Pathfinder Adventure Path: Rise of the Runelords Anniversary Edition


James JacobsMichael Kortes - 2012
    An attack by crazed goblins reveals the shadows of a forgotten past returning to threaten the town—and perhaps all of Varisia. The Rise of the Runelords Adventure Path begins with this goblin raid and takes players on an epic journey through the land of Varisia as they track a cult of serial killers, fight backwoods ogres, stop an advancing army of stone giants, delve into ancient dungeons, and finally face off against a wizard-king in his ancient mountaintop city. This hardcover compilation updates the fan-favorite campaign to the Pathfinder Roleplaying Game rules with revised and new content in more than 400 pages packed with mayhem, excitement, and adventure!Celebrating both the fifth anniversary of the Pathfinder Adventure Path and the tenth anniversary of Paizo Publishing, this new edition expands the original campaign with new options and refined encounters throughout, incorporating 5 years of community feedback.The Rise of the Runelords Anniversary Edition contains:- All six chapters of the original Adventure Path, expanded and updated for use with the Pathfinder Roleplaying Game.- Articles on the major locations of Rise of the Runelords: sleepy Sandpoint, the ancient Thassilonian city of Xin-Shalast, and others.- Revelations on the sinister magic of Thassilon, with updated spells, magic items, and details on tracking sin points throughout the campaign.- A bestiary featuring eight monsters updated from the original Adventure Path, plus an all-new terror.- Dozens of new illustrations, never-before-seen characters, location maps, and more!Cover art by Wayne Reynolds

Fate Accelerated


Clark Valentine - 2013
    Maybe you’re looking for the ideal pickup roleplaying game. Or you’re a first-time gamer looking to try something new without investing hours of your time. Regardless, Fate Accelerated Edition will bring something special to your table.Fate Accelerated, or FAE, is a condensed version of the popular Fate Core roleplaying game that brings all the flexibility and power of Fate in a shorter format. Inside, you’ll find a method for making fast, fun characters and simple systems to support whatever story you can dream up on the fly. With FAE, you can be playing in minutes.3… 2… 1… GAME ON!

Tales from the Loop: Roleplaying in the '80s That Never Was


Nils Hintze - 2017
    The facility was complete in 1969, located deep below the pastoral countryside of Mälaröarna. The local population called this marvel of technology The Loop.Acclaimed scifi artist Simon Stålenhag’s paintings of Swedish 1980s suburbia, populated by fantastic machines and strange beasts, have spread like wildfire on the Internet. Stålenhag’s portrayal of a childhood against a backdrop of old Volvo cars and coveralls, combined with strange and mystical machines, creates a unique atmosphere that is both instantly recognizable and utterly alien.Now, for the first time, YOU will get the chance to step into the amazing world of the Loop. With your help, we will be able to create a beautiful printed RPG book about the Tales from the Loop.This game is our third international RPG, after the critically acclaimed Mutant: Year Zero and Coriolis - The Third Horizon. The lead writer is the seasoned Swedish game writer Nils Hintze, backed up by the entire Free League team who handle project management, editing, and graphic design.Additional writing in the game will be done by the award-winning and best-selling game writer and author Matt Forbeck, with twenty-seven novels and countless games published to date. Matt will be writing the alternative US campaign setting (read more below).All art in the game is of course done by Simon Stålenhag himself. Most of the art will be drawn from the pages of the Tales from the Loop artbook - many scenarios in the game are based directly on illustrations in the artbook - but the RPG will contain some new original art as well, including the cover image.

Apocalypse World


D. Vincent Baker - 2010
    In the golden age of legend, when there was enough to eat and enough hope, when there was one nation under god and people could lift their eyes and see beyond the horizon, beyond the day. Children were born happy and grew up rich.Now that's not what we've got. Now we've got this. Hardholders stand against the screaming elements and all comers, keeping safe as many as they can. Angels and savvyheads run constant battle against there's not enough and bullets fly and everything breaks. Hocuses gather people around them, and are they protectors, saviors, visionaries, or just wishful thinkers? Choppers, gunluggers and battlebabes carve out what they can and defend it with blood and bullets. Drivers and operators search and scavenge, looking for that opportunity, that one perfect chance. Skinners remember beauty, or invent beauty anew, cup it in their hands and whisper come and see, and don't worry now about what it will cost you. And brainers, oh, brainers see what none of the rest of us will: the world's psychic maelstrom, the terrible desperation and hate pressing in at the edge of all perception, it is the world now.And you, who are you? This is what we've got, yes. What are you going to make of it?

Manual of the Planes


Jeff Grubb - 2001
    From the depths of Hell to the heights of Mount Celestia, from the clockwork world of Mechanus to the swirling chaos of Limbo, these strange and terrifying dimensions provide new challenges to adventurers who travel there. "Manual of the Planes" is your guidebook on a tour of the multiverse. This supplement for the D&D game provides everything you need to know before you visit other planes of existence. Included are new prestige classes, spells, monsters, and magic items. Along with descriptions of dozens of new dimensions, Manual of the Planes includes rules for creating your own planes. To use this supplement, a Dungeon Master also needs the "Player's Handbook," the "Dungeon Master""'s Guide," and the "Monster Manual." A player needs only the "Player's Handbook."

