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Bitter Waters

Bitter Waters


Through acrid mists and bitter waters they march. They are quiet, making no sound as they leave the marshland. Spears held high, the warriors scan the fog for signs of the attacker. Every step took them further from their old lands. Every step brings them closer to the lands of their 'allies,' who had abandoned them when teh marsh turned black and foul. Every step churns up more of the poisoned...   [click here for more]
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Bring Him Back Alive!

Bring Him Back Alive!


It's a warm summer evening, just about perfect. A cool breeze blusters in from the northwest, carrying the promise of the encroaching autumn with it, but at the moment it brings you a welcome relief from the heat of the day. After spending most of your summer delving into the deeps and dungeons beneath the land, you're just happy to be able to relax in the comforts of a world in which the sun sets...   [click here for more]
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Castle Zadrian

Castle Zadrian


Requires the use of the Dungeons & Dragons Player's Handbook, Third Edition, published by Wizards of the Coast. Castle Zadrian is a d20 System adventure booster designed for 3-4 characters levels 4-5. It can be played as a stand-alone adventure or dropped into any ongoing campaign setting. ...   [click here for more]
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Covenent Hill

Covenent Hill


Everyone knows about the Lich on Covenant Hill. His tale is older than the town that has grown up in its shadow, more ancient even than the forest that surrounds them both. For hundreds of years he has walked the nearby beaches, searching for the bodies of shipwrecked sailors. Yet the Old One has never ventured toward the village, and nothing disturbs his silent hermitage. The land is at peace, though...   [click here for more]
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Dawn of the Serpent

Dawn of the Serpent


Requires the use of the Dungeons & Dragons Player's Handbook, Third Edition, published by Wizards of the Coast. Dawn of the Serpent is a d20 System adventure booster designed for 3-4 characters levels 5-7. It can be played as a stand-alone adventure or dropped into any ongoing campaign setting. ...   [click here for more]
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Dead Man's Cove

Dead Man's Cove


Requires the use of the Dungeons & Dragons Player's Handbook, Third Edition, published by Wizards of the Coast. Dead Man's Cove is a d20 System adventure booster designed for 3-5 characters levels 4-6. It can be played as a stand-alone adventure or dropped into any ongoing campaign setting. ...   [click here for more]
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Dragons

Dragons


"Let's go kill a dragon." -Last words of a player who remembers 2nd Edition dragons. 208 pages of our favorite force of nature. Dragons "make" fantasy. The king of beasts makes his triumphant appearance in this mammoth addition to the 20 line. Including rules for dragon hunters, dragon riders, aerial combat, new dragons, and thoroughly defining the 10 dragons that started it all, AEG's Dragons...   [click here for more]
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Dungeons

Dungeons


Dungeons are an integral part of fantasy gaming, but there's far more to them than just stone corridors and random monsters. They live, they breathe, and they have a past and purpose that fills them with excitement. The Dungeons sourcebook contains a plethora of tips tricks and rules to help make your adventures the stuff of legend. It includes essays on design and construction, overviews of different...   [click here for more]
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Fall From Grace

Fall From Grace


An adventure for Levels 6–8. In the nation's darkest hour arises a new hope: a messiah-paladin, the prophesied God-King. Protecting the weak and low of station even as he defends the nation against invaders and corrupt statesmen alike, the God-King's ascension to the throne of Lutan promises to herald a new age of peace and prosperity for all his subjects. But peace and...   [click here for more]
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Folnar's Dagger

Folnar's Dagger


An adventure for Levels 5–7. Whether by luck or by the hands of your dark lord, you have finally tracked down the location of the sacred dagger. With the blade, you can finally summon the demon R'Godae to this world and claim him as your vassal. If you believe the tales, and you see no reason to doubt them, R'Godae will be at your beck and call, forced into servitude...   [click here for more]
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Garadon Manor

Garadon Manor


Requires the use of the Dungeons & Dragons Player's Handbook, Third Edition, published by Wizards of the Coast. Garadon Manor is a d20 System adventure booster designed for 3-5 characters levels 6-8. It can be played as a stand-alone adventure or dropped into any ongoing campaign setting. ...   [click here for more]
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Gods

Gods


This book includes 16 new pantheons of gods for monster races such as Dark Elves, Hobgoblins, Lizardfolk, Minotaurs, Ogres, Orcs, Trolls and more. New holy symbols, temple maps, prestige classes, domains, spells, and holy relics fill this massive tome, providing GMs and PCs with important information to flesh out their fantasy campaigns. Gods is the perfect companion book to Monster, but can be used...   [click here for more]
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Good

Good


Lying in Darkness, Evil cannot hide from Fate." The d20 fantasy game is about brave heroes facing off against terrible foes. With this sourcebook, the good guys have it better than ever. Roleplaying tips teach players how to craft unique, three-dimensional characters, while new rules arm the forces of good with powerful new weapons. All d20 players will find useful new prestige classes,...   [click here for more]
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Gottheit

