Against a Dark Background


Iain M. Banks - 1993
    On an island with a glass shore - relic of some even more ancient conflict - she discovers she is to be hunted by the Huhsz, a religious cult which believes she is the last obstacle before their faith's apotheosis. She has to run, knowing her only hope of finally escaping the Huhsz is to find the last of the ancient, apocalyptically powerful but seemingly cursed Lazy Guns. But that is just the first as well as the final step on a search that takes her on an odyssey through the exotic Golterian system and results in both a trail of destruction and a journey into her own past, as well as that of her family and the system itself; a journey that changes everything.

Roadmarks


Roger Zelazny - 1979
    Why the Dragons of Bel'kwinith made the Road--or who they are--no one knows. But the Road has always been there and for those who know how to find it, it always will be!

Fiend Folio


Don Turnbull - 1981
    The Fiend Folio is a collection of monsters for use with Advanced Dungeons & Dragons, similar in format to the original Monster Manual and effectively a supplement to that book.

Pathfinder Roleplaying Game: Core Rulebook


Jason BulmahnDavid Eitelbach - 2009
    Will you cut your way through monster-filled ruins and cities rife with political intrigue to emerge as a famous hero laden with fabulous treasure, or will you fall victim to treacherous traps and fiendish monsters in a forgotten dungeon? Your fate is yours to decide with this giant Core Rulebook that provides everything a player needs to set out on a life of adventure and excitement!This imaginative tabletop game builds upon more than 10 years of system development and an open playtest involving 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 Pathfinder Roleplaying Game Core Rulebook includes:- All player and Game Master rules in a single volume.- Complete rules for fantastic player races like elves, dwarves, gnomes, halflings, and half-orcs.- Exciting new options for character classes like fighters, wizards, rogues, clerics, and more.- Streamlined and updated rules for feats and skills that increase options for your hero.- A simple combat system with easy rules for grapples, bull rushes, and other special attacks.- Spellcaster options for magic domains, familiars, bonded items, specialty schools, and more.- Hundreds of revised, new, and updated spells and magical treasures.- Quick-generation guidelines for nonplayer characters.- Expanded rules for curses, diseases, and poisons.- A completely overhauled experience system with options for slow, medium, and fast advancement.... and much, much more!Cover art by Wayne Reynolds

Monster Manual V (Dungeons & Dragons Supplement)


David NoonanWil Upchurch - 2007
    This D&D supplement presents a fully illustrated hoard of new monsters, as well as ready-to-play variations of previously existing monsters. In addition, this supplement features maps of monster lairs, sample encounters, and tactics sections to help Dungeon Masters run the more complex creatures. Additionally, many entries contain information about where monsters are likely to appear in the Forgotten Realms and Eberron compaign settings.

The Saint of Dragons


Jason Hightman - 2004
    Instead, they've moved undercover — and into human society. Now one lonely schoolboy is about to learn where the dragons have gone...Educated at boarding schools, Simon St. George has never met his parents. When a ragged-looking man shows up claiming to be his father, Simon is skeptical, and when the man kidnaps him, he's indignant to say the least.Then the man claims to be a descendant of England's Saint George and a career dragon fighter. Why should Simon believe any of this nonsense? But what if the man is telling the truth? What if the dragons know he's out there?Rich with the dragon lore of legend, the saint of dragons continues and enlarges on the tale of the centuries-old conflict between dragons and humans that rages even today.

Dungeon of Dread


Rose Estes - 1982
    You can ask yourself, "What if I had done it a different way?" and read the book again to find out.In every Endless Quest book, you pick the path you want and find your own adventure.Will you solve the mystery of the Dungeon of Dread?The Choices are Yous!

Darkness and Light


Paul B. Thompson - 1989
    Sturm Brightblade, a warrior whose honor is his life, and Kitiara, a passionate woman of uncertain loyalties, travel north in search of Sturm's long-lost father.Before they reach their destination, a band of gnomes begs for their help. But nothing with gnomes ever goes as planned. The two adventurers are soon thrown into a perilous adventure that will take them beyond the realms of Ansalon, through love and hate, to darkness and light.

