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Mekton - Operation: Rimfire by Michael MacDonald
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Stronghold Builder's Guidebook
Matt Forbeck - 2002
This book is stocked with everything needed to design any fortified structure imaginable, including: Over 150 new magic items . More than two dozen magical augmentations for stronghold walls. Rules for magic portals, mobile strongholds, and trap creation. Five complete strongholds, including maps, ready for immediate use. Players and Dungeon Masters who want to create customized strongholds will find all the construction materials they need within these pages. To use this accessory, a player or Dungeon Master also needs the "Player's Handbook."
Encyclopedia Magica (Advanced Dungeons and Dragons), Vol. 2: D-P
Dale Henson - 1995
White Plume Mountain
Lawrence Schick - 1979
WHITE PLUME MOUNTAIN is from the Special ("S") series; like others in this series, it is meant to stand on its own and is a complete ADVANCED DUNGEONS & DRAGONS adventure. The recommended number of players is four to ten, with levels ranging from fifth to tenth.Introduction:White Plume Mountain has always been a subject of superstitious awe to the neighboring villagers. People still travel many miles to gaze upon this natural wonder, though few will approach it closely, as it is reputed to be the haunt of various demons & devils. The occasional disappearance of those who stray too close to the Plume reinforces this belief.Thirteen hundred years ago, the wizard Keraptis was searching for a suitable haven where he could indulge his eccentricities without fear of interference. He visited White Plume Mountain, going closer than most dared to, & discovered the system of old lava-tubes that riddle the cone & the underlying strata.With a little alteration, he thought, these would be perfect for his purposes. The area already had a bad reputation, & he could think of a few ways to make it worse. So, taking with him his fanatically loyal company of renegade gnomes, he disappeared below white Plume Mountain & vanished from the knowledge of men...
Pathfinder Roleplaying Game: Advanced Class Guide
Jason BulmahnTim Hitchcock - 2014
Incredible powers also await existing characters, with more than a hundred new archetypes and class options. Prepare characters for their most legendary adventure ever with massive selections of never-before-seen spells, magic items, and more!The Pathfinder Roleplaying Game Advanced Class Guide is a must-have companion volume to the Pathfinder Roleplaying Game Core Rulebook. This imaginative tabletop game builds upon more than 15 years of system development and an open playtest featuring 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.Pathfinder Roleplaying Game Advanced Class Guide includes:- Ten new base classes—the magic-twisting arcanist, the ferocious bloodrager, the cunning investigator, the daring swashbuckler, the formidable warpriest, and others.- Variant class abilities and thematic archetypes for all 29 base classes, such as the counterfeit mage and the mutagenic mauler.- Nearly a hundred new feats for characters of all classes, including style feats, teamwork feats like Coordinated Shot, and more.- Hundreds of new spells and magic items, such as feast on fear and skullcrusher gauntlets.- An entire armory of amazing equipment, from vital new adventuring gear to deadly alchemical weapons.... and much, much more!Cover art by Wayne Reynolds
The Beginning After the End: Publisher's Pack #3-4
TurtleMe - 2020
Beckoning Fates (book 3):Was I taking this life for granted? Having this amount of power at my age had made me lose some of the sense of rationality I’d had in my former life. No longer a king, no longer tied down by rules and politics, I’d become careless. In this world, my potential was boundless.Though Arthur Leywin would like nothing more than to pursue his studies at the esteemed Xyrus Academy, where he hopes to push his already potent magical abilities to new plateaus and perhaps discover something more about his reincarnation into this world, he finds the politics of the school’s halls even more challenging to navigate than those of the council chambers he once inhabited as King Grey. Arthur faces inept professors, jealous classmates, and an overeager director while fending off the affection of an old friend and the aggression of an old enemy. Then a routine class trip into a low-level dungeon turns out to be anything but, and Arthur discovers something that will change his life forever.Horizon's Edge (book 4):In my past life I hadn’t had anyone I would have given my life to protect. I had that now, but I didn’t have the strength to protect them - not against what was about to come.In another life, Arthur Leywin was a king and no stranger to war. He was not ready, however, to find himself at the heart of a conflict that will reshape his entire new world. Despite his abilities, it seems as if the danger only increases with every discovery he makes. His oldest friend succumbs to a power that may destroy her, a power Arthur gave her. His most constant foe accepts a dark gift to challenge Arthur’s strength, an act that threatens all of Xyrus Academy. How can he keep his family safe if his very presence is the thing that draws danger to them? Can he dispel the specters of war before it is too late?©2016 TurtleMe (P)2020 Podium Publishing
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.
