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Mouse Guard: Roleplaying Game
David Petersen - 2008
Designed by Origins Award-winning game designer Luke Crane for beginners and veterans alike, the game comes complete with three sample patrols and three sample missions, so you and your friends can get started playing right away. Includes art and extensive background material on the Mouse Territories specially prepared by Mouse Guard creator David Petersen, as well as character sheets and maps.
Dark Sun Campaign Setting: A 4th Edition D&D Supplement
Richard Baker - 2010
Use it to build Dark Sun® heroes and thrilling D&D® adventures set in the Seven Cities of the Tyr Region, the Ivory Triangle, the Sea of Silt, and monster-infested wastelands—or plunder it for your own D&D campaign! The
Dark Sun
Campaign Setting provides exciting character options for D&D players, including new races, new character themes and class builds, new paragon paths and epic destinies, and new equipment. It also provides everything Dungeon Masters need to run 4th Edition Dark Sun campaigns or include Dark Sun elements in their homebrew campaigns. It has rules and advice for handling survival challenges, arena encounters, desert terrain, and adventure creation. It also presents a short, ready-to-play introductory adventure.
Unknown Armies
Greg Stolze - 1999
Completely reorganized, largely rewritten, and jam-packed with new art, the second edition of Unknown Armies isn't just better. It kicks metaphysical ass! We've remixed the book based on the level of campaign you want to play: Street, Global, or Cosmic. At street level, you're outsiders to the secret world of magick, ordinary people entering a land of mystery and peril. At global level, you're mojo-wielding cabalists in the occult underground, pursuing your arcane agendas and plotting against your rivals. At cosmic level, you're in tune with the cosmos itself, fighting to shape the next incarnation of reality. Background material is divided up as well, so new players in a street-level campaign only read what the GM wants them to know. But the beats don't stop there: Much more information for new players, to get them into the mindset of the game and help them make better characters and stronger campaigns. * New character-creation options, including Trigger Events, Paradigm Skills, and power levels scaled to match the level of campaign you're playing. * Numerous rules tweaks, including a new initiative system, Fuzzy Logic skill checks, player-directed combat modifiers, amped-up martial arts rules, a new experience system, and more, all dedicated to upgrading UA's innovative percentile system into a lean and precise tool for fast play and player empowerment. * More magick for non-adepts: Authentic Thaumaturgy, new rituals and artifacts, and revised versions of Proxy Magick and Tilts allow the freewheeling use of symbolic, sympathetic magick by anyone with the will to make it happen. * Twelve schools of magick (up from seven in UA1) for obsessed adepts, including revised versions of published schools (Bibliomancy, Personamancy, and Urbanomancy) and two new schools (Videomancy and Narcotic Alchemy). * Fourteen avatars (up from eight in UA1) for archetypalists, including revised versions of published avatars (The Messenger, The Mother, The Mystic Hermaphrodite, and the True King) and two new avatars (The MVP and The Warrior). * More resources for the GM, including specific guidance on combat, wounds, skill checks, campaign building, and other critical issues. * New cover art and design, new interior art and design, and a hardcover binding to keep this game in line.
Forgotten Realms Campaign Setting (Forgotten Realms)
Ed Greenwood - 2001
Forgotten Realms Campaign Setting (Dungeons & Dragons d20 3.0 Fantasy Roleplaying, Forgotten Realms Setting)This book contains nearly everything you need to run a bare-bones version of Forgotten Realms: it details various regions, cities, people, world, cosmology, monsters, deities and other items of interest, such as NPCs people have learned to love and hate.It also has new rules, prestige classes and feats that are Faerûn-specific, but which can be ported to other game worlds as well.
Underdark (Dungeons & Dragons d20 Fantasy Roleplaying, Forgotten Realms Accessory)
Bruce R. CordellVance Kovacs - 2003
In addition to 25 new regional feats as well as new prestige classes, spells, monsters, and magic items, there is also background content on 60 cities and sites of interest, including extensive story content gathered from a multitude of Forgotten Realms products and articles.To help both players and dungeon masters use the book without players stumbling onto things they shouldn't, additional material for running a campaign is isolated in a single section of the book and includes adventure hooks.To use this accessory, you also need the Forgotten Realms Campaign Setting, the Player's Handbook, the Dungeon Master's Guide, and the Monster Manual.
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.
