thief core classes and four prestige classes. In addition, it presents expanded guild rules, a new school of rogue spells, shadow magic, over 30 new feats including the Rogue and Luck types, and expanded sneak attack rules. Gamble, cheat, and play with panache!
Steam Warriors
Swords and Spells Have Nothing on Steam
Why wield a sword when you can build a metal man to wield it for you? Why waste time learning to cast a fireball when you have a flame-launching clockwork dragon? This character sourcebook unveils the world of the steam warriors, whose fantastic contraptions have reshaped the world of DragonMech!
Sword & Sorcery books are published under the Open Game License and are 100% compatible with v.3.5 rules and the d20 System.
ISBN: 1-58846-785-6 Retail Price: $19.99 U.S. Stock #: WW16112 Page Count: 96
Sword & Sorcery books are published under the Open Game License and are 100% compatible with v.3.5 rules and the d20 System.
ISBN: 1-58846-786-4 Retail Price: $21.99 U.S. Stock #: WW17604 Page Count: 128
Authors: W. Jason Peck, Matt Sprengeler, Christina Stiles, and more Developer: Joseph Goodman Artists: DragonMech Staff
Maritime Adventure
Dead Mans Chest lays bare the ocean and its denizens. Within these pages are detailed rules for ship travel, as well as guidelines for underwater exploration, and three complete maritime adventures. At last there is a comprehensive source for sailing and the sea packed with over 100 new magic items, monsters, feats, prestige classes and spells. Hardcover. ISBN: 1-58846-763-5 Retail Price: $29.99 U.S. Stock #: WW8368 Page Count: 200
Authors: Lance Hawvermale, Chris Bernhardt, Casey W. Christofferson, Chad Coulter, Skeeter Green, Patrick Goulah, Travis Hawvermale, Robert Hunter, Rob Mason, Matt McGee, and Greg Ragland Developers: Bill Webb and Erica Balsley
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Other Products
Hardback Handbooks
Core Products
Advanced Players Guide (WW16721; ISBN 1-58846-961-1; $34.99 US) This companion volume to the Players Handbook and other d20 System core rulebooks provides new rules options, new and expanded classes, new skills, new combat and magic systems and more all the tools you need to take your campaign to the next level! Relics & Rituals: Excalibur (WW16711; ISBN 1-58846-956-5; $34.99 US) Forge your own legend of Camelot in this genre sourcebook, blending the trappings of Arthurian myth with the familiar ruleset of the d20 System. New spells, magic items, prestige classes and more. Relics & Rituals: Olympus (WW16712; ISBN 1-58846-974-3; $34.99 US) The Time of Legends infuses the d20 System with the power of Greek myth. Use the spells, prestige classes, magic items and more in this genre sourcebook to build a fantasy campaign set in the mythic side of the Bronze Age, or to add an infusion of godly vigor to an existing d20 campaign.
__ Campaign Setting: Termana (WW8341; ISBN 1-58846-142-4; $29.95 US) __ Creature Collection II: Dark Menagerie (WW8301; ISBN 1-58846-160-2; $24.95 US) __ Creature Collection III: Savage Bestiary (WW8303; ISBN 1-58846-138-6; $29.95 US) __ Divine and the Defeated: The Gods & Titans of the Scarred Lands, The (WW8311; ISBN 1-58846-165-3; $24.95 US) __ Relics & Rituals II: Lost Lore (WW8314; ISBN 1-58846-182-3; $25.95 US) __ Strange Lands: Lost Tribes of the Scarred Lands (WW8338; ISBN 1-58846-778-3; $34.99 US)
__ Serpent Amphora Cycle II: The Serpent & the Scepter (WW8333; ISBN 1-58846-118-1; $10.95 US) __ Serpent Amphora Cycle III: Serpent Citadel (WW8334; ISBN 1-58846-144-0; $10.95 US) __ Shelzar: City of Sins (WW8327; ISBN 1-58846-146-7; $21.95 US) __ Vigil Watch: Secrets of the Asaatthi (WW8335; ISBN 1-58846-143-2; $21.95 US) __ Vigil Watch: Warrens of the Ratmen (WW8330; ISBN 1-58846-164-5; $13.95 US) __ Wilderness and Wasteland (WW8331; ISBN 1-58846-121-1; $12.95 US) __ Wise and the Wicked, The (WW8312; ISBN 1-58846-167-X; $17.95 US)
Players Guides
