Updated August 31, 2002
Bastion Press
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| Games | Bastion Press | D&D Essentials | d20 Related |

Available!
Available!

Minions
Fearsome Foes

Within these full color pages reside monsters that haunt the worst nightmares of heroes from across the land. From the crushing blows of the ebant to the deadly attacks of the ulatra, adventurers from any world have new challenges awaiting them.
Each monster is written world-neutral, allowing easy placement into any campaign setting. Every monster contains a wealth of advice on how to best incorporate them into your world.

Written by

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Arms & Armor

Weapons and armor are the lifeblood of adventuring companies, tools of the trade that stand as symbols of power and success over one’s career. This 96-page book gives more armor, shields, and weapons useable by heroes of every trade and specialization.

Written by Michael Dussault

Spells & Magic

Magic is a powerful force in most fantasy worlds, and many are the paths open to those who seek magical power. From the arcane to the divine, Spells & Magic provides information for both players and DMs and is easily useable in any d20 campaign world.
This is more than just a book of spells and magical items. New prestige classes focusing on new thoughts of magic also fill the book.

Written by

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Alchemy & Herbalists

Looking for more wondrous ways to create fantastic new substances, turn lead into gold, or create powerful new magical items? Master alchemists and herbalists have many secrets to reveal, but only those who strive to become truly skilled at their craft can hope to master the art of creating the most powerful of talismans.

Written by Steven Schend

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Villains

A rogue’s gallery of ultimate evil, the d20 Guide to Villains includes enemies both monstrous and malign. Whether you’re a DM looking for low-level villains or truly epic foes, this book will give you the master villains and their henchmen in an easy-to-use format that drops easily into any campaign setting.

Written by James Jacobs

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Oathbound

Pulled from worlds across the cosmos, the Domains of the Forge serve as a strange mixing ground of cultures, races, and ideologies. Those who visit the world come away forever changed, their hearts, souls, and bodies marked by their experiences while within the world of the Oathbound. The Forge is a bizarre and godless orphan world in which only the greatest can hope to survive. Seven mysterious figures watch over the Forge and populate it with ambitious souls from thousand of different worlds and planes, pitting them all against each other in an eternal battle for ultimate power.