Ten Candles


Stephen Dewey - 2015
    It is played by the light of ten tea light candles which provide atmosphere, act as a countdown timer for the game, and allow you to literally burn your character sheet away as you play. Ten Candles is described as a "tragic horror" game rather than survival horror for one main reason: in Ten Candles there are no survivors. In the final scene of the game, when only one candle remains, all of the characters will die. In this, Ten Candles is not a game about "winning" or beating the monsters. Instead, it is a game about what happens in the dark, and about those who try to survive within it. It is a game about being pushed to the brink of madness and despair, searching for hope in a hopeless world, and trying to do something meaningful with your final few hours left. Ten Candles may be played with any number of players and one gamemaster. It takes between 2-4 hours for an average session. While there are some components that need to be gathered to run a game (such as ten tea light candles), the game requires no addition preparation by the gamemaster. The setting of Ten Candles will change game to game as the gamemaster selects different "modules" to run for an ever-changing lineup of doomed characters and scenarios for them to play within. The antagonists of the game also change, leaving you to fight nightmares in one session only to fight sentient shadows, bloodthirsty clowns, or the gods themselves in the next. Every session of Ten Candles is unique and will present an entirely new tragic story for you to tell.The standard setting of Ten Candles is this: Ten days ago the world went dark. The sky betrayed you. The sun vanished. The fall into chaos was sudden and predictable. The world was filled with riots and fear. You were told that the sun was not gone, and that it was still out there beyond that black sky. Order returned. Five days ago, They came. Now the lights flicker low and the dark is where They hunt. Now you can hear the screams. Now They're coming for you. Keep moving. Don't lose hope. And stay in the light.

Pathfinder Roleplaying Game: NPC Codex


Jason BulmahnJason Nelson - 2012
    You spend hours setting up the perfect encounter, your players are out for blood, the swords are drawn—and then you realize that you've forgotten to build statistics for the enemy characters. Or perhaps your players go left when you expect them to go right, leaving you without any encounters prepared.Such problems are a thing of the past with the NPC Codex. Inside this tome, you'll find hundreds of ready-made stat blocks for nonplayer characters of every level, from a lowly forest poacher to the most majestic knight or ancient spellcaster. Whether you're planning out future adventures or throwing together encounters right at the table, this book does the work so you can focus on playing the game.Pathfinder RPG NPC Codex is a must-have companion volume to the Pathfinder RPG Core Rulebook and Pathfinder RPG Bestiary. This imaginative tabletop game builds on more than 10 years of system development and open playtests featuring more than 50,000 gamers to create a cutting-edge RPG experience that brings the all-time best-selling set of fantasy rules into the new millennium.The 320-page Pathfinder RPG NPC Codex includes:- Statistics for more than 300 characters, including at least one for every level of every class in the Pathfinder RPG Core Rulebook.- Tactical suggestions for every character, ensuring that you get the most out of each individual's gear and abilities in a fight.- Tons of flavorful names and backgrounds to give characters personality, plus ideas for using them in both combat and roleplaying situations.- Statistics for characters with lower-powered NPC classes to help populate your world with ordinary people, as well as characters with specialized prestige classes.- Animal companion statistics for druids and rangers, from level 1 through level 20.- Multiple versions of each Pathfinder iconic character, perfect for pregenerated player characters.- Encounter groups for conveniently crafting battles on the fly.... and much, much more!Cover art by Wayne Reynolds

Harlan Ellison's Watching


Harlan Ellison - 1988
    In this first collection of Harlan Ellison's cinema criticism (with expanded, never-before-collected articles as well as an essay written especially for this volume) come from the darkened interiors of a thousand movie houses where this most peculiar of all Observers of the Passing Scene has spent much of his life. The view is guaranteed to make you grind your teeth in anger, nod your head in blessed agreement, and open your eyes in a manner of judging films that is definitely not plebeian. Harlan Ellison's love affair with movies is obvious. As an essayist, he has no equal; as a film critic he has no friends. Take care.

Finding Serenity: Anti-Heroes, Lost Shepherds and Space Hookers in Joss Whedon's Firefly


Jane EspensonMichelle Sagara West - 2005
    From what was wrong with the pilot to what was right with the Reavers, from the use of Chinese to how correspondence between Joss and network executives might have gone, from a philosopher’s perspective on “Objects in Space” to a sex therapist’s analysis of Inara, Finding Serenity is filled with writing as exciting, funny and enthralling as the show itself.

