Sly Flourish's Dungeon Master Tips


Michael E. Shea - 2010
    You’ve read both Dungeon Master’s guides. You’ve run a few games. You pick up ideas here and there on the net. Or maybe you're an old grizzled vet who has run games for 20 years.Maybe your game is feeling a little stale. Maybe your encounters didn’t run exactly as you wanted them too. Maybe you feel like you're stuck in a rut. Maybe you feel a bit overwhelmed when you have to come up with an exciting, creative game every week.You’re not looking for a huge tome on game theory. You don’t need yet another take on world-building. You’re looking for some practical tips you can use today to help you focus your energy in the right places and make some kick-ass D&D games for you and your friends. You want something you can read quick and start using right away.My friend, here is the book for you.This book was written to give you solid usable tips to help you build your story, design exciting encounters, and run a great game when you’re at the table. It’s a short book, designed to be read quickly and referenced often.Oh yeah, and it’s got some awesome original artwork by Jared Von Hindman of Head Injury Theater.This is a completely original book. Every chapter was written from scratch to help you focus on what’s important and get past some of the roadblocks we all face when designing a D&D game.

Palace of the Silver Princess


Tom Moldvay - 1981
    

Kult: Death is Only the Beginning...


Gunilla Jonsson - 1991
    Reality is not what we think. Around us the world is dark and dangerous and nothing is what it seems to be. Our reality is an illusion, created to keep us captive. We are imprisoned since ages past by a dictatorial creator. The true world, invisible to us, is ruled by creatures who dominate behind the false facades, our prison wardens and torturers. The characters in 'Kult' are dark heroes, governed by Destiny. When the illusions shatter, they face the true reality. Kult is a complete role-playing game and includes 1) The Lie - rules for creating player characters with abilities, dark secrets, advantages and disadvantages and skills. 16 ready-made archetypes (each infull color) will enable you to create an interesting character speedily and commence playing. 2) The Madness: Rules for encountering terror; advanced, realistic combat rules; and a comprehensive, logical magic system 3) The Truth: A consistent background to help you to recreate different horror atmospheres. Our illusion and dark realilty are described in detail, together with the creatures and cults who lurk behind the veil.

Arbiter of Worlds: A Primer for Gamemasters


Alexander Macris - 2019
    This primer will teach you how to build living, breathing worlds for your players to explore; how to host game and manage game sessions; and how to create powerful experiences of adventure that your players will talk about for years to come. Learn the secret to becoming a judge, an adversary, a worldbuilder, and a storyteller and become an arbiter of worlds! “Every Macris campaign starts with a rich, open world; the edge of a massive map; and the ability to find adventure in any direction. After playing in a dozen of his campaigns, I can assure you that Macris is the best prepared, most thorough GM on the prime material plane. He balances “deadly adversary” and “the party’s greatest supporter” perfectly. I’ve been lucky to contribute to some renowned video game worlds, and to discus world design with some of the most accomplished writers alive. And I’m honestly not sure there’s been someone more thorough at and passionate for world building than Macris since ... maybe Tolkien? (Okay, maybe G.R.R. Martin, but he’s not as organized or efficient.) It takes organization, creativity, and careful technique to build a massive world efficiently and deliver it effectively, and Macris can show you how he does it.” - Dr. Michael Capps, award-winning videogame executive, writer, designer (*Gears of War*, *Fortnite*, *Unreal Tournament, Unreal Championship*) “Armed with decades of experience as both a player and a designer, Macris cuts to the marrow with razor sharp insights in an unapologetic and often painfully insightful analysis of every imaginable facet of being a Game Master. From implication of play inherent in a game’s design, to world building, to the often delicate nature of unspoken social contracts inherent in the hobby, the guidance found in Arbiter of Worlds is a much-needed breath of fresh air to veterans of the hobby and a forged-in-the-fire bootcamp for those taking their first steps behind the screen.” - James M. Spahn, Ennie and Origins Award Winning RPG designer “A superb read. He makes his points the way you would expect a Harvard-trained lawyer to do. If you read this book, you are going to come out knowing real things you did not know before that will help you run games at the table…” - Courtney Campbell, Hack & Slash

Ravenloft


Tracy Hickman - 1983
    Count Strahd von Zarovich stares down a sheer cliff at the village below. A cold, bitter wind spins dead leaves around him, billowing his cape in the darkness.Lightning splits the clouds overhead, casting stark white light across him. Strahd turns to the sky, revealing the angular muscles of his face and hands. He has a look of power - and of madness. His once-handsome face is contorted by a tragedy darker than the night itself.Rumbling thunder pounds the castle spires. The wind's howling increases as Strahd turns his gaze back to the village. Fas below, yet not beyond his keen eyesight, a party of adventurers has just entered his domain. Strahd's face forms a twisted smile as his dark plan unfolds. He knew they were coming, and he knows why they came, all according to his plan. He, the master of Ravenloft, will attend to them.Another lightning flash rips through the darkness, its thunder echoing through the castle's towers. But Strahd is gone. Only the howling of the wind - or perhaps a lone wolf - fills the midnight air. The master of Ravenloft is having guests for dinner. And you are invited.

