New Tales of the Cthulhu Mythos


Ramsey CampbellMartin S. Warnes - 1980
    Collects nine stories including "Crouch End" by Stephen King, and stories by A.A. Attanasio, Basil Cooper, David Drake, T.E.D. Klein, Frank Belknap Long, Brian Lumley, H.P. Lovecraft and Martin S. Warnes.Contents (view Concise Listing)ix • Introduction (New Tales of the Cthulhu Mythos) • essay by Ramsey Campbell3 • Crouch End • [Cthulhu Mythos] • novelette by Stephen King33 • The Star Pools • [Cthulhu Mythos] • novelette by A. A. Attanasio73 • The Second Wish • [Cthulhu Mythos] • novelette by Brian Lumley101 • Dark Awakening • [Cthulhu Mythos] • short story by Frank Belknap Long115 • Shaft Number 247 • [Cthulhu Mythos] • novelette by Basil Copper145 • Black Man with a Horn • [Cthulhu Mythos] • novelette by T. E. D. Klein187 • The Black Tome of Alsophocus • [Cthulhu Mythos] • short story by H. P. Lovecraft and Martin S. Warnes197 • Than Curse the Darkness • [Cthulhu Mythos] • novelette by David Drake223 • The Faces at Pine Dunes • [Severn Valley] • novelette by Ramsey Campbell255 • Notes on Contributors (New Tales of the Cthulhu Mythos) • essay by uncredited

Southern Gods


John Hornor Jacobs - 2011
    The mysterious blues man’s dark, driving music–broadcast at ever-shifting frequencies by a phantom radio station–is said to make living men insane and dead men rise.Disturbed and enraged by the bootleg recording the DJ plays for him, Ingram follows Hastur’s trail into the strange, uncivilized backwoods of Arkansas, where he hears rumors the musician has sold his soul to the Devil.But as Ingram closes in on Hastur and those who have crossed his path, he’ll learn there are forces much more malevolent than the Devil and reckonings more painful than Hell...In a masterful debut of Lovecraftian horror and Southern gothic menace, John Hornor Jacobs reveals the fragility of free will, the dangerous power of sacrifice, and the insidious strength of blood.

Knights of the Old Republic Campaign Guide


Rodney Thompson - 2008
    This campaign guide offers both players and Gamemasters a wide array of new options that can be used to craft a unique roleplaying game experience. As the galaxy plunges into one war after another, the forces of the Republic, along with their Jedi allies, struggle to protect themselves from hordes of invading Mandalorians, tyrannical Sith lords, and traitorous allies on every front. Featuring new game material drawn from a variety of sources, and including characters, weapons, vehicles, and droids, this book presents an entire campaign during the violent days of the Old Republic. This book also contains new Force powers, Force techniques, and Force secrets for Jedi and Sith characters, as well as new options for characters of all classes. Players can take advantage of new talents, feats, and other options to play a Mandalorian neo-crusader, a Republic soldier battling against the forces of Darth Revan and Darth Malak, or a Jedi in exile on the run from the Sith.

Dungeons & Dragons Core Rulebook Gift Set


Jonathan Tweet - 2003
    In the 30-year history of the Dungeons & Dragons game, this type of boxed set has never been available -- until now. Enjoy the foundation of the Dungeons & Dragons roleplaying game in one product that is a great gift for someone you want to introduce to the hobby or as a gift to yourself. With these three books in one case, the entire world of Dungeons & Dragons is yours to explore and share with others.

Shadows Over Baker Street


Michael ReavesPoppy Z. Brite - 2003
    LovecraftNew Tales of Terror!What would happen if Sir Arthur Conan Doyle's peerless detective, Sherlock Holmes, and his allies were to find themselves faced with Lovecraftian mysteries whose solutions lay not only beyond the grasp of logic, but beyond sanity itself. In this collection of original tales, twenty of today's cutting-edge writers provide answers to that burning question.Contributors include Neil Gaiman, Brian Stableford, Poppy Z. Bright, Barbara Hambly, Steve Perry, and Caitlin R. Kierman. These and other masters of horror, mystery, fantasy and science fiction spin dark tales within a terrifyingly surreal universe.Includes the Hugo Award-winning story A Study in Emerald by Neil Gaiman.Cover design: David StevensonCover Illustration: John Jude Palencar

Necronomicon: The Wanderings of Alhazred


Donald Tyson - 2000
    P. Lovecraft's work knows of the Necronomicon, the black magic grimoire he invented as a literary prop in his classic horror stories. There have been several attempts at creating this text, yet none stand up to Lovecraft's own descriptions of the Necronomicon...until now. Fans of Lovecraftian magic and occult fiction will delight in Donald Tyson's Necronomicon, based purely within Lovecraft's own fictional universe, the Cthulhu Mythos.This grimoire traces the wanderings of Abdul Alhazred, a necromancer of Yemen, on his search for arcane wisdom and magic. Alhazred's magical adventures lead him to the Arabian desert, the lost city of Irem, ruins of Babylon, lands of the Old Ones, and Damascus, where he encounters a variety of strange creatures and accrues necromantic secrets.

