Book picks similar to
Vaginas Are Magic! by James Edward Raggi IV
rpgs
rpg-books
old-school-renaissance
rpg
Warhammer Fantasy Roleplay 4th Edition Rulebook
Dominic McDowallTS Luikart - 2018
You’ve seen them. The twisted ones, the arrogant ones, the lost ones. Oh, you’d like to walk away and life be all cake and daisies, but you know you’re going here instead. You’ll try to convince yourself it’s because you’re greedy for the loot, or can’t resist a fight, but we all know the truth. So ready your sword, clean your pistol, and watch out for that dog – he might be small but he’s unreasonably vicious.Warhammer Fantasy Roleplay takes you back to the Old World. Get the gang together, create your (anti)heroes, and set off to make your way through the vile corruption, scheming plotters and terrifying creatures intent on destruction.The Fourth Edition Warhammer Fantasy Roleplay Rulebook contains everything you need for grim and perilous roleplaying adventures in the Old World.
Dungeon Master's Guide Rules Supplement: Campaign Sourcebook and Catacomb Guide
Paul Jaquays - 1990
We've included dozens of helpful tips to help you better organize your games, design adventures, and make your NPCs come to life. In addition, we've included a number of settings for unusual dungeons. In short, there's something for everybody in this exciting addition to the AD&D game system.
White Plume Mountain
Lawrence Schick - 1979
WHITE PLUME MOUNTAIN is from the Special ("S") series; like others in this series, it is meant to stand on its own and is a complete ADVANCED DUNGEONS & DRAGONS adventure. The recommended number of players is four to ten, with levels ranging from fifth to tenth.Introduction:White Plume Mountain has always been a subject of superstitious awe to the neighboring villagers. People still travel many miles to gaze upon this natural wonder, though few will approach it closely, as it is reputed to be the haunt of various demons & devils. The occasional disappearance of those who stray too close to the Plume reinforces this belief.Thirteen hundred years ago, the wizard Keraptis was searching for a suitable haven where he could indulge his eccentricities without fear of interference. He visited White Plume Mountain, going closer than most dared to, & discovered the system of old lava-tubes that riddle the cone & the underlying strata.With a little alteration, he thought, these would be perfect for his purposes. The area already had a bad reputation, & he could think of a few ways to make it worse. So, taking with him his fanatically loyal company of renegade gnomes, he disappeared below white Plume Mountain & vanished from the knowledge of men...
The Vault Of Mysteries
Toby Neighbors - 2016
Part wizard, part warrior, the Marshyl Knights are an elite group of fighters spread across the entire realm in an effort to balance the ever-shifting tides of power that if left unchecked could cost the lives of thousands. Facing a Marshyl means almost certain defeat, but joining the Marshyls is even harder. Dex and Kyp are on their own, struggling to find a way to survive with no parents, no prospects, and a very bleak future. When a chance to change their lives and possibly join the Marshyl Knights comes their way, they will risk everything to enter the ranks of the most powerful wizarding warriors in the realm. But the power behind the Marshyl Knights is a carefully guarded secret, one that many people would kill to obtain. Their road forward is filled with treachery, greed, and danger, forcing the boys to make life and death decisions as they navigate the path set before them. The Vault of Mysteries is an all new Young Adult epic fantasy adventure, the first glimpse into the thrilling new Marshyl Stories series from Amazon bestselling fantasy author Toby Neighbors. With a fast pace, engaging story, and characters you can’t help but fall in love with, The Vault of Mysteries will sweep you away into a world of wondrous magic and deadly peril that you’ll want to visit again and again.
The Silver and Orchids Collection
Shari L. Tapscott - 2019
Moss Forest Orchid: What happens when a feisty adventuress, a lord looking to make his own way in the world, and a handsome sea captain set out to find Kalae’s rarest and most valuable flower? Trouble—and lots of it. Greybrow Serpent: The captain of the Greybrow Serpent is the last man Lucia’s willing to trust. But he’s the only one who can save her. Wildwood Larkwing: “Till death do us part” might come sooner than Lucia imagined. Lily of the Desert: Avery swore he would return, but one question haunts Lucia's every waking moment: Can anyone truly trust the word of a pirate?
Rifts Ultimate Edition
David MartinFreddie E. Williams II - 2005
There will be more world information, tips on how to use the time-line and World Books, rewrites on O.C.C.s, and in some cases, expansions of and more details on O.C.C.s such as the Headhunter, Mercenaries, the Techno-Wizard and Shifter, as well as a few new O.C.C.s. Our goal is to make Rifts® more exciting and compelling than ever, while at the same time making the rules better organized, clearer and easier to use. The wonder and infinite possibilities of Rifts® all brought to pulse-pounding life like never before. Of course, there will be a few fun changes and additions, but nothing so dramatic as to make the 40+ available sourcebooks obsolete. Approximately 30 unique Occupational and Racial Character Classes, including Cyber-Knights, cyborgs, Glitter Boys, Psi-Stalkers, Dog Boys (mutant humanoid dogs), Juicers, Crazies, Techno-Wizards, Ley Line Walkers, Mystics, Shifters, Elemental Fusionists, Mind Melters, and many others. Supernatural and magical creatures, like dragons, available as player characters, others are horrifying menaces from the Rifts. Bionics and cybernetics offer a vast range of mechanical augmentation, meanwhile chemical enhancement (Juicers) and brain implants (Crazies) can turn a human into a superman, though with tragic results. Psychic powers are the source of the Burster, Mind Melter and Mystics abilities. Strange forms of magic are at the command of characters like the Ley Line Walker, Shifter, Elemental Fusionist, Rifter and Techno-Wizard (who combine magic and technology). Super-technology with Mega-DamageTM body armor, energy weapons, rail guns, power armor, and human augmentation. The Coalition States. Humankind's salvation, or its own worst nightmare? Character sheets. Color end sheets by John Zeleznik. New artwork and color pages throughout. Written and created by Kevin Siembieda.
