Pathfinder Campaign Setting: The Inner Sea World Guide


James JacobsJeff Grubb - 2011
    Yet all is not lost, for these dark times provide ample opportunity for adventure and heroism.Inside this exciting and informative 320-page tome you will find:- Detailed summaries of the player character races native to Golarion, including more than a dozen distinct human ethnicities- Elaborate gazetteers of more than 40 crumbling empires, expansionist kingdoms, independent city-states, and monster-haunted wildlands of Golarion’s adventure-filled Inner Sea region, with locations perfect for nearly any type of fantasy campaign- Cultural information and Pathfinder RPG rules covering the 20 core deities of the Inner Sea, plus entries on other gods, demigods, forgotten deities, weird cults, strange philosophies, and more!- An overview of the Inner Sea’s history, a look at time and space, a discussion of magical artifacts and technological wonders, discussions of important factions and organizations, and hundreds of locations ripe for adventure!- Tons of new options for player characters, including Inner Sea-themed prestige classes, feats, spells, adventuring gear, and magic items!- Nine new monsters, including exotic humanoids of the skies and seas, undead and dragons, and an angry demon lord in exile!- A giant 21.75"x33" poster map that reveals the sweeping landscape of the Inner Sea in all its treacherous glory!Cover art by Wayne Reynolds

Dreamsongs, Volume I


George R.R. Martin - 2003
    Martin is a giant in the field of fantasy literature and one of the most exciting storytellers of our time. Now he delivers a rare treat for readers: a compendium of his shorter works, collected into two stunning volumes, that offer fascinating insight into his journey from young writer to award-winning master.Gathered here in Volume I are the very best of George R.R. Martin's early works, including never-before-published fan pieces, his Hugo, Nebula, and Bram Stoker Award-winning stories plus the original novella The Ice Dragon, from which Martin's New York Times bestselling children's book of the same title originated. A dazzling array that features extensive author commentary, Dreamsongs, Volume I, is the perfect collection for both Martin devotees and a new generation of fans.Contents:- Introduction by Gardner Dozois One: A Four-Color Fanboy (2003)- Only Kids Are Afraid of the Dark (1967)- The Fortress (2003)- And Death His Legacy (2003)Two: The Filthy Pro (2003)- The Hero (1971)- The Exit to San Breta (1972)- The Second Kind of Loneliness (1972)- With Morning Comes Mistfall (1973)Three: The Light of Distant Stars (2003)- A Song for Lya (1974)- The Stone City (1977)- This Tower of Ashes (1976)- And Seven Times Never Kill Man (1975)- Bitterblooms (1977)- The Way of Cross and Dragon (1979)Four: The Heirs of Turtle Castle (2003)- The Lonely Songs of Laren Dorr (1976)- The Ice Dragon (1980)- In the Lost Lands (1982)Five: Hybrids and Horrors (2003)- Meathouse Man (1976)- Remembering Melody (1981)- Sandkings (1979)- Nightflyers (1980)- The Monkey Treatment (1983)- The Pear-Shaped Man (1987)

Demon the Fallen


Michael Lee - 2001
    

Shadowrun 31: Technobabel


Stephen Kenson - 1998
    Renraku Computer Systems sends an agent to infiltrate the otaku, a race of technoshamans, and learn their secrets in order to gain advantage in a corporate war, But once the agent is initiated into an otherworld of technomancy and mega-corporate intrigue, he rebels against his employers in an attempt to stop the approaching war!

Arms and Equipment Guide


Anne Brown - 1991
    This is the essential volume for the well-equipped Dungeons and Dragons character.

