Best of
Role-Playing-Games

2002

Robin's Laws of Good Game Mastering


Robin D. Laws - 2002
    Laws, noted game designer (Feng Shui, Hero Wars, Dying Earth, Rune) and columnist (Dragon magazine, The Play's The Thing) has sojourned long in the gaming wilderness to bring you the techniques required to take your mastery of Game Mastering to the next level.

Dark Ages Vampire


Mark Rein-Hagen - 2002
    The vampires of this bygone age ride the dark as lords, play their games with the crowned heads of Europe, and travel to the mysterious lands of the East as they wage their ages-old war.The diablerie of saulot, the waking of Mithras, the destruction of Michael the patriarch, the return of the Dracon -- it all means the time of reflection is over. The Inquisition stirs and the time to act is now. Across Europe, monarchs of the night set princes and barons at each other's undying throats. Young vampires take to the field ready to claim their domain and become powerful lords in their own right. Blood calls to blood.The Dark Medieval is a very different time than the modern Final Nights. Cainites group in clans high and low, swear fealty to ancient vampiric monarchs and follow their roads of enlightenment in the same way mortals do religions. Ashen priests and princes face off in a violent world lit only by torches and fear. Dark Ages: Vampire Revised Edition is your complete guide to this time.

Ravenloft Gazetteer - Volume 1: Sword & Sorcery


Andrew Cermak - 2002
    The nearby forested lands of Kartakass and the goblyns' Forlorn also hide dark horrors. Not even the lands of the Core are free from the depredations of the darklords -- indeed, such evil seems to concentrate there.Lands of LoreThe first in a series of setting sourcebooks, Ravenloft Gazetteer I explores some of the legendary domains of the central continent. Included are the domains of Barovia, Kartakass, Hazlan and Forlorn, ready and waiting for bold adventurers to face their brooding threats.

Dragon Reg Magazine Archive


Wizards of the Coast - 2002
    Features: - Complete archive of Dragon magazine, issues 1 through 250- Authority on Advanced Dungeons & Dragons gaming- Completely searchable- Bookmarking function allows you to save information- Mac users can view articles in Adobe Acrobat

Book of the Righteous


Aaron Loeb - 2002
    This massive, 320-page hardback provides more than 20 pick-up-and-play churches corresponding to gods that feature in most fantasy campaigns (god of war, god of justice, etc.). Each church features lavish detail, including in-depth information on its clerics, holy orders, dogma, prayers, and rituals. These churches can be used in any campaign to bring a whole new level of detail to the religious characters. Plus, for those who don't have a complete cosmology in their game, The Book of the Righteous provides a comprehensive mythology that unifies all of the gods in the book. That mythology, and its corresponding cosmology, is not tied to an existing campaign setting, making it as portable and useful as Green Ronin's critically acclaimed Freeport series. The Book of the Righteous also features a new core class, the holy warrior, and new prestige classes, feats, spells, domains, magic items, and artifacts. Third in Green Ronin's Arcana series, The Book of the Righteous is a divine sourcebook like no other.

Hol, Human Occupied Landfill


Daniel Thorn - 2002
    The second edition of the fan favorite roleplaying game HoL, the previous edition is already a customer five star selection here on Amazon, this new edition is the same book, but at an affordable price!

Buffy the Vampire Slayer Core Rulebook


C.J. CarellaAndrew Cairns - 2002
    and more?Buffy the Vampire Slayer is a complete roleplaying game. In it, you will find:• An introduction to roleplaying and the Buffyverse.• A roleplaying guide to all seven season of Buffy the Vampire Slayer.• Detailed character creation, including pre-constructed Heroes and White Hats, for your quick-play pleasure.• Roleplaying specifics for the entire Original Cast, from Buffy to Dawn, including their wild and wacky changes.• The Buffy Unisystem, streamlined for cinematic slayage and sneakage.• A primer on magic mojo, for those who dare.• A guide to the hotspots of Sunnydale.• The monsters of mayhem, all stat-ed out and ready-to-slay, and the skinny every season's Big Bad.• Blow-by-blow instructions for creating Buffy roleplaying Episodes, Seasons, and Series.• A complete Episode to get slaying fast and easy.• A guide to Buffyspeak to add sparkle to your dialogue .

