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.

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.

Troika! Numinous Edition


Daniel Sell - 2016
    Troika! Numinous Edition is the new edition of our popular Troika! RPG, a complete science-fantasy RPG full of critically acclaimed writing, built-in wonder and room for everyone at the table to go wild!Inside the book you will find; a full automated character creation system that generates exciting starting points for players to build upon; weighty lists of spells and enemies to encounter; a baked-in plane-hoping setting which draws you into the world and allows you space to build upon its sturdy foundations.Lavishly illustrated by Jeremy Duncan, Dirk Detweiler Leicthy, Sam Mameli, and ENnie award winning Andrew Walter

King Arthur Pendragon: Epic Roleplaying in Legendary Britain


Greg Stafford - 1985
    Smite bloodthirsty giants, crush treacherous invaders, brave the mysterious lands of faerie, and dabble in Celtic magic. Pendragon is a roleplaying game based on the legends of King Arthur, Lancelot, Guenever, and the Knights of the Round Table. To become a knight of the Round Table you must uphold the chivalric ideals of courage, honesty, fair play, and justice. Armed and armored, you are the law of the land, in a life-or-death struggle to join the fellowship of the Round Table. This book contains everything you need to explore the mysteries and dangers of Arthur's Britain

Clanbook: Giovanni Revised


Greg Stolze - 2001
    Now they bring that ambition to bear on a world they would claim for themselves. With vast wealth, the ability to command the spirits of the dead, and a strict familial hierarchy, the greatest enemy to stand against Clan Giovanni is itself.The Curse of Caine StolenAs the next entry in the revised lineup of clanbooks, Giovanni 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.

GURPS Magic


Steve Jackson - 2004
    Includes 300 new spells. There is information for the GM to create their own magic system. This book is a flexible magic system for playing the world of a favorite author or any type of wizard you can imagine.

Blood Magic: Secrets of Thaumaturgy


Justin Achilli - 2000
    Is it the power of summoned demons? An application of the Blood's mystic properties? The will of spirits? Or is it something else altogether? Only those who master its dark secrets can know.Hidden Lore RevealedBlood Magic: Secrets of Thaumaturgy provides the answers to long-asked questions about this most powerful of Kindred Disciplines and explores a gamut of new possibilities. Included in the book are new paths and rituals as well as details on the lesser known but similar arcane practices. What is it about Thaumaturgy that has allowed the Tremere to ascend to prominence in the modern nights? This book examines the answer.Blood Magic: Secrets of Thaumaturgy includes: A complete look at Thaumaturgy, from its dark origins to its modern practice; A wealth of new paths and rituals; Other path and ritual systems like Necromancy and Koldunic Sorcery

Clanbook: Lasombra Revised


Bruce Baugh - 2001
    Their legacy of shadows eclipses the light thrown by their packs ritual fires. But are the Lasombra truly the esteemed leaders of the Sword of Caine or do they simply abuse it to serve their own ends?The Lords of the SabbatAs the next entry in the revised lineup of clanbooks, Lasombra 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.

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

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

Delta Green: Agent's Handbook


Dennis Detwiller - 2016
    government’s 1928 raid on the degenerate coastal town of Innsmouth, Massachusetts, the covert agency known as Delta Green opposes the forces of darkness with honor, but without glory. Delta Green agents fight to save humanity from unnatural horrors — often at a shattering personal cost.

Player's Handbook


James Wyatt - 2014
    It contains rules for character creation and advancement, backgrounds and skills, exploration and combat, equipment, spells, and much more. Use this book to create exciting characters from among the most iconic D&D® races and classes. Dungeons & Dragons immerses you in a world of adventure. Explore ancient ruins and deadly dungeons. Battle monsters while searching for legendary treasures. Gain experience and power as you trek across uncharted lands with your companions. The world needs heroes. Will you answer the call?

Marvel Heroic Roleplaying Basic Game


Cam Banks - 2012
    It's one thing to stop an alien invasion or throw down with the Juggernaut, but sometimes you have to make the hard choices when you're saving the world. With the Marvel Heroic Roleplaying Game books, that great power and great responsibility is yours! Based on the Cortex Plus system, Marvel Heroic Roleplaying takes the award-winning events in the history of the Marvel Universe and gives you all of the heroes, villains, key decision points, and rich background you need to fight your own battles and forge a new destiny!

Clanbook: Gangrel


Brad Freeman - 1995
    Now learn the secrets of these enigmatic vampires - their history and legends, their allies and enemies, and the truth of their relationship with the fearsome Lupine. There is good reason why they stand at the forefront of every vampiric war: none can stand against them.Clanbook: Gangrel includes:* The history of the clan and its unique view of the world;* 10 sample characters suitable for players and storytellers, and;* How the Gangrel run with the werewolves and the powers they gain.

Tomb of Annihilation


Christopher Perkins - 2017
    Victims grow thinner and weaker each day, slowly but steadily sliding toward the death they once denied.When they finally succumb, they can’t be raised—and neither can anyone else, regardless of whether they’ve ever received that miracle in the past. Temples and scholars of divine magic are at a loss to explain a curse that has affected the entire region, and possibly the entire world.The cause is a necromantic artifact called the Soulmonger, which is located somewhere in Chult, a mysterious peninsula far to the south, ringed with mountains and choked with rainforests.Adventure design by Christopher Perkins, Will Doyle, and Steve Winter, with additional design by Adam Lee. Story consulting by the award-winning creator of Adventure Time, Pendleton Ward.