Ghouls of the Miskatonic


Graham McNeill - 2011
    But a shocking murder has upset the tranquility of Arkham, Massachusetts. When the mutilated body of a student is found on the grounds of Miskatonic University, the baffled authorities struggle to determine who - or what - is responsible.

Cthulhu Mythos Writers Sampler 2013


David ConyersDavid Dunwoody - 2013
     “The Great White Bed” – A senile old man makes a deal with a strange being for a new lease on life. What happens when a book reads you? “The Cellar Gods” – In the 1940s, a young medical student protects a beautiful Asian woman from prejudiced townsfolk, only to discover she is connected to mysterious entities from an unholy dimension. “The Locked Door” – The visions of a psychic threatens the existence of a secret order. “In the Gyre” – A research vessel investigating a growing pollution problem in the ocean finds that something else has discovered a use for our waste material—something designed for building, and growing, and multiplying. “The Gate and the Way” – Poking around the local spook house for redeemable cans and bottles, two brothers stumble upon cosmic horrors from beyond space and time. “I Cannot Begin To Tell You” – A desperate father kidnaps his infant son and flees to a remote cabin to wait out an apocalypse only he can perceive. Is the man psychotic? Or is the boy a conduit for an ancient malevolence from the depths of Time? “Cutter” – A man and boy are trapped in an abandoned house by plague of bizarre monsters. “Graveyard Orbit” – In the future, the deep space exploration vessel Wellington encounters the unthinkable orbiting the uncharted planet Osiris II. Amid the debris of a trillion alien corpses, the Wellington’s Captain Walker will stumble upon an unlikely ally—and potentially, the secrets of the universe. “The Weaponized Puzzle” – A Russian spy steals an alien artifact from the Australian Government which soon transforms into a prison, and Australian spy Harrison Peel must solve its various puzzles and confront its captive horrors to escape again. Fiction by Don Webb, Jeffrey Thomas, Brian M, Sammons, Peter Rawlik, William Meikle, Kevin Lucia, David Kernot, Scott R. Jones, C.J. Henderson, Cody Goodfellow, David Dunwoody, Shane Jiraiya Cummings and David Conyers. Cover illustration by Paul Mudie. This sampler collection provides links to the various author’s works, personal interviews, and further information on their e-books. Step inside, and discover the newest horror releases lurking in the nightmare lands of Lovecraft…

Domains of Dread: Ravenloft Campaign:


Steve Miller - 1997
    Features new rules for creating heroes native to the domains, adapting magic to the demiplane, and dealing with fear and horror checks when the characters experience the true terror that dominates the Ravenloft "RM" campaign.Night is Falling. The Mists are RisingEmbrace the Darkness.Enter the dark and macabre world of Ravenloft.But beware -once you begin to walk among the mists and shadows,you can never leave.Domains of Dread is the core rulebook for the second edition of the award-winning RAVENLOFT campaign setting - the original fantasy horror role-playing game. Within the pages of this book, players and Dungeon Masters will discover the darkest secrets of the Land of the Mists, including many never-before-seen features:Detailed guidelines on designing anything from short-term horror adventures to long-running campaigns of twisted terror.Complete rules for generating player characters native to the Demiplane of Dread.Four new character classes specifically designed for use in RAVENLOFT campaigns - the avenger, the anchorite, the gypsy, and the arcanist!An all-new player character race - the half-Vistani!Updated and expanded descriptions of the Demiplane and the foul lords who rule its tortured domains!Revised fear, horror, and madness checks to enhance the terror.New rules for power checks, plus thirteen detailed steps that lead from grace to absolute corruption!Summary of content:1: The Demiplane of Dread: general description of Ravenloft, as well as a history and theories about the nature of the dark powers, and an overview of the technological levels in Ravenloft (from Stone Age to Renaissance)2: Domains of the Core3: Islands of Terror (Bluetspur, G´Henna, I´Cath, Kalidnay, Nosos, Odiare, Souragne and Vorostokov)4: Clusters (Amber Wastes (Har'Akir, Sebua and Pharazia), Zherisia (Paridon and Timor), the Burning Peaks (Vecna and Kas's domains) and Pockets (Davion, The House of Lament, The Nightmare Lands and Scaena)5: Secret Societies - short chapter on nine secret societies - Keepers of the Black Feather, Green Hand, Circle, Church of Ezra, Vistani, Carnival, Kargatane, Fraternity of Shadows, Unholy Order of the rave)6: Fear, Horror, and Madness rules7: Powers Checks rules8: The Path of the Priest - changes in the priest class9: The Way of the Wizard - changes for wizards.10: Mazes of the Mind - changes for psionics11: Forged of Darkness - changes for magical items12: The Whispered Evil - curses.13: Tenets of Terror - discussion about the general nature of Ravenloft adventures and campaignsAppendix: ability scores, character races, character classes (some new: Avengers (paladins), Arcanist (wizards), Anchorites (priest of Ezra), gypsy (bard)

