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[WOIN] ZEITGEIST #1: Island at the Axis of the World

[WOIN] ZEITGEIST #1: Island at the Axis of the World


Welcome to part one of the critically acclaimed ZEITGEIST adventure path! This is the What's OLD is NEW (WOIN) version of this adventure. In factories throughout the city of Flint, months of ceasless toil by mages, engineers, and shipbuilders have finally concluded. Now well-wishers from across the nation of Risur have come to witness the launch of the world's mightiest vessel of war: the...   [click here for more]
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[EN5ider 22] The Art of Peace

[EN5ider 22] The Art of Peace


In a world of violence and vicious magic, monks of the Shifting Flow and the Watchful Gate audaciously dream of peace. The Art of Peace introduces two new monastic traditions, the all-new Envoy background, and 8 maneuvers for monks who value their karma. By Josh Gentry. ...   [click here for more]
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[EN5ider 14] Strands of Life

[EN5ider 14] Strands of Life


Giltônio Santos brings you 11 new healing spells for the cleric, bard, druid, paladin, or ranger in your life, and takes a brief look at direct healing, damage mitigation, and gradual healing. A vital article for anyone playing a healer! By Giltônio Santos; illustrated by Jen Tracy. ...   [click here for more]
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Zeitgeist: The Gears of Revolution - DIGITAL BOXED SET!

Zeitgeist: The Gears of Revolution - DIGITAL BOXED SET!


700+ pages - five adventures, two guides, a naval supplement and a deck of cards - the first act of the critically acclaimed ZEITGEIST: The Gears of Revolution Adventure Path now compiled into single digital boxed set. This boxed set contains: ZEITGEIST: The Gears of Revolution - Act One: The Investigation Begins compilation of five breathtaking adventures plus bonus content! The EXTENDED...   [click here for more]
EN Publishing  $49.99 $25.00

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Zeitgeist: The Gears of Revolution - Act Two: The Grand Design (Pathfinder)

Zeitgeist: The Gears of Revolution - Act Two: The Grand Design (Pathfinder)


400 pages - four adventures! The second act of the critically acclaimed ZEITGEIST: The Gears of Revolution Adventure Path now compiled into a gorgeous hardcover book! These four adventures are the second act of a steam & spell campaign for the Pathfinder RPG (also available for Dungeons & Dragons 4th edition). A conspiracy has been unmasked, and though their plans...   [click here for more]
EN Publishing  $34.99 $29.99

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Zeitgeist: The Gears of Revolution - Act Two: The Grand Design (4e)

Zeitgeist: The Gears of Revolution - Act Two: The Grand Design (4e)


400 pages - four adventures! The second act of the critically acclaimed ZEITGEIST: The Gears of Revolution Adventure Path now compiled into a gorgeous hardcover book! These four adventures are the second act of a steam & spell campaign for Dungeons & Dragons 4th Edition (also available for the Pathfinder RPG). A conspiracy has been unmasked, and though their plans...   [click here for more]
EN Publishing  $34.99 $29.99

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Zeitgeist: The Gears of Revolution - Act Three: The Age of Reason (Pathfinder)

Zeitgeist: The Gears of Revolution - Act Three: The Age of Reason (Pathfinder)


357 pages - a magnum opus! The third act of the critically acclaimed ZEITGEIST: The Gears of Revolution Adventure Path now compiled into a gorgeous hardcover book! These four adventures are the third act of a steam & spell campaign for the Pathfinder RPG (also available for Dungeons & Dragons 4th edition). Darkness falls across the world, and the once-hidden...   [click here for more]
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Zeitgeist: The Gears of Revolution - Act Three: The Age of Reason (4e)

Zeitgeist: The Gears of Revolution - Act Three: The Age of Reason (4e)


357 pages - a magnum opus! The third act of the critically acclaimed ZEITGEIST: The Gears of Revolution Adventure Path now compiled into a gorgeous hardcover book! These four adventures are the third act of a steam & spell campaign for Dungeons & Dragons 4th edition (also available for the Pathfinder RPG). Darkness falls across the world,...   [click here for more]
EN Publishing  $34.99

