[Tricky Owlbear Publishing] "Classic" Behind the Spells back at OBS!

Napftor

Explorer
For over 5 months, the first 36 issues of Behind the Spells have been absent from RPGNow and DTRPG. That changes now! Tricky Owlbear Publishing, Inc. is pleased to bring this series, in its entirety, back to these online storefronts for maximum customer convenience.

"Since the series is now being continued, it seemed only right to have the entire catalog available at one place," said Bret Boyd, President of Tricky Owlbear. "We'd like to thank Phil Reed and Ronin Arts for producing 'Behind the Spells' for the first three dozen issues and for allowing Tricky Owlbear to sell them now at OBS in the original format."

On a related note, Tricky Owlbear is also selling the other pdfs written for Ronin Arts by Bret Boyd. These include the following titles:

Mallyate: An unusual special material that shifts form at its owner's mental command.

Substandard Magic Items: Takes the concept of scroll mishaps and applies it to magic items in general. Competent spellcasters use shortcuts and inferior components to arrive at a cheaper, yet fallible, magic item.

Treasure Chests: Presents 10 treasure chests (both magical and mundane) that DMs can use to store treasure or as treasure.

The 11th Hour: A short (but not necessarily quick) fantasy adventure interlude designed for use with 1st-level characters and to be played in "real time." Can your characters escape "The 11th Hour?"

All of this and more can be found here: http://enworld.rpgnow.com/default.php?manufacturers_id=4149
 

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Thanks Gareth, and yes Daniel it does give me a good start-up catalog. :)

Whizbang Dustyboots said:
The 11th Hour sounds interesting. Is there a review or anything out there that would have more information about what occurs in it?

Are you asking as a player or a DM? I'm hesitant to reveal too much about its twist. There was a review hereabouts but I cannot even find the product listed on ENWorld so it must have been lost in the last great server crash. I can tell you that "The 11th Hour" requires no combat to overcome and that it should be run in real time for the meaximum effect (and includes a rundown of events inside the tavern locale the adventure is set in).

Hope that helps, WD! If not, I can give a clue as to the adventure's twist.
 

11th hour sounds neat, so I bought it. Is it dependent on first level characters? I might run it after Gen Con (my campaign is filled till then I think) but the characters will be 5th or 6th level by then.

:D
 

Crothian said:
11th hour sounds neat, so I bought it. Is it dependent on first level characters? I might run it after Gen Con (my campaign is filled till then I think) but the characters will be 5th or 6th level by then.

:D

In truth, the adventure can really be for PCs of any level. If you think your characters are going to get into a scuffle with the natives, then by all means jump them up to an equivalent level. However, since the conundrum of the adventure cannot be overcome with anything but careful observation (or just trial and error!), PC level doesn't really matter.
 

I read through it. Very interest and a unique adventure design and that's not just the twist. I like all the areas for a DM to take notes and jot down things! Brilliant!!

I'll be running this one. Not only is a cool and different idea but I can also set in Sharn!! There are very few adventures these days that take place in a city.
 


Asking as a DM for my Vock Row group. I think I've guessed the secret, so it'd fit in especially well with Ptolus, where there's a similar secret already as part of the setting.
 

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