Pathfinder Roleplaying Game: Bestiary 3


Jason BulmahnF. Wesley Schneider - 2011
    Within this book you’ll find demiliches and demodands, grave knights and goblin snakes, norns and nephilim, imperial dragons and unfettered eidolons, and so much more! Yet not every creature needs to be an enemy, as winged garudas, crafty tanukis, and leonine lammasus all wait to join your party and answer the call of glory.The Pathfinder RPG Bestiary 3 is the third indispensable volume of monsters for use with the Pathfinder Roleplaying Game and serves as a companion to the Pathfinder RPG Core Rulebook and Pathfinder RPG Bestiary. This imaginative tabletop game builds upon more than 10 years of system development and an Open Playtest featuring more than 50,000 gamers to create a cutting-edge RPG experience that brings the all-time bestselling set of fantasy rules into the new millennium.The Pathfinder RPG Bestiary 3 includes:- More than 300 different monsters.- Classic terrors from myth and literature, from the frumious bandersnatch and the righteous valkyrie to the cunning dybbuk and elusive kappa.- Hordes of new creatures you can construct, grow, or summon to aid your party in its adventures.- New player-friendly races to let you adventure as canny ratfolk, genie-blooded sulis, and more.- New familiars, animal companions, and other allies.- Challenges for any adventure and every level of play.- Some of the strangest and most beloved creatures from fantasy roleplaying history and the Pathfinder campaign setting.- Hosts of new templates and variants.- Appendices to aid in monster navigation, including lists by Challenge Rating, monster type, and habitat.- Expanded universal monster rules to simplify special attacks, defenses, and qualities.... and much, much more!Cover art by Wayne Reynolds

GURPS Basic Set: Campaigns


Steve Jackson - 2004
    . . or literally anything else! GURPS has been the premiere universal roleplaying game for almost two decades. The new Fourth Edition makes it even better!GURPS Basic Set: Campaigns combines information from the Third Edition GURPS Basic Set and GURPS Compendium II�plus our new core setting, with infinite possibilities for timeline-hopping adventure! (You don't have to play in the core setting�there isn't some game-altering metaplot�but it's there if you want it.)

The Wheel of Time Roleplaying Game


Charles Ryan - 2001
    Explains how to play the Wheel of Time roleplaying game, discussing abilities, backgrounds, classes, skills, feats, heroic characteristics, equipment, combat, encounters, the One Power, and geographic terrain.

Pathfinder Adventure Path #1: Burnt Offerings


James JacobsAndrew Hou - 2007
    Five years after a tragic fire and spate of brutal murders, the people of Sandpoint eagerly anticipate the Swallowtail Festival to commemorate the consecration of the town's new temple. At the height of the ceremony, disaster strikes!In the days that follow, a sinister shadow settles over Sandpoint. Rumors of goblin armies and wrathful monsters in forgotten ruins have set the populace on edge. As Sandpoint's newest heroes, the PCs must deal with treachery, goblins, and the rising threat of a forgotten empire whose cruel and despotic rulers might not be as dead as history records.This volume of Pathfinder Adventure Path launches the Rise of the Runelords Adventure Path and includes:- "Burnt Offerings," and adventure for 1st-level characters by James Jacobs.- An exploration of your PCs' new hometown of Sandpoint, by James Jacobs.- A history of the ancient empire of Thassilon, by Wolfgang Baur.- The first installment of the Pathfinder's Journal, by Erik Mona.- Six new monsters by James Jacobs, Richard Pett, and F. Wesley Schneider.Cover art by Wayne Reynolds

Clanbook: Malkavian


Daniel Greenberg - 1995
    No they don't. Madness is often only a step away from enlightenment and, for some, is a step beyond. No it isn't. Now learn how the Malkavians twist the world for their benefit. You won't learn a thing. Discover the truth of their madness. It's too late for that. Clanbook: Malkavian includes: * The history of the clan and the true depth of its member's insanities;* 10 sample characters suitable for players and Storytellers; and* ιφ ψου χαν ρεαδ τηισ, ψου αρε οφφιχιαλλψ τραγιχαλλψ ηιπ.