__ Players Guide to Clerics and Druids (WW8308; ISBN 1-58846-148-3; $23.95 US) __ Players Guide to Fighters and Barbarians (WW8307; ISBN 1-58846-149-1; $23.95 US) __ Players Guide to Monks and Paladins (WW8305; ISBN 1-58846-094-0; $23.95 US) __ Players Guide to Rangers and Rogues (WW8309; ISBN 1-58846-147-5; $23.95 US) __ Players Guide to Wizards, Bards and Sorcerers (WW8306; ISBN 1-58846-110-6; $23.95 US)
Other Products
__Ultimate Fantasy Dice (WW5521; ISBN 1-58846-017-7; $6.99 US)
Game Supplements
__ Blood Bayou (WW8328; ISBN 1-58846-145-9; $18.95 US) __ Blood Sea: The Crimson Abyss (WW8329; ISBN 1-58846-950-6; $23.99 US) __ Burok Torn: City Under Siege (WW8326; ISBN 1-58846-187-4; $17.95 US) __ Calastia: Throne of the Black Dragon (WW8324; ISBN 1-58846-181-5; $17.95 US) __ Echoes of the Past: The Slarecian Legacy (WW8336; ISBN 1-58846-955-7; $23.99 US) __ Edge of Infinity: The Scarred Planes (WW8319; ISBN 1-58846-962-X; $23.99 US) __ Faithful and the Forsaken, The (WW8317; ISBN 1-58846-137-8; $19.95 US) __ Gazetteer: Ghelspad (WW8320; ISBN 1-58846-161-0; $8.95 US) __ Gazetteer: Termana (WW8340; ISBN 1-58846-186-6; $10.95 US) __ Hollowfaust: City of the Necromancers (WW8322; ISBN 1-58846-163-7; $19.95 US) __ Hornsaw: Forest of Blood, The (WW8323; ISBN 1-58846-166-1; $17.95 US) __ Mithril: City of the Golem (WW8321; ISBN 1-58846-162-9; $17.95 US) __ Penumbral Pentagon, The (WW8316; ISBN 1-58846-185-8; $18.95 US) __ Secrets & Societies (WW8315; ISBN 1-58846-183-1; $13.95 US) __ Serpent Amphora Cycle I: Serpent in the Fold (WW8332; ISBN 1-58846-120-3; $10.95 US)
A World of Adventure
Journey to Scarn, a world shattered by an apocalyptic war between gods and titans. Now, two centuries later, civilization reasserts itself and bold adventurers emerge from fortified cities to brave the monsterinfested wilderness. It is a time of heroism and intrigue. It is a time of adventure.
Core Products
Adventure! (d20 System edition) (WW16705; ISBN 1-58846-957-3; $34.99 US) A new era begins in the 1920s an era of wonder, when men are forthright and women are courageous. An era of globe trotting exploration and mad science. An era in which excitement is found from the skyscraper penthouses of New York City to the sweltering jungles of the Congo! Aberrant (d20 System edition) (WW16706; ISBN 1-58846-965-4; $34.99 US) In the dawn of the 21st century, select humans erupt with incredible powers previously seen only in comics and movies. These rare novas are all too real, however, and their abilities and personalities will change the world forever.
Core Products
Creature Collection (Revised) (WW8302; ISBN 1-58846-247-1; $34.99 US) From the horrible wrack dragon to the tiny bottle imp, the over 200 creatures in this book are ready to be introduced to any campaign (whether Scarred Lands or no), each having been painstakingly updated to mesh perfectly with v.3.5 rules. Campaign Setting: Ghelspad (WW8325; ISBN 1-58846-184-X; $24.95 US) Playground of titans, battlefield of gods, land of empires and magic: Ghelspad is a vivid and exciting setting for your fantasy campaign. This volume provides Game Masters with a fully developed setting ready-made for adventure.
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__ Trinity: Shattered Europe (WW9004; ISBN 1-56504-761-3; $19.95 US) __ Trinity: Stellar Frontier (WW9005; ISBN 1-56504-763-X; $19.95 US) __ Trinity Field Report: Alien Races (WW9202; ISBN 1-56504-772-9; $4.95 US) __ Trinity Field Report: Extrasolar Colonies (WW9201; ISBN 1-56504-771-0; $4.95 US) __ Trinity Field Report: Media (WW9204; ISBN 1-56504-605-6; $4.95 US) __ Trinity Technology Manual (WW9200; ISBN 1-56504-770-2; $15.95 US)
__ Plane of Hate (WW16524; ISBN 1-58846-976-X; $24.99 US) __ Realms of Norrath: Dagnors Cauldron (WW16515; ISBN 1-58846-953-0; $24.99 US) __ Realms of Norrath: Everfrost Peaks (WW16511; ISBN 1-58846-131-9; $26.95 US) __ Realms of Norrath: Forests of Faydark (WW16513; ISBN 1-58846-133-5; $23.95 US) __ Realms of Norrath: Freeport (WW16510; ISBN 1-58846-128-9; $23.95 __ Soluseks Eye (WW16522; ISBN 1-58846-062-2; $19.95 US) __ Temple of Solusek Ro Screen & Book, The (WW16521; ISBN 1-58846-132-7; $12.95 US)
Aberrant
__ Aberrant (Storyteller edition) (WW8500; ISBN 1-56504-626-9; $24.95 US) __ Aberrant: Church of Michael Archangel (WW8543; ISBN 1-56504-691-9; $4.95 US) __ Aberrant: The Directive (WW8521; ISBN 1-56504-685-4; $14.95 US) __ Aberrant: Elites (WW8506; ISBN 1-56504-692-7; $14.95 US) __ Aberrant: Fear and Loathing (WW8541; ISBN 1-56504-689-7; $4.95 US) __ Aberrant Players Guide (WW8505; ISBN 1-56504-687-0; $25.95 US) __ Aberrant: Project Utopia (WW8504; ISBN 1-56504-631-5; $19.95 US) __ Aberrant: ReignofEvil.com (WW8542; ISBN 1-56504-690-0; $4.95 US) __ Aberrant Storytellers Screen (WW8501; ISBN 1-56504-627-7; $14.95 US) __ Aberrant: XWF (WW8540; ISBN 1-56504-688-9; $4.95 US) __ Aberrant: Year One (WW8502; ISBN 1-56504-629-3; $14.95 US) __ Aberrant Worldwide Phase I (WW8530; ISBN 1-56504-684-6; $21.95 US) __ Aberrant Worldwide Phase II (WW8510; ISBN 1-56504-686-2; $21.95 US) __ Expos: Aberrants (WW8503; ISBN 1-56504-630-7; $4.95 US)
Core Products
EverQuest II RPG Players Guide (WW16550; ISBN 1-58846-999-9; $34.99 US) Uncover the secrets of the new era Norrath, the setting for EverQuest II online in this all new, complete players guide. Includes 16 races, 28 character classes, and much more. EverQuest II RPG Spell Guide (WW16551; ISBN 1-58846-998-0; $34.99 US) Magic is omnipresent in the world of Norrath and 18 character classes in the EverQuest II Roleplaying Game have distinct magic traditions and powers. There are so many spells and powers that they require their own volume, one containing over 1000 spells! The most complete guide to magic in EverQuest online or anywhere else.
Core Products
World of Warcraft: The Roleplaying Game (WW17210; ISBN 1-58846-781-3; $39.99 US) The new OGL-driven standalone core rulebook brings Warcraft roleplaying to the next level. Complete with all the classes and races available in online play and unique spins on magic, community building and other innovations. Available in May 2005. Manual of Monsters (WW17201; ISBN 1-58846-070-3; $29.95 US) From the merciless Burning Legion to the five draconic broods, from the undead Scourge to the savage centaur, the world of Azeroth is rife with malevolent creatures. Manual of Monsters features over 200 monsters from the hugely popular series of Warcraft computer games. Magic & Mayhem (WW17203; ISBN 1-58846-954-9; $29.99 US) Sorcerers and wizards truck with demons while tinkers and engineers build mighty engines of battle in this sourcebook. Magic & Mayhem offers a wealth of spells, magic items, feats and technology that expands upon the Warcraft setting, as well as any d20 System campaign.
Other Products
The EverQuest I RPG Line
__ EverQuest RPG Players Handbook (WW16500; ISBN 1-58846-125-4; $29.95 US) __ EverQuest RPG Game Masters Guide (WW16502; ISBN 1-58846-127-0; $29.95 US) __ AlKabors Arcana (WW16503; ISBN 1-58846-130-0; $29.95 US) __ Befallen (WW16520; ISBN 1-58846-129-7; $10.95 US) __ Heroes of Norrath (WW16504; ISBN 1-58846-963-8; $22.99 US) __ Luclin (WW16512; ISBN 1-58846-066-5; $29.95 US) __ Monsters of Luclin (WW16514; ISBN 1-58846-064-9; $21.95 US) __ Monsters of Norrath (WW16501; ISBN 1-58846-126-2; $29.95 US)
Trinity
__ Trinity (Storyteller edition) (WW9099; ISBN 1-56504-622-6; $14.95 US) __ Alien Encounter 1: Invasion (WW9104; ISBN 1-56504-620-X; $17.95 US) __ Alien Encounter 2: Deception (WW9105; ISBN 1-56504-621-8; $17.95 US) __ Darkness Revealed 1: Descent into Darkness (WW9101; ISBN 1-56504-751-6; $15.95 US) __ Darkness Revealed 2: Passage Through Shadow (WW9102; ISBN 1-56504-752-4; $15.95 US) __ Darkness Revealed 3: Ascent into Light (WW9103; ISBN 1-56504-753-2; $15.95 US) __ Trinity: America Offline (WW9003; ISBN 1-56504-762-1; $17.95 US) __ Trinity: Luna Rising (WW9002; ISBN 1-56504-760-5; $17.95 US)
Other Products
__ Alliance & Horde Compendium (WW17202; ISBN 1-58846-063-0; $21.95 US) __ Lands of Conflict (WW17204; ISBN 1-58846-960-3; $29.99 US) __ Shadows & Light (WW17205; ISBN 1-58846-973-5; $24.99 US)
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The classic fantasy horror series returns. A night of eternal terror. A world ruled by fear and horror. Vampires who rule the night. Shapeshifters who prowl the forests. Eldritch ghouls and undead skeletons who prey upon a fearful populace. If ever a world needed heroes, it is the world of Ravenloft.
Play Aid
Core Products
Ravenloft Players Handbook (WW15005; ISBN 1-58846-091-6; $34.95 US) Fully updated for v.3.5 rules, this handbook provides both rules and setting material, including character creation rules, new spells, new information on spell use and realm magic ratings, guidelines to the realms of the Land of Dread, and even a new group of prestige classes created specifically for Ravenloft. Ravenloft Dungeon Masters Guide (WW15004; ISBN 1-58846-084-3; $34.95 US) This v.3.5-compatible guide contains a wealth of vital information for Ravenloft DMs. It offers ways to reshape the classes in the D&D Dungeon Masters Guide, provides tips on creating a properly horrifying atmosphere for players, discusses ways to use Ravenloft in crossover games, contains delicious new magic items, prestige classes with alterations and much more! Denizens of Dread (WW15006; ISBN 1-58846-951-4; $34.99 US) The world of Ravenloft holds terrors that stalk the night and prowl the realms even in daylight. From the doomed creatures that subsist on the blood of the living to canny shapeshifters and hideous constructs, this manual details the many monsters of Ravenloft.
Sword & Sorcery, Goodman Games and Super Unicorn join forces to bring you the first comprehensive d20 System treatment of fantasy mechs with the DragonMech campaign setting. The earth shudders with the footfalls of massive mechs, powered by steam, magic or even the labor of a thousand slaves. Humans, dwarves, elves and orcs pilot these lethal machines, striking back against monstrous forces that seek to decimate their world and fighting one another for dominance in this new era!
Core Products
DragonMech (WW17600; ISBN 1-58846-988-3; $34.99 US) This core campaign setting is a stand-alone game world, but it is designed to integrate seamlessly with any ongoing campaign. DragonMech features extensive rules for fantasy mechs powered by machinery, magic, and manual labor, integrated with a host of new classes, feats, skills, and items designed for a mech-based fantasy campaign. DragonMech Mech Manual (WW17602; ISBN 1-58846-989-1; $21.99 US) This monster manual of mechs gives players new options and GMs new enemies. There are more than 50 new mechs complete with deck plans, plus loads of new steampunk gear and mech-based character options. In non-DragonMech fantasy worlds, the mechs can be used as deadly constructs or animated golems.
Core Products
Gamma World Players Handbook (WW17250; ISBN 1-58846-069-X; $34.95 US) This core campaign setting presents a new edition of the classic sci-fi adventure game, energized for the new millennium! Play humans, mutants and new races created in the chaos of the Final Wars, out not just to survive but to thrive in the midst of adventure, danger and mystery. Gamma World Game Masters Guide (WW17251; ISBN 1-58846-068-1; $29.99 US) A book of solid, practical advice, designed to add power to any Gamma World campaign. Learn how to modify the rules for the right balance of adventure and danger, how to convey your chosen genre in description and pacing and how to plan and run a campaign from exciting start to rousing finish. Youve got good ideas put them to work! Machines & Mutants (WW17252; ISBN 1-58846-067-3; $34.95 US) In the Gamma World, new species of plants and animals fill the places humanity once ruled, and things that were once tools prey on the descendants of their makers. Machines & Mutants covers things both animal and mechanical that roam the post-apocalyptic future. You ll find descriptions of mutated creatures and of electronic species, with rules for use as both monsters and as player characters.
Other Products
__ The Second Age of Walkers (WW17603; ISBN 1-58846-782-1; $29.99 US) __ The Shardsfall Quest (WW17601; ISBN 1-58846-997-2; $15.99 US)
Other Products
Game Supplements
__ Champions of Darkness (WW15003; ISBN 1-58846-081-9; $21.95 US) __ Heroes of Light (WW15030; ISBN 1-58846-082-7; $21.95 US) __ Legacy of Blood: The Great Families (WW15031; ISBN 1-58846-089-4; $22.99 US) __ Masque of the Red Death (WW15007; ISBN 1-58846-979-4; $34.99 US) __ Ravenloft Gazetteer, Volume I (WW15020; ISBN 1-58846-080-0; $24.95 US) __ Ravenloft Gazetteer, Volume II (WW15021; ISBN 1-58846-083-5; $24.95 US) __ Ravenloft Gazetteer, Volume III (WW15022; ISBN 1-58846-086-X; $24.95 US) __ Ravenloft Gazetteer, Volume IV (WW15023; ISBN 1-58846-087-8; $25.95 US) __ Ravenloft Gazetteer, Volume V (WW15024; ISBN 1-58846-964-6; $24.99 US) __ Secrets of the Dread Realms and Dungeon Masters Screen (WW15001; ISBN 1-58846-076-2; $14.95 US)
Core Products
Monte Cooks Arcana Evolved (WW16146; ISBN 1-58846-780-5; $49.99 US) This new variant players handbook from 3rd Edition codesigner Monte Cook takes everything that tens of thousands loved about Arcana Unearthed, presents it in a deluxe full-color format, then adds a vast amount of all-new material! This book integrates and revises the contents of Monte Cooks Arcana Unearthed, The Diamond Throne, and Arcana Unearthed Screen
Other Products
__ Beyond the Horizon (WW17255; ISBN 1-58846-977-8; $24.99 US) __ Cryptic Alliances & Unknown Enemies (WW17254; ISBN 1-58846-966-2; $29.99 US) __ Out of the Vaults (WW17253; ISBN 1-58846-022-3; $21.95 US)
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Other Products
Monte Cooks Arcana Evolved
__ Children of the Rune (anthology) (WW16145; ISBN 1-58846-864-X; $6.99 US) __ The Diamond Throne (WW16141; ISBN 1-58846-067-6; $18.95 US) __ The Dragons Return (anthology) (WW16147; ISBN 1-58846-883-6; $6.99 US) __ Legacy of the Dragons (WW16143; ISBN 1-58846-958-1; $23.99 US) __ Monte Cooks Arcana Unearthed DMs Screen and Players Guide (WW16142; ISBN 1-58846-059-2; $15.95 US) __ Mystic Secrets: The World of Lore and Rune (WW16144; ISBN 1-58846-985-9; $15.99 US)
Core Products
The Tome of Horrors II (WW8388; ISBN 1-58846-992-1; $34.99 US) This tome contains nearly 200 never-before-seen monsters, from the crucifixion spirit to the dreaded encephalon gorger, all fully compatible with v.3.5 rules. This large collection was written with the expressed intent to provide usable, detailed, and unknown monsters that make a great addition to any d20 System campaign. Gary Gygaxs Necropolis (WW8390; ISBN 1-58846-116-5; $29.95 US) Both a vast campaign scenario and a complete campaign sourcebook, Necropolis sweeps the characters into an epic adventure across the magical desert kingdom of Khemit. It features new classes and prestige classes, new spells, more than 60 monsters unique to the desert lands, and over 50 new gods and new cleric domains. City-State of the Invincible Overlord (WW8393; ISBN 1-58846-990-5; $34.99 US) The best-selling adventure classic returns, updated for todays players. Return to the City-State in all its glory. This hardcover edition includes all the material from the original, plus the Wraith Overlord scenario that brings players into the city-states underbelly. Years of adventure await.
Game Supplements
__ Anger of Angels (WW16131; ISBN 1-58846-060-6; $21.95 US) __ Banewarrens, The (WW16111; ISBN 1-58846-103-3; $17.95 US) __ Book of Hallowed Might (v.3.5) (WW16107; ISBN 1-58846-987-5; $13.99 US) __ Book of Hallowed Might II: Portents and Visions (WW16106; ISBN 1-58846-967-0; $13.99 US) __ Book of Iron Might (WW16109; ISBN 1-58846-980-8; $13.99 US) __ Chaositech (WW16104; ISBN 1-58846-056-8; $19.99 US) __ Cry Havoc (WW16122; ISBN 1-58846-023-1; $21.95 US) __ Demon Gods Fane (WW16110; ISBN 1-58846-101-7; $9.95 US) __ Hyperconscious: Explorations in Psionics (WW16152; ISBN 1-58846-995-6; $23.99 US)
__ Caverns of Thracia (WW8392; ISBN 1-58846-991-3; $23.95 US) __ Chaos Rising (WW8375; ISBN 1-58846-099-1; $13.95 __ Crucible of Freya (WW8350; ISBN 1-58846-485-1; $7.99 US) __ Demons and Devils (WW8354; ISBN 1-58846-153-X; $8.95 US) __ Glades of Death (WW8367; ISBN 1-58846-796-0; $29.99 US) __ Grey Citadel (WW8376; ISBN 1-58846-098-3; $13.95 US) __ Hall of the Rainbow Mage, The (WW8372; ISBN 1-58846-113-0; $15.95 US) __ Lamentation of Thieves, A (WW8383; ISBN 1-58846-093-2; $18.95 US) __ Maze of Zayene 1: Prisoners of the Maze (WW8380; ISBN 1-58846-189-0; $11.95 US) __ Maze of Zayene 2: Dimensions of Flight (WW8381; ISBN 1-58846-190-4; $11.95 US) __ Maze of Zayene 3: Tower Chaos (WW8382; ISBN 1-58846-117-3; $11.95 US) __ Morrick Mansion (WW8378; ISBN 1-58846-097-5; $13.95 US) __ Raise the Dead (WW8377; ISBN 1-58846-096-7; $15.95 US) __ Rappan Athuk: The Dungeon of Graves The Upper Levels (WW8360; ISBN 1-58846-164-4; $9.99 US) __ Rappan Athuk: The Dungeon of Graves 2 The Middle Levels (WW8361; ISBN 1-58846-157-2; $11.95 US) __ Siege of Durgams Folly, The (WW8370; ISBN 1-58846-188-2; $10.95 US) __ Tomb of Abysthor (WW8351; ISBN 1-58846-150-1; $15.95 US) __ Trouble at Durbenford (WW8385; ISBN 1-58846-?; $34.99 US) __ What Evil Lurks (WW8371; ISBN 1-58846-193-9; $10.95 US) __ Vault of Larrin Karr, The (WW8373; ISBN 1-58846-140-8; $15.95 US) __ Wilderlands Players Guide (WW8391; ISBN 1-58846-092-4; $23.95 US)
A Warband Awaits
Fiery Dragon has produced a popular series of fullcolor fantasy counters, allowing fantasy Game Masters to field vast armies of monsters and fiends to set against their PCs.
Other Products
__ Aberrations (WW8379; ISBN 1-58846-095-9; $13.95 US) __ Ancient Kingdoms: Mesopotamia (WW8365; ISBN 1-58846-994-8; $23.99) __ Bonegarden (WW8384; ISBN 1-58846-993-X; $21.99 US) __ Book of Taverns (WW8374; ISBN 1-58846-072-X; $19.95 US)
Core Product
Counter Collection Digital (WW16020; ISBN 1-58846-779-1; $29.99 US) Now players and Game Masters can create, customize and print their own counter selections, choosing whatever they need from over 1,000 high-resolution images collected on one CD-ROM! You can print as many counters as you need at any size they require, making this the ultimate accessory for strategic tabletop fantasy gaming.
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White Wolf Publishing, Inc. 1554 1554 LittonDrive Drive White Wolf Publishing, Inc. Litton
P E R S O N A L I N F O R M A T I O N
White Wolf Publishing and Sword and Sorcery Order Form (Apr to Jun)
Name ______________________________________________________________________________________________________________________________________________________ Address _____________________________________________________________________________________________________________________________________________________ City _______________________________________________________________ State _____________________________ Zip ___________________________________________________ Phone ______________________________________________________________________________________________________________________________________________________
PLEASE INDICATE ON THIS ORDER FORM THE ITEMS YOU WOULD LIKE TO ORDER AND GIVE IT TO YOUR RETAILER
Qty Title Imprint ISBN Stock# US Price Month Total
LANCEA SANCTUM REQUIEM SKULL T-SHIRT (M) REQUIEM SKULL T-SHIRT (L) REQUIEM SKULL T-SHIRT (XL) REQUIEM SKULL T-SHIRT( XXL) REQUIEM SKULL T-SHIRT (XXXL) GHOULS CITY OF THE DAMNED: NEW ORLEANS PREDATORS WEREWOLF: THE FORSAKEN MOUSEPAD WORLD OF DARKNESS: MYSTERIOUS PLACES MINDS EYE THEATRE RULEBOOK MET: THE REQUIEM ASPECT BOOK: WATER EXALTED: THE AUTOCHTHONIANS CULT OF THE ILLUMINATED PILLAR OF THE SUN WORLD OF WARCRAFT: THE ROLEPLAYING GAME DARK TALES AND DISTURBING LEGENDS RUINS OF INTRIGUE THE BOOK OF ROGUISH LUCK THE WURST OF GRIMTOOTHS TRAPS DEAD MANS CHEST STEAM WARRIORS THE SECRET OF ZIRAN
VAMPIRE VAMPIRE VAMPIRE VAMPIRE VAMPIRE VAMPIRE VAMPIRE VAMPIRE WEREWOLF WEREWOLF WOD MET MET EXALTED EXALTED EXALTED EXALTED
FICTION
1-58846-249-8
$34.99 $21.99 $21.99 $21.99 $21.99 $21.99 $26.99 $26.99 $29.99 $12.99 $24.99 $22.99 $27.99 $19.99 $29.99 $21.99 $6.99 $39.99 $24.99 $19.99 $19.99 $34.99 $29.99 $21.99 $39.99
APR APR APR APR APR APR MAY JUN JUN JUN JUN MAY MAY APR MAY JUN APR MAY MAY APR JUN MAY JUN JUN MAY
1-58846-485-7 1-58846-522-5 1-58846-523-3 1-58846-679-5 1-58846-681-7 1-58846-682-5 1-58846-868-2 1-58846-781-3 1-58846-787-2 1-58846-783-X 1-58846-785-6 1-58846-139-4 1-58846-763-5 1-58846-786-4 0-97290-520-0
55302 50000 50001 8843 8816 8829 10068 17210 15032 16148 16112 8386 8368 17604 PGG0001
2005. White Wolf is a registered trademark of White Wolf Publishing, Inc. All trademarks are owned by their respective trademark holders. All rights reserved.
White Wolf Publishing, Inc. 1554 1554 LittonDrive Drive White Wolf Publishing, Inc. Litton
P E R S O N A L I N F O R M A T I O N
White Wolf Publishing and Sword and Sorcery Pre-Order Form (Jul to Sep)
Name ______________________________________________________________________________________________________________________________________________________ Address _____________________________________________________________________________________________________________________________________________________ City _______________________________________________________________ State _____________________________ Zip ___________________________________________________ Phone ______________________________________________________________________________________________________________________________________________________
More information on these future titles in the next White Wolf Quarterly.