Van Richten's Arsenal


Andrew Cermak - 2002
    From the lost notebooks of Rudolph Van Richten comes a new entry in the library of the greatest vampire-hunter to ever walk the Realm of Dread. Included herein are tools and techniques that allow the heroes of Ravenloft to take the fight to the next level. From potent spells to arcane artifacts, the secrets within represent some of Ravenloft's greatest hopes against the legions of darkness.The Flames of HeroismFirst in a series of Van Richten's Arsenal handbooks, this book introduces a variety of new weapons against the fiends that populate Ravenloft. Included are rules for alchemy, new spells, magical items, new equipment and even a few prestige classes (such as the alchemist and crusading knight) fully prepared to bring down the forces of evil.

The Resurrected, Volume 3: Out of the Vault


Brian Appleton - 2002
    It is the silent guardian of lost secrets, the barrier holding back the terrified screams of the past. You will want to go to it, to feel the stale breath of long-contained desire, but remember - there are some portals that should remain locked... under all circumstances, at any cost.The Resurrected III: Out of the Vault is an anthology of ten Call of Cthulhu scenarios from Pagan Publishing. Inside is a chilling collection of myteries that will haunt even the most experienced investigator.Works include:THE HOUSE ON STRATFORD LANE by John H. Crowe, IIIALL GOOD CHILDREN by Chris KlepacWHAT GOES AROUND by Jeff MoellerDARK HARVEST by Kevin A. RossTHE LAMBTON WORM by Steve HatherlyBLOOD ON THE TRACKS by J. Todd KingreaIN MEDIA RES by John Tynesand more, plus terrifying illustrations, detailed maps, and useful Player Aids.

The Banewarrens


Monte Cook - 2002
    Long ago, a powerful saint gathered together objects of evil power and buried them away so no one could ever use them. But concentrating that much evil in one place was not a good idea, and now some of these unique malignant creatures, artifacts, and forces have been loosed upon the world. To bind them once again, you must brave the timelost Banewarrens. This mega-adventure takes characters from 6th to 10th level. Uncover new monsters and magic in its pages, including dozens of foul banes like the Phylactery of Forsaken Souls and the Malificite. But The Banewarrens is more than just rooms of evil creatures to bash: Its dynamic plot is full of intrigue and twists. Characters race against evil adventurers seeking to use the banes for their own gain. With every action they risk loosing even more malevolent forces upon an unsuspecting world. Some may call themselves their allies but, in the end, amid this deadly labyrinth both figurative and literal, who can they really trust? The Banewarrens includes new magic items, new monsters, and other tidbits, such as new poisons and diseases. This illustrated PDF features a streamlined page layout and art by Toren "MacBin" Atkinson, Lars Grant-West, Quinton Hoover, Robert Lee, Alan Pollack, and Arne Swekel.You'll achieve better results by printing the book in four segments of 35 pages, rather than all at once. If you're concerned about ink usage, set your printer to "Speed" rather than "High Quality" printouts. You may want to change your printer settings to black-and-white to save on color ink, and/or not print the covers (pages 1 and 138) and product ad (page 137). The layout of this PDF was designed for double-sided printing.

Scars: An Ironclaw Novel


Ted Mackinnon - 2002
    So when an simple job with promises of great rewards comes along, she has her misgivings. It's simply too good to be true. But the opportunity is impossible to refuse - even when she learns that her quarry is in her old home town of Triskellian, a city where old ghosts and buried memories call to her from the shadows. Her past is not the only danger Danica must face. The once-powerful city-state of Triskellian is splintered by political upheaval. The brutal slaughter of the ruling family of foxes forces everyone, friend and foe alike, into a frantic search for the sole survivor and heir, Fabrizio. With the city in chaos, Danica's 'easy job' suddenly turns deadly. Finding her prey isn't so simple, when every clue drags her further into the political tangle. As she slips ever deeper into Triskellian's troubled present, her own past refuses to stay buried, and Danica learns that honor, once lost, could well prove impossible to regain. Scars is an Ironclaw fiction.

