Ados: Land of Strife   (TG-0001)
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Welcome to Ados! A land where the races, animals, monsters,
plants, and even the land itself are all pawns in The Great Game, played by the Gods
to determine which God shall be known as the One, True God. Each of the 46 deities
in the Adosian Pantheon has their own motivations, desires, and reasons for meddling
in the affairs of the people of Ados. The Gods know that, over time, worshippers
come and go and, with each cycle, new Gods arise to join the pantheon while other
Gods diminish and even fade entirely as their worshippers are converted or killed.
Some Gods are determined to win The Great Game and will do anything to reach that
goal, while others care very little about winning. Through it all, the inhabitants
of Ados live their lives, some just trying to live and be at peace, while others
are committed to spreading the word (and power) of their deity. Join the faithful in the divine fight! Will you spread the word of your God through the six civilized regions by peace, or at the tip of a sword? Or will you seek adventure, fame, and wealth in the Wildlands? Ados: Land of Strife features a new character class, the Divine Warrior, and three new prestige classes, the Linguist, the Rune Master, and the Master Healer. Play as the existing core races or as one of three new races, true children of the Gods that are deeply devoted to their deity. The Anzimeer, fierce simian warriors, children of Brand, God of War; the Toumen, a small bird-like race, the children of Basvu, God of the Forest; or the Uarja, humanoids with cat-like features, the children of Zimk, God of Animals. New skills, feats, equipment, and optional game rules for training between levels, Story Points, languages, and armor. See the artists who contributed to this book. Ados: Land of Strife requires the use of the Dungeons & Dragons, 3rd. Edition rules to play. Now for sale! Retail price: 214 pages. Buy the Ados Campaign Setting at RPGNow! Buy the Ados Campaign Setting at DriveThruRPG! Top of Page. |
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Brixbrix's Field Guide
to the Creatures of Ados   (TG-0004)
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Got monsters? We do. You can, too, with Brixbrix's
Field Guide to the Creatures of Ados! Inside, you will find everything you need to test your players against over 50 new creatures, from aberrations to vermin, with 12 new dragons, 8 new undead (including undead plants), 4 new PC races, 4 new creature templates, and more! Each entry is complete with a creature description, vital statistics and game rules, an example encounter featuring the new creature, and 3 adventure hooks (including pre-generated NPCs) in order to help you get these creatures into your game today! Not only that, but we have included 16 new items, 5 new spells, and rules for alternate uses for existing spells, all based around these new creatures. What are you waiting for? Open it up and start playing today! Brixbrix's Field Guide to the Creatures of Ados requires the use of the Dungeons & Dragons, 3.5 Edition rules and is tailored for the Ados: Land of Strife Campaign Setting although it can be used in any setting. Brixbrix's Field Guide to the Creatures of Ados features artwork from Jim Gower, Rick Hershey, and Mike Wagner. See the artists who contributed to this book. Now Available. Preview the Disciple of Pain, the Wind Hunter, and the Nihowesu three of the new creatures in Brixbrix's Field Guide to the Creatures of Ados. Retail price PDF Version: $14.95 Retail price POD Version: $24.95 213 pages. Buy Brixbrix's Field Guide to the Creatures of Ados at RPGNow! Buy Brixbrix's Field Guide to the Creatures of Ados at DriveThruRPG! Top of Page. |
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The Divine Order - Jute: Faith of Creation   (TG-0007)
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Got Faith? Don't let a lack of faith freeze you in your tracks! Embrace the teachings to Jute, the Lifegiver. All life is sacred and must be protected at any cost. Only by protecting the living can the faithful transcend the mortal world and be united with Jute in The White Haven. This book contains everything you will need to incorporate Jute, and the Jutian faith, into your game today! Inside, you will find:
This product was designed for use with the Ados: Land of Strife Campaign Setting, but can easily be adapted for any setting. The Divine Order: Jute - Faith of Creation requires the use of the Dungeons & Dragons, 3.5 Edition rules to play. See the writers who contributed to this book. See the artists who contributed to this book. A link to artwork not presented in the book. A link to NPCs not presented in the book. View the table of contents from the book. Now Available Retail price PDF Version: $14.95 Retail price POD Version: $24.95 164 pages. Buy the print version of The Divine Order: Jute - Faith of Creation at Amazon.com Buy The Divine Order: Jute - Faith of Creation at RPGNow! Buy The Divine Order: Jute - Faith of Creation at DriveThruRPG! Top of Page. |
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Ados Core Set Bundle (TG-0015)
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This bundle includes the Ados: Land of Strife
campaign setting and the highly successful Brixbrix's Field Guide to the Creatures of Ados.
