Best of
Role-Playing-Games

2001

Forgotten Realms Campaign Setting (Forgotten Realms)


Ed Greenwood - 2001
    Forgotten Realms Campaign Setting (Dungeons & Dragons d20 3.0 Fantasy Roleplaying, Forgotten Realms Setting)This book contains nearly everything you need to run a bare-bones version of Forgotten Realms: it details various regions, cities, people, world, cosmology, monsters, deities and other items of interest, such as NPCs people have learned to love and hate.It also has new rules, prestige classes and feats that are Faerûn-specific, but which can be ported to other game worlds as well.

Dungeons and Dragons Core Rulebook 1 Players Handbook


Jonathan Tweet - 2001
    

Morton's List: The End to Boredom


Nathan Andren - 2001
    There is no playing board but the ground you walk on. There are no imaginary characters or scores—only the players, and the real activities set forth by Morton’s List. Those of weak disposition be warned; when you play this game you may get more than you bargained for.Learning to play is easy; all is explained in the first few pages of this book. To briefly summarize, all players agree to play for a set time - 1 hour is popular. Next, one player is randomly selected to lead and coordinate the group. This important and influential leader is now known as the Table Master, and could be any player. The Table Master rolls a 30-sided die, called the Morton Boulder, on various Lists & Tables. to randomly select one of 360 activities, called Quests. These include not only every possible leisure activity, but also endeavors that are adventurous, mind-boggling, or even a bit risqué...Once the Quest is revealed, players start their adventure! Many times you'll will find yourself doing things you never considered before. Your eyes will soon be opened to wondrous possibilities as you explore a world of Life Changing Entertainment. At the end of a game of Morton’s List there are no winners or losers, only the memories and real experiences enjoyed.Unquestionably, this game goes against the norm of day to day experience. Much like a person’s love, it is not meant for everyone. Rather, Morton’s List belongs to the bold, adventurous, thrill-seekers - people willing to take a chance and enter the unknown.The choice to play is yours; but since destiny has brought you this far, why not open the book...?The Morton's List Box Set contains:*1 402 Page book, containing 360 different real-life Quests over 13 themed Tables. Each Table is introduced by a glossy full-color illustration. Each Quest is fully researched, with black and white diagrams, illustrations, and photographs throughout. *1 30-sided die, called the Morton Boulder (random color)*6 6-sided dice (random colors)*1 black velveteen dice pouch Everything you need to begin your journey of random reality and limitless Quests! Recommended for 3 or more players, ages 13 and up

Adventure! Tales of the Aeon Society


Warren EllisTim Avers - 2001
    An era of excitement and imagination. An era when men are forthright and women are courageous. An era of globe-hopping exploration and mad science. An era in which excitement awaits in the lofty skyscraper-penthouses of New York city and the squalid slums of Hong Kong, in the frigid wastes of Antarctica and the sweltering jungles of the congo. It is the era of Adventure!Adventure is a game of pulp action in which you are an inspired hero battling dastardly villains and bizarre monsters! It has rich source material on early 20th-century society around the world and complete rules for playing a daredevil in this exciting age, including special powers and details on building amazing inventions. Softcover.The prequel game to both Aberrant and Trinity!

Little Fears


Jason L. Blair - 2001
    Remember when you were young and you were afraid of all those things that went bump in the night?Ever wonder where they went?Little Fears - The roleplaying game of childhood terror.You're not scared, are you?

Munchkin


Steve Jackson - 2001
    Kill everything you meet. Backstab your friends and steal their stuff. Grab the treasure and run.Admit it. You love it.Munchkin is the mega-hit card game about dungeon adventure . . . with none of that stupid roleplaying stuff. You and your friends compete to kill monsters and grab magic items. And what magic items! Don the Horny Helmet and the Boots of Butt-Kicking. Wield the Staff of Napalm . . . or maybe the Chainsaw of Bloody Dismemberment. Start by slaughtering the Potted Plant and the Drooling Slime, and work your way up to the Plutonium Dragon . . .And it's illustrated by John Kovalic!Fast-playing and silly, Munchkin can reduce any roleplaying group to hysteria. And, while they're laughing, you can steal their stuff.