Clanbook: Setites
Richard Watts - 1995
I wish you joy o'th' Worm!"We are the small voice that whispers to you in the lonely hours of the night. We call to the darkness within all of you. We came from the dark, and to the dark we shall all return..."Called the corrupt by even the most crooked Ventrue, the Setites are almost universally mistrusted and feared by the clans of the Camarilla, and scorned by the Sabbat for their unwillingness to share in the Vaudalrie.Clanbook: Setites includes:* Extensive history of the followers of Set* All new Merits and Flaws for Setite characters* Ten complete character templates!
Dream
R.W. Krpoun - 2015
They did their time in Iraq, hold regular jobs, and spend some of their free time playing RPGs on their game platforms and at the table. Until the day they wake up in a different world, caught up in a half-understood web of events and personalities, hatreds and loyalties that goes back millennia. All wrapped up in a place where magic is real and far too many concepts of the role-playing game are not just real, but also a deadly serious business. Dropped into a world with little in the way of personal resources and a surplus of powerful enemies and dangerous strangers, the four must find their way home while learning all too well the concept of ‘first-level abilities’. Very little is certain in their new environment save that death is very real and the opportunities to meet it are commonplace. Four gamers with military backgrounds are thrust into a world where magic is real and the five toughest individuals on the planet want them dead: it is the worst campaign hook imaginable.
Delta Green: Countdown
John Tynes - 1999
As our darkened globe spins through the eternal night, the lasting legacy of the human race is nothing but a scream - drowned out by the road of the destiny devouring us all. This is your last chance to show the cosmos what it means to be human: The will to fight.Delta Green: Countdown blows the doors of the world of Delta Green, reaching wider and digging deeper to map the terrain of the twisted pulp apocalypse we call the dawning of the 21st century. Brace yourself for the final world order: The Insects from Shaggai, alien parasites subverting the leadership of a nation; PISCES, the UK's attempt to harness the unknown; The Army of the Third Eye, terrorists fighting a bloody battle against alien invaders; GRU SV-8, a band of desperate operatives fighting darkness in the ruins of Russia; The Skoptsi, occult fanatics with an eight-hundred-year legacy; The OUTLOOK Group, where Majestic-12 tests its elite; Phenomen-X, a syndicated TV news show that pokes its camera in all the wrong places; Tiger Transit, a former CIA airline now in the clutches of a Tcho-Tcho drug cartel: The D Stacks at the American Museum of Natural History, where Dr. Jensen Wu classifies the unclassifiable; The Keepers of the Faith, traditionalist ghouls fighting the lean and hungry Heretic ghouls beneath the streets of Manhattan: and The Hastur Mythos, a twisted skein of surreal destruction weaving its way through humanity. Plus: new skills, new spells, new Mythos tomes, rules for psychics, a microbiologist's dossiers on paranormal lifeforms, profiles of international intelligence and law-enforcement agencies, dozens of useful NPCs, two scenarios, a short campaign, and more.
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.
Robin's Laws of Good Game Mastering
Robin D. Laws - 2002
Laws, noted game designer (Feng Shui, Hero Wars, Dying Earth, Rune) and columnist (Dragon magazine, The Play's The Thing) has sojourned long in the gaming wilderness to bring you the techniques required to take your mastery of Game Mastering to the next level.
Starfinder: Alien Archive
Jason KeeleySteve Kenson - 2017
What's more, player rules for a host of creatures let players not just fight aliens, but be them!Inside Starfinder Alien Archive, you'll find the following:- Over 80 bizarre life-forms both classic and new, from the reptilian ikeshtis and energy-bodied hallajins to robotic anacites and supernatural entities from beyond the realms of mortals.- Over 20 races with full player rules, letting you play everything from a winged dragonkin to a hyperevolved floating brain.- New alien technology to help give your character an edge, including weapons, armor, magic items, and more.- A robust NPC-creation system to let Game Masters build any aliens or creatures they can imagine.- New rules for magical monster summoning, quick templates to modify creatures on the fly, and more!Cover art by Remko Troost
Dungeon Master's Guide Rules Supplement: The Castle Guide
Grant Boucher - 1990
Sections address life in a feudal culture, the duties of the nobility, and the true meaning of knighthood. You'll find a complete system for the design and construction of castles, new BATTLESYSTEM rules for the resolution of sieges, a quick resolution system for massive military campaigns, and an assortment of generic castles to spark your imagination.
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.