Twin Crowns Age of Exploration

| Author | : | |
| Rating | : | 4.78 (636 Votes) |
| Asin | : | 0971214506 |
| Format Type | : | paperback |
| Number of Pages | : | 304 Pages |
| Publish Date | : | 2015-10-10 |
| Language | : | English |
DESCRIPTION:
High Quality d20 Supplement History Teacher The best thing about this supplement is the naval rules provided. The navigation mechanics make good use of the d20 system, are simple enough to integrate into any campaign, and provide for colorful and realistic results. Rules for naval combat are likewise straightforward, balancing ease of play and realism quite well.The bulk of the supplement is campaign-specific information. An interesting pantheon/cosmology is provided with a huge pile of religion-specific feats. A lot of interesting ideas here which can easily be grafted onto any fantasy RPG campai. Exit the medieval era I rather like the idea of moving out of the Medieval era and into a totally different age. The material in this book has been invaluable to me for a Renaissance/Victorian era fantasy. In its 30Exit the medieval era Bruce Gray I rather like the idea of moving out of the Medieval era and into a totally different age. The material in this book has been invaluable to me for a Renaissance/Victorian era fantasy. In its 304 pages are a very nice naval combat system, some details on arcane and divine powers, a great world to adventure in, 12 (or is it 13?) Gods of the world, and a version of what might happen with the introduction of gunpowder. They even have all of the pertinent charts and tables reproduced in the back of the book, a nice touch. In its 17 chapters are everything fro. pages are a very nice naval combat system, some details on arcane and divine powers, a great world to adventure in, 12 (or is it 13?) Gods of the world, and a version of what might happen with the introduction of gunpowder. They even have all of the pertinent charts and tables reproduced in the back of the book, a nice touch. In its 17 chapters are everything fro
Twin Crowns - Age of Exploration Fantasy is a campaign setting and rules expansion for Dungeons & Dragons® Third Edition, published by Wizards of the Coast®. The colonial holdings across the ocean and the exploration of the new world are vexed by a fierce militant kingdom of elves seeking to expel the human invaders. The Maker, creator of all, sits atop the divine wheel with the gods of light cascading down each side. A comprehensive system for naval travel and combat A rich and complete world with detailed geographic and cultural information An elegant ritual system expanding both arcane and divine power An elaborate cosmology and system of religion with far reaching effects beyond for every class Hundreds of pages encompassing new races, feats, skills, spells, prestige classes, magic items, and monsters usable in any campaign Great sailing vessels cross the Quilla Ocean from the Northern and Southern Empires to the colonies to the far west, avoiding savage pirates, vicious sea monsters and most of all, one another! The two Empires war, not only on the battlefield, but in the marketplaces as well. Highly detailed religion, with three tiers of power within each church that lie beyond just Clerics, Paladins and Druids. This is high fantasy unlike any