Now you can own both books for one low price! Retail Price: $14.95 Buy the Ados Core Set Bundle at RPGNow! Top of Page. |
Ados Core Set Bundle 2 (TG-0024)
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This bundle includes the Ados: Land of Strife
campaign setting, the highly successful Brixbrix's Field Guide to the Creatures of Ados,
and the critically acclaimed The Divine Order: Jute - Faith of Creation.
Now you can own all three books for one low price! Retail Price: $29.90 Buy the Ados Core Set 2 Bundle at RPGNow! Top of Page. |
| Children of the Planes (TG-0035) | Written by: Chris & Christina McCoy | |
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"The blood of the multiverse flows through your veins…" The planes are infinite in their mysteries and their peoples, bringing a vast amount of diversity across the multiverse. Why shouldn't the same hold true for planetouched player races? The standard Aasimars and Tieflings are an excellent option for players who are seeking to create a character with an exotic flare or a touch of the planes within their blood but why stop there? The other core races, whether they are Elves, Gnomes, Halflings, Orcs, Humans, or Dwarves, have all made expeditions to other planes…surely their curiosity attracted the attention of planar denizens? Welcome to Children of the Planes, a racial sourcebook that introduces new planetouched races to the d20 system. Utilizing the same, easy-to-follow format of the PHB, this sourcebook brings twelve new ECL +1 races to life with new feats and prestige classes. Unlike the Aasimars and Tieflings whose otherworldly influences are undefined, the new races found in this book have specific outsiders in their heritage. Whether it is a beautiful Korali seductress or a malicious Skinx prankster, Children of the Planes provides a variety of new racial options for GMs and players alike. Illustrated by: John Ryan Byrd Retail price PDF Version: $10.00 Retail price POD Version: $19.95 (Now Available!) 76 pages. Buy the print version of Children of the Planes at Amazon.com. - or - Buy a paperback copy of the book directly from Tangent Games for only $17.95, 10% off the cover price. Buy Children of the Planes at RPGNow! Buy Children of the Planes at DriveThruRPG! Top of Page. |
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| Better Damage through Alchemistry   (TG-0002) | ||
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"Hi dro chloric." The alchemical name tasted foreign in my mouth.
"And that is the strongest acid you have?" I didn't want to take any chances with the trolls. Tired of arming yourself with plain old acid? Looking for new weapons to use against Black Dragons, Digester's and other acid immune creatures? Looking for new ideas to create different creatures and traps? Better Damage through Alchemistry is a short book for use with the Dungeons & Dragons, 3.5 Edition rules. Within you will find new ways to liven up your game and breath new life into the Craft (Alchemy) skill. The article contains descriptions and rules for creating and using three types of acids, three types of bases, and ten natural elements and other alchemical items that are very dangerous in the right (or wrong) hands. Newly revised third edition of the popular Better Damage Through Alchemistry has been released. We have updated the layout, clarified the rules, and made other general improvements to this popular book. Now for sale! Only $5.00! Buy Better Damage through Alchemistry at RPGNow! Buy Better Damage through Alchemistry at DriveThurRPG! Top of Page. |
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| Mineral Alchemy: Alchemy from Gems and Minerals   (TG-0003) | ||
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Lorenna takes a few tentative steps toward the back
of the hall where she can make out five doors along the back wall. Suddenly,
the nightglow gem hanging about her neck glows with an alarming brightness in
the dimly lit hall. "Menroa," the Elven curse is loud and draws the attention
of her companions. They all can see the light coming from the nightglow gem.
