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<blockquote data-quote="froggie" data-source="post: 2106166" data-attributes="member: 2936"><p><strong>$70 bucks and value</strong></p><p></p><p>Consider the original cost $8 (magic realm)+8 (WL Beyond)+8.50 (High Fantasy)+8.50 (Fantastic Reaches+12 (CSWE and Map 6) = $47...way back in 1979 or so....with a 200 page count (inlcuded CSWE to be totally fair). However, I think we beat the inflation rates since then, even w/ out CSWE.</p><p></p><p>This book is priced way under market. We just did not want to price gouge, becuase we want to see lots of folks using our legacy product as their world. Sorry we couldn't do the parchment maps (that would have put sticker well over $100), but they will be high quality paper, and you can download the players versions w/ the update code at Kinkos etc. if you want parchment.</p><p></p><p>Someone on our boards asked if he would be able to get 6 months use out of this product....well, I am currently at 27 years. Anyone who played 12 hours per day for 4 days a week would easily get 10 years of constant use out of this. When Clark said that nothing like this had ever been done before, he was not kidding. Oh, and we did not reprint a multitude of stat blocks for everything...no padding to enhance page count here, its ALL content.</p><p></p><p>Each of the encounter areas, towns, castles and citadels, ruins, and islands has unique detail that provide for on-the-spot adventure and intrigue. Examples include:</p><p></p><p>2503 FORSAKEN (Hamlet): Non-Standard; AL N; TL 2; 100 gp Limit; Assets 1,490 gp; Population 476 (Able bodied 119); Mixed (human 60% [mixed, some Dorin], dwarf 15%, gnome 10%, half-elf 10%, elf 3%, halfling 2%); Resources: Market. Authority Figure: Dyrsh the Many Tongues, male Dorin N Ftr4. Important Characters: Durkle Dinhouser, male gnome N Ill3 (merchant and magician); Silver-Eyed Sorn, male dwarf N Rog2 (merchant).</p><p></p><p>Wanderers and the lost find some refuge at Forsaken, its market filled with the flotsam and jetsam of broken and forgotten lives. It is rumored that the tomb of a long-dead and forgotten deity lies nearby, emanating hopelessness.</p><p></p><p>0814 Ruins of Sotur (EL 9 to 20+): Sotur was once the northernmost city of the Dragon Empire of the Orichalans, the companion city to Satúr (which is now named Greenwax, located on the southern tip of the Pazidan Peninsula; Blest, 0313). The city has fallen to ruin since the majority of its structures were destroyed in a duel between two Orichalan wizards prior to the fall of the empire. Its stone walls can be seen by passing ships. The crumbling stones to this day bear strange scars and markings from arcane blasts. The ruins are filled with conjured monsters and demons, but they appear to be restrained to the limits of the city ruins and do not wander from it. The city has not been repopulated due to these creatures and due to the fact that the ruins are covered with a curse and plague — anyone remaining in the city for more than 8 hours is afflicted with a rotting disease that withers the limbs and turns the organs of the body to a greenish paste. Anyone afflicted must make a Fort save (DC 20) every 2 hours or suffer 1d2 permanent Constitution damage as their limbs and internal organs wither. This damage cannot be restored by any means short of a miracle. As a result, the ruins are filled with treasure. Several great artifacts are rumored to be there, including the helm of Ka’ar, the mystic library of E’elim, the bell of truth, the devilish machine of the Braz-Undren the Mad and the famed gem-sword of Learnak the ancient Dragon Lord, not to mention the da’aktor stone itself — a legendary multi-faceted gem of wondrous power rumored to be the size of a large melon. The ruins themselves are filled with obscure arcane traps and wards. It seems that there is an endless supply of monsters in the ruins, perhaps the work of a moving gate which continues to bring evil creatures randomly into the ruins.</p><p></p><p>Encounters Inside Sotur: Check for random encounters every hour PCs are inside Sotur, with the chance of encounter being 20% per hour. If an encounter occurs, roll 1d12+8. The result of the roll generates a number from 9 to 20, which reflects the level of the encounter. Then refer to the Random Dungeon Encounter tables in Chapter 3 of the v.3.5 DMG and roll the encounter on the appropriate level’s table, re-rolling any results that call for dragons as there are no dragons within the ruins. If an appropriate result is not generated, default to 2d6 wights, 1d3 ice devils, 1d4+1 bone devils, 2d4 vrocks, or a 12-headed cryo-hydra.</p><p></p><p>Outside Sotur: Lurking near the city’s borders...[sorry, not giving away all the secrets] .</p><p></p><p>Please give us feedback on the preview!</p><p></p><p>Bill</p></blockquote><p></p>