Starfinder: Core Rulebook


James L. SutterJason Keeley - 2017
    Will you delve for lost artifacts in the ruins of alien temples? Strap on rune-enhanced armor and a laser rifle to battle undead empires in fleets of bone ships, or defend colonists from a swarm of ravenous monsters? Maybe you'll hack into the mainframe of a god-run corporation, or search the stars for clues to the secret history of the universe or brand new planets to explore. Whether you're making first contact with new cultures on uncharted worlds or fighting to survive in the neon-lit back alleys of Absalom Station, you and your team will need all your wits, combat skill, and magic to make it through. But most of all, you'll need each other.This massive 528-page hardcover rulebook is the essential centerpiece of the Starfinder Roleplaying Game, with rules for character creation, magic, gear, and more—everything you need to play Starfinder as either a player or Game Master! The next great adventure in science-fantasy roleplaying takes off here, and the Starfinder Core Rulebook is your ticket to a lifetime of adventure amid the stars!Inside this book, you'll find:- All of the rules you need to play or run a game of Starfinder.- Seven character classes, from the elite soldier and stealthy operative to the physics-hacking technomancer and mind-bending mystic.- Character races both new and classic, from androids, insectile shirrens, ratlike ysoki, and reptilian vesk to the dwarves and elves of the distant future.- An in-depth exploration of the Starfinder setting, including its planets, gods, factions, and threats.- Hundreds of weapons, spells, technological gadgets, magic items, and other options to outfit any character.- Complete rules for starships, including customization and starship combat.- Rules and tips on using Pathfinder RPG content with Starfinder.Cover art by Remko Troost

The Rise of Tiamat


Alexander Winter - 2014
    The battle becomes increasingly political as opportunities to gather allies and gain advantage present themselves. From Waterdeep to the Sea of Moving Ice to Thay, it is a race against Evil. Succeed or succumb to the oppression of draconic tyranny. Win or lose, things will never be the same again. • The second of two adventures in the Tyranny of Dragons™ story arc, The Rise of Tiamat provides everything a Dungeon Master needs to create an exciting and memorable adventure experience. • Fans of the Dungeons & Dragons® Roleplaying Game can get a sample of what this product has in store for them through the D&D Encounters™ in-store play program. • Adventure design and development by Kobold Press.

The Werewolf Player's Guide


Justin AchilliEthan Skemp - 1998
    Corruption from without and within has caused the destruction not only of the Garou's environment, but also of their families, friends and culture, which extends in an unbroken line to the very dawn of life. No matter how righteously the Garou hold themselves, no matter how they prey on their destroyers, the corruption spreads.Now the time for reconciliation is past. This grave insult against Gaia can end in only one way: blood, betrayal... and rage.At last! The long-awaited revision of the classic Werewolf Players Guide, this second edition is packed with information on the Garou, their packs, moots, caerns and duels. Also detailed are the other shapeshifters, from the merciless weresharks to the sagacious werecats. Includes plenty of Gifts, rites, fetishes, talens and totems, as well as expanded combat systems and essays on understanding the world of Werewolf: The Apocalypse.

World of Darkness: Armory


Chuck Wendig - 2006
     Nothing. I mean it. It's the golden rule, my man, the golden rule. "Thou shalt SHOOT the CRAZIES in the HEART BEFORE they come bite the heart out of YOU." It's hard times, man. Hard times. Better be prepared. Hafta be Now gimme that duct tape and those tinsnips." —Larry Crenshaw, monster-hunter This book includes: • A broad and detailed listing of every weapon, vehicle or piece of equipment a character might need in the World of Darkness • Optional rules and new Merits that reflect combat styles suitable for the weapons contained within • A hardware companion to Vampire, Werewolf and Mage chronicles 216 page hardcover. For use with the World of Darkness Rulebook.