Gottheit


d20 Adventure Keep Module: “The Undead Series” Gottheit There was supposed to be a town here: people filling the streets, going about their daily lives, welcoming visitor, offering a respite for travelers, but there is no one here. The town of Gottheit is completely deserted, as if every single one of its people had suddenly disappeared in a wisp of air. What happened...   [click here for more]
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Guilds

Guilds


It's not what you know. It's who you know. Add more detail and flavor to your d20 fantasy games with Guilds, a book that introduces arcane orders, fraternal brotherhoods, secret conspiracies, and other organizations. Member characters can receive training, material support, and social connections. Guilds introduces a new concept to the d20 system: chapters. A chapter is...   [click here for more]
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Honor Among Thieves

Honor Among Thieves


An adventure for Levels 4–6. No one ever said the job of a hero was an easy one... The young daughter of a local Count is missing, kidnapped by unknown forces. Her young life hangs in jeopardy, and her father cannot pay the impossible ransom that has been asked for her return. Desperate to find his daughter, he has promised gold, riches, magic treasures to anyone that can rescue...   [click here for more]
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In Cold Blood

In Cold Blood


The ravings of a mad prophet claim that a great evil has returned to Alik'bar and that this time, there shall be no salvation. Even those who previously vanquished the evil will be unable to stop it. Terror now grips the lower class populace while the guards and merchant class go about their days, ignoring the "Stories" of an unseen menace. "There is nothing wrong here," come the stern replies...   [click here for more]
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Kin and Kinsmen

Kin and Kinsmen


An adventure for Levels 3–5. The King is dead... Hidden in frozen wastelands and surrounded by untold treasures is the Kingdom of the Seven-Day Sun, and home to wise King Jarrod. But times have changed. At the peak of the winter festivals, the head of Jarrod's guard finds his lord dead upon his throne — murdered. As the castle and its grounds close...   [click here for more]
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Kurishan's Garden

Kurishan's Garden


Requires the use of the Dungeons & Dragons Player's Handbook, Third Edition, published by Wizards of the Coast. Kurishan's Garden is a d20 System adventure booster designed for 4-6 characters levels 5-6. It can be played as a stand-alone adventure or dropped into any ongoing campaign setting. ...   [click here for more]
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Legacy of Madness

Legacy of Madness


In teh late hours, heroes find themselves quaffing a good drink, eating a hot meal, and reciting great tales of their bold deeds... this is the life that the true adventurer cherishes. But, when this precious time is cut short by the thunderous bellow of a dragon - one that is hungry for power and thirsty for an unattainable treasure - the true adventurer does not argue. And when that treasure...   [click here for more]
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Monster

Monster


Where reality ends, fantasy starts and at the heart of fantasy lies monsters. Roaming bands of mercenary monsters run along side their human and elven compatriots, searching out adventure and making names for themselves. Orcs, minotaurs, and all the rest are packed into one book. And now that you have Evil, GMs can run full monster campaigns. Details about monster culture, psychology, and adventuring...   [click here for more]
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No Mercy

No Mercy


An adventure for Levels 7–9. The city of Rahbaud has been at peace for generations. It is a prosperous city, built on the backs of hard-work and guided by the hand of a powerful overlord. The nobility lives in splendor, trading with local areas to increase their own wealth, and capturing and breeding slaves for the benefit of all. Until a slave rebellion in the gladiator pits...   [click here for more]
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Out of Body, Out of Mind

Out of Body, Out of Mind


Requires the use of the Dungeons & Dragons Player's Handbook, Third Edition, published by Wizards of the Coast. Out of Body, Out of Mind is a d20 System adventure booster designed for 3-5 characters levels 4-6. It can be played as a stand-alone adventure or dropped into any ongoing campaign setting. ...   [click here for more]
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Princes, Thieves & Goblins

Princes, Thieves & Goblins


Requires the use of the Dungeons & Dragons Player's Handbook, Third Edition, published by Wizards of the Coast. Princes, Thieves & Goblins is a d20 System adventure booster designed for 3-5 characters levels 4-6. It can be played as a stand-alone adventure or dropped into any ongoing campaign setting. ...   [click here for more]
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Secrets

Secrets


"What you don't know can harm you." Behind the curtain of every good fantasy campaign is a wealth of secrets just waiting to be released. Secrets is a unique sourcebook that offers a number of "what if" situations for your campaign. What about true elves, is there a secret class no one has ever seen before? Could wizards and sorcerers learn a secret that...   [click here for more]
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Servants of the Blood Moon

