The Man Who Had Everything


Simon R. Green - 2002
    When Owen Deathstalker, unwilling head of his clan, seeks to avoid the perils of the Empire's warring factions, he unexpectedly finds a price on his head. He flees to Mistworld, where he begins to build an unlikely force to topple the throne. With the help of his crew, Deathstalker takes the first step on a far more dangerous journey to claim the role for which he has been destined since before his birth.

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

Double the 007: Casino Royale and Live and Let Die


Ian Fleming - 2012
    They are easier to fight for than principles'In Casino Royale, the first of Fleming's 007 adventures, a game of cards is James Bond's only chance to bring down the desperate SMERSH agent Le Chiffre. But Bond soon discovers that there is far more at stake than money.Live and Let Die'You start to die the moment you are born'Live and Let Die, Ian Fleming's second 007 novel, takes Bond from Harlem to Jamaica in a frenzied hunt for the deadly gangster Mr Big and his macabre network of associates.

Hornblower and His Majesty


C.S. Forester - 1940
    For his first command after escaping from France, Hornblower is given charge of the royal yacht - and he soon requires all his skill and instinct to prevent disaster!

The False Sun


R. Scott Bakker - 2012
    A story set in the far antiquity of Bakker's fictional world world of Eärwa, the setting for his Prince of Nothing and Aspect Emperor series.

Cursed City


C.L. Werner - 2021
    Its vampiric rulers have indulged their bloodlust in every shadow-clad alley, turning the once-proud metropolis into a charnel house. Already crushed beneath the tyranny of Radukar the Wolf and his Thirsting Court, a spate of vicious murders plunges the mortal inhabitants into fresh terror. Emerging to uncover a connection between the attacks is an unlikely group of heroes: a vampire hunter from Carstinia, a slum-born vigilante, a ruthless wizard, and a soldier who is the last survivor of her noble bloodline. Arrayed against them are the undead monsters that thrive upon Radukar's gory regime. But a daring search for answers turns into a fight for survival when the Wolf himself descends his Ebon Citadel and joins the carnage in the streets…

XDM X-Treme Dungeon Mastery


Tracy Hickman - 2009
    (Do-it-yourself secret initiation rites included.)Master the secrets of designing adventures that tell stories.Create magic illusions that can even make your players disappear!Use actual fire in your game properly.Hijack the game as a player, and how to deal with a player revolution as an XDM.Plus loads more!If I could go back in time and rewrite Dragonlance, it would be this book...only with more dragons in it. --Tracy HickmanI can say without any shame or bias, that this is one of the best books ever written and should be in every hotel room next to the bible. --Curtis HickmanPossessed by the spirits of Da Vinci, Van Gogh, and Jack Fred, I illustrated a book that you should buy two of...one to read and one to hang on your wall.--Howard Tayler

GURPS Fantasy


William H. Stoddard - 2004
    It discusses the genre in depth - with all its subgenres and inspirations (myth, novels, movies, etc.) - letting you design just the kind of fantasy setting that you want.GURPS Fantasy gives detailed, concrete advice - from the basics of the landscape itself, through its inhabitants and cultures, to the details of believable histories and politics. It also examines the nature of supernatural forces, and discusses the impact of wizards, monsters, and gods. And, of course, it looks at the many different ways that magic and users of magic can work in a fantasy world. And, perhaps most importantly, it advises GMs and players alike on the kinds of characters appropriate to fantasy - including ordinary folks, people with fantastic powers, and nonhumans.Whether your model is Tolkien, Jordan, or Leiber, this book will let create a town, a country, or an entire world. Like all Fourth Edition books

The Devil's Pay


Dave Gross - 2013
    Sam and the Devil Dogs may be relaxing in Tarna, but it’s not by choice—they’d rather be employed than resting up. When a dangerous job offer comes from “the old man,” Sam takes the Devil Dogs and their newest recruit, Dawson, on a perilous hunt to capture an unidentified warjack before their rival Steelheads or the horrific Cryx make a claim on the never-before-seen technology.Whether their mission will be worth the risk remains to be seen, but one thing is clear: Sam and the Devil Dogs will do whatever it takes to bring home The Devil’s Pay.

Cyborg Corps


J.N. Chaney - 2020
    Finally. he will be able to feel the warm sand beneath his feet again, or so the doctor promises.Lying on a table, Warren is told by the doctor that everything is going to be okay. He's going to have a brand new leg...and a much better life.Too bad it was all a lie.The next time Warren opens his eyes, four centuries have passed. Somehow, he's standing in the middle of a battlefield, stuck on a distant alien planet, far away from home.To make matters worse, his body appears to be entirely synthetic. He's a cyborg, nearly indestructible and enhanced for extreme combat.Now, with centuries of time missing from his memory and no idea how to get home, Warren is left with no choice but to fight against those who would see him enslaved... and free as many of his brothers as possible along the way.

The Citadel


Chris Wooding - 2008
    The end of the world is near...It's up to Parakka to stop the destruction of the worlds, but just how much strength have they got left to defend the Citadel?When the final battle is over and silence reigns, will there be anyone left to tell the tale?

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.

Volo's Guide to Waterdeep (Forgotten Realms)


Ed Greenwood - 1992
    Where Waterdeep's ghosts walk. Legends and clues about famous, as-yet-unrecovered treasures. A typical Waterdhavian menu. The best moon-kissed spots to meet Waterdhavians of the opposite sex. Waterdeep's best shops and craftsmen. The best places to dine, stay, see -- and, of course, avoid!

Dungeon Master's Screen: A 4th Edition D&D Accessory


Wizards of the Coast - 2008
    Easy-to-reference rules and tables appear on the inside panels of the screen; these are designed for the Dungeon Master's eyes only and comply with the rules in the 4th Edition Dungeons & Dragons core rulebooks.

Trout Magic


Robert Traver - 1974
    Traver recounts the story of a mysterious "dancing fly, " speaks pointedly about "kiss-and-tell" fishermen, debunks fly fishermen as the "world's greatest snobs, " lets us in on the fishing story Life missed, and takes us along on his strangest fishing trip. We meet the unforgettable Danny McGinnis, guide, and other choice characters and events from his anything-but-ordinary fishing trips. Traver even has some new angles on women anglers and does a free piece of tongue-in-cheek literary sleuthing into Ernest Hemingway's story "Big Two-Hearted River."There's enough trout magic here to rub off on every reader -- man, woman, or child -- as Robert Traver weaves his inimitable storytelling spell. Trout Magic is a marvelous catch of wit, wisdom, and anecdote sure to delight everyone who enjoys a master storyteller who just happens to write here about his wonderful world of trout fishing.