Book picks similar to
Realms of Norrath: Freeport by Owen K.C. Stephens
everquest
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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.
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.
Traveller Core Rulebook: Science-Fiction Adventure in the Far Future
Gareth Ryder-Hanrahan - 2008
Mayday, Mayday... we are under attack... main drive is gone... turret number one not responding... Mayday...losing cabin pressure fast...calling anyone...please help... This is Free Trader Beowulf... Mayday... Traveller, the Science-Fiction adventure set in the far future returns in a new edition, updated and revised for the modern era.
The Complete Paladin's Handbook
Rick Swan - 1994
Create or enhance your paladin with new proficiencies and equipment, new rules for bonded mounts, and paladin kits like the divinate, envoy, ghosthunter, skyrider, and the indomitable wyrmslayer.
Complete Ninja's Handbook
Aaron Allston - 1995
This 128-page accessory gives you all the information you need to role-play exotic ninja, lone wolf operatives, and other character types - new character kits, special rules, and descriptions of the ninja's unique weapons and equipment. The Complete Ninja's Handbook brings life to these shadowy figures of myth and legend.
The Sunless Citadel
Bruce R. Cordell - 2000
Four brave adventurers resolved to discover the truth and set off down the Old Road, but they never returned." The" Sunless Citadel" is the first in a series of eight stand-alone adventures for the Dungeons & Dragons game. This carefully crafted adventure, designed to challenge 1st-level D& D heroes, follows a path to a mysterious dungeon where evil has taken root, and a terrible tree and its dark shepherd plot in darkness. To use this adventure, a Dungeon Master also needs the "Player's Handbook," the" Dungeon Master's ""Guide," and the "Monster Manual,"
Dragon Age RPG Set 1
Chris Pramas - 2010
Based on the smash hit Dragon Age: Origins computer game, the Dragon Age RPG brings the excitement of BioWare's rich fantasy world to the tabletop. Make your own heroes and control your own destiny in the lands of Ferelden and beyond. Designed by award-winning author Chris Pramas (Warhammer Fantasy Roleplay, Freeport), Dragon Age features an all-new game system that's both easy to learn and exciting to play, the perfect portal to tabletop roleplaying. This classic style boxed set includes a Player's Guide, Game Master's Guide, poster map, and dice: everything you need to get started, from character creation and rules of play to GM advice and an introductory adventure. So gather your friends, grab some dice, and get ready to enter a world of heroes and villains, of knights and darkspawn, of gods and demons...the world of Dragon Age
Monster Manual 3
Mike Mearls - 2010
Classic monsters such as the derro, the mimic, and Lolth, Demon Queen of Spiders, make their first appearance here. In addition, this book includes scores of new monsters to challenge characters of heroic, paragon, and epic level, including deadly catastrophic dragons!
Monster Manual
®
3
introduces a new monster format that offers more background and story material to inspire Dungeon Masters.
Divine Power: A 4th Edition D&D Supplement
Rob Heinsoo - 2009
New options for clerics, paladins, and other divine characters.This tome focuses on the divine heroes: characters whose powers rely on their faith as much as their sword, providing new archetypal builds for the cleric, paladin, and other divine classes, including new character powers, feats, paragon paths, and epic destinies.
Clanbook: Cappadocian
Justin Achilli - 1997
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.Clanbooks contain vital character information for players and Storytellers.
Legend of the Five Rings RPG
Rich Wulf - 2005
For one thousand years, the Empire of Rokugan has stood as a bastion of nobility, honor, and virtue. These lands are ruled by the samurai, powerful heroes who carry the katana and wakizashi as their badge of rank. Eight Great Clans vie with one another for supremacy over these lands, all under the eye of the mighty Emperor. And to the south, the Shadowlands, the eternal enemy of Rokugan, waits for the next opportunity to disrupt all that these foolish mortals have built. It is a land of intrigue, wonder, and adventure. Welcome to the third iteration of the Legend of the Five Rings Role-Playing Game. This player's guide will provide players and GM's with all of the setting, culture, and rules needed to create characters in the Legend of the Five Rings world and stage ongoing campaigns in Rokugan. While this book contains an updated version of the familiar rules, conversion rules will be included so that none of the many previous volumes set in this world will ever be obsolete. The best Asian style fantasy setting roleplaying game of this generation returns to its roots with its release this summer. Legend of the Five Rings 3rd Edition returns focus to the Roll and Keep(R&K) system originally released in 1996. Conveying a deeper sense of realism, the R&K system best simulates the tension, reality, and lethality of Samurai drama. Look for it more information in the coming weeks here at L5R.com. * Thrilling fantasy setting based on the myths and culture of Japan, China, and other Asian nations * A new generation of the beloved Legend of the Five Rings roll and keep system.* Streamlines existing rules without making previous products obsolete.* Excellent sourcebook for Rokugani culture and history
Spirit of the Century
Robert Donoghue - 2006
Gorilla Khan stalks darkest Africa from conquered Atlantis... Mad scientists, strange sorcerors, and power-hungry dictators all seek to undo the fate of humanity. It's the final century of the second millennium – and you are our last hope!Spirit of the Century is a complete, stand-alone pulp role-playing game based on the award-winning Fate system (Indie RPG Awards include: Best Free Game of 2003, Best Support, and Andy's Choice). Spirit features a heavily revised, revisited, and reimagined vision of Fate. Character creation can be done as quickly as a few minutes, or expand to take up an evening; adventure design is a snap with three methods for creating relevant, flavorful, player-focused stories at a moment's notice. Spirit's mission is to deliver an evening of fun, a "pick-up" game that requires little preparation, but provides hours of entertainment. All you will need to play are some friends, some dice, and this book.
Encyclopedia Magica (Advanced Dungeons and Dragons), Vol. 2: D-P
Dale Henson - 1995