Changeling: The Dreaming


Ian Lemke - 1997
    Only the world of humanity remains. Without any awareness of our true nature, humankind crushes us beneath its banal heel. Joy and laughter are gone; only the Dreaming remains.We are changelings, the forgotten ones, neither fully fae nor wholly mortal. The last of our kind on Earth, we have built ourselves an invisible kingdom. We are everywhere, yet you have never seen us. We hide, not behind some fragile Masquerade, but in plain sight with the power of our Glamour. We exist within a real world of make-believe where "imaginary" things can kill and" "pretend" monsters are real.The storytelling game of modern fantasy. The Kithain are heirs to Earth's secret kingdom of faerie. And yet they are only part fae; they are forced to adopt mortal guises to survive disbelief in magic. The fae must strive to forestall the coming Winter and bring about an endless Spring lest Banality consume all and the Dreaming be lost.Changeling Second Edition features a clarified and expanded setting and cosmology, as well as completely new and revised rules. Yet it's fully compatible with first edition and the rest of the Storyteller games. A full-color, hardcover book with art and graphics like you've never seen before.

Werewolf: The Forsaken


Carl Bowen - 2005
    To one side stretches the forest, to the other the city. Your claws are stained with blood. Your senses whisper of prey that runs before you, and of predators who stalk even the likes of you. You hear the howls of your brothers and sisters. Luna rises. Your blood boils. It is time to hunt. Wolves at the Door Werewolf: The Forsaken -- the game of bestial violence and supernatural terror -- is the second core setting sourcebook intended for use with White Wolf's new Storytelling System(tm). Werewolves are creatures of original sin, tainted by ancestral crimes and driven to hunt by the shame of being abandoned. This book details what it is to be Forsaken, one of the Tribes of the Moon. Create your own werewolf pack and seek redemption or give in to your savage nature. Hardcover. For use with the World of Darkness Rulebook.

Hoard of the Dragon Queen


Wolfgang Baur - 2014
    To this end, they are sweeping from town to town, laying waste to all those who oppose them and gathering a hoard of riches for their dread queen. The threat of annihilation has become so dire that groups as disparate as the Harpers and Zhentarim are banding together in the fight against the cult. Never before has the need for heroes been so desperate. • The first of two adventures in the Tyranny of Dragons™ story arc, Hoard of the Dragon Queen provides everything a Dungeon Master needs to create an exciting and memorable adventure experience.  • Fans of the Dungeons & Dragons® Roleplaying Game can get a sample of what this product has in store for them through the D&D Encounters™ in-store play program.    • Adventure design and development by Kobold Press.

The Hastur Cycle


Robert M. PriceRamsey Campbell - 1993
    They represent the whole evolving trajectory of such notions as Hastur, the King in Yellow, Carcosa, the Yellow Sign, the Black Stone, Yuggoth, and the Lake of Hali. A succession of writers from Ambrose Bierce to Ramsey Campbell and Karl Edward Wagner have explored and embellished these concepts so that the sum of the tales has become an evocative tapestry of hypnotic dread and terror, a mythology distinct from yet overlapping the Cthulhu Mythos. Here for the first time is a comprehensive collection of all the relevant tales.

Werewolf: The Apocalypse


Brian Campbell - 2000
    Corruption from without and within has caused the destruction not only of the Garou's environment, but also of their families, friends and culture, which extends in an unbroken line to the very dawn of life. No matter how righteously the Garou hold themselves, no matter how they prey on their destroyers, the corruption spreads.Now the time for reconciliation is past. This grave insult against Gaia can end in only one way: blood, betrayal... and rage.They've been pushed to the brink of extinction. They've learned that they fight not one great enemy, but two. They've been hunted and slain, corrupted and cast down. But they'll be damned if they're going to stay down and die quietly. They're Garou, and their war is for the world itself.The werewolves' very society is shaken, but even with their numbers reduced, they continue to fight. Years of development culminate in this rulebook -- the shifts in the tribes, the discovery of hidden enemies, the signs of the End Times. Rewritten from the ground up, the Revised Edition of -- Werewolf: The Apocalypse chronicles all these changes, and gives you the chance to join the werewolves' war at its most intense.

Princes of the Apocalypse


John-Paul Balmet - 2015
    Are these events all some bizarre coincidence, or is there a deeper reason behind them?Working through its prophets, the Elder Elemental Eye has emerged to spread chaos across the Forgotten Realms. How will the adventurers prevent absolute devastation?A Dungeons & Dragons adventure for characters of levels 1-15