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Al-Qadim: Arabian Adventures


Jeff Grub - 1992
    

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.

All Flesh Must Be Eaten


Al Bruno - 2003
    In it, you will find: Eleven different Deadworld settings allowing customization of the storyline. A comprehensive zombie creation system to surprise and alarm players. A list of equipment crucial to surviving a world of shambling horrors. Detailed character creation rules for Norms, Survivors, and the Inspired. A full exposition of the Unisystem game rules, suitable for any game in any time period. Open Game License conversion text for porting AFMBE to any modern-day campaign featuring a twenty-sided dice game mechanic.

Rifts Conversion Book 1


Kevin Siembieda - 1991
    RPG Book

Clanbook: Tremere Revised


Jess Heinig - 2000
    Bound not only by the traditions of the Camarilla but by those of her clan, the Tremere must find a place for herself in her own hierarchy and in the deadly world of vampires. Learn the magic of the Tremere and the rigors of earning status in the clan.The Ways of WarlocksAs part of the revised lineup of clanbooks, Tremere takes one of the classic sourcebooks for the game and brings it into a modern context. All-new information accompanies a re-examination of earlier concepts, allowing you to add as much depth to your character as you like. The sheer volume of information contained in the new clanbooks (each 32 pages longer than the first-edition series) permits Storytellers to round out their chronicles.

Player's Option: Skills & Powers


Dale Donovan - 1995
    Player's Option Rulebooks present an alternative approach to AD&D characters. Custom-craft your next PC, selecting the profession, skills, and abilities you want! Characters can even have additional ability scores such as Stamina, Muscle, Balance, and others. New proficiencies, talents, and updated psionics round out the Player's Option character. Be ready for anything with Skills & Powers!

Ravenloft Core Rulebook


John W. Mangrum - 2001
    A world ruled by fear and horror. Vampires who command the night. Shapeshifters who prowl the forests. Eldritch ghouls and undead skeletons who prey upon a fearful populace. If ever a world needed heroes, it is the world of Ravenloft.

Aberrant


Glenn Fabry - 1999
    We are the celebrities, the heroes, the villains, the legends, the shining icons of our times. We are novas, and we will bring about a new golden Age... and you will like it.Golden age -- or Hell on Earth? To the residents of the Trinity Universe, the 21st century was a monstrous era when mad gods ran rampant across the world. But is this truth -- or OpNet propaganda? What was the Age of Aberrants really like? Find out the truth. It's not what you expect.Aberrant is a core rulebook and prequel to the Trinity science-fiction game. Set in the early 21st century, before the devastating war against humanity, this new complete roleplaying game allows you to be one of these doomed beings of vast power, and to experience their struggles to avoid the coming cataclysm.

Tome of Magic: Pact, Shadow, and Truename Magic


Matt Sernett - 2006
    These magic subsystems function alongside the existing D&D ® magic system and offer new game mechanics, character options, and adventure possibilities. Within this tome you'll find three new standard classes -- one for each new kind of magic -- as well as new spells, feats, prestige classes, monsters, and magic items tied thematically to each.Pact MagicPowerful entities known as vestiges exist beyond the boundaries of life, death, and undeath. The binder uses pact magic -- a combination of symbols and secret rituals -- to summon these entities, strike bargains with them, and gain their formidable and sometimes bizarre supernatural powers.Shadow MagicThe Plane of Shadow is a dark, twisted reflection of the real world. The shadowcaster, by understanding the fundamental properties of the plane and unlocking its magical mysteries, learns to harness and channel its umbral gloom, shaping the darkness to serve her whim.Truename MagicEvery creature has a truename -- the word of its creation. The truenamer knows the primal language of the universe -- the language of Truespeech -- and learns the truenames of creatures and objects to gain control over them, transform them, or destroy them.

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.

Wraith: The Oblivion


Mark Rein-Hagen - 1994
    

Shadowrun


Catalyst Game Labs - 2007
    Magic has returned and creatures of myth and legend walk among us as megacorps bleed the world dry. You're a shadowrunner-a deniable asset, a corporate pawn-using bleeding-edge science and magic to make your meat body and mind betterthan- flfl esh. Stay on the edge, and you may survive another 'run on the mean sprawl streets. The 20th Anniversary Edition is fully compatible with all Shadowrun, Fourth Edition books.

Volo's Guide to the North: Forgotten Realms Advanced Dungeons and Dragons Accessory


Ed Greenwood - 1993
    

Stormbringer: Fantasy Roleplaying in the World of Elric


Ken St. Andre - 1981
    

Domains of Dread: Ravenloft Campaign:


Steve Miller - 1997
    Features new rules for creating heroes native to the domains, adapting magic to the demiplane, and dealing with fear and horror checks when the characters experience the true terror that dominates the Ravenloft "RM" campaign.Night is Falling. The Mists are RisingEmbrace the Darkness.Enter the dark and macabre world of Ravenloft.But beware -once you begin to walk among the mists and shadows,you can never leave.Domains of Dread is the core rulebook for the second edition of the award-winning RAVENLOFT campaign setting - the original fantasy horror role-playing game. Within the pages of this book, players and Dungeon Masters will discover the darkest secrets of the Land of the Mists, including many never-before-seen features:Detailed guidelines on designing anything from short-term horror adventures to long-running campaigns of twisted terror.Complete rules for generating player characters native to the Demiplane of Dread.Four new character classes specifically designed for use in RAVENLOFT campaigns - the avenger, the anchorite, the gypsy, and the arcanist!An all-new player character race - the half-Vistani!Updated and expanded descriptions of the Demiplane and the foul lords who rule its tortured domains!Revised fear, horror, and madness checks to enhance the terror.New rules for power checks, plus thirteen detailed steps that lead from grace to absolute corruption!Summary of content:1: The Demiplane of Dread: general description of Ravenloft, as well as a history and theories about the nature of the dark powers, and an overview of the technological levels in Ravenloft (from Stone Age to Renaissance)2: Domains of the Core3: Islands of Terror (Bluetspur, G´Henna, I´Cath, Kalidnay, Nosos, Odiare, Souragne and Vorostokov)4: Clusters (Amber Wastes (Har'Akir, Sebua and Pharazia), Zherisia (Paridon and Timor), the Burning Peaks (Vecna and Kas's domains) and Pockets (Davion, The House of Lament, The Nightmare Lands and Scaena)5: Secret Societies - short chapter on nine secret societies - Keepers of the Black Feather, Green Hand, Circle, Church of Ezra, Vistani, Carnival, Kargatane, Fraternity of Shadows, Unholy Order of the rave)6: Fear, Horror, and Madness rules7: Powers Checks rules8: The Path of the Priest - changes in the priest class9: The Way of the Wizard - changes for wizards.10: Mazes of the Mind - changes for psionics11: Forged of Darkness - changes for magical items12: The Whispered Evil - curses.13: Tenets of Terror - discussion about the general nature of Ravenloft adventures and campaignsAppendix: ability scores, character races, character classes (some new: Avengers (paladins), Arcanist (wizards), Anchorites (priest of Ezra), gypsy (bard)