Robot Visions


Isaac Asimov - 1990
    Meet all of Asimov’s most famous creations including: Robbie, the very first robot that his imagination brought to life; Susan Calvin, the original robot psychologist; Stephen Byerley, the humanoid robot; and the famous human/robot detective team of Lije Bailey and R. Daneel Olivaw, who have appeared in such bestselling novels as The Robots of Dawn and Robots and Empire.Let the master himself guide you through the key moments in the fictional history of robot-human relations—from the most primitive computers and mobile machines to the first robot to become a man.(back cover)Contents: Robot Visions • cover and interior artwork by Ralph McQuarrie Introduction: The Robot Chronicles • essay by Isaac Asimov Robot Visions / short story by Isaac Asimov Too Bad! (1989) / short story by Isaac Asimov Robbie (1940) / short story by Isaac Asimov (variant of Strange Playfellow) Reason [Mike Donovan] (1941) / short story by Isaac Asimov Liar! [Susan Calvin] (1941) / short story by Isaac Asimov Runaround [Mike Donovan] (1942) / novelette by Isaac Asimov Evidence [Susan Calvin] (1946) / novelette by Isaac Asimov Little Lost Robot [Susan Calvin] (1947) / novelette by Isaac Asimov The Evitable Conflict [Susan Calvin] (1950) / novelette by Isaac Asimov Feminine Intuition [Susan Calvin] (1969) / novelette by Isaac Asimov The Bicentennial Man (1976) / novelette by Isaac Asimov Someday (1956) / short story by Isaac Asimov Think! (1977) / short story by Isaac Asimov Segregationist (1967) / short story by Isaac Asimov Mirror Image [Elijah Bailey/R. Daneel Olivaw] (1972) / short story by Isaac Asimov Lenny [Susan Calvin] (1958) / short story by Isaac Asimov Galley Slave [Susan Calvin] (1957) / novelette by Isaac Asimov Christmas Without Rodney (1988) / short story by Isaac Asimov Essays by Isaac Asimov: Robots I Have Known (1954); The New Teachers (1976); Whatever You Wish (1977); The Friends We Make (1977); Our Intelligent Tools (1977); The Laws of Robotics (1979); Future Fantastic (1989); The Machine and the Robot (1978); The New Profession (1979); The Robot As Enemy? (1979); Intelligences Together (1979); My Robots (1987); The Laws of Humanics (1987); Cybernetic Organism (1987); The Sense of Humor (1988); Robots in Combination (1988).The volume features many black-and-white illustrations by Ralph McQuarrie.

The Monsters Know What They're Doing: Combat Tactics for Dungeon Masters


Keith Ammann - 2019
    In The Monsters Know What They’re Doing, Keith Ammann lightens the DM’s burden by helping you understand your monsters’ abilities and develop battle plans before your fifth edition D&D game session begins. Just as soldiers don’t whip out their field manuals for the first time when they’re already under fire, a DM shouldn’t wait until the PCs have just encountered a dozen bullywugs to figure out how they advance, fight, and retreat. Easy to read and apply, The Monsters Know What They're Doing is essential reading for every DM.

Clanbook: Brujah Revised


Justin Achilli - 2000
    Whether challenging the tyranny of feudalism or rallying against stagnant institutions, the Brujah take their fight into the modern nights. Whether she is a political dissenter or a common thug, a Brujah wears her emotions on her sleeve, and woe to those who get in her way.Intellectuals and IdealistsAs the second entry in the revised lineup of clanbooks, Brujah takes one of the classic Vampire sourcebooks and brings it into a modern context. All-new information accompanies revised material, inviting you to add as much depth to your character as you like. The sheer volume of information contained in the new clanbooks (each with 32 more pages than the first-edition books) permits Storytellers to round out their chronicles.

Uglies


Scott Westerfeld - 2005
    In just a few weeks she'll have the operation that will turn her from a repellent ugly into a stunning pretty. And as a pretty, she'll be catapulted into a high-tech paradise where her only job is to have fun.But Tally's new friend Shay isn't sure she wants to become a pretty. When Shay runs away, Tally learns about a whole new side of the pretty world—and it isn't very pretty. The authorities offer Tally a choice: find her friend and turn her in, or never turn pretty at all. Tally's choice will change her world forever....

Never Unprepared: The Complete Game Master's Guide to Session Prep


Phil Vecchione - 2012
    To our knowledge, this is the first book entirely devoted to the process of prepping for tabletop RPGs.Never Unprepared breaks game prep down into its component phases—Brainstorming, Selection, Conceptualization, Documentation, and Review—and provides the tools you need to make the most of each phase. If you hate prep, you’ll find ways to make it more enjoyable. If you already have a great system for doing your prep, you’ll learn how to make it even better. Ten years in the making, Never Unprepared is award-winning author Phil Vecchione’s epic rock ballad to game prep.