Kirjailija
Casey Christofferson
Kirjat ja teokset yhdessä paikassa: 13 kirjaa, julkaisuja vuosilta 2020–2023, suosituimpiin kuuluu Blood Lagoon SW. Vertaile teosten hintoja ja tarkista saatavuus suomalaisista kirjakaupoista.
13 kirjaa
Kirjojen julkaisuvuodet: 2020–2023.
Bard's Gate - Personalities & Profiles - 5E
Italo Iozzi; Emanuele Granatello; Casey Christofferson
Frog God Games
2023
sidottu
Bring any fantasy city to life This supplement for your dark urban fantasy campaign includes more than 300 fully-statted NPCS, including politicians, thieves, knights, shop owners, clerics, thugs, and sewer-dwelling creatures ... everything and more to populate your world This invaluable volume can help fill cities and urban environments in any fantasy setting in no time. Need a bunch of NPCs quick? Just drop these characters into your game and go. You can use this book on its own or to expand on information found in Bard's Gate 5e (but that city accessory from Frog God Games is not required to use this book).
Bard's Gate - Personalities & Profiles - 5E
Italo Iozzi; Emanuele Granatello; Casey Christofferson
Frog God Games
2023
nidottu
Bring any fantasy city to life This supplement for your dark urban fantasy campaign includes more than 300 fully-statted NPCS, including politicians, thieves, knights, shop owners, clerics, thugs, and sewer-dwelling creatures ... everything and more to populate your world This invaluable volume can help fill cities and urban environments in any fantasy setting in no time. Need a bunch of NPCs quick? Just drop these characters into your game and go. You can use this book on its own or to expand on information found in Bard's Gate 5e (but that city accessory from Frog God Games is not required to use this book).
A friend has passed to the great beyond, and a funeral has lain him to his final rest. Something, however, seems hollow and different about the affair. There is unfinished business, and everyone knows it - yet nobody knows just what it is that everyone seems to haveforgotten. It feels almost that the dearly departed has some other task, some incomplete goal that must be achieved before it can move on. Something damning has trapped them in the Underworld and only through the deeds of their closest friends may a final and lasting rest be achieved. One Last Thing is an adventure designed for characters of 7th-10th level that takes place in a familiar town setting, but eventually leads to the edges of Styx and the entrance to the Underworld itself. The characters explore the plains of the dead on their way to the forbidden Necropolis of Ankev, and in the city of corpses they face demons, devils, and dreaded liches while they track down the spirit of the dearly departed ... to discover the crucial one last thing.
A friend has passed to the great beyond, and a funeral has lain him to his final rest. Something, however, seems hollow and different about the affair. There is unfinished business, and everyone knows it - yet nobody knows just what it is that everyone seems to haveforgotten. It feels almost that the dearly departed has some other task, some incomplete goal that must be achieved before it can move on. Something damning has trapped them in the Underworld and only through the deeds of their closest friends may a final and lasting rest be achieved. One Last Thing is an adventure designed for characters of 7th-10th level that takes place in a familiar town setting, but eventually leads to the edges of Styx and the entrance to the Underworld itself. The characters explore the plains of the dead on their way to the forbidden Necropolis of Ankev, and in the city of corpses they face demons, devils, and dreaded liches while they track down the spirit of the dearly departed ... to discover the crucial one last thing.
A friend has passed to the great beyond, and a funeral has lain him to his final rest. Something, however, seems hollow and different about the affair. There is unfinished business, and everyone knows it - yet nobody knows just what it is that everyone seems to haveforgotten. It feels almost that the dearly departed has some other task, some incomplete goal that must be achieved before it can move on. Something damning has trapped them in the Underworld and only through the deeds of their closest friends may a final and lasting rest be achieved. One Last Thing is an adventure designed for characters of 7th-10th level that takes place in a familiar town setting, but eventually leads to the edges of Styx and the entrance to the Underworld itself. The characters explore the plains of the dead on their way to the forbidden Necropolis of Ankev, and in the city of corpses they face demons, devils, and dreaded liches while they track down the spirit of the dearly departed ... to discover the crucial one last thing.
The Grand Duchy of Reme is a vast realm: a network of well-settled river valleys running through enormous areas of almost-uncharted wilderness. To the west, Reme's territory extends to the Deepfells Mountains and the forbidden Green Realm of the wild elves. To the east, it reaches to the town of Fareme near the western edge of the Stoneheart Valley. Its northern border is the Wizard's Wall across the Crynnomar Gap, and to the south, the realm extends to the Whiterush River. The land borders of Reme do not tell the whole story, however, for Reme is also a seafaring nation, one of the most significant in the world. The grand duke has no colonial aspirations, but the nation has been focused on dominating trade on the Crescent Sea for centuries, and Rhemish ships venture throughout the known world from the city's great port. In overall size, the Grand Duchy of Reme technically rivals the entire holdings of the overking of Foere and exceeds that of the actual Kingdom of Foere by quite a bit. However, most of Reme remains wild, inhabited by nomadic Loreclans rather than agrarian settlements. With the exception of river valleys, Reme is almost entirely a vast grassland prairie poorly suited to farming. The Frontier in the northwest is only nominally under the jurisdiction of the Northmarches, for the reach of the duchess at Ironfell only barely extends into this region. In the west, permanent agricultural settlements have only recently begun to form in the Windreft following the resolution of civil wars that ravaged the Westmarches for the last several decades. The civilization of Reme is powerful, but the settled population is widely scattered in pockets and along the great rivers. Given the uneven settlement and great distances within the wild territories of Reme, the grand duchy has evolved into a number of marches providing for more local administration. Today, these are the Westmarches, the Northmarches, and Waymarch, in addition to the central lands held directly by the grand duke. The origin of power of the dukes of Reme are as Loreclannic chiefs, and their authority, developed over the course of millennia, extends to ancient Loreclannic boundaries rather than feudal grants of the land itself. The distinction between Reme's Loreclannic traditions versus Foere's feudal law is nuanced, but it is a key factor in understanding the history and the nature of the Rhemish people.
The Grand Duchy of Reme is a vast realm: a network of well-settled river valleys running through enormous areas of almost-uncharted wilderness. To the west, Reme's territory extends to the Deepfells Mountains and the forbidden Green Realm of the wild elves. To the east, it reaches to the town of Fareme near the western edge of the Stoneheart Valley. Its northern border is the Wizard's Wall across the Crynnomar Gap, and to the south, the realm extends to the Whiterush River. The land borders of Reme do not tell the whole story, however, for Reme is also a seafaring nation, one of the most significant in the world. The grand duke has no colonial aspirations, but the nation has been focused on dominating trade on the Crescent Sea for centuries, and Rhemish ships venture throughout the known world from the city's great port. In overall size, the Grand Duchy of Reme technically rivals the entire holdings of the overking of Foere and exceeds that of the actual Kingdom of Foere by quite a bit. However, most of Reme remains wild, inhabited by nomadic Loreclans rather than agrarian settlements. With the exception of river valleys, Reme is almost entirely a vast grassland prairie poorly suited to farming. The Frontier in the northwest is only nominally under the jurisdiction of the Northmarches, for the reach of the duchess at Ironfell only barely extends into this region. In the west, permanent agricultural settlements have only recently begun to form in the Windreft following the resolution of civil wars that ravaged the Westmarches for the last several decades. The civilization of Reme is powerful, but the settled population is widely scattered in pockets and along the great rivers. Given the uneven settlement and great distances within the wild territories of Reme, the grand duchy has evolved into a number of marches providing for more local administration. Today, these are the Westmarches, the Northmarches, and Waymarch, in addition to the central lands held directly by the grand duke. The origin of power of the dukes of Reme are as Loreclannic chiefs, and their authority, developed over the course of millennia, extends to ancient Loreclannic boundaries rather than feudal grants of the land itself. The distinction between Reme's Loreclannic traditions versus Foere's feudal law is nuanced, but it is a key factor in understanding the history and the nature of the Rhemish people.