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Zeitgeist: The Gears of Revolution - Act One: The Investigation Begins (Pathfinder)

Zeitgeist: The Gears of Revolution - Act One: The Investigation Begins (Pathfinder)


557 pages - five adventures! The first act of the critically acclaimed ZEITGEIST: The Gears of Revolution Adventure Path now compiled into a gorgeous hardcover book! These five adventures are the first act of a steam & spell campaign for the Pathfinder RPG (also available for Dungeons & Dragons 4th edition). Steam and soot darken the skies above the city of Flint,...   [click here for more]
EN Publishing  $34.99 $29.99

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ZEITGEIST: The Gears of Revolution - Act One: The Investigation Begins (4e)

ZEITGEIST: The Gears of Revolution - Act One: The Investigation Begins (4e)


560 pages - five adventures! The first act of the critically acclaimed ZEITGEIST: The Gears of Revolution Adventure Path now compiled into a gorgeous hardcover book! These five adventures are the first act of a steam & spell campaign for Dungeons & Dragons 4th edition (also available for Pathfinder RPG, coming later this month). Steam and soot darken the skies above the city of Flint,...   [click here for more]
EN Publishing  $34.99 $29.99

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ZEITGEIST Add-on - Crypta Hereticarum (Pathfinder)

ZEITGEIST Add-on - Crypta Hereticarum (Pathfinder)


Evil lies trapped within the Crypta Hereticarum—the Vault of Heresies. The Clergy believes that true evil cannot be destroyed, and that killing an unholy disciple or destroying a cursed item will only free its malevolence to wreak havoc elsewhere in the world. For centuries, whenever the priests and godhands of the Clergy collected dangerous items, captured evil acolytes, or rescued afflicted...   [click here for more]
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ZEITGEIST Add-on - Crypta Hereticarum (4E)

ZEITGEIST Add-on - Crypta Hereticarum (4E)


Evil lies trapped within the Crypta Hereticarum—the Vault of Heresies. The Clergy believes that true evil cannot be destroyed, and that killing an unholy disciple or destroying a cursed item will only free its malevolence to wreak havoc elsewhere in the world. For centuries, whenever the priests and godhands of the Clergy collected dangerous items, captured evil acolytes, or rescued afflicted...   [click here for more]
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ZEITGEIST #9: The Last Starry Sky (Pathfinder RPG)

ZEITGEIST #9: The Last Starry Sky (Pathfinder RPG)


Welcome to the ninth adventure in the ZEITGEIST adventure path! This is the Pathfinder RPG version of this adventure. A Mighty Hand Turns the Stars The conspiracy known as the Obscurati prepares to assassinate the king of Risur and perform a grand ritual. Stars will fall from the heavens, and a new age will begin wherein all must obey. Only the party can avert this coming doomsday, but...   [click here for more]
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ZEITGEIST #9: The Last Starry Sky (D&D 4E)

ZEITGEIST #9: The Last Starry Sky (D&D 4E)


Welcome to the ninth adventure in the ZEITGEIST adventure path! This is the D&D 4E version of this adventure. A Mighty Hand Turns the Stars The conspiracy known as the Obscurati prepares to assassinate the king of Risur and perform a grand ritual. Stars will fall from the heavens, and a new age will begin wherein all must obey. Only the party can avert this coming doomsday, but they...   [click here for more]
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ZEITGEIST #8: Diaspora (D&D 4E)

ZEITGEIST #8: Diaspora (D&D 4E)


Welcome to the eighth adventure in the ZEITGEIST adventure path! This is the D&D 4E version of this adventure. Wherein the past may be best left forgotten! The Great Malice. Five centuries ago the death of a goddess triggered widespread upheaval, setting the stage for the modern industrial revolution. But for the eladrin of Elfaivar, the tragedy left behind a crippled people who scattered...   [click here for more]
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ZEITGEIST #7: Schism (D&D 4E)

ZEITGEIST #7: Schism (D&D 4E)