"I really hate undead," she says as she pulls her scimitar from its scabbard. Are you looking to spice up your treasure? Do you lose sleep wondering what you can do with that piece of quartz or moonstone your character just found? Do you want to add a kick to the game that doesn't involve magic items? Mineral Alchemy: Alchemy from Gems and Minerals provides this and more. It is a short book for use with the Dungeons & Dragons, 3.5 Edition rules. Within you will find 33 new alchemical items that can be made from 22 common and uncommon gems and minerals. From lethal Bang, misused Heart Stone, and the highly useful Nightglow, Mineral Alchemy will provide you with a plethora of new items to equip your character with. Each mineral alchemical entry provides you with a complete description of the item along with the rules for creating and selling them to your players. Newly revised second edition of the popular Mineral Alchemy: Alchemy from Gems and Minerals has been released. We have updated the layout, changed many of the images, and best of all - added 11 new alchemical items to the book. Now for sale! Only $5.00! Buy Mineral Alchemy at RPGNow! Buy Mineral Alchemy at DriveThruRPG! Top of Page. |
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| Gemerator   (TG-0005) | ||
| How often have you, as a GM or as a player, encountered
a description of a gemstone that goes something like this: GM: “You have overcome the last trap in the ancient temple. Ahead of you stands the stone statue you have been seeking, a pair of red gems for eyes.” Players: “What kind of gems?” GM: Checks a small table in his book that isn’t detailed enough and tries to think on his feet. Remembering that rubies are usually red he says, “Uh, they’re rubies.” Players: “How big are they?” GM: With no clue how to figure out how big the two rubies are, he says “Uh, the statue is only 10 inches tall so the rubies aren’t that big.” Players: “Are the rubies cut? What shape are they?” GM: Slightly curses his players and wonders if he could just convince the party that the statue was never really there in the first place... Maybe this hasn’t happened to you, or maybe not to this degree but, at one time or another, most GM’s have encountered a situation like that. Maybe it’s the treasure just generated on the random treasure table in the rulebook that says that the monster the party just defeated has 1d8 gems. What kind of gems are they? How valuable are they? What do they look like? Now you can answer all of these questions with the Gemerator! With the Gemerator you can create gems of 75 different types, each with it's own elements of size, cut, color and value. This allows you to create millions of different gems quickly and easily. Also included are sample images of each gem type so that you can get an idea of what the gems look like and show them to your players! The Gemerator is designed to allow you to create detailed gems for use not only in your d20 system campaign, but in ANY setting! Now for sale! Only $5.00! Buy Gemerator at RPGNow! Buy Gemerator at DriveThruRPG! Top of Page. |
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Mineral Magic: Volume One   (TG-0006)
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With a deep breath, Gwendolyn positioned the
chisel. With a small TAP of the hammer the final piece of the peridot fell
away. To the untrained eye nothing about the gem had changed, but she could
tell that she had succeeded. This was her most difficult work to date, but
she knew that this peridot gemstone was now ready; it had become a dragon
bone, ready to call forth a juvenile red dragon from the natural magic of
the gem that she had just harnessed.
Gems should be more than just pretty baubles! Now they are! No more will gems become quick sources of cash, pawned off at the first opportunity. Harness the hidden secrets of the natural magic within gems and minerals and provide your players with magic items that are not only functional, but look great too! Mineral Magic: Volume One is a short book for use with the Dungeons & Dragons, 3.5 Edition rules. Within you will find 31 new magic items, which can be made from 25 commonly found gems and minerals, including the Five Quartz Spheres and the Four Quartz Skulls. Mineral Magic: Volume One contains descriptions of all 31 new items along with the necessary rules for creating and selling them to your players. Also included are 2 new feats that will allow your players to harness their own magical minerals. Now for sale! Only $2.50! Buy Mineral Magic: Volume One at RPGNow! Buy Mineral Magic: Volume One at DriveThruRPG! Top of Page. |
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| Commodity Cards I: Food & Drink   (TG-0014) | ||
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"You," another pirate yelled at Aaron. "Get the stick out.