Clanbook: Assamite


Graeme Davis - 1995
    Once hunted, these vampire assassins are now sought out by the Kindred to dispose of their enemies. Fearful tales are told of their skill in hunting the most dangerous prey, their bravery in combat, and their fierce loyalty to their clan. Yet the tellers of these tales do not guess at the truth: the millennia of warfare, the roots of the Jyhad, and the clan mysteries which no outsider has ever seen.Clanbook: Assamite includes:* The history of the clan, frmo the First City to the present day;* The clan's treasure, beliefs and internal culture; and* New Skills, Quitus powers and advanced combat rules.

Rifts Ultimate Edition


David MartinFreddie E. Williams II - 2005
    There will be more world information, tips on how to use the time-line and World Books, rewrites on O.C.C.s, and in some cases, expansions of and more details on O.C.C.s such as the Headhunter, Mercenaries, the Techno-Wizard and Shifter, as well as a few new O.C.C.s. Our goal is to make Rifts® more exciting and compelling than ever, while at the same time making the rules better organized, clearer and easier to use. The wonder and infinite possibilities of Rifts® all brought to pulse-pounding life like never before. Of course, there will be a few fun changes and additions, but nothing so dramatic as to make the 40+ available sourcebooks obsolete. Approximately 30 unique Occupational and Racial Character Classes, including Cyber-Knights, cyborgs, Glitter Boys, Psi-Stalkers, Dog Boys (mutant humanoid dogs), Juicers, Crazies, Techno-Wizards, Ley Line Walkers, Mystics, Shifters, Elemental Fusionists, Mind Melters, and many others. Supernatural and magical creatures, like dragons, available as player characters, others are horrifying menaces from the Rifts. Bionics and cybernetics offer a vast range of mechanical augmentation, meanwhile chemical enhancement (Juicers) and brain implants (Crazies) can turn a human into a superman, though with tragic results. Psychic powers are the source of the Burster, Mind Melter and Mystics abilities. Strange forms of magic are at the command of characters like the Ley Line Walker, Shifter, Elemental Fusionist, Rifter and Techno-Wizard (who combine magic and technology). Super-technology with Mega-DamageTM body armor, energy weapons, rail guns, power armor, and human augmentation. The Coalition States. Humankind's salvation, or its own worst nightmare? Character sheets. Color end sheets by John Zeleznik. New artwork and color pages throughout. Written and created by Kevin Siembieda.

Dungeon Masters Guide


E. Gary Gygax - 1979
    There's no need to guess the rules. You'll learn spells, monsters, travel, magic lists and combat rules.

Sunward: The Inner System


Rob BoyleBrian Cross - 2009
    Stations and plot seeds are provided for each of the inner worlds and the factions that occupy them. Background and information on the Planetary Consortium, the most powerful political and economic force in the solar system, is also provided.

Tome and Blood: A Guidebook to Wizards and Sorcerers (Dungeons & Dragons d20 3.0 Fantasy Roleplaying)


Bruce R. Cordell - 2001
    It's packed with ways to customize sorcerer and wizard characters, including:New feats, spells, and magic items. New prestige classes, including the dragon disciple, fatespinner, and pale master. Information about special organizations such as the Broken Wands and the Arcane Order. Maps of a mages' guildhall and a home that a sorcerer and a wizard share. Tome and Blood is indispensable to players and Dungeon Masters who want to add a new dimension to sorcerers and wizards.To use this accessory, a Dungeon Master also needs the Player's Handbook, the Dungeon Master's Guide, and the Monster Manual. A player needs only the Player's Handbook.

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

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

The Complete Book of Gnomes & Halflings


Douglas Niles - 1993
    Brilliant burglars and easygoing farmers. Now The Complete Book of Gnomes and Halflings reveals the secrets of these two popular races - their culture, beliefs, and subraces (including two new subraces), as well as twenty-eight new character kits, from the gnome Goblinsticker to the halfling Forestwalker. If you enjoy playing gnome or halfling characters, or if you're a DM interested in creating an all-gnome or all-halfling campaign, this is the book for you!

Exalted (Exalted, #1)


Alan Alexander - 2006
    The natural history we know is a lie, a falsehood sold to us by wicked old men who would make the world a dull gray prison and protect us from the dangers inherent to freedom. They would have you believe our planet to be a lonely starship, hurtling through the void of space, barren of magic and in need of a stern hand upon the rudder. Close your mind to their deception. The time before our time was not a time of senseless natural struggle and reptilian rage, but a time of myth and sorcery. It was a time of legend, when heroes walked Creation and wielded the very power of the gods. It was a time before the world was bent, a time before the magic of Creation lessened, a time before the souls of men became the stunted, withered things they are today. This is the story of that time. THIS IS THE STORY OF THE EXALTED.

Player's Option: Spells and Magic (Advanced Dungeons & Dragons, First Printing, Rulebook/2163)


Richard Baker - 1995
    Within these pages you will find new spells and proficiencies for wizards and priests, plus further rules on spell research and magical item creation, new options for designing spellcasters, an alternate system of gaining and using spells, and much more. Use this book to bring out the full power and potential of any spellcasting character!