[QUOTE="froggie, post: 2106166, member: 2936"] [b]$70 bucks and value[/b] Consider the original cost $8 (magic realm)+8 (WL Beyond)+8.50 (High Fantasy)+8.50 (Fantastic Reaches+12 (CSWE and Map 6) = $47...way back in 1979 or so....with a 200 page count (inlcuded CSWE to be totally fair). However, I think we beat the inflation rates since then, even w/ out CSWE. This book is priced way under market. We just did not want to price gouge, becuase we want to see lots of folks using our legacy product as their world. Sorry we couldn't do the parchment maps (that would have put sticker well over $100), but they will be high quality paper, and you can download the players versions w/ the update code at Kinkos etc. if you want parchment. Someone on our boards asked if he would be able to get 6 months use out of this product....well, I am currently at 27 years. Anyone who played 12 hours per day for 4 days a week would easily get 10 years of constant use out of this. When Clark said that nothing like this had ever been done before, he was not kidding. Oh, and we did not reprint a multitude of stat blocks for everything...no padding to enhance page count here, its ALL content. Each of the encounter areas, towns, castles and citadels, ruins, and islands has unique detail that provide for on-the-spot adventure and intrigue. Examples include: 2503 FORSAKEN (Hamlet): Non-Standard; AL N; TL 2; 100 gp Limit; Assets 1,490 gp; Population 476 (Able bodied 119); Mixed (human 60% [mixed, some Dorin], dwarf 15%, gnome 10%, half-elf 10%, elf 3%, halfling 2%); Resources: Market. Authority Figure: Dyrsh the Many Tongues, male Dorin N Ftr4. Important Characters: Durkle Dinhouser, male gnome N Ill3 (merchant and magician); Silver-Eyed Sorn, male dwarf N Rog2 (merchant). Wanderers and the lost find some refuge at Forsaken, its market filled with the flotsam and jetsam of broken and forgotten lives. It is rumored that the tomb of a long-dead and forgotten deity lies nearby, emanating hopelessness. 0814 Ruins of Sotur (EL 9 to 20+): Sotur was once the northernmost city of the Dragon Empire of the Orichalans, the companion city to Satúr (which is now named Greenwax, located on the southern tip of the Pazidan Peninsula; Blest, 0313). The city has fallen to ruin since the majority of its structures were destroyed in a duel between two Orichalan wizards prior to the fall of the empire. Its stone walls can be seen by passing ships. The crumbling stones to this day bear strange scars and markings from arcane blasts. The ruins are filled with conjured monsters and demons, but they appear to be restrained to the limits of the city ruins and do not wander from it. The city has not been repopulated due to these creatures and due to the fact that the ruins are covered with a curse and plague — anyone remaining in the city for more than 8 hours is afflicted with a rotting disease that withers the limbs and turns the organs of the body to a greenish paste. Anyone afflicted must make a Fort save (DC 20) every 2 hours or suffer 1d2 permanent Constitution damage as their limbs and internal organs wither. This damage cannot be restored by any means short of a miracle. As a result, the ruins are filled with treasure. Several great artifacts are rumored to be there, including the helm of Ka’ar, the mystic library of E’elim, the bell of truth, the devilish machine of the Braz-Undren the Mad and the famed gem-sword of Learnak the ancient Dragon Lord, not to mention the da’aktor stone itself — a legendary multi-faceted gem of wondrous power rumored to be the size of a large melon. The ruins themselves are filled with obscure arcane traps and wards. It seems that there is an endless supply of monsters in the ruins, perhaps the work of a moving gate which continues to bring evil creatures randomly into the ruins. Encounters Inside Sotur: Check for random encounters every hour PCs are inside Sotur, with the chance of encounter being 20% per hour. If an encounter occurs, roll 1d12+8. The result of the roll generates a number from 9 to 20, which reflects the level of the encounter. Then refer to the Random Dungeon Encounter tables in Chapter 3 of the v.3.5 DMG and roll the encounter on the appropriate level’s table, re-rolling any results that call for dragons as there are no dragons within the ruins. If an appropriate result is not generated, default to 2d6 wights, 1d3 ice devils, 1d4+1 bone devils, 2d4 vrocks, or a 12-headed cryo-hydra. Outside Sotur: Lurking near the city’s borders...[sorry, not giving away all the secrets] . Please give us feedback on the preview! Bill [/QUOTE]
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