There's treasure to haul and no time for gawkin'!" "What treasure?" answered Aaron, sticking his dagger into the nearest sack and tearing open a hole. He reached his hand in and pulled out a handful of small black grains. "We risked our lives for this? This isn't treasure." He scattered the black grains in disgust on the ships floor, not noticing the looming form of Captain Red Flame behind him. "That be your share your throwing away there boy," the Captain said in a quiet, yet menacing tone. "This is pepper, fresh from the Spice Islands, and worth its weight in gold." The Captain picked up the scattered peppercorns and handed them back to Aaron. "Each of these sacks will fetch us 100 silver pieces in any market surrounding the Malapar Sea, and maybe a few more if we can find the right buyer. There's over 1000 sacks of pepper here, and it'd be a shame if you had to forfeit your share of 100,000 silver pieces. So get moving and help your mates haul this precious cargo to the Night Flame double quick." Aaron quickly picked up a sack of pepper and hauled it out of the hold. Who knew that something so plain and ordinary could be worth so much? As parties of adventurers roam the globe in search of treasure, not everything they find will be gold, silver, or precious gems. Sometimes the party will come across more mundane, yet still valuable, commodities that are bought and sold every day and help keep the world economies going. How do you determine what the value of a bushel of wheat, or a barrel of wine should be? If a party should ‘liberate’ a cargo of pepper from a merchant ship, what price will they get when they sell it in the next port? To answer this question Tangent Games has created Commodity Cards. Commodity Cards are cards that the GM can print out and use to determine the type, quantity, and value for different commodities. Commodity Cards I: Food and Drink only deals with those commodities that are edible, or can be used to make edible food. Commodity Cards I: Food and Drink contains 300 different commodities for use in your game. Some of the standard uses for the Commodity Cards are:
No GM should be without Commodity Cards. Make them part of your gaming essentials today. Purchase your copy of the complete set of Commodity Cards I: Food & Drink today! In addition, if you do not want to print out a set of Commodity Cards, tables for random generation have been included! Now for sale! Only $2.50! Buy Commodity Cards I: Food & Drink at RPGNow! Buy Commodity Cards I: Food & Drink at DriveThurRPG! Top of Page. |
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Mineral Magic: Volume Two   (TG-0016)
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"The only dead end here, my dear Gwen, is theirs."
Reginald smiled at the rogue and pulled out a small golden disk as he stepped forward.
Without giving the vampires a chance to react he flourished the disk, a small piece of
pyrite, which flashed in the dim torchlight. The corridor brightened as a beam of golden
light speared down the corridor. Screams rose from the throats of the five vampires
and were suddenly cut short. As the light faded, a fine mist of dust floated in the
air where the vampires once stood. "Well I think we've brightened their day," Reginald quipped. "Shall we continue our little expedition?" Scholars and wizards of great renown have proven that the gems and minerals that make up the very heart of the world hold untapped power. Each mineral, they have shown, holds a natural magic within its crystalline structure waiting to be unlocked. Mineral Magic: Volume Two is a short book for use with the Dungeons & Dragons, 3.5 Edition rules. Within you will find 36 new magic items, which can be made from 31 commonly found gems and minerals, including the powerful Immortality Stone, the versatile Totem Amber, and the Barrier Gems which are made from different varieties of garnets. Mineral Magic: Volume Two contains detailed descriptions of all 36 new magical minerals along with the necessary rules for creating and selling them to your players. Also included are 2 new feats that will allow your players to harness their own magical minerals, and detailed tables allowing you to add these magic items into the existing wondrous items tables from the DMG. Now for sale! Only $2.50! Buy Mineral Magic: Volume Two at RPGNow! Buy Mineral Magic: Volume Two at DriveThruRPG! Top of Page. |
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| Commodity Cards II: Raw Materials   (TG-0017) | ||
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The Dwarf pulled back the tarp. Cairn looked into the cart with some
excitement, imagining boxes of newly minted coins or gems. He picked up the hunk of plain looking
rock as his excitement crashed down around him. "Rocks!" he yelled. "We spent three days tracking
this caravan to liberate rocks!" He picked one up and threw it against the cliff face; the rock
shattered, and rained down upon the captive's heads. Cairn turned to Scarbin, his anger building.