Servants of the Blood Moon


Requires the use of the Dungeons & Dragons Player's Handbook, Third Edition, published by Wizards of the Coast. Castle Zadrian is a d20 System adventure booster designed for 3-4 characters levels 7-10. It can be played as a stand-alone adventure or dropped into any ongoing campaign setting. ...   [click here for more]
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Sundered Faith

Sundered Faith


Last week, several laborers who were working to clean up the damage to our sewer caused by the recent earthquake have been found brutally murdered. Until further notice, citizens should stay clear of any sewer gratings, openings, or tunnels for their own safty. Do not allow children to play unattended in areas where such openings are known to exist. The governer is assembling a group of interested...   [click here for more]
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Temple of the Iron Codex

Temple of the Iron Codex


Requires the use of the Dungeons & Dragons Player's Handbook, Third Edition, published by Wizards of the Coast. Temple of the Iron Codex is a d20 System adventure booster designed for 3-5 characters levels 7-10. It can be played as a stand-alone adventure or dropped into any ongoing campaign setting. ...   [click here for more]
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That Which Does Not Die

That Which Does Not Die


d20 Adventure Keep Module: “The Undead Series” That Which Does Not Die That Which Does Not Die" is an adventure for 4-6 characters of levels 3-5. It features the new monster template of the Revenant, a type of undead which has returned from the grave specifically to seek vengeance upon its killer. It’s up to you to stop it, but that’s easier said than...   [click here for more]
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The Caravan City of Azul

The Caravan City of Azul


An adventure for Any Level. d20 Adventure Keep Module: “The CITY Series” The Caravan City of Azul Traveling from region to region, nation to nation, continent to continent is the sprawling camp of Azul. Bustling with people, trade, and vice, the city consists of weather-beaten tents, stitched hide, and unending potential. Noises and smells fill the crowds,...   [click here for more]
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The Crypt of St Bethesda

The Crypt of St Bethesda


Requires the use of the Dungeons & Dragons Player's Handbook, Third Edition, published by Wizards of the Coast. The Crypt of St Bethesda is a d20 System adventure booster designed for 5-8 characters levels 2-4. It can be played as a stand-alone adventure or dropped into any ongoing campaign setting. ...   [click here for more]
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The Dark Elf City of Hosuth

The Dark Elf City of Hosuth


An adventure for Any Level. d20 Adventure Keep Module: “The CITY Series” The Dark Elf of Hosuth The city of Hossuth was once a peaceful, primitive lizard man settlement - but that was before the Dominators; before the Dark Elves came. Seizing control of the population, the Dark Elves converted the swamps into a city of their own. They enslaved the lizard...   [click here for more]
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The Flesh is Weak

The Flesh is Weak


An adventure for Levels 7–10. Not long ago, Alstand was a prosperous town, bustling with activity and commerce. Now, its streets are quiet and all but empty. Uneasy faces with hollow eyes peer through cracks in shuttered windows. Animals grow skittish in the town's narrow streets. The few passersby warn that the town's residents are disappearing, one by one. Friends...   [click here for more]
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The Gauntlet

The Gauntlet


An adventure for Levels 2–4. So you want to join the Minutemen? You think you have what it takes? We'll see tonight. Six crimes in 12 hours, that shouldn't be too difficult, right. It's not. Not until you see the "shopping" list. Steal the journal from the Herbalist and Witch, Madame Byanca. Find a precious and rare Black Diamond, hidden somewhere in the...   [click here for more]
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The Harbinger

The Harbinger


The most dangerous foe is the enemy you once called friend... The small peaceful town of Brookvale lies in the sheltered forest curve of a wide river, protected from weather by the sweeping arms of massive elm trees. The town boasts a library, a cultural museum filled with historical exhibits, and the temple of Ghesse, the River-goddess. Over the mossy gate hangs the sign of the Royal Testament - the...   [click here for more]
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The Heart of Amun Khonshu

The Heart of Amun Khonshu


It all started simply enough, just like your last adventure, and perhaps even the one before that. There you were, in a tavern, when someone you'd never met before approached you with a promise of great wealth complicated only by just a little danger. "Good people, I beseech you: Hear my story. My name is Allyn, and someone dear to me has suffered a tremendous attack upon his very soul. He now...   [click here for more]
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The Ice Caves of Azinth

The Ice Caves of Azinth


Requires the use of the Dungeons & Dragons Player's Handbook, Third Edition, published by Wizards of the Coast. The Ice Caves of Azinth is a d20 System adventure booster designed for 3-5 characters levels 2-4. It can be played as a stand-alone adventure or dropped into any ongoing campaign setting. ...   [click here for more]
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The Illusionist's Daughter