Draconomicon: The Book of Dragons


Andy Collins - 2003
    It includes information on playing dragons and dragon-like creatures, how to run a dragon in a fight, and how to both fight dragons and work with them as allies.There are statistics on dragons of every type and at every age category, in addition to examples of lairs, hoards, and dragon minions. There are new rules, feats, spells, prestige classes, magic items, and other materials associated specifically with interaction with dragons including illustrated lairs and rules for creating treasure hoards. The book itself is designed in a prestige format, with heavy use of art throughout and constructed of premium materials.To use this supplement, a Dungeon Master also needs the Player's Handbook, Dungeon Master's Guide, and Monster Manual. A player needs only the Player's Handbook.

The River of Dancing Gods


Jack L. Chalker - 1984
    Now, according to the stranger who met them on a road that wasn't there, they were due to die in nineteen minutes, eighteen seconds. But the ferryboat that waited to take them across the Sea of Dreams could bring them to a new and perhaps better life.There lay a world where fairies still danced by moonlight and sorcery became real. Joe could become a mighty-thewed barbarian warrior. Marge could be beautiful and find her magical self.And it was even as Throckmorton P. Ruddygore, the strange wizard, had promised. But there was a great deal more, as they soon learned.This was a world where Hell still strove to win its ancient war and demon princes sent men into battles of dark magic. It was a world where Joe and Marge must somehow help prevent the coming of Armageddon.

Strongholds & Followers


Matthew Colville - 2018
    Raise armies! Research spells! Spy on your enemies! More than just a set of rules and charts, this book also describes a style of play that assumes your character becomes more interested in influencing the world around them. You’ll still adventure and fight monsters, but this supplement gives you tons of fun things to do during your downtime. It only takes one character building a stronghold to radically change the nature of a campaign and introduce new narrative opportunities for GM and players alike! Huge new story opportunities arise! This book includes tons of examples for GMs to inspire them.

Forgotten Realms: Adventures


Jeff Grubb - 1990
    For intermediate through advanced players, ages 10 and up.The coming of the Avatars and the Time of Troubles caused tremendous changes in the Forgotten Realms. Areas of dead magic and wild magic have appeared; character classes have been altered; new magical spells have been discovered; old gods have been slain and new ones arisen. All the changes and updates are incorporated into this one essential volume for FORGOTTEN REALMS players and dungeon masters alike. Get new information on specialty priests, currency, new weapons, and treasure. Take a detailed tour of the major cities of the heartland, from the Sword Coast to the Dragon Reach, including the Moonsea, the Dalelands, Cormyr, and Sembia. The most popular and intriguing fantasy world ever published gets even better with this fantastic supplement.

Wizards & Spells


Jim Zub - 2020
    Featuring easy-to-follow and entertaining explanations of how spells are created and used in the game, along with original illustrations of the game's essential magical characters, this book shines a spotlight on the mystical side of D&D.The perfect jumping-on point for young fans of fantasy looking to give D&D a try, Wizards and Spells also features prompts to encourage creative problem-solving skills in the dangerous situations that may be encountered in a Dungeons & Dragons adventure.

The Dawning of a New Age


Jean Rabe - 1996
    Ansalon's nightmare has only just begun. The gods have departed the world, heralding a new Age of Mortals. But before the dust of war can settle, vast shadows cover the land. Dragons have come to Ansalon, larger and more powerful than any ever seen, and they will wreak havoc on nations still trembling from war. As the lands themselves begin to change under the dire magic of the new dragon overlords, new heroes arise to lead the fight for freedom. The first book in a rerelease of a key trilogy in the Dragonlance saga, this trilogy covers key events that take place between "Dragons of Summer Flame" and the bestselling" "War of Souls trilogy. Will all-new artwork and cover designs, these books tie in with The Dhamon Saga.

Ilse Witch


Terry Brooks - 2000
    Thirty years ago, an elven prince led an expedition in search of a legendary magic said to be more powerful than any in the world. Of all those who set out on that ill-fated voyage, not one has ever returned. Until now. The rescued elf carries a map covered with mysterious symbols–and Walker Boh, the last of the Druids, has the skill to decipher them. But someone else understands the map’s significance: the Ilse Witch, a ruthless young woman who wields a magic as potent as his own. She will stop at nothing to possess the map–and the magic it leads to. Thus begins the first volume of a dazzling new adventure in one of the most popular fantasy series of our time