Path of Shadow (Dungeons & Dragons d20 3.0 Fantasy Roleplaying)


Fantasy Flight Games - 2002
    Beautifully designed and illustrated in the Legends & Lairs tradition, Darkness & Dread offers a wide variety of exciting new features, including: New rules for madness, fear, and other psychological effects, new monsters utilizing fear, a complete pantheon of god-like beings that grant their followers powers and madness, new prestige classes, feats, and spells designed for survival in a dark fantasy campaign, and information on integrating the horrific into your world setting.

Path of Magic: A Character Resource for Bards, Sorcerers, and Wizards (Legends & Lairs, d20 System)


Fantasy Flight Games - 2002
    Beautifully designed and illustrated in the Legends & Lairs tradition, Darkness & Dread offers a wide variety of exciting new features, including: New rules for madness, fear, and other psychological effects, new monsters utilizing fear, a complete pantheon of god-like beings that grant their followers powers and madness, new prestige classes, feats, and spells designed for survival in a dark fantasy campaign, and information on integrating the horrific into your world setting.

The Witch's Handbook (d20 System) (Master Classes)


Steve Kenson - 2002
    The Witch's Handbook, like other books in the Master Class series, presents a brand-new core class and an array of associated prestige class. In addition to the new feats, spells, and magic items that you'd expect, The Witch's Handbook explores the deeper secrets of the The Craft. Learn of covens and their ritual magic, charms and their making, and herbs and their magical applications. Whether you're a player looking for a different kind of magic user or a GM looking to add something new to your campaign, The Witch's Handbook has everything you need to bring The Craft to your d20 game.

Xcrawl: Adventures in the xtreme Dungeon Crawl League


Brendan J. Lasalle - 2002
    Of course, you are going to have to kill the monsters to get the treasure, and you aren't the crowd favorite today, and the cameras are very unforgiving. But there are no second takes, and if you die... YOU DIE! Xcrawl is a game of Xtreme dungeon crawling set in a modern-day twist on the classic fantasy genre. Monsters roam the Earth, but they're captured and forced to perform in dungeons, where professional athletes test their skills to win fabulous prizes. Xcrawl is a world of sell-out superstar adventurers, corporate-sponsored action and live-on-pay-per-view mayhem!

Hacklopedia Of Beasts: Monster Matrix


Brian Jelke - 2002
    

The Riddle of Steel


Jacob Norwood - 2002
    It is designed for role-playing in a typical swords-&-sorcery or high fantasy gameworld environment.

Rifter Seventeen


Kevin Siembieda - 2002
    

Liber Bestarius


Various - 2002
    From the massive to the minute, from the motivated to the mindless, the monsters stalk your setting with terrifying relentlessness! The Book of Beasts features a full range of creatures from demons and golems to small furry mammals and new PC races, new feats, new spells, and new special abilities! Each creature entry contains: A complete description of each monster, fit for use in any setting. Adventure hooks providing advice on inserting the monster into your campaign. PC suitability entries offering suggestions for adding the beast as a member of the party! A comprehensive listing of d20 System stats. Combat strategies and inclinations, including many new special abilities.

Islands of Gold


Kevin P. Boerwinkle - 2002
    There, brave explorers chart the lost ruins of alien civilizations, pirates carve personal empires in blood and gold, and hidden jungles hold monstrous beings unseen since the dawn of man. Come venture to the furthest reaches of unknown seas... and see what thrilling adventures await. Includes a complete history and description of the Midnight Archipelago, as well as specific entries on numerous different islands - each one teeming with adventure and suitable for use in any campaign. Fully compatible "hybrid" rules, suitable for BOTH d20 System play and 7th Sea's classic roll-and-keep system.

Enter the Zombie: A Hong Kong Action Theatre Sourcebook


Al Bruno III - 2002
    This tome brings together the thrills of Hong Kong action films and the excitement of flesh-craving horror. The match of these two genres may not have seem obvious at first, but the pleasures that arise from it are undeniable. After all, zombies and Hong Kong style action make a perfect fit. What better match is there for a relentless series of lightning kicks and a hurricane of bullets than a target that can't die? The pulse-pounding danger just never stops. Besides, what martial arts master worth his salt doesn't ache for the ability to use his own intestines as a deadly whip? For the undead, no problem!

Arms & Armor


Bastion Press - 2002
    This 96-page book gives more armor, shields, and weapons useable by heroes of every trade and specialization. Contains additional weapons, armor, shields, and magical qualities that can be placed in any campaign setting.