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Player's Essentials: Heroes of the Forgotten Kingdoms: An Essential Dungeons & Dragons Supplement
Mike Mearls - 2010
Each class comes with a set of new powers, class features, paragon paths, epic destinies, and more that beginning players can use to build the characters they want to play and experienced players can plunder for existing 4th Edition characters. In addition to new builds, this book presents expanded information and racial traits for some of the game’s most popular races, including dragonborn, drow, half-elves, half-orcs, and tieflings.
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
Reign of Stars
Tim Pratt - 2014
Accompanied by his only friend, a street-savvy thief named Skiver, Alaeron must head north into Numeria, a land where brilliant and evil arcanists rule over the local barbarian tribes with technology looted from a crashed spaceship. Can Alaeron and Skiver survive long enough to unlock the secrets of the stars? Or will the backstabbing scientists of the Technic League make Alaeron's curiosity his undoing?From Hugo Award-winner Tim Pratt comes a fantastical adventure of science, savagery, and the vagaries of the human heart, set in the award-winning world of the Pathfinder Roleplaying Game and tied into the Iron Gods Adventure Path.
Pathfinder Roleplaying Game: Mythic Adventures
Jason BulmahnTracy Hurley - 2013
Many adventurers pick up swords or call upon strange powers in times of trouble, yet only a few are chosen by fate or the gods to change the course of history. These are mythic heroes—legendary figures whose every footstep shakes the heavens. With Pathfinder Roleplaying Game: Mythic Adventures, it's your turn to change the world. Choose a mythic path and take on unbelievable powers by completing mythic trials tied to your character's story. Each mythic path works in parallel with your character class, allowing you to continue advancing in your chosen calling even as you seek a greater destiny. Best of all, you can start playing a mythic character at any point—even as early as 1st level!Pathfinder Roleplaying Game: Mythic Adventures is a must-have companion volume to the Pathfinder RPG Core Rulebook. This imaginative tabletop game builds on more than 10 years of system development and open playtests 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 a new era.Pathfinder Roleplaying Game: Mythic Adventures is a 256-page hardcover book that includes:- Complete rules for playing mythic characters of six different paths: archmage, champion, guardian, hierophant, marshal, and trickster.- New mythic feats for every class, such as Powerful Shape, which allows druids to transform into enormous animals, or Deadly Stroke, which lets a mythic character dispatch even a formidable enemy with a single blow.- A whole grimoire of new and supercharged spells. Bring down a castle with a mythic meteor swarm, transform the landscape with terraform, or make every memory and record of someone disappear with mythic modify memory!- Tons of monsters enhanced with mythic abilities and ready to challenge your heroes, from dragons to vampires!- A hoard of new mythic magic items and artifacts. Brandish the sword of inner fire, capable of burning even elemental creatures, or turn your enemies to stone with the medusa-headed shield aegis!- A complete mythic adventure for 7th-level characters.- Advice on running a mythic game and forging your own legends.... and much, much more!Cover art by Wayne Reynolds
Star Wars: Classic Trilogy
Ryder Windham
Become entranced with the basic struggle of good vs. evil as you travel to a galaxy far, far away.
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.
Hail! Hail!
Harry Turtledove - 2018
Fresh from Duck Soup (1933), Julius, Leonard, Arthur and Herbert Marx - or as the world knows them, Groucho, Chico, Harpo and Zeppo - are transported by a freak electrical storm to Nacogdoches, Texas in the year 1826. Landing in the midst of the Fredonian Rebellion (the first attempt by settlers in Texas to secede from Mexico) and into the company of the only other Jewish person in town, they are in deep dreck. Falling in with Stephen F. Austin and inadvertently filling his head with knowledge of what is to come, our heroes risk tampering with the future of Texas, and perhaps the entire U.S.A., in their quest to return to their own time. Will they find their way back? Or will they be doomed to live out their lives without indoor plumbing?
Arcana Unearthed: A Variant Player's Handbook
Monte Cook - 2003
IntroductionChapter 1 - AbilitiesChapter 2 - RacesChapter 3 - ClassesChapter 4 - SkillsChapter 5 - Feats and TalentsChapter 6 - EquipmentChapter 7 - Playing the GameChapter 8 - MagicChapter 9 - SpellsAppendix (Index)Intended as a full (drop-in) replacement for D&D 3.x PHB; published under the Open Game License.
Deadlands: The Weird West Roleplaying Game
Shane Lacy Hensley - 1996
The American Civil War rages on, neither side able to establish a clear advantage. Most of California has fallen into the sea. The Sioux Nations have reclaimed the Dakotas. And the dead walk among us. In Deadlands: The Weird West Roleplaying Game, players take on the roles of hexslinging hucksters, mad scientists armed with weird, steampunk gizmos, deadly gunfighters, fearless Indian braves, and wizened shamans. In 1863, a vengeful warband called the Last Sons unleashed the manitous upon humanity, and nothing has been the same since.
The Complete Skylark
E.E. "Doc" Smith - 1970
Includes all four of the Skylark Series, Skylark of Space, Skylark Three, Skylark of Baleron, Skylark Duquesne
Lost Empires of Faerûn (Forgotten Realms)
Richard Baker - 2005
For the first time, the secrets of past empires of the Forgotten Realms world are chronicled in one comprehensive sourcebook. For players, this book contains new options for characters wishing to delve into ancient ruins, including new feats, prestige classes, magic, and equipment. For Dungeon Masters, this book contains new material associated with ruins, including rules for how to build and sustain a ruin-based campaign, more than a dozen detailed adventure sites with maps, and new monsters and artifacts. AUTHOR BIO: Edward Bonny is a freelance designer who has written numerous articles for Dragon(R) Magazine. His previous design credits include Monster Manual(TM) II. AUTHOR BIO: Travis Stout is a freelance designer who has written several articles for Dragon Magazine and whose previous design credits include Player's Guide to Faerun(TM).
Call of Cthulhu: 7th Edition Quick-Start Rules
Sandy Petersen - 2013
— one of the original publishers of paper roleplaying games and has been in business for over 30 years. Chaosium is famous for the excellence of its game designs, and has won many Adventure Gaming Industry awards.All you need to play Call of Cthulhu for the first time is this Quick-Start guide, some polyhedral dice, plenty of imagination and your friends.Welcome to the worlds of Call of Cthulhu!