Eberron Campaign Setting
Keith Baker - 2004
11,000 proposals and two years of development later, the Eberron Campaign Setting is the result of that search. This brand-new setting for the Dungeons & Dragons roleplaying game is an avenue for any D&D fan to experience swashbuckling adventure and explore mysterious new territories.Designed to introduce a new, fresh world with unlimited possibilities for exploration, the Eberron Campaign Setting includes everything needed to develop characters and run campaigns in this exciting new arena. It includes new character races, monsters, prestige classes, feats, organizations, and equipment unique to the world, and it introduces a new base class to the D&D game. It contains substantial information on new elements of magic, including spells, domains, items, artifacts, and more. Also included are historical and cultural details of the world, along with extensive illustrations and a wealth of maps that put the setting into vivid context. This title will also include both adventure hooks and a full adventure so that players and Dungeon Masters can immediately begin enjoying everything this rich new setting has to offer.
The Lazy Dungeon Master
Michael E. Shea - 2012
As an experienced dungeon master you've run dozens, if not hundreds of games. You put a lot of work into making your games great. What if there's another way to look at how you prepare your game? What if it turned out you could spend less time, less energy, and have a better game as a result?It's time to unleash the Lazy Dungeon Master.Written in the style of Sly Flourish's Dungeon Master Tips and Running Epic Tier D&D Games, The Lazy Dungeon Master shows a new approach to game preparation, one that takes less time and gives your game the freedom to grow at the table. This book will help dungeon master prepare awesome games for any version of D&D.Based on the real-world experiences of hundreds of dungeon masters and dozens of professional game designers, the Lazy Dungeon Master includes interviews with veteran D&D DMs and a complete toolkit to help you improvise an entire game.Whether you play 1st, 2nd, 3rd, 4th, Pathfinder, or the D&D Next playtest; The Lazy Dungeon Master has tips, techniques, and advice to make preparation easier and help you run a flexible and entertaining game.
Clanbook: Tremere
Keith Herber - 1995
they are also the clan with the most to fear, for their enemies are everywhere, especially within their own ranks. Clanbook: Tremere includes: the dark history of the clan, and rumors of its even darker future; ten sample characters suitable for players and Storytellers; and in-depth information on the powerful Discipline of Thaumaturgy.
Nobilis
R. Sean Borgstrom - 1999
Once human, each character has been forever changed, imbued with awesome power and terrible responsibility. Heaven and Hell, angels and devils, the Giants and the Old Gods - in Nobilis, all are united in the Great War against the Excrucians, whose goal is to destroy all Creation - but all are divided by their own plots and ancient rivalries, as well.
Eclipse Phase: The Roleplaying Game of Transhuman Conspiracy and Horror
Rob BoyleTobias Wolter - 2009
Humanity is enhanced and improved, but also battered and bitterly divided. Technology allows the re-shaping of bodies and minds, but also creates opportunities for oppression and puts the capability for mass destruction in the hands of everyone. And other threats lurk in the devastated habitats of the Fall, dangers both familiar and alien. In this harsh setting, the players participate in a cross-faction conspiracy called Firewall that seeks to protect transhumanity from threats both internal and external. Along the way, they may find themselves hunting for prized technology in a gutted habitat falling from orbit, risking the hellish landscapes of a ruined earth, or following the trail of a terrorist through militarized stations and isolationist habitats. Players may even find themselves stepping through a Pandora Gate, a wormhole to distant stars and the alien secrets beyond.
Guide to the Camarilla
Richard Dansky - 1999
It has been five centuries of secrecy, tradition and lies, five centuries of hidden elegance and terror. It has been five centuries since anyone knew the truth. Now, at last, the curtain will be drawn back. The lies will be exposed. And maybe, just maybe, the truth will be revealed to you. The Guide to the Camarilla contains:* All-new material, from Lasombra antitribu to anarch fashion tips;* Expanded Discipline powers, Merits and Flaws and additional tools for creating a Camarilla character;* The history, rituals, customs and secrets of the largest sect of vampires in the world.
Faiths and Pantheons (Forgotten Realms) (Dungeons & Dragons 3rd Edition)
Eric L. Boyd - 2002
Some of those divine powers inspire respect, while others elicit fear. Good or evil, all of them coexist within these pages. Complete information for key gods, along with the powers and abilities granted to their most dedicated followers, and descriptions of supporting deities combine to provide this look at all the gods of the Forgotten Realms campaign setting.Over 115 gods 20 specialty priest prestige classes Maps of four temples This collection details the thirty most important gods in the Forgotten Realms setting and expands upon the profiles of the rest of the deities.To use this accessory, a Dungeon Master also needs the Forgotten Realms Campaign Setting, the Player's Handbook, the Dungeon Master's Guide, and the Monster Manual.