"You said this was a caravan from the gold mine! Well, where's the gold?" Scarbin, holding a rock in his hand merely stared at Cairn. "Stupid Human," he grumbled. "Did you think they smelted the gold at the mine? This is the treasure all right. Gold ore, ready to be processed. By my estimates, there's a good 1000 pounds of ore between these two carts." Scarbin tossed the rock back into the cart. "This is good ore too, with high yields," he continued. "I'd say my people can process this ore and get about 10,000 gold pieces from it. So quit your whining, otherwise I'll increase my cut and your little rebellion will have even less gold to fight King Fernwind." As parties of adventurers roam the globe in search of treasure, not everything they find will be gold, silver, or precious gems. Sometimes the party will come across more mundane, yet still valuable, commodities that are bought and sold every day and help keep the world economies going. How do you determine what the value of a bundle of animal hides, or a box of ore should be? If a party should ‘liberate’ a cargo of myrrh from a merchant ship, what price will they get when they sell it in the next port? To answer this question Tangent Games has created Commodity Cards. Commodity Cards are cards that the GM can print out and use to determine the type, quantity, and value for different commodities. Commodity Cards II: Raw Materials only deals with those commodities that are used to make something else that has an even higher value. Commodity Cards II: Raw Materials contains 230 different commodities for use in your game. Some of the standard uses for the Commodity Cards are:
No GM should be without Commodity Cards. Make them part of your gaming essentials today. Purchase your copy of the complete set of Commodity Cards II: Raw Materials today! In addition, if you do not want to print out a set of Commodity Cards, tables for random generation have been included! Now for sale! Only $2.50! Buy Commodity Cards II: Raw Materials at RPGNow! Buy Commodity Cards II: Raw Materials at DriveThruRPG! Top of Page. |
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| Commodity Cards III: Finished Goods - Swords to Plowshares   (TG-0018) | ||
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Malakite stepped forward to grab the tools. He could have scolded William,
but he didn't know better. "Yer right William," he said. "But we've got to make the best of what we
did get. Those two items are worth about a hundred gold by themselves." William's mouth fell open; he'd
never owned anything worth more than 2 gold in his whole life. "And we'll get another 60 or so gold from
the collection of weapons we took off them dead pirates. Not a great treasure, but enough to put food
in our bellies."
As parties of adventurers roam the globe in search of treasure, not everything they find will be gold, silver, or precious gems. Sometimes the party will come across more mundane, yet still valuable, commodities that are bought and sold every day and help keep the world economies going. How do you determine what the value of a surrey, or a set of builder's tools should be? If a party should defeat a band of Gnolls and collect a dozen battleaxes, what price will they get when they sell them in the next town? To answer this question Tangent Games has created Commodity Cards. Commodity Cards are cards that the GM can print out and use to determine the type, quantity, and value for different commodities. Commodity Cards III: Finished Goods - Swords to Plowshares deals with those commodities that have been made into armor, barding, tools, weapons, and transportation. The set contains 280 different cards depicting finished goods from chainmail to short swords and adzes to galleys. Commodity Cards III: Finished Goods - Swords to Plowshares contains 280 different commodities for use in your game. Some of the standard uses for the Commodity Cards are:
No GM should be without Commodity Cards. Make them part of your gaming essentials today. Purchase your copy of the complete set of Commodity Cards III: Finished Goods - Swords to Plowshares today! In addition, if you do not want to print out a set of Commodity Cards, tables for random generation have been included! Now for sale! Only $2.50! Buy Commodity Cards III: Finished Goods - Swords to Plowshares at RPGNow! Buy Commodity Cards III: Finished Goods - Swords to Plowshares at DriveThruRPG! Top of Page. |
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| Commodity Cards IV: Finished Goods - The Adventurer's Kit   (TG-0019) | ||
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"Klip, you should hang around ladies more often." She pulled the bottle
from his hand and examined it more closely. "I should have recognized the roses on the box. This is a
bottle of dragon rose perfume, made by the celebrated maker Joviani Lagos. Very expensive stuff. I'd
say we could get at least 15 or more gold pieces for each bottle." She capped the bottle and handed it
back to Klip. "See how many are in the box."