Time of the Void


Shawn Carman - 2001
    Within, you will find all the following and more:* A detailed timeline presenting all of the major events from the Clan War.* Adventure hooks for each period of the Clan War as well as "The Helm of Kenshin," a five-part adventure which takes a party of characters through the major events of the Clan War to the Day of Thunder itself.* New statistics for major characters from every Great Clan, updated to the time of the Clan War and to Second Edition rules.* The Black Scrolls, the Jade Hand, and other legendary artifacts of power.* New School Techniques, Advanced Schools, spells, and kata.* Options for customizing the Clan War storyline to suit your own campaign.

Nocturnum


Darrell Hardy - 2001
    A hunt and a chase from the heartland of Americal into the doom that awaits in the East. A horrific journey to the brink of insanity that lingers at the end of the world. Nocturnum is an epic, modern-day campaign for d20 Call of Cthulhu. This horror epic introduces a terrifying new evil and an ancient conspiracy against humanity. Nocturnum is a mind-shattering journey through more than a dozen adventures complete with exstensive backgrounds, NPC, new monsters, and exotic locales. Can you survive...Nocturnum? Night Falls.

World Tree: A Role Playing Game of Species and Civilization


Bard Bloom - 2001
    (Games/Gamebooks)

Encyclopaedia Arcane: Necromancy Beyond the Grave


Matthew Sprange - 2001
    Within these secret pages you will find the most forbidden knowledge of all - that of summoning, binding and ultimately controlling the demons, devils and fiends of the infernal planes. This book is not for the faint of heart for only the strongest of wills may dare to dabble in the blackest art of all. The perils are great and the dangers terrifying but for those willing to gamble their very souls, the rewards are far greater than any mortal can possibly conceive.Encyclopaedia Arcane: Demonology - The Dark Road provides Games Masters and players alike with all the information they need to introduce this dangerous form of magic into their campaigns. The Demonologist character class is presented alongside those who go far deeper into the art, the mysterious Binder and the dreaded Possessed. Each has access to the most incredible powers, drawn from the very forces of evil itself.

Ravenloft Core Rulebook


John W. Mangrum - 2001
    A world ruled by fear and horror. Vampires who command the night. Shapeshifters who prowl the forests. Eldritch ghouls and undead skeletons who prey upon a fearful populace. If ever a world needed heroes, it is the world of Ravenloft.

The Divine and the Defeated


Chris Campbell - 2001
    Sword & sorcery is the largest independent publisher of D20 material, with authors such as the father of fantasy himself Gary Gygax, and Monte cook, the co-creator of 3rd Edition and author of the 3rd Edition DMG.Hardcover sourcebook of gods, their minions and their religions.

The Medieval Bestiary, Revised Edition


John Kasab - 2001
    The bestiary was both morality play and encyclopedia. The emphasis was on morality play, since most bestiarists were monks or other Christian scholars. From their point of view, the habits of animals provided insight into how we humans should be living our lives as Christians. The Medieval Bestiary: Revised Edition is an Ars Magica supplement for player and storyguide alike. You should have this book if you plan to seek a familiar, play a shape-shifting Bjornaer, or tell stories that involve animals and fantastic beasts. The creatures described in this work are presented from a medieval point of view to help set the mood of your game. The creatures described within this bestiary are ones known to the people of Mythic Europe, the setting of Ars Magica. Thus, there are familiar animals -- horses and hounds, cats and cows -- and exotic creatures -- dragons, gryphons, and sirens. Each creature is presented with a description written by Caprea of House Bjornaer, which reflects her views as a maga and scholar in the Order of Hermes. Statistics are presented for creatures when appropriate, and are compatible with Ars Magica Fourth Edition.