Upon his Brazen Throne, the Sultan awaits The City of Brass, legendary capital of the efreeti empire and jewel of the genie nations sits upon a multi-dimensional vortex at the edge of the Elemental Plane of Fire. From here the Sultan sends his mighty armies across the cosmos, bringing fire and destruction to the known planes. Now the kingdoms of the Lost Lands are in his sights and the Sultan has unleashed the Cult of the Burning One. Brave heroes must rise to the challenge and do the unthinkable: Take the battle to the City of Brass itself and end the Sultan's threat once and for all - 552 pages of plot, story seeds, plane hopping, and epic dungeon crawling adventure New monsters, magic, and spells.- Defeat the threat of the Cult of the Burning One over five intertwined adventures that cross the Lost Lands and lead to the City of Brass itself.- Five new villages, towns, and cities including the Fabled City of Brass. All mapped in full color.- Adventure in multiple planes of existence including the Elemental Planes of Air and Fire and the Wild.- Detailed description of the various factions, cults, and secret societies hidden within the City of Brass, offering countless hours of role play and intrigue.- Fifteen self-contained adventure locations and multi-level dungeons within the City of Brass.
Upon his Brazen Throne, the Sultan awaits The City of Brass, legendary capital of the efreeti empire and jewel of the genie nations sits upon a multi-dimensional vortex at the edge of the Elemental Plane of Fire. From here the Sultan sends his mighty armies across the cosmos, bringing fire and destruction to the known planes. Now the kingdoms of the Lost Lands are in his sights and the Sultan has unleashed the Cult of the Burning One. Brave heroes must rise to the challenge and do the unthinkable: Take the battle to the City of Brass itself and end the Sultan's threat once and for all - 552 pages of plot, story seeds, plane hopping, and epic dungeon crawling adventure New monsters, magic, and spells.- Defeat the threat of the Cult of the Burning One over five intertwined adventures that cross the Lost Lands and lead to the City of Brass itself.- Five new villages, towns, and cities including the Fabled City of Brass. All mapped in full color.- Adventure in multiple planes of existence including the Elemental Planes of Air and Fire and the Wild.- Detailed description of the various factions, cults, and secret societies hidden within the City of Brass, offering countless hours of role play and intrigue.- Fifteen self-contained adventure locations and multi-level dungeons within the City of Brass.
Upon his Brazen Throne, the Sultan awaits The City of Brass, legendary capital of the efreeti empire and jewel of the genie nations sits upon a multi-dimensional vortex at the edge of the Elemental Plane of Fire. From here the Sultan sends his mighty armies across the cosmos, bringing fire and destruction to the known planes. Now the kingdoms of the Lost Lands are in his sights and the Sultan has unleashed the Cult of the Burning One. Brave heroes must rise to the challenge and do the unthinkable: Take the battle to the City of Brass itself and end the Sultan's threat once and for all - 552 pages of plot, story seeds, plane hopping, and epic dungeon crawling adventure New monsters, magic, and spells.- Defeat the threat of the Cult of the Burning One over five intertwined adventures that cross the Lost Lands and lead to the City of Brass itself.- Five new villages, towns, and cities including the Fabled City of Brass. All mapped in full color.- Adventure in multiple planes of existence including the Elemental Planes of Air and Fire and the Wild.- Detailed description of the various factions, cults, and secret societies hidden within the City of Brass, offering countless hours of role play and intrigue.- Fifteen self-contained adventure locations and multi-level dungeons within the City of Brass.
Upon his Brazen Throne, the Sultan awaits The City of Brass, legendary capital of the efreeti empire and jewel of the genie nations sits upon a multi-dimensional vortex at the edge of the Elemental Plane of Fire. From here the Sultan sends his mighty armies across the cosmos, bringing fire and destruction to the known planes. Now the kingdoms of the Lost Lands are in his sights and the Sultan has unleashed the Cult of the Burning One. Brave heroes must rise to the challenge and do the unthinkable: Take the battle to the City of Brass itself and end the Sultan's threat once and for all - 552 pages of plot, story seeds, plane hopping, and epic dungeon crawling adventure New monsters, magic, and spells.- Defeat the threat of the Cult of the Burning One over five intertwined adventures that cross the Lost Lands and lead to the City of Brass itself.- Five new villages, towns, and cities including the Fabled City of Brass. All mapped in full color.- Adventure in multiple planes of existence including the Elemental Planes of Air and Fire and the Wild.- Detailed description of the various factions, cults, and secret societies hidden within the City of Brass, offering countless hours of role play and intrigue.- Fifteen self-contained adventure locations and multi-level dungeons within the City of Brass.