Welcome to the seventh adventure in the ZEITGEIST adventure path! This is the D&D 4th Edition version of this adventure. On a bleak, remote isle, gathered villains plot the final stages of their grand design. This heavily guarded affair is the best chance to land a killing blow against the Obscurati, but to get close enough to strike, the constables will need an invitation. Fortunately,...   [click here for more]
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ZEITGEIST #6: Revelations from the Mouth of a Madman (4E)

ZEITGEIST #6: Revelations from the Mouth of a Madman (4E)


Welcome to the sixth adventure in the ZEITGEIST adventure path! This is the D&D 4E version of this adventure. The mad gnome inventor Tinker Oddcog is a wanted man. The colossus he crafted has gone berserk, and while the Royal Homeland Constabulary wants to know how to stop it, the conspiracy he built for it wants him silenced. Tinker has fled to Ber, a nation of savages trying to...   [click here for more]
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ZEITGEIST #3.3: Digging For Lies (5th Edition)

ZEITGEIST #3.3: Digging For Lies (5th Edition)


The third adventure in the ZEITGEIST adventure path concludes in this 30-page instalment! This is the 5th Edition version of this adventure. In the wake of a villain's defeat, his accomplices flee into the seedy underbelly of Flint. The party tracks down an arcanoscientist selling illegal arms and magic developed in labs owned by the fallen villain, and discovers a curious collection of...   [click here for more]
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ZEITGEIST #3.2: Digging For Lies (5th Edition)

ZEITGEIST #3.2: Digging For Lies (5th Edition)


The third adventure in the ZEITGEIST adventure path continues in this 33-page instalment! This is the 5th Edition version of this adventure. In the wake of a villain's defeat, his accomplices flee into the seedy underbelly of Flint. The party tracks down an arcanoscientist selling illegal arms and magic developed in labs owned by the fallen villain, and discovers a curious collection of...   [click here for more]
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ZEITGEIST #3.1: Digging For Lies (5th Edition)

ZEITGEIST #3.1: Digging For Lies (5th Edition)


Welcome to the third adventure in the critically acclaimed ZEITGEIST adventure path! This is the 5th Edition version of this adventure. In the wake of a villain's defeat, his accomplices flee into the seedy underbelly of Flint. The party tracks down an arcanoscientist selling illegal arms and magic developed in labs owned by the fallen villain, and discovers a curious collection of ancient...   [click here for more]
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ZEITGEIST #2.3: The Dying Skyseer (5th Edition)

ZEITGEIST #2.3: The Dying Skyseer (5th Edition)


Concluding The Dying Skyseer! In part 3 of this adventure, the party uncovers the fourth investigation thread, the climax, and the conclusion of this complex instalment. Dragonborn arsonist brothers set a factory ablaze, creepy warehouses are investigated, and the PCs try to take down Mayor Reed Macbannin during an earthquake. What will they find in Macbannin Manor? For 4th-level characters....   [click here for more]
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ZEITGEIST #2.2: The Dying Skyseer (5th Edition)

ZEITGEIST #2.2: The Dying Skyseer (5th Edition)


The next part of the ZEITGEIST adventure path continues the party's investigations into the goings-on in Flint. This is the 5th Edition version of this adventure. Summer smog conceals the skies over Flint, and the skyseers, once able to foretell the future in the wheeling heavens, are blind and discredited. Unnatural tremors shake the city. Protesters brawl with police in the factory...   [click here for more]
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ZEITGEIST #2.1: The Dying Skyseer (5th Edition)

ZEITGEIST #2.1: The Dying Skyseer (5th Edition)


Welcome to the second adventure in the critically acclaimed ZEITGEIST adventure path! This is the 5th Edition version of this adventure. Summer smog conceals the skies over Flint, and the skyseers, once able to foretell the future in the wheeling heavens, are blind and discredited. Unnatural tremors shake the city. Protesters brawl with police in the factory district. Fires burn in Flint's...   [click here for more]
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ZEITGEIST #1: Island at the Axis of the World (5th Edition)

ZEITGEIST #1: Island at the Axis of the World (5th Edition)


Welcome to part one of the critically acclaimed ZEITGEIST adventure path! This is the 5th Edition version of this adventure. In factories throughout the city of Flint, months of ceasless toil by mages, engineers, and shipbuilders have finally concluded. Now well-wishers from across the nation of Risur have come to witness the launch of the world's mightiest vessel of war: the R.N.S. Coaltongue,...   [click here for more]
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ZEITGEIST #13: Avatar of Revolution (D&D 4e)

ZEITGEIST #13: Avatar of Revolution (D&D 4e)


Welcome to the thirteenth and final adventure in the ZEITGEIST adventure path! This is the Dungeons & Dragons 4th edition (4e) version of this adventure. Finale and Free Will The mastermind Nicodemus tried to foster enlightenment and empathy, to create the best of all possible worlds. After centuries of pursuing his grand design, however, the age of reason he dreamed...   [click here for more]
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ZEITGEIST #12: The Grinding Gears of Heaven (4E D&D)

ZEITGEIST #12: The Grinding Gears of Heaven (4E D&D)


Welcome to the twelfth and penultimate adventure in the ZEITGEIST adventure path! This is the Dungeons & Dragons 4th Edition version of this adventure. The End Has Already Begun Things are falling apart. An attempt by the Obscurati conspiracy to create a more perfect world was sabotaged, and the world is descending into chaos. With mere months before the planet is devoured...   [click here for more]
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ZEITGEIST #11: Gorged on Ruins (Pathfinder RPG)

ZEITGEIST #11: Gorged on Ruins (Pathfinder RPG)


Welcome to the eleventh adventure in the ZEITGEIST adventure path! This is the Pathfinder RPG version of this adventure. The World is Falling Apart After the stars fell and the sun vanished, a new world order arose, controlled by a group known as the Obscurati. Now four nations are poised to assault the party's homeland, Risur. The only hope to avoid defeat is to convince the...   [click here for more]
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ZEITGEIST #11: Gorged on Ruins (4E D&D)

ZEITGEIST #11: Gorged on Ruins (4E D&D)


Welcome to the eleventh adventure in the ZEITGEIST adventure path! This is the Dungeons & Dragons 4th Edition version of this adventure. The World is Falling Apart After the stars fell and the sun vanished, a new world order arose, controlled by a group known as the Obscurati. Now four nations are poised to assault the party's homeland, Risur. The only hope to avoid defeat...   [click here for more]
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ZEITGEIST #10: Godmind (Pathfinder RPG)

ZEITGEIST #10: Godmind (Pathfinder RPG)


Welcome to the tenth adventure in the ZEITGEIST adventure path! This is the Pathfinder RPG version of this adventure. An Age of Reason. An Age of Darkness. The Obscurati have won. Across the world, peoples' minds turn to rationality and industriousness - ideals of Nicodemus, the conspiracy's founder. But even as the Ob form a world government, strange side effects of this Great...   [click here for more]
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ZEITGEIST #10: Godmind (4E)

ZEITGEIST #10: Godmind (4E)


Welcome to the tenth adventure in the ZEITGEIST adventure path! This is the D&D 4th Edition version of this adventure. An Age of Reason. An Age of Darkness. The Obscurati have won. Across the world, peoples' minds turn to rationality and industriousness - ideals of Nicodemus, the conspiracy's founder. But even as the Ob form a world government, strange side effects of this Great...   [click here for more]
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Winterheart [5E]

Winterheart [5E]


Winterheart is an adventure for 4th level characters. Can the PCs rescue a young prisoner with latent icy magic before her despair plunges the region into a deep winter? By Esper, illustrated by Jen Tracy, cartography by Esper. ...   [click here for more]
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Wild Spellcraft

Wild Spellcraft


In traditional legends, magic has always been a force that granted great power, but which carried risk in its use. This style of magic can be found in countless stories, movies, and books, from European folktales and Japanese anime, to the Sorcerer's Apprentice in Fantasia and a particularly famous School of Witchcraft and Wizardry. For those who appreciate this uncertainty and desire to let magic...   [click here for more]
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War of the Burning Sky 5E #5: Mission to the Monastery of Two Winds

War of the Burning Sky 5E #5: Mission to the Monastery of Two Winds


Witness the mighty and terrible face of war in a world of magic! A critically acclaimed high fantasy adventure path for 5th Edition from veteran authors such as Ari Marmell (Heroes of Horror, Tome of Magic), Wolfgang Baur (Editor DUNGEON® Magazine 1992-1995), Wil Upchurch (Midnight®, Champions of Ruin) and Darrin Drader (Book of Exalted...   [click here for more]
EN Publishing  $12.99 $9.99

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War of the Burning Sky 5E #4: The Mad King's Banquet

War of the Burning Sky 5E #4: The Mad King's Banquet


Witness the mighty and terrible face of war in a world of magic! A critically acclaimed high fantasy adventure path for 5th Edition from veteran authors such as Ari Marmell (Heroes of Horror, Tome of Magic), Wolfgang Baur (Editor DUNGEON® Magazine 1992-1995), Wil Upchurch (Midnight®, Champions of Ruin) and Darrin Drader (Book of Exalted...   [click here for more]
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War of the Burning Sky 5E #3: Shelter From The Storm

War of the Burning Sky 5E #3: Shelter From The Storm


Witness the mighty and terrible face of war in a world of magic! A critically acclaimed high fantasy adventure path for 5th Edition from veteran authors such as Ari Marmell (Heroes of Horror, Tome of Magic), Wolfgang Baur (Editor DUNGEON® Magazine 1992-1995), Wil Upchurch (Midnight®, Champions of Ruin) and Darrin Drader (Book of Exalted...   [click here for more]
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War of the Burning Sky 5E #2: The Indomitable Fire Forest of Innenotdar

War of the Burning Sky 5E #2: The Indomitable Fire Forest of Innenotdar


Witness the mighty and terrible face of war in a world of magic! A critically acclaimed high fantasy adventure path for 5th Edition from veteran authors such as Ari Marmell (Heroes of Horror, Tome of Magic), Wolfgang Baur (Editor DUNGEON® Magazine 1992-1995), Wil Upchurch (Midnight®, Champions of Ruin) and Darrin Drader (Book of Exalted...   [click here for more]
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War of the Burning Sky 5E #1: The Scouring of Gate Pass

War of the Burning Sky 5E #1: The Scouring of Gate Pass


Witness the mighty and terrible face of war in a world of magic! A critically acclaimed high fantasy adventure path for 5th Edition from veteran authors such as Ari Marmell (Heroes of Horror, Tome of Magic), Wolfgang Baur (Editor DUNGEON® Magazine 1992-1995), Wil Upchurch (Midnight®, Champions of Ruin) and Darrin Drader (Book of Exalted...   [click here for more]
EN Publishing  $14.99 $9.99

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Volumes of Forgotten Lore: Arcane [5E]

Volumes of Forgotten Lore: Arcane [5E]


From veteran author Ari Marmell (Drow of the Underdark, Tome of Magic, The Goblin Corps, Thief's Covenant) comes this look at new player options for the bard, sorcerer, and wizard. The Bardic College of Names, the Dread sorcerous origin, and the Shadowcaller tradition for the wizard make up this first chapter of forgotten lore. ...   [click here for more]
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Treasures Dark & Terrible! [5E]

Treasures Dark & Terrible! [5E]


A whole host of new magical items to help you combat or embrace the terrors of the night. Nine new items, from the Collar of Cerberus to the Crown of the Devourer; from the Ghost Ward Lantern to Skull Liqueur. Illustrated by ShenFei. ...   [click here for more]
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Tournaments, Fairs, and Taverns: PATHFINDER

Tournaments, Fairs, and Taverns: PATHFINDER


The BESTSELLING sourcebook returns - for the PATHFINDER RPG! We've produced an updated, revised version of our best ever selling book, Tournaments, Fairs, & Taverns. The reviews for the D&D 3.5 version of this book were universally glowing! Folks have been begging for a Pathfinder version for years, and now here it is.   "One of the best sourcebooks...   [click here for more]
EN Publishing  $12.95 $4.98

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Tournaments, Fairs, and Taverns: PATHFINDER

Tournaments, Fairs, and Taverns: PATHFINDER


The BESTSELLING sourcebook returns - and now it's for the PATHFINDER RPG! We've produced an updated, revised version of our best ever selling book, Tournaments, Fairs, & Taverns. The reviews for the D&D 3.5 version of this book were universally glowing! Folks have been begging for a Pathfinder version for years, and now here it is.   "One of the best...   [click here for more]
EN Publishing  $12.95 $4.98

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Tournaments, Fairs, and Taverns: D&D 3.5

Tournaments, Fairs, and Taverns: D&D 3.5


This is the original D&D 3.5 version of this book. There is a separate Pathfinder version. D20 sourcebook containing various "games within the game". Need rules for a card game or a fairground contest for your game? Need a quick archery tournament, or rules for arm-wrestling? Then this is the book for you! Also includes a sample tournament, fair and tavern making full use of these...   [click here for more]
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Three Arrows for the King: The Archer's Guide (Revised)

Three Arrows for the King: The Archer's Guide (Revised)


Three Arrows for the King The Archer's Guide 3.5 RevisionWritten By: M Jason Parent & Neal Levin Page Count: 50 pages Cover Art by: Jason Chambers Illustrated by: Patrik Almquist, Tony Monorchio, Gillian Pearce & Christian Spalthoff Everything you need for archery in your fantasy d20 game can be found in this...   [click here for more]
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Those Who Crawl [5E]

Those Who Crawl [5E]


Dungeon crawls are the oldest and one of the most common gameplay scenarios. Kiel Chenier brings you five tips and tricks to help make those dungeon crawls more exciting and run that bit more smoothly. From tone, to tracking time, these five tips will make your life that little bit easier! Illustrated by Ellis Goodson. ...   [click here for more]
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The Fantastic Science: A Technologist Sourcebook

The Fantastic Science: A Technologist Sourcebook


Magic and technology have a complex relationship in Fantasy d20 games, and seldom are both powerful in any given setting, since the ideals of modern science can clash with the style of fantasy roleplaying. In these pages, however, you will find an entirely new spellcasting tradition that wields elaborate technology and commands the laws of fantasy pseudo-science, designed to let this particular brand...   [click here for more]
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The Elements of Magic (Original)

The Elements of Magic (Original)


The Elements of Magic Written By: Matt Blakeley Page Count: 52 pages Illustrated by: Robin Blakeley, Chris Shepard, Matt Blakeley, Aaron Morgan The Elements of Magic is a rules module designed to replace the "fire and forget" spell system of the d20 Core Rules. The d20 spell system, while balanced and...   [click here for more]
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The Carrion Huntress

The Carrion Huntress


Lus na H'oidhche is the Carrion Huntress This small supplement for Thee Compleat Librum ov Gar'Udok's Necromantic Artes details Lus na H'oidhche, a half-orc scavenger and assassin as well as full stats for vultures and dire vultures (her animal companions). ...   [click here for more]
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The Business of Emotion [5E]

The Business of Emotion [5E]


This is an adventure for 3-5 characters of levels 2-3. The village of Lanidor is suffering from an enchanted "summer of love". Can the PCs figure out what's going on? ...   [click here for more]
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Template of Horrors [5E]

Template of Horrors [5E]


Four horrific templates which can be applied to any creature! Use the zombie, wight, skeleton, and banshee templates to create horrors such as a Wailing Hermit (a banshee ettin), a Rust Monster Skeleton, a Crypt Stalker (a minotaur wight), or a Basilisk Zombie! By Cedar Collins; illustrated by Jacob Blackmon. ...   [click here for more]
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Steam & Steel: A Guide to Fantasy Steamworks

Steam & Steel: A Guide to Fantasy Steamworks


E.N.Publishing brings you the long awaited (and long-delayed) essential toolkit for adding steamworks to your d20 game. Not merely a list of steamwork devices and toys, this work discusses the vital aspects of adding steamworks to a game. How will steamworks affect society, magic, religion and warfare? How are these steamworks powered? Through coal and oil burning engines, arcane power sources,...   [click here for more]
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