As parties of adventurers roam the globe in search of treasure, not everything they find will be gold, silver, or precious gems. Sometimes the party will come across more mundane, yet still valuable, commodities that are bought and sold every day and help keep the world economies going. How do you determine what the value of a pan flute, or a silver mirror should be? If a party should liberate a cart of bath oil from an unsuspecting merchant, what price will they get when they sell it in the next town? To answer this question Tangent Games has created Commodity Cards. Commodity Cards are cards that the GM can print out and use to determine the type, quantity, and value for different commodities. Commodity Cards IV: Finished Goods: The Adventurer's Kit deals with those commodities that have been made into adventuring gear, alchemical items, luxury goods, musical instruments, and tack. The set contains 200 different cards depicting finished goods from acid to zithers and perfumes to saddles. Commodity Cards IV: Finished Goods: The Adventurer's Kit contains 200 different commodities for use in your game. Some of the standard uses for the Commodity Cards are:
No GM should be without Commodity Cards. Make them part of your gaming essentials today. Purchase your copy of the complete set of Commodity Cards IV: Finished Goods: The Adventurer's Kit today! In addition, if you do not want to print out a set of Commodity Cards, tables for random generation have been included! Now for sale! Only $2.50! Buy Commodity Cards IV: Finished Goods: The Adventurer's Kit at RPGNow! Buy Commodity Cards IV: Finished Goods: The Adventurer's Kit at DriveThruRPG! Top of Page. |
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| Commodity Cards V: Finished Goods - Hearth and Home   (TG-0020) | ||
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"Cloth!" Ferdinand yelled, interrupting their conversation. The lady looked aghast
at such rude behavior, while Hollis merely sat there. "One of my friends died to protect cloth!" He pulled his
sword and pointed it at Hollis. "You had better talk quick merchant, lest I cut some of that fat from your bones." Hollis was stopped by the hand of the lady. She said to Ferdinand, "Good sir, master Hollis is right. I am paying him 250 gold crowns for each bolt of silk he's brought me. I am sorry for your loss on your journey." She pulled out a small pouch and handed it to Ferdinand. "Please accept this additional payment from me for your skill and bravery." Ferdinand accepted the pouch and peered at platinum coins seated within the leather. He was still in a bit of shock about the price of the silk. He turned his horse and he and his men walked away without another word. As parties of adventurers roam the globe in search of treasure, not everything they find will be gold, silver, or precious gems. Sometimes the party will come across more mundane, yet still valuable, commodities that are bought and sold every day and help keep the world economies going. How do you determine what the value of a copper kettle, or a silver candelabra should be? If a party should liberate a cart of china vases from an unsuspecting merchant, what price will they get when they sell it in the next town? To answer this question Tangent Games has created Commodity Cards. Commodity Cards are cards that the GM can print out and use to determine the type, quantity, and value for different commodities. Commodity Cards V: Finished Goods: Hearth and Home deals with those commodities that have been made into clothing, dishes, fabric, footwear, and other house-hold items. The set contains 330 different cards depicting finished goods from corsets to spinning wheels and armoires to rolling pins. Commodity Cards V: Finished Goods - Hearth and Home contains 330 different commodities for use in your game. Some of the standard uses for the Commodity Cards are:
No GM should be without Commodity Cards. Make them part of your gaming essentials today. Purchase your copy of the complete set of Commodity Cards V: Finished Goods - Hearth and Home today! In addition, if you do not want to print out a set of Commodity Cards, tables for random generation have been included! Now for sale! Only $2.50! Buy Commodity Cards V: Finished Goods - Hearth and Home at RPGNow! Buy Commodity Cards V: Finished Goods - Hearth and Home at DriveThruRPG! Top of Page. |
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| Natural Wonders - Flora   (TG-0021) | ||
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Gareth scanned the rolling plain that was the Grass Desert.
"If only…" There! Gareth changed his course slightly and headed for a clump of particularly
stiff-looking grass. He slid to a stop by the grass and pulled out a small spade. He quickly
stuck the spade into the ground at the base of one of the plants. "Come on…" he mumbled,
gently pulling the plant out. He stuck the spade in next to a second plant. "One more…" The
second plant came out undamaged as well. Gareth quickly stood and nocked the first arrow grass in his bow. The Gnolls were only 30 yards away now. He drew back the bow and fired at the first Gnoll. The arrow grass hit home, striking the Gnoll in the left eye, dropping him instantly. Gareth quickly nocked the second arrow grass and said a quick prayer to Wrix, God of Luck. He took aim at the second Gnoll still charging toward him. The natural world is filled with many wondrous and seemingly magical things. For everything created by man, it seems that nature has done it first, and better. It is no different in the world of fantasy. In a land filled with dragons and magic it is not surprising that strange and unique items will evolve through time. Natural Wonders - Flora explores 15 new and naturally occurring plants that have unique and seemingly magical qualities. These natural wonders are set on the world of Ados and can be used as part of the Ados: Land of Strife campaign setting. Each entry is also designed so that you can use these natural wonders in any campaign setting. Each natural wonder entry gives the following information about the plant:
Now for sale! Only $5.00! Buy Natural Wonders - Flora at RPGNow! Buy Natural Wonders - Flora at DriveThruRPG! Preview Natural Wonders - Flora here. Top of Page. |
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| Natural Wonders - Fauna Book 1: Aquatic Animals   (TG-0022) | ||
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"Ha!" Chang laughed and spat on the rough floor. "That's what I think of your
boasts. You had better drink that potion of yours quickly or it will do you no good." He readied his
scimitar with a final defiant slash through the air. "Oh, this," Klauswitz said nonchalantly. "This is not for me. It's for you." "Why would I want to drink one of your foul elixirs?" "Because this is the antidote that will save you from the arrow worm I just hit you with." He made a show of staring at the yellow-orange liquid through the glass flask, as if checking it for a bug or hair. "You tell me what I want to know and I'll give you the antidote. Simple, eh?" He smiled, showing the two false fangs of the tusk shells he'd had implanted. The world around us is filled with many wondrous and seemingly magical creatures. For everything created by man, it seems that nature has done it first, and better. The fantasy world is no different. In a land filled with dragons and magic it is not surprising that strange and unique animals will evolve through time. Natural Wonders - Fauna Book 1: Aquatic Animals explores 17 new and naturally occurring aquatic animals (excluding fish and sharks) that have unique and quasi-magical qualities. These natural wonders are set on the world of Ados and can be used as part of the Ados: Land of Strife campaign setting. Each entry is also designed so that you can use these natural wonders in any campaign setting. Each natural wonder entry gives you the following information about the animal:
Now for sale! Only $5.00! Buy Natural Wonders - Fauna Book 1: Aquatic Animals at RPGNow! Buy Natural Wonders - Fauna Book 1: Aquatic Animals at DriveThruRPG! Preview Natural Wonders - Fauna Book 1: Aquatic Animals here. Top of Page. |
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| Mineral Magic: Volume Three   (TG-0025) | ||
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"A pity." Tyrian pulled a small gemstone from his pocket. "I had hoped to
hear your final words before you met your God." With an almost insolent flick he tossed the gem into
the corner where Lash and his friends stood. Lash caught the sight of a star-like pattern in the
perfect sphere of ruby as it flew toward them. Heat, flame, and excruciating pain filled the space as the gemstone hit the wall to Lash's right. The fireball expanded outward, burning everything in the small space. Two of the shadows appeared to succumb to the flames as they dissolved into nothingness. The fireball was unexpected, but not unsurprising. The pain and weakness that followed, as if his very life experiences were being pulled from his body was a surprise. As was the effect on the shadows, which seemed to fill with a new found vigor. Purin was unconscious, or possible dead already, and Lash's other companions looked no better than he felt. As Tyrian laughed, the shadows moved in for the kill. Lash didn't know how they were going to get out of this one. Mineral Magic: Volume Three is a short book for use with the Dungeons & Dragons, 3.5 Edition rules. Within you will find 33 new magic items, which can be made from 29 commonly found gems and minerals, including the deadly Star Fire Gem, the always useful Rogue's Helper, and the Metals of Purity. Mineral Magic: Volume Three contains detailed descriptions of all 33 new magical minerals along with the necessary rules for creating and selling them to your players. Also included are 2 feats that will allow your players to harness their own magical minerals, and detailed tables allowing you to add these magic items into the existing wondrous items tables from the DMG. Now for sale! Only $2.50! Buy Mineral Magic: Volume Three at RPGNow! Buy Mineral Magic: Volume Three at DriveThruRPG! Top of Page. |
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| Ars Lingua   (TG-0027) | ||
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Language matters. Whether you are trying to order a new longsword
from the blacksmith, ask for a woman’s hand in marriage, or stave off a horde of Goblins
from attacking the village, what you say is important. The current rules for the Speak Language skill do not allow for the reality of language. A single skill point represents the ability to fluently speak, read, and write any given language. While this allows for speedy game play, the intricacy (and reality) that different languages or dialects offer is lost with the current system. A 1st-level non-Human PC with an 18 Intelligence score has the ability to be fluent in both reading and speaking six languages! Ars Lingua seeks to expand on the current Speak Language skill. Within this book you will find:
Ars Lingua is the perfect book for any campaign setting. Whether you want to add some flair and reality to the Speak Language skill, or are merely looking for some new ways to spice up your game, Ars Lingua has it. Now for sale! Only $5.00! Buy Ars Lingua at RPGNow! Buy Ars Lingua at DriveThruRPG! Buy the print version of Ars Lingua at Amazon.com Preview Ars Lingua here. Top of Page. |
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| Trap Cards: Challenge Rating 1   (TG-0032) | ||
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Traps and dungeons go together like bread and butter.