Baldur's Gate: Descent into Avernus


James IntrocasoKate Welch - 2019
    You’ve just started your adventuring career, but already find yourself embroiled in a plot that sprawls from the shadows of Baldur's Gate to the front lines of the planes-spanning Blood War! Do you have what it takes to turn infernal war machines and nefarious contracts against the archdevil Zariel and her diabolical hordes? And can you ever hope to find your way home safely when pitted against the infinite evils of the Nine Hells?- This heroic Dungeons & Dragons adventure book takes players from levels 1 to 13 as they journey through Baldur's Gate and into Avernus, the first layer of the Nine Hells.- Baldur's Gate is among the most iconic locations in fantasy culture. A mist-cloaked metropolis on the Sword Coast, it’s a place of history and a home to heroes.- The book introduces the infernal war machines to fifth edition D&D—battle-ready vehicles, which you can customize as you blast off into the Blood War.- Dungeon Masters will entice their heroes with devils' deals, designed to lure adventurers with the ultimate temptations of power and treasure.

Werewolf: The Apocalypse


Mark Rein-Hagen - 1992
    Capable of transforming into a variety of forms and blessed with Gifts that enabled superhuman and supernatural powers, the Garou fight many foes, always knowing that in the end they will fall. But what stories will be told and what songs sung of their exploits!What’s in it? All thirteen original tribes, tribe variants and Lost Tribes, with their signature Gifts and Rites Rules for character creation and advancement. Gifts from level one through six

Fading Suns


Bill Bridges - 1999
    It's far-future setting allows stories from many genres: fantasy, horror, post-apocalypse, and more. Characters wield swords and blasters and fly starships to lost worlds, ancient ruins, verdant jungles or blasted wastelands. They encounter conniving nobles, vain priests, cunning merchants, bizarre alien creatures, evil occultists, and bodiless entitites from across gulfs of space and time. In other words, Fading Suns has everything a roleplaying game setting could possibly need. The Second Edition hardcover rulebook includes new rules adjustments based on the extensive playtesting and suggestions by players from all over the world, as well as new history, psychic powers and rites, and extensive equipment rules.

Ash: A Secret History


Mary Gentle - 2000
    War is her job. She has fought her way to the command of a mercenary company, and on her unlikely shoulders lies the destiny of a Europe threatened by the depredations of an Infidel army more terrible than any nightmare.

The Dream of Perpetual Motion


Dexter Palmer - 2010
    His only companions are the disembodied voice of Miranda Taligent, the only woman he has ever loved, and the cryogenically frozen body of her father Prospero, the genius and industrial magnate who drove her insane.The tale of Harold’s life is also one of an alternate reality, a lucid waking dream in which the well-heeled have mechanical men for servants, where the realms of fairy tales can be built from scratch, where replicas of deserted islands exist within skyscrapers.. As Harold’s childhood infatuation with Miranda changes over twenty years to love and then to obsession, the visionary inventions of her father also change Harold’s entire world, transforming it from a place of music and miracles to one of machines and noise. And as Harold heads toward a last desperate confrontation with Prospero to save Miranda’s life, he finds himself an unwitting participant in the creation of the greatest invention of them all: the perpetual motion machine.Beautifully written, stunningly imagined, and wickedly funny, The Dream of Perpetual Motion is a heartfelt meditation on the place of love in a world dominated by technology.

Cyclonopedia: Complicity with Anonymous Materials


Reza Negarestani - 2008
    Reza Negarestani bridges the appalling vistas of contemporary world politics and the War on Terror with the archeologies of the Middle East and the natural history of the Earth itself. CYCLONOPEDIA is a middle-eastern Odyssey, populated by archeologists, jihadis, oil smugglers, Delta Force officers, heresiarchs, corpses of ancient gods and other puppets. The journey to the Underworld begins with petroleum basins and the rotting Sun, continuing along the tentacled pipelines of oil, and at last unfolding in the desert, where monotheism meets the Earth's tarry dreams of insurrection against the Sun. 'The Middle East is a sentient entity - it is alive!' concludes renegade Iranian archeologist Dr. Hamid Parsani, before disappearing under mysterious circumstances. The disordered notes he leaves behind testify to an increasingly deranged preoccupation with oil as the 'lubricant' of historical and political narratives. A young American woman arrives in Istanbul to meet a pseudonymous online acquaintance who never arrives. Discovering a strange manuscript in her hotel room, she follows up its cryptic clues only to discover more plot-holes, and begins to wonder whether her friend was a fictional quantity all along. Meanwhile, as the War on Terror escalates, the US is dragged into an asymmetrical engagement with occultures whose principles are ancient, obscure, and saturated in oil. It is as if war itself is feeding upon the warmachines, leveling cities into the desert, seducing the aggressors into the dark heart of oil ...