Guide to the Sabbat


Justin Achilli - 1999
    Or so it would seem to the uninitiated. In truth, the Sabbat wage a secret war on the elders, struggling night after night to free themselves from the tyranny of the dread Antediluvians and the Jyhad itself. But are their tactics effective or simply horrific? Cast by the Fires of the Packs The Guide to the Sabbat examines the Sabbat exhaustively from the antitribu, or "anti-clans" that populate its ranks to the terrifying Disciplines they use to their methods of waging war on the Camarilla and Antediluvians alike. This book also explores the progress the Sabbat have made in their war effort, chronicling their inexorable climb over the East Coast of the United States and their usurped territories in the Old World. The Guide to the Sabbat includes:* An updated, definitive look at the sect and its role in the Final Nights;* New bloodlines, Disciplines and layers of intrigue in the Jyhad* The secrets and schemes of the most reviled sect of vampires ever to walk the night.

Candlekeep Mysteries


Graeme BarberSarah Madsen - 2021
    Historians, sages, and others who crave knowledge flock to this library fortress to peruse its vast collection of books, scribbled into which are the answers to the mysteries that bedevil them. Many of these books contain their own mysteries—each one a doorway to adventure. Dare you cross that threshold?Candlekeep Mysteries is a collection of seventeen short, stand-alone D&D adventures designed for characters of levels 1-16. Each adventure begins with the discovery of a book, and each book is the key to a door behind which danger and glory await. These adventures can be run as one-shot games, plugged into an existing Forgotten Realms campaign, or adapted for other campaign settings.This book also includes a poster map of the library fortress and detailed descriptions of Candlekeep and its inhabitants.

The World of Darkness


Bill Bridges - 2004
    Only rarely do our experiences draw back the veil of shadows and reveal the horror in our midst. These glimpses into the supernatural can cause us to retreat into comforting lies - 'There are no such things as monsters' - or stir our morbid curiosity. Only a few, however, can overcome their fear and dare to look deeper.The World of Darkness Rulebook introduces a version of our contemporary world where the supernatural is real. Players join to tell tales of mystery and horror, where theme, mood and plot are more important to a character s experiences than his weapons or equipment. Inside are rules for character creation, task resolution, combat and any activity your character attempts as he delves into the shadows.

Werewolf: The Apocalypse


Brian Campbell - 2000
    Corruption from without and within has caused the destruction not only of the Garou's environment, but also of their families, friends and culture, which extends in an unbroken line to the very dawn of life. No matter how righteously the Garou hold themselves, no matter how they prey on their destroyers, the corruption spreads.Now the time for reconciliation is past. This grave insult against Gaia can end in only one way: blood, betrayal... and rage.They've been pushed to the brink of extinction. They've learned that they fight not one great enemy, but two. They've been hunted and slain, corrupted and cast down. But they'll be damned if they're going to stay down and die quietly. They're Garou, and their war is for the world itself.The werewolves' very society is shaken, but even with their numbers reduced, they continue to fight. Years of development culminate in this rulebook -- the shifts in the tribes, the discovery of hidden enemies, the signs of the End Times. Rewritten from the ground up, the Revised Edition of -- Werewolf: The Apocalypse chronicles all these changes, and gives you the chance to join the werewolves' war at its most intense.

Monster of the Week


Michael Sands - 2012
    There are monsters out thereAnd you are mean enough, smart enough, crazy enough, or hurt enough, to fight them.Maybe you'll defend your hometown from evil.Maybe you'll take to the road and hunt them down.Maybe you have magic powers to fight with.Maybe your name appears in an ancient prophecy.One thing's for sure.You aren't going back to your old, safe life.Monster of the Week is an action-horror roleplaying game for 3-5 people.

Werewolf: The Forsaken


Carl Bowen - 2005
    To one side stretches the forest, to the other the city. Your claws are stained with blood. Your senses whisper of prey that runs before you, and of predators who stalk even the likes of you. You hear the howls of your brothers and sisters. Luna rises. Your blood boils. It is time to hunt. Wolves at the Door Werewolf: The Forsaken -- the game of bestial violence and supernatural terror -- is the second core setting sourcebook intended for use with White Wolf's new Storytelling System(tm). Werewolves are creatures of original sin, tainted by ancestral crimes and driven to hunt by the shame of being abandoned. This book details what it is to be Forsaken, one of the Tribes of the Moon. Create your own werewolf pack and seek redemption or give in to your savage nature. Hardcover. For use with the World of Darkness Rulebook.