Cover Image
Original Concept and Design: Andrew Bates and Bruce Baugh, with Kraig Blackwelder, Ken Cliffe, Robert Hatch, Clayton A. Oliver, Richard Thomas, Fred Yelk
Supplemental Design: Tim Avers, Carl Bowen, John Chambers, Dave Van Domelen
Authors: Tim Avers (Heroes and Villains), Deird're Brooks (Looking Ahead), Rick Jones (Lost Worlds and Hidden Realms), James Kiley (Chapters Five–Ten, Appendices One–Two), Jason Langlois (Æon Society, Agents of Change), Michael B. Lee (This World of Wonder), Dave Van Domelen (Z-waves)
Original Fiction: Warren Ellis (Under the Moon), Greg Stolze (Dust of Death!, The Mystery of Volcano Isle)
Editor: John Chambers
Development for d20 Version Andrew Bates (Fiction, Book I, assists on Book II) and James Kiley ((Book II)
Editor for d20 Version: Ellen P. Kiley
Managing Editor for d20 Version: Andrew Bates
Art director: Richard Thomas
Cover Art: Mark Chiarello
Front and Back Cover Design for d20 Version: Matt Milberger
Interior Art: Mike Danza, Guy Davis, Becky Jollensten, Jeremy McHugh, Durwin Talon, Rich Thomas, and Andrew Trabbold
Layout, Typesetting and Design for d20 Version: Matt Milberger
Special Thanks
Alderac Entertainment Group for the use of the chase rules from Spycraft. We wanted intuitive yet effective rules for chases, and this stuff fit the bill perfectly. (And Spycraft as a whole is pretty fun, to boot!)
Publisher: White Wolf Publishing, Inc.
Imprint: Sword and Sorcery Studios
Published: May 2004
Pages: 256
Year: 1924
Publication #: WW 16707
Reference #: ISBN 1-58846-957-3
PDF: Bullet-rpg
Price: Pay What You Want

Adventure! d20 is a rulebook book for Adventure! adapted to the d20 Modern rules under the Open Gaming License.


The d20 System Game of Pulp Action!
A new era begins in the 1920s - an era of imagination, of globe-trotting exploration and mad science. An era in which excitement awaits everywhere from the lofty skyscraper penthouses of New York City, to the sweltering jungles of the Congo. It is an era of Adventure!
Heed the Call to Adventure!
Requires the use of the Dungeons and Dragons Player's Handbook, published by Wizards of the Coast. This product utilizes updated material from the v.3.5 revision.
In this pulp action campaign setting, you take on the role of an Inspired hero battling dastardly villains and bizarre monsters. Adventure! has rules for playing any kind of pulp hero you can think of, along with rich source material, new core and prestige classes, new feats and powers, systems for building amazing inventions and more!
Contains original fiction by acclaimed comic author Warren Ellis (The Authority, Planetary, Transmetropolitan).
Part One of the Trinity Universe game trilogy.
In this book, you play one of the Inspired, a hero capable of larger-than-life deeds and feats of amazing skill. The Inspired include daredevils, people blessed with extraordinary skill or luck; stalwarts, adventurers with physical abilities beyond the capabilites of their peers (and the precursors to Aberrant's novas); and mesmerists, those individuals who can employ the mysteries of the mind (and earlier incarnations of Trinity's psions).


Tales of the Æon SocietyEdit

Under the MoonEdit

Dust of Death!Edit

The Mystery of Volcano IslandEdit

Book I: The World of Adventure!Edit

Welcome to Adventure!Edit

Chapter One: The Æon SocietyEdit

Chapter Two: Telluric EnergyEdit

Chapter Three: Agents of ChangeEdit

Chapter Four: This World of WonderEdit

Book II: The Rules of Adventure!Edit

Chapter Five: CharacterEdit

Chapter Six: FeatsEdit

Chapter Seven: InspirationEdit

Chapter Eight: Knacks and Super-ScienceEdit

Chapter Nine: AdventuringEdit

Chapter Ten: RoleplayingEdit

Appendix: Heroes and VillainsEdit

Appendix Two: Odds and EndsEdit

Background InformationEdit

Although Adventure! was the final book in the original Storyteller run, it was the first book in the d20 System release, as the d20 books were released in chronological order. This makes Adventure! d20 the first book to be released in the world's two most popular systems.

Aside from system changes, no notable alterations were made to the setting, the only Trinity Universe translation to remain unchanged.

This is also the first time the term "Trinity Universe" was formalized, along with getting its own logo -- the closest previous books came to a term for the larger setting was Adventure!'s use of "Æon Continuum," which only occurred once or twice within the text.

Memorable QuotesEdit



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