The Physics of Star Trek


Lawrence M. Krauss - 1995
    Now Lawrence M. Krauss, an internationally known theoretical physicist and educator, has written the quintessential physics book for Trekkers and non-Trekkers alike.Anyone who has ever wondered, "Could this really happen?" will gain useful insights into the "Star Trek" universe (and, incidentally, the real universe) in this charming and accessible volume. Krauss boldly goes where "Star Trek" has gone -- and beyond. He uses the "Star Trek" future as a launching pad to discuss the forefront of modern physics. From Newton to Hawking, from Einstein to Feynman, from Kirk to Janeway, Krauss leads the reader on a voyage to the world of physics as we now know it and as it might one day be.Featuring the Top 10 biggest physics bloopers in "Star Trek," as selected by Nobel Prize-winning physicists and other dedicated Trekkers!"This book is fun, and Mr. Krauss has a nice touch with a tough subject...Readers drawn by frivolity will be treated to substance." "--New York Times Book Review""Today's science fiction is often tomorrow's science fact. The physics that underlies "Star Trek" is surely worth investigating. To confine our attention to terrestrial matters would be to limit the human spirit."--Stephen Hawking (in the foreword)A

Just One Damned Thing After Another


Jodi Taylor - 2013
    They don't do 'time-travel' - they 'investigate major historical events in contemporary time'. Maintaining the appearance of harmless eccentrics is not always within their power - especially given their propensity for causing loud explosions when things get too quiet.Meet the disaster-magnets of St Mary's Institute of Historical Research as they ricochet around History. Their aim is to observe and document - to try and find the answers to many of History's unanswered questions...and not to die in the process. But one wrong move and History will fight back - to the death. And, as they soon discover - it's not just History they're fighting.Follow the catastrophe curve from 11th-century London to World War I, and from the Cretaceous Period to the destruction of the Great Library at Alexandria. For wherever Historians go, chaos is sure to follow in their wake....

Clanbook: Lasombra


Richard Dansky - 1996
    Unseen even by mirrors, these lords of darkness glide through the night they rule, orchestrating the rise and fall of Kindred and kine alike. From the Sahara Desert to the Spanish Main, from the monasteries of Seville to the mean streets of New York City, no other clan so embodies what it means to be a vampire.Clanbook: Lasombra includes:* The History of the clan and the foul diablerie of its progenitor;* Details on the clan's sinister rites and depraved games;* New Merits, Flaws and Obtenebration powers.

The Hike


Drew Magary - 2016
    Once he sets out into the woods behind his hotel, he quickly comes to realize that the path he has chosen cannot be given up easily. With no choice but to move forward, Ben finds himself falling deeper and deeper into a world of man-eating giants, bizarre demons, and colossal insects.  On a quest of epic, life-or-death proportions, Ben finds help comes in some of the most unexpected forms, including a profane crustacean and a variety of magical objects, tools, and potions. Desperate to return to his family, Ben is determined to track down the “Producer,” the creator of the world in which he is being held hostage and the only one who can free him from the path.   At once bitingly funny and emotionally absorbing, Magary’s novel is a remarkably unique addition to the contemporary fantasy genre, one that draws as easily from the world of classic folk tales as it does from video games. In The Hike, Magary takes readers on a daring odyssey away from our day-to-day grind and transports them into an enthralling world propelled by heart, imagination, and survival.

Pathfinder Chronicles: Campaign Setting


Mike McArtorJeff Grubb - 2008
    The Pathfinder Chronicles campaign setting provides classic adventuring style and cutting-edge game design perfectly suitable for the world’s most popular roleplaying game!Note: Pathfinder Campaign Setting: The Inner Sea World Guide has replaced this volume as the main Pathfinder campaign setting book. The newer volume has been expanded and updated, and is designed for use with the Pathfinder Roleplaying Game. And the PDF is cheaper, too!Cover art by Wayne Reynolds