Fiendish Codex II: Tyrants of the Nine Hells
Robin D. Laws - 2006
"Fiendish Codex II: Tyrants of the Nine Hells" is a supplement designed to be the definitive resource for information about devils and the Nine Hells of the D&D world. Like its predecessor "Fiendish Codex I: Hordes of the Abyss," this game material is completely compatible with the D&D core rulebooks and is intended for both D&D players and Dungeon Masters. AUTHOR INFORMATIONRobin Laws is a freelance writer who has designed dozens of roleplaying game products, including most recently "Dungeon Master's Guide II." Robert J. Schwalb is a freelance developer and editor who primarily works on game products for Green Ronin Publishing.
The Last Boy On Earth
Thomas M. Burby - 2011
As far as his eyes could see, he was the only one left alive. You might think he was pretty upset about the whole situation and he was, for awhile. There were dead bodies and nothing but desolation and it's true that he sat around a lot and wished that he was dead, too. For a long time he wondered why he remained and all the others were taken. Then he thought, it doesn't matter. It just is. Anyway, sitting around just got boring. So he equipped himself with tools and weapons and set out with his faithful sidekick so see what there was left to see and do what there was left to do. He wasn't disappointed, because since the fall of Humanity, the world had changed in a thousand different ways too small to notice at first and some so fantastic he couldn't believe it. As the days passed into weeks, he discovered something amazing: there really are monsters in the dark." What if a pandemic plague struck the planet and when you woke up one morning, everyone else was dead? What if you were a fourteen year old boy with an excellent imagination and the will to survive? What if you found that something else was out there, hunting you? This is the story of Brady, a teenager who quickly discovers that although people may be scarce in the world of the Abandonment, other things are arising to take their place. He is master of all he surveys but discovers that the world has changed and that he has gained some new exciting abilities. With no adults to tell him what to do and no peers to judge him, Brady discovers that he is capable of great deeds and this is a good thing, because things long quiet are waking up from the sleep of ages. With his faithful dog, Max, and a host of non-human assistants, Brady discovers that there are monsters in the dark and that deep within his own heart, a hero dwells. This post-apocalyptic novel straddles the line between fantasy and magic surrealism and is intended for teenage audiences and beyond. Half survival tale and half magical odyssey, this is a hero's journey into the darkness of the monster's lair and back out again. Action, horror, and mystery blend together with a sense of wonder and loss at a world gone forever. If the world ended tomorrow and you were still alive, then what? In this novel, the main character decides to survive and finds that, aside from food, water and a safe place to sleep, his most necessary tool for survival is imagination and a good, sharp sword! This novel is lavishly illustrated with 50 beautifully crafted drawings by Brian Estes. The story is set in the present-day cities of Bangor and Brewer in central Maine after the advent of an airborne virus has destroyed all but a few humans on earth. Unless these people can find each other, the species is doomed to extinction. This reconnection of the few straggling survivors becomes one of the central themes of the story. Perfect for readers looking for adventure, ghosts, werewolves, and things coming to life that were never meant to do so. A ripping good tale!
DC Adventures Hero's Handbook: Super-Hero Roleplaying in the DC Universe
Steve Kenson - 2010
This handbook provides everything you need for hours of adventure in the DC Universe, including all the rules of the game, an overview of the original comic-book setting, and details on major heroes and villains, complete with game information.
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.
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!
Monstrous Compendium Appendix
Allen Varney - 1994
Replacing the original Outer Planes Appendix, this new and enlarged compendium includes full-color illustrations, reintroducing many of the best mulitplanar monsters from a wide variety of out-of-print sources.
Pathfinder Roleplaying Game: Advanced Class Guide
Jason BulmahnTim Hitchcock - 2014
Incredible powers also await existing characters, with more than a hundred new archetypes and class options. Prepare characters for their most legendary adventure ever with massive selections of never-before-seen spells, magic items, and more!The Pathfinder Roleplaying Game Advanced Class Guide is a must-have companion volume to the Pathfinder Roleplaying Game Core Rulebook. This imaginative tabletop game builds upon more than 15 years of system development and an open playtest 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 the new millennium.Pathfinder Roleplaying Game Advanced Class Guide includes:- Ten new base classes—the magic-twisting arcanist, the ferocious bloodrager, the cunning investigator, the daring swashbuckler, the formidable warpriest, and others.- Variant class abilities and thematic archetypes for all 29 base classes, such as the counterfeit mage and the mutagenic mauler.- Nearly a hundred new feats for characters of all classes, including style feats, teamwork feats like Coordinated Shot, and more.- Hundreds of new spells and magic items, such as feast on fear and skullcrusher gauntlets.- An entire armory of amazing equipment, from vital new adventuring gear to deadly alchemical weapons.... and much, much more!Cover art by Wayne Reynolds
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.
Dungeons & Dragons Art & Arcana: A Visual History
Michael Witwer - 2018
It is a seminal RPG (role-playing game) and the inspiration for video games like World of Warcraft and Zelda, fantasy art, and countless other facets of "geek culture." This officially licensed illustrated history provides an unprecedented look at the visual evolution of the game, showing its continued influence on the worlds of pop culture and fantasy. It features more than 700 pieces of artwork--from each edition of the game's core books, supplements, and modules; decades of Dragon and Dungeon magazines; classic advertisements and merchandise; and never-before-seen sketches, large-format canvases, rare photographs, one-of-a-kind drafts, