01.15.09
Danger in Deadwood
Publisher: Bastion Press
Level: 2-4
Introduction: The PCs are commissioned to return the elderly paladin to his former homeland. Once the heroes have taken this task upon their shoulders, they quickly learn that not all things are as simple as they might seem. A warrior unwillingly, a hamlet unwelcoming of a change, a power hungry assassin, fiendish hordes of flesh devouring creatures, and juggernauts of wood quickly make a straightforward rescue mission something altogether different. All of this occurs within the sleepy and unimposing mountain hamlet known as Deadwood.
Daggers at Midnight
Publisher: Fantasy Flight Games
Level: 3-5
Introduction: Today started just like any other day in the city. For once, it’s nice to wake up in the comfortable arms of civilization rather than in the pitch-black depths of some musty dungeon. The bustle of the crowds, the sun on your face, and the energy of the city all sotohe your nerves and help push out of your mind the terrors and dangers of your many adventurers. As you make your way down the street, a ragged urchin runs up to you, clutching a piece of parchment in one hand. “Hello there, you,” he says, pointing at a member of your party. “A man gave me four silver to deliver this to you. He said you’d give me four more on deliver.” He presses the parchment into your hand, eyeing your coin pouch as he waits expectantly for his payment. The parchment reads: “I’m surprised you’d show up around here again, Madarius. If you keep flaunting your face around town, it’s only a matter of time before Krell or Cassatta decides to smash it in. Gods, I’d have half a mind to do that myself if we didn’t make such a good team. I’m willing to forgive your last double cross if you see fit to meet me in the alley behind the Blue Ox just before sundown today.” Madarius? Cassatta? Krell?
Coin’s End
Publisher: Wizards of the Coast
Level: 5
Introduction: This heart-pounding adventure is the culmination of an epic battle between good and evil. The adventure comes to a head as the players, now armed with the means to destroy the wicked Coin of Power, tread cautiously into the Lands of Skarna to confront their evil nemesis, Daresh the wizard, in her home territory. Her humanoid forces grow in daunting numbers. Can the players stop her before her power grows beyond control?
Chaos Rising
Publisher: Necromancer Games
Level: 12
Introduction: In a few days, the rising blood moon will reveal the resting place of the soul amulet of a forgotten demon prince. A dark lord seeks the amulet – and if he finds it, ultimate power shall be within his grasp. Someone must stop him and his diabolical scheme before evil is unleashed! But for the heroes to beat the dark lord to his prize, they must travel through time and conquer demonic foes!
Cave of the Spiders
Publisher: Wizards of the Coast
Level: 9
Introduction: The aranea known as Mettik is a particularly crafty and greedy member of his race, and thoroughly evil to boot. Not long ago, he used his considerable persuasive skills to bring together a band of fellow araneas of like mind. These creatures used their shapeshifting skills to infiltrate several woodland communities and commit a wide variety of crimes, from simple burglaries to kidnapping for ransom. With the proceeds from those crimes, they built an even larger group of fulltime bandits, with bugbear warriors and monstrous spiders for muscle. Since then, they have been ravaging the countryside in earnest.
01.10.09
Complete Adventurer
Publisher: Wizards of the Coast
Introduction: Complete Adventurer is a rules accessory for the Dungeons & Dragons game. it is primarily a player resource focused on skills and other game elements that characters of any class can use. it looks at nearly every aspect of the D&D game with skills in mind, and it allows characters with the proper number of skill ranks access to new combat options, new spells, new equipment, and new classes. DMs can also use this book as a resource for creating or optimizing single creatures or even entire campaign worlds.

Classic Play: Book of Planes
Publisher: Mongoose Publishing
Series: Classic Play
Introduction: Go beyond the fields we know, into the realms of high fantasy and legend. The planes are a far grander stage for adventure than the mundane wilderness and dungeons of the world. Out there, the characters can walk with the gods themselves, delve into the foundations of the cosmos or quest in the lands of the dead or be the deciding factor in the great wars of Good and Evil. This is truly a place for heroes.

Classic Play: Book of Strongholds and Dynasties
Publisher: Mongoose Publishing
Series: Classic Play
Introduction: Heralding the Classic Play series from Mongoose Publishing, the Book of Strongholds is a 256-page hardback rules supplement for the d20 System that covers everything players need to know about building and operating their own strongholds and realizing the full potential of their dynasty.

Classic Fey
Publisher: Lion Den Press
Series: The Iconic Bestiary
Introduction: Classic Fey, the next in the Iconic Bestiary line, offers an assortment of faerie creatures. Most are drawn from the folklore and legends of earthly cultures. In addition to statistics for the creatures themselves, you’ll also find ideas for variant rules when dealing with the fey: storybook curses, faerie changelings, and other elements that may play a crucial role in any adventure dealing with the fey.

01.04.09
Cityscape
Publisher: Wizards of the Coast
Introduction: Welcome to the Cityscape supplement, the latest and perhaps most unusual offering in the environment series fo the latest edition of the Dungeons & Dragons game. Unlike the previous entries in the line, each of which focuses on more traditional environments – arctic wastelands, sand-swept deserts, storm-tossed seas, and the like – the book you hold now endeavors to give the same treatment to the city, or the urban “environment.” Indeed, running extended campaigns in and around a single city can often be even more challenging than doing the same in one of the wilderness environments. In order for your city to be an effective host for the player characters, it must be as three-dimensional as they are and more. People, locations, policies, factions, laws, districts – they all have to be considered, if the DM wants to keep things smooth and engaging for the life of his game. In short, his city must truly live, and that’s quite a daunting task for any DM. It is the purpose of Cityscape to make such a task far less daunting. Whether you’ve run numerous urban campaigns or this is your first foray into a city-based story, this book contains all you need to spin a dazzling world of vibrant, colorful adventure for yourself and for the players.
