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Requiem for a God
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<blockquote data-quote="Messageboard Golem" data-source="post: 2006266" data-attributes="member: 18387"><p><em>A god dies. The faithful mourn. Others rejoice. A few see opportunity. All is forever changed. </em></p><p></p><p><strong>Kill a God in Your Game!</strong></p><p></p><p>Malhavoc Press proudly presents the event book, a new concept in roleplaying products by 3rd Edition codesigner Monte Cook. Requiem for a God postulates that a major event has taken place in your campaign -- the death of a divine power. </p><p></p><p>This d20 event book offers you the rules and guidelines to introduce this fully-developed concept. Game master notes detail the deaths repercussions on your campaign and new prestige classes tap into the departed gods power. Characters can wield artifacts made of god-relics, as well as spells fueled by lingering divine essence. Meanwhile, dark creatures born of the gods passing challenge adventurers of all levels. Tie-in scenarios feature power-mad villains seeking to hoard their new might, while cosmic forces move to realign the balance. </p><p></p><p>What is an Event Book?</p><p></p><p>If you are looking for a how-to guide for implementing a major event into your campaign, the event book line is for you. Requiem for a God is merely the first of many such products. Each takes a major event that could have interesting repercussions on your campaign and examines it thoroughly from every angle. It provides DM advice on staging the event, involving the PCs, and making the necessary changes to the campaign that result naturally from the event. Each event book also includes new NPCs, organizations (usually with associated prestige classes), and even rules, spells, magic items, and monsters that might be involved with the event. In short, it is everything you need to make that event a part of your own campaign. The focus here is that it is your campaign -- the event book is merely a guide. It does not force you into structured plots or leave you with no idea of what happens next.</p></blockquote><p></p>
[QUOTE="Messageboard Golem, post: 2006266, member: 18387"] [i]A god dies. The faithful mourn. Others rejoice. A few see opportunity. All is forever changed. [/i] [b]Kill a God in Your Game![/b] Malhavoc Press proudly presents the event book, a new concept in roleplaying products by 3rd Edition codesigner Monte Cook. Requiem for a God postulates that a major event has taken place in your campaign -- the death of a divine power. This d20 event book offers you the rules and guidelines to introduce this fully-developed concept. Game master notes detail the deaths repercussions on your campaign and new prestige classes tap into the departed gods power. Characters can wield artifacts made of god-relics, as well as spells fueled by lingering divine essence. Meanwhile, dark creatures born of the gods passing challenge adventurers of all levels. Tie-in scenarios feature power-mad villains seeking to hoard their new might, while cosmic forces move to realign the balance. What is an Event Book? If you are looking for a how-to guide for implementing a major event into your campaign, the event book line is for you. Requiem for a God is merely the first of many such products. Each takes a major event that could have interesting repercussions on your campaign and examines it thoroughly from every angle. It provides DM advice on staging the event, involving the PCs, and making the necessary changes to the campaign that result naturally from the event. Each event book also includes new NPCs, organizations (usually with associated prestige classes), and even rules, spells, magic items, and monsters that might be involved with the event. In short, it is everything you need to make that event a part of your own campaign. The focus here is that it is your campaign -- the event book is merely a guide. It does not force you into structured plots or leave you with no idea of what happens next. [/QUOTE]
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