




Touched by the Gods
Touched by the Gods is
a D20 roleplaying supplement that can enhance any fantasy campaign. It is
filled with information on religious and secular orders, and the deities lurking
behind them.
This hardcover book contains the following:
* In-depth background on more than a dozen religious cults, secret societies,
and strange cabals. Included are initiation rites and adventure seeds designed
to let Game Moderators introduce whichever mysteries of the occult they like
into their own campaign world.
* A litany of new gods and the NPCs who would grasp their power, holy weapons,
clerical domains, spells, feats and prestige classes, special attacks and
abilities, fearsome monsters, creature templates, magical and cursed items,
and the clandestine rituals that grant mere mortals a small taste of godhood.
* Words straight from the mouths of the prophets, lending an atmosphere of
intrigue and wonder to this latest tome in the ground-breaking Penumbra line
of D20 System adventures and sourcebooks!
Written by Atlas Games Staff

Instrument of Destiny
A Fantasy Adventure for
Levels 6-8
Every three years, the desert village of Hariq commemorates Tahlessa bint
Mizrah, its most famous daughter, with a contest that draws great musicians
from far and wide, vying for the honor of playing Tahlessa's harp. But not
everyone attending this year is planning to play fair. A mission to preserve
the honor and treasure of Hariq leads the adventurers into the treacherous
desert, right to the mummified heart of the Caliphate's dark past, when infidels
ruled the land and served dark gods whose thirst for blood matched the parched
desert's thirst for water.
This adventure features:
* The Caliphate of Makhtaba, an Arabian/Egyptian-flavored adventure setting,
which the GM can easily replace with similar lands in his own campaign world
(or those in various published campaign worlds).
* A mixture of role-playing in the Festival of Tahlessa, wilderness explorations,
and a deadly dungeon.
* New additions to the D20 System, including the ancient secrets of hieroglyphic
magic.
Written by John Nephew

The Tide of Years
A Fantasy Adventure for
Levels 4-6
A nation falls into ruin when its most treasured artifact - a temporal crystal
capable of controlling time itself - is stolen from its sacred altar. Only
the guilt-ridden spirit of a dead priest remains to recover the priceless
crystal and restore his people to their glory. A group of travelling heroes
is his only hope, but they must brave perilous waters to reach the sunken
temple where the crystal now lies, radiating a strange energy that has transformed
the surrounding forest into a prehistoric landscape. Can they return the crystal
to its rightful time, or will they find themselves overwhelmed by The Tide
of Years?
Written by Michelle Nephew

In The Belly Of The Beast
A Fantasy Adventure for
Levels 2-4
There is a cancer thriving in the midst of a bustling city...a shadowy conspiracy
bent on driving House Mezzia, a once proud and noble merchant family, to its
knees. Forced to turn to outsiders for aid, an ambitious young scion of the
Mezzia clan needs heroes to stand with him against the encroaching peril,
heroes who are willing to follow him through the dark heart of the underworld.
The Mezzias are desperate and will reward well those who aid them in their
hour of need, but what good are material rewards for those who find themselves
trapped In the Belly of the Beast?
Written by Mike Mearls

Thieves in the Forest
An introductory adventure
for 1st level characters.
Only True Heroes Can Find Honor Among Thieves...
They lurk in the Ralferst Forest, striking out at all who pass through, robbing
traders, assaulting farmers, even killing with impunity. Working from a secret
base deep in the forest, a band of thieves has struck fear into the heart
of Brandon's Bridge, the little village at the crossing of the Azure River.
But now a band of heroes has come, seeking glory and adventure - heroes that
might just be up to the challenge of driving away the Thieves in the Forest.
It features:
* A double-sided, fold-out poster map (17" x 22") of the thieves'
hideout - an ancient ruined temple - suitable for tabletop use with miniatures
or counters, for easier handling of tactical combat.
Written by John Nephew
Three Days to Kill
A Fantasy Adventure for
Levels 1-3
"Now could I drink hot blood, and do such bitter business as the day
would quake to look upon" Hamlet
Deeptown lies in the shadow of mountains, a town where anything is for sale
if you can only meet the price. But in the wild surrounding valleys of the
Deeps, it's the bandits who make the darkest deals and their ambition
comes at a cost far greater than the contents of any wayward caravan.
You and your team have just been handed a new job: disrupt a meeting between
a bandit lord and his mysterious new allies. At a remote mountain villa, you
will strike hard and fast and leave terror in your wake. They give you the
tools. You provide the talent. Survive, and you'll be well rewarded. Fail,
and you'll pay the price.
You've got three days to raise some hell.
Written by John Tynes
