The city. It's this sprawling massive place, miles and miles across. Been here as long as anyone can remember. Nobles play their power games, guilds maneuver for money and influence, dark things emerge from the shadows to hunt, and the Lamplighters take everything in while keeping the darkness at bay. The thing I always wonder is, why? Why do those Lamplighters keep the darkness back? What investment do they have in Avalon? Why do they keep involving common folks in the games of the houses and guilds? I think they're the true power in Avalon, but I'm only one person. Then again, I've spoken with a blasted Lamplighter. Have you? these were the last words anyone heard from Gormond Tully, member of the Brotherhood of Sanitary Excavators.
Welcome to The Streets of Avalon. this Fafhrd and the Gray Mouser- inspired, urban swords-and-sorcery city of epic proportions holds adventure, intrigue, and a darkness that comes from its denizens, both above and below. Within the book you'll find the following: A gazetteer of the city of Avalon; A GMing section providing advice for bringing the city of Avalon to life; Information on what gives an Avalon game its distinct feel; Neighborhoods as adventure locations; Advice on creating bases of operation; Mechanics for different adventure types: political intrigue, heists, and monster hunting; Example neighborhoods to run Avalon adventures right from the book; Tons of flavor in the form of art, sidebars, flash fiction, letters, and quotes from the people who live on the streets of Avalon. The Streets of Avalon is a setting book compatible with the world's most popular roleplaying game.
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