Book picks similar to
Gamemastery Guide by Logan BonnerParis Crenshaw
fantasy
pathfinder-2e
gaming
rpg
H. P. Lovecraft's Dreamlands
Chris Williams - 1986
Lovecraft's Dreamlands provides everything needed for Call of Cthulhu investigators to travel down the seven hundred steps, through the Gates of Deeper Slumber, and into the realm of dreams. Includes a travelogue of the dreamlands, a huge gazetteer, dreamlands character creation rules, over thirty prominent NPC's, over 60 monsters who dwell within the dreamlands, descriptions of the dreamlands gods and their cults, six adventures to help jump start a dreamlands campaign, and a new fold-out map of the Dreamlands by Andy Hopp.
Masters of the Wild: A Guidebook to Barbarians, Druids, and Rangers (Dungeons & Dragons Accessory)
Mike Selinker - 2001
Masters of the Wild: A Guidebook to Barbarians, Druids, and Rangers contains strategies for creating specific types of characters, as well as advice for Dungeon Masters and players on how these types of characters could impact a campaign world. This volume contains details of skills, feats, and equipment for players who want to play a specific type of character beyond the information available in the Player's Handbook.
The Red Citadel and the Sorcerer's Power
Craig Halloran - 2018
But his self-serving cunning cannot save him when soldiers of the Magus Supremeus of the High Order burst in to drag the disreputable mage to the dreaded Red Citadel. >>>Finster’s captor, the new Magus, is none other than Ingrid the Insane His former acolyte, a young woman of cold heart and ruthless ambition who has already murdered numerous magic-doers in her quest for ultimate power. The only reason Finster still lives is Ingrid’s belief that he knows the whereabouts of the Founders Stone, a magical artifact that could make her invincible. >>>Rendered powerless by a scarab beetle attached to his back Finster realizes he is doomed unless he escapes and recovers the Stone before Ingrid does, and he turns to his dungeon cellmate for help. But the hulking, mute, barbarian youth he calls “Moth” is inscrutable and unpredictable. And their ultimate survival—and the survival of an entire kingdom—may require the cowardly wizard to assume a most unfamiliar and uncomfortable role: hero!
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More... Halloran makes a powerful stand with his thrilling fantasy adventure, The Red Citadel. Chock full of battles, magic, evil, and intrigue—and peppered with some delightful Terry Pratchett Discworld-esque cynicism—Red Citadel is the story of the salvation of the disreputable fallen wizard, Finster. Taken prisoner by a murderous despot, the cowardly mage must join forces with a hulking, young, barbarian mute to uncover a magical artifact in order to save his own skin, and quite possibly a kingdom as well. This complete fantasy masterpiece is a full-length, 105,000 word, stand-alone novel that you can devour in a day or enjoy on a long trip!
The Sword and the Spirits
Robert Denton III - 2018
Trained as a samurai warrior, she was to be the bodyguard of Isawa Tadaka, a powerful shugenja—and the man she loved. Although her new duties have drawn them apart, she refuses to stand by and watch as Tadaka falls to the darkness within him.Tsukune follows Tadaka north to Cliffside Shrine, home of the Kaito family, where he is investigating the mysterious death of a prominent priestess. All around them, the shrine shows signs of decay and desecration, and the wards that for centuries have bound an evil demon are fraying. What secrets are the Kaito family keeping? And can Tsukune save Tadaka from descending down a dark path before it’s too late?
The Werewolf Player's Guide
Justin AchilliEthan Skemp - 1998
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.At last! The long-awaited revision of the classic Werewolf Players Guide, this second edition is packed with information on the Garou, their packs, moots, caerns and duels. Also detailed are the other shapeshifters, from the merciless weresharks to the sagacious werecats. Includes plenty of Gifts, rites, fetishes, talens and totems, as well as expanded combat systems and essays on understanding the world of Werewolf: The Apocalypse.
Mindgames: Fool's Mate
Neal Asher - 2013
It is thus embarrassing when he is run over by a bus. It is even more embarrassing when he, and atheist, realises there is an afterlife…Resurrected on a huge flat plain, he is forced to play a deadly game. Moved as a pawn to the whim of the Gods in a fight to the death with warriors from all ages of earth’s history. Killed again and again only to be resurrected.The General, the Grim Reaper and Anubis are some of the strange beings who direct this grisly entertainment. Is it real or only in his decaying mind. Who is the Clown? It there anywhere to escape to?To retain his sanity, he must believe there is an end; an escape; a purpose. A thought-provoking story leading to an action filled climax that challenges our accepted beliefs…
Deathwatch Core Rulebook
Ross Watson - 2010
Only the most exceptional candidates from the fighting forces of the Adeptus Astartes are invited to join the Deathwatch, and take on a new oath to safeguard the Imperium from the darkest of threats. United in this newly forged brotherhood, all Deathwatch Marines must learn to put aside their differences and work together to succeed in the most extraordinary operations - whether facing the threat of total annihilation when confronted by implacable alien foes, or fighting against the foul daemon menace that crawls forth hungrily from beyond the Warp. Deathwatch offers a brand-new roleplaying experience by focusing on elite, special-missions style action at the furthest fringes of Imperial space, involving some of the greatest heroes and deadliest opponents the Warhammer 40,000 universe has to offer!
Player's Option: Combat & Tactics (Advanced Dungeons & Dragons, Rulebook/2149)
L. Richard Baker III - 1995
Illustrations.
Cityscape (Dungeons & Dragons Supplement, v 3.5)
Ari Marmell - 2006
The game material is completely compatible with the D&D core rulebooks and includes timesaving tools and tips for any urban campaign. The material in this supplement is appropriate for both D&D players and Dungeon Masters and includes content that appeals to both
Of Dice and Men: The Story of Dungeons & Dragons and the People Who Play It
David M. Ewalt - 2013
Even if you’ve never played Dungeons & Dragons, you probably know someone who has: The game has had a profound influence on our culture. Released in 1974—decades before the Internet and social media—Dungeons & Dragons is one of the original ultimate nerd subcultures, and is still revered by more than thirty million fans. Now, the authoritative history and magic of the game is revealed by an award-winning journalist and life-long dungeon master.From its origins on the battlefields of ancient Europe, through the hysteria that linked it to satanic rituals and teen suicides, and to its apotheosis as father of the modern video game industry, Of Dice and Men recounts the development of a game played by some of the most fascinating people in the world. Chronicling the surprising history of D&D’s origins (one largely unknown even to hardcore players) while examining the game’s profound impact, Ewalt weaves laser-sharp subculture analysis with his own present-day gaming experiences. An enticing blend of history, journalism, narrative, and memoir, Of Dice and Men sheds light on America’s most popular (and widely misunderstood) form of collaborative entertainment.