They have been a staple of the game from its earliest days. If you've ever
designed a dungeon you have probably put in a trap or two (or thirteen) to make
the PCs lives more interesting. Sometimes a good trap idea comes to you naturally.
But many times you might be stuck for a good trap idea, or maybe you are just in
a hurry, or are creating a dungeon on the fly for a quick adventure and don't
have the time to think about the traps that might be placed there. That is where
Trap Cards come in.
Trap Cards: Challenge Rating 1 is a product designed to help a GM to easily
populate an adventure with a plethora of traps. Trap Cards: Challenge Rating 1
is filled with almost two hundred CR 1 traps, from simple arrow traps to
snares to magical traps. We've taken the time to design the traps so they are
ready to be used in your adventures.
Now for sale! Only $3.50! Buy Trap Cards: Challenge Rating 1 at RPGNow! Buy Trap Cards: Challenge Rating 1 at DriveThruRPG! Preview Trap Cards: Challenge Rating 1 here. Top of Page. |
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| Gem Cards Set One   (TG-0036) | ||
| Everybody loves getting gems as treasure. They are easy to carry,
are generally worth more than their weight in gold (or Dollars, Euros, Interstellar Credits,
etc.), and are pretty to look at. But that's the problem. In most RPGs, gems are treated
as an additional type of treasure, but the "details" provided barely scratch the surface of
what is needed to actually visualize them properly. Sure, you can describe a black-colored
gem that has a white pattern on it to your players, but wouldn't it be much cooler to be
able to show them a picture? Gem Cards were created for use with any RPG, in any setting. Gem Cards: Set One contains 96 different gems that you can print out to give to your players. Each Gem Card includes an image of a unique gemstone, a full description, and a base value. Just print them out and when your players find a gem you can hand them a card detailing the exact gem that they have found. Fans of the Gemerator will instantly recognize the format of the description provided for each gem and, for fans of the Mineral Magic Series, we have also included a notation on the Gem Cards for gems that can be harnessed into a mineral magic item. In addition, rules have been provided for those GMs who would prefer to randomly roll for a gemstone. Now for sale! Only $5.00! Buy Gem Cards Set One at RPGNow! Buy Gem Cards Set One at DriveThruRPG! Preview Gem Cards Set One here. Top of Page. |
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| Gem Cards Set Two   (TG-0037) | ||
| Treasure! Everybody likes getting it, but randomly rolling
dice on tables to tell a player that their character found a 25 gp garnet lacks
panache and deflates the excitement faster than you can say percentile. But what
if you could hand them the gem they just found? Gem Cards were created for use with any RPG, in any setting. Gem Cards Set Two contains 96 different gems that you can print out to give to your players. Each Gem Card includes an image of a unique gemstone, a full description, and a base value. Your players can now hoard them, trade them, or pass them around without having to constantly refer to scribbles on a character sheet. Fans of the Gemerator will instantly recognize the format of the description provided for each gem and, for fans of the Mineral Magic Series, we have also included a notation on the Gem Cards for gems that can be harnessed into a mineral magic item. In addition, rules have been provided for those GMs who would prefer to randomly roll for a gemstone. Now for sale! Only $5.00! Buy Gem Cards Set Two at RPGNow! Buy Gem Cards Set Two at DriveThruRPG! Preview Gem Cards Set Two here. Top of Page. |
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| No products are currently available. Top of Page. |
| Bankruptcy: The Card Game   (TG-0008) | ||
| Finalist for the 34th Origins Award, Traditional Card Game Insider Trading, Outsourcing, Cooking the Books. Who said CEO’s should have all the fun of running a company into the ground? Now, with Bankruptcy: The Card Game, you and your friends can join in the fun! This fast paced game pits 2-6 players in a game of one-upmanship and dirty deals to see who can be the first to declare Bankruptcy! Learn more about Bankruptcy at our Bankruptcy main page from the link above. Bankruptcy is available directly from Tangent Games for the sale price of $17.95 Click on the link to learn more about Bankruptcy. Top of Page. |
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