Pathfinder Adventure Path: Rise of the Runelords Anniversary Edition


James JacobsMichael Kortes - 2012
    An attack by crazed goblins reveals the shadows of a forgotten past returning to threaten the town—and perhaps all of Varisia. The Rise of the Runelords Adventure Path begins with this goblin raid and takes players on an epic journey through the land of Varisia as they track a cult of serial killers, fight backwoods ogres, stop an advancing army of stone giants, delve into ancient dungeons, and finally face off against a wizard-king in his ancient mountaintop city. This hardcover compilation updates the fan-favorite campaign to the Pathfinder Roleplaying Game rules with revised and new content in more than 400 pages packed with mayhem, excitement, and adventure!Celebrating both the fifth anniversary of the Pathfinder Adventure Path and the tenth anniversary of Paizo Publishing, this new edition expands the original campaign with new options and refined encounters throughout, incorporating 5 years of community feedback.The Rise of the Runelords Anniversary Edition contains:- All six chapters of the original Adventure Path, expanded and updated for use with the Pathfinder Roleplaying Game.- Articles on the major locations of Rise of the Runelords: sleepy Sandpoint, the ancient Thassilonian city of Xin-Shalast, and others.- Revelations on the sinister magic of Thassilon, with updated spells, magic items, and details on tracking sin points throughout the campaign.- A bestiary featuring eight monsters updated from the original Adventure Path, plus an all-new terror.- Dozens of new illustrations, never-before-seen characters, location maps, and more!Cover art by Wayne Reynolds

Realm of Terror: Ravenloft Campaign Accessory: (Advanced Dungeons & Dragons 2nd Edition)


Bruce Nesmith - 1991
    Footsteps echo behind him, in pace with his beating heart. Is it Death who follows? The man turns, and so turns the phantom. A flash of fang, a bloodcurdling howl, red eyes fueled by a passion from beyond the grave. The traveler discovers what others have learned before him: all roads lead to Ravenloft.Ravenloft is a new realm of terror for AD&D adventures, rooted in the Gothic tradition. It is a demiplane of dread and desire, a world whose misty fingers can reach into any other campaign setting and draw unsuspecting heroes into its midst. Once it holds them in its icy embrace, it may never let them go...What lurks beneath the covers of this box?A 144-page book detailing a complete, terrifying new campaign world, which was inspired by the classic TSR adenture "Ravenloft." You'll find new twists on magic and the AD&D rules, tips for adding fear to your games, plus a portrait of over 30 new lands and the powerful lords who rule them - from vampires, ghosts, and werewolves to men who are even more monstrous.4 big, full-color maps, detailing deadly domains and shadowy settlements.24 full-color cardstock sheets, featuring haunted castles, horrid houses, and fiendish folk.1 transparent map overlay, for measuring distances in the realm of doom.

Ten Candles


Stephen Dewey - 2015
    It is played by the light of ten tea light candles which provide atmosphere, act as a countdown timer for the game, and allow you to literally burn your character sheet away as you play. Ten Candles is described as a "tragic horror" game rather than survival horror for one main reason: in Ten Candles there are no survivors. In the final scene of the game, when only one candle remains, all of the characters will die. In this, Ten Candles is not a game about "winning" or beating the monsters. Instead, it is a game about what happens in the dark, and about those who try to survive within it. It is a game about being pushed to the brink of madness and despair, searching for hope in a hopeless world, and trying to do something meaningful with your final few hours left. Ten Candles may be played with any number of players and one gamemaster. It takes between 2-4 hours for an average session. While there are some components that need to be gathered to run a game (such as ten tea light candles), the game requires no addition preparation by the gamemaster. The setting of Ten Candles will change game to game as the gamemaster selects different "modules" to run for an ever-changing lineup of doomed characters and scenarios for them to play within. The antagonists of the game also change, leaving you to fight nightmares in one session only to fight sentient shadows, bloodthirsty clowns, or the gods themselves in the next. Every session of Ten Candles is unique and will present an entirely new tragic story for you to tell.The standard setting of Ten Candles is this: Ten days ago the world went dark. The sky betrayed you. The sun vanished. The fall into chaos was sudden and predictable. The world was filled with riots and fear. You were told that the sun was not gone, and that it was still out there beyond that black sky. Order returned. Five days ago, They came. Now the lights flicker low and the dark is where They hunt. Now you can hear the screams. Now They're coming for you. Keep moving. Don't lose hope. And stay in the light.

Clanbook: Toreador


Steven C. Brown - 1995
    For millennia, their world-shaking battles within the clan have been just as intense as their relentless struggles against other Kindred. No other clan has had such an effect on the world of mortals. No other clan can match the effect of the Toreador. Clanbook: Toreador includes:* the history of the clan and the roles it has played in both human and vampiric culture;* ten sample characters suitable for players and Storytellers;* the secrets of how the Toreador use their arts to destroy their enemies.

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.

The Complete Psionics Handbook


Steve Winter - 1991
    The psionicist is a completely new character class for AD&D games, both for player characters and NPCs. Explore inner space! Now you can really put mind over matter with The Complete Psionics Handbook.

Ars Magica, Third Edition, First Printing


Ken Cliffe - 1992
    

The Burning Wheel: Character Burner


Luke Crane - 2004
    The Burning Wheel is an award winning fantasy roleplaying game in which player take on the roles of vibrant, dynamic characters whose very beliefs propel the story forward.

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.

Clanbook: Ravnos Revised


Deird're Brooks - 2001
    A young, vibrant clan, the Ravnos adapt, making the most of a hostile world and turning it to their advantage as best they can. To that end, was their near-total annihilation a Biblical punishment or a rebirth from the ashes of the impending Gehenna?Blasphemies and DebasementAs the next entry in the revised lineup of clanbooks, Ravnos takes one of the classic Vampire sourcebooks and brings it into a modern context. All-new information accompanies revised material, inviting you to add as much depth to your character as you like. The sheer volume of information contained in the new clanbooks (each with 32 more pages than the first-edition books) permits Storytellers to round out their chronicles.