The Illusionist's Daughter


Requires the use of the Dungeons & Dragons Player's Handbook, Third Edition, published by Wizards of the Coast. The Illusionist's Daughter is a d20 System adventure booster designed for 3-5 characters levels 4-6. It can be played as a stand-alone adventure or dropped into any ongoing campaign setting. ...   [click here for more]
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The Lash of Malloc

The Lash of Malloc


An adventure for Levels 3–5. A small oasis lies along a major trade route through the desert, and The Desert Beetle Inn is not only the most popular establishment in the area, it is the only one! A favorite of merchants and travelers alike, anyone with enough gold can explore their every desire. Most travelers fail to notice the small items that have gone missing. They manage...   [click here for more]
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The Last Defender

The Last Defender


A solemn oath; a betrayed vow; doing what is right when right is all you have. The Last Defender takes you on a short journey into terror as the PCs attempt to undo the relentless haunting of the Cursed Gateway. Designed for a group of four to six adventurers of fifth to seventh level. The Last Defender lives. Levels 5-7...   [click here for more]
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The Last Gods

The Last Gods


The night air is chilly, but the crackling fire you've started warms your bones comfortably. Crickets chirp, and you smile up at the stars, glad for the quiet evening. There is a loud roar, and you are blinded momentarily as the campfire suddenly surges up into the air. The flames split down the middle, revealing an abyss that leeches the warmth from your soul. Out of this hellish place stumbles...   [click here for more]
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The Lost King

The Lost King


An adventure for Levels 5–7. Draneken Castle recently withstood a massive invasion by the Barbarians of Beloran Gorge. During the course of the fight, the court wizard, the self-titled Keland the Magnificent, sent His Majesty King Ivol Lareth II into hiding. Shortly afterward, however, Keland died. In fact, he died before telling anyone what he did with King Lareth. Now, the...   [click here for more]
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The Red Isle

The Red Isle


Having just finished your business in Desburg, you charter a ship, heading for Galishor. The ship, Nora's Grace, is leaving today and you have just enough coin to buy passage. Captain Daniels tips his cap and welcomes you aboard, as porters show you to your rooms. The accomodations are more than fair and you settle in for a long journey ahead. "White Squall! Captain Daniels!" A startled...   [click here for more]
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The Temple of Eternal Flame

The Temple of Eternal Flame


An adventure for Levels 6–8. The night is cold and recent adventures have left you without companions. Here, at the Inn of the Green Wind, you seek further glory and adventure. This nightm however, you find neither. Just a bard composing tales. He pulls out a pipe and lights it, sending ribbons of smoke to the rafters of the inn. Pictures appear within the smoke, weaving an...   [click here for more]
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The Wreck of the Venerable Drake

The Wreck of the Venerable Drake


An adventure for Levels 5–7. While passing through the bustling city of Galishor on your way to Dragon's Bluff, you visit the establishment of Hlavius Griff, a merchant who comes highly recommended for the quality of his adventuring gear. The shop's assistant attends to you, recommending the priciest items. From the back of the store comes wailing and groaning. "Oh,...   [click here for more]
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Tomb of the Overseers

Tomb of the Overseers


Requires the use of the Dungeons & Dragons Player's Handbook, Third Edition, published by Wizards of the Coast. Tomb of the Overseers is a d20 System adventure booster designed for 5-6 characters levels 3-5. It can be played as a stand-alone adventure or dropped into any ongoing campaign setting. ...   [click here for more]
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Undead

Undead


Where darkness and evil walk, the spirits of the dead find no rest. The newest d20 prestige format AEG sourcebook brings to life that which should not live. With an entirely new perspective on the spectral realms, this book contains backgrounds for undead PC templates as well as crucial information on hunting the undead. Packed with details on becoming undead, the spirit world beyond, rules for imbuing...   [click here for more]
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War

War


Fight. Fight. Fight. Fight! AEG's latest in a long line of d20 System™ related sourcebooks, this book gives GMs rules for mass combat, the causes and effects of war, more prestige classes, and rules and notes on the effects of magic on mass combat. This book brings to life the very thing that topples nations and makes history. With campaign advice and artifacts that men have destroyed royalty...   [click here for more]
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Adventure I

Adventure I


Adventure has found you. The hardest job for any DM is writing and preparing for an evening's adventure and laying out the events that will shape his or her world. Adventure Compilation #I and #2 are collections of the best of the best - the Adventure Keep modules. Within these pages, AEG has compiled, updated and expanded the original adventures utilizing the revised 3.5 d20 rules with new...   [click here for more]
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Adventure II

Adventure II


Adventure Compilation #I and #2 are collections of the best of the best - the Adventure Keep modules. Within these pages, AEG has compiled, updated and expanded the original adventures utilizing the revised 3.5 d20 rules with new maps, new text, and new plot hooks, including rewritten and expanded sections provide more balanced encounters and deeper challenges. Even empty rooms have been filled to...   [click here for more]
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