PLEASE INDICATE ON THIS ORDER FORM THE ITEMS YOU WOULD LIKE TO PRE-ORDER AND GIVE IT TO YOUR RETAILER
Qty Title Imprint ISBN Stock# US Price Month Total
ORDO DRACUL THE MARRIAGE OF VICE & VICIOUSNESS LORE OF THE FORSAKEN MAGE: THE AWAKENING T-SHIRT L MAGE: THE AWAKENING T-SHIRT XL MAGE: THE AWAKENING T-SHIRT XXL MAGE: THE AWAKENING MAGE: THE AWAKENING CHARACTER PAD MAGE: THE AWAKENING SCREEN MAGE: THE AWAKENING DICE NO GREATER FEAR ASPECT BOOK: WOOD A SHADOW OVER HEAVENS EYE WOMEN OF THE CAMARILLA 2006 CALENDAR VTES PLAYERS GUIDE WILD BLOOD LANDS OF MYSTERY ALLIANCE PLAYERS GUIDE ISLANDS OF MIST KUNARK: PAST AND PRESENT VAN RICHTENS GUIDE TO THE MISTS TRANSCENDENCE: MONTE COOK PRESENTS: IRON LORE MONTE COOK PRESENTS: THE YEARS BEST D20 ELDRITCH SORCERY WILDERLANDS OF HIGH FANTASY BOXED SET THE LAST CITY HAND OF FATE SCREEN & BOOK
VAMPIRE VAMPIRE FICTION WEREWOLF MAGE MAGE MAGE MAGE MAGE MAGE MAGE MAGE FICTION EXALTED EXALTED FICTION CAMARILLA VTES TWO WOLF WARCRAFT WARCRAFT EVERQUEST EVERQUEST RAVENLOFT MALHAVOC MALHAVOC MALHAVOC NECROMANCER NECROMANCER DRAGONMECH ZIRAN
$34.99 $6.99 $26.99 $21.99 $21.99 $21.99 $34.99 $9.99 $14.99 $6.99 $6.99 $19.99 $6.99 $19.99 $34.99 $13.99 $29.99 $26.99 $34.99 $34.99 $22.99 $19.99 $37.99 $19.99 $34.99 $69.99 $21.99 $24.99
JUL JUL SEP JUL JUL JUL AUG SEP SEP SEP SEP AUG JUL SEP AUG SEP AUG SEP JUL SEP AUG JUL AUG SEP JUL AUG SEP MAY
1-58846-418-0 1-58846-585-3 1-58846-584-5 1-58846-580-2 1-58846-869-0 1-58846-683-3 1-58846-871-2 1-58846-571-3 1-58846-648-5 1-58846-878-X 1-58846-784-8 1-58846-773-2 1-58846-968-9 1-58846-986-7 1-58846-983-2 1-58846-788-0 1-58846-796-1 1-58846-798-8 1-58846-766-X 1-58846-948-4 1-58846-771-6 0-97290-521-9
40000 40701 40700 40702 11540 8844 10069 50700 2699 12996 17206 17207 16516 16526 15013 16149 16154 16133 8396 8394 17605 PGG0002
2005. White Wolf is a registered trademark of White Wolf Publishing, Inc. All trademarks are owned by their respective trademark holders. All rights reserved.
b
Be a Playa
Join the worlds second-oldest profession: pimping! Mack some hos and put them to work. Make the biggest roll and be declared the Mack-Daddy. Just watch out for other pimps as they try to put a beatdown on you and your hos. A ho in the hospital dont earn you no dough. Pimp is a hilarious, stand-alone card game for two to four mature players (well, old enough to vote, but not necessarily mature). 100 cards plus rule sheet. __ Pimp: The Backhanding (WW5140; ISBN 1-58846-624-8; $14.99 US) __ Pimp: The Backhanding Four-Deck Display (WW5141; ISBN 1-58846-623-X; $59.96 US)
ArthausB a c k l i s t
Core Product
The Secret of ZirAn Core Gamebook (PGG0001; ISBN 0-97290-520-0; $39.99 US) Your complete guide to adventuring and telling stories in the world of ZirAn. Features all the mechanics of the Finesse System, multiple magic systems and a wide assortment of tolls for players and the Hand of Fate (game-master) alike. Available in May 2005.
The Book of Knights (GK2724; ISBN 1-92899-911-5; $7.95 US) An introduction to King Arthur Pendragon, this book provides all the basic rules and everything you need to play as a knight and begin your quests in Arthurs Britain.
Other Products
__ Beyond the Wall (GK2717; ISBN 1-56882-026-7; $19.95) __ Saxons! (GK2722; ISBN 1-92899-906-9; $24.95 US) __ Tales of Chivalry and Romance (GK2720; ISBN 1-92899-902-6; $13.95 US) __ Tales of Magic and Miracles (GK2721; ISBN 1-92899-904-4; $13.95) __ Tales of Mystic Tournaments (GK2723; ISBN 1-92899-910-7; $20.95 US) __ Tales of Spectre Kings (GK2726; ISBN 1-92899-922-0; $20.95 US)
Core Products
King Arthur Pendragon (GK2716; ISBN 1-92899-900-X; $29.95 US) This complete game provides everything you need to roleplay among the mysteries and dangers of Arthurs Britain. The acclaimed game system covers chivalric virtues, combat, warfare, courtly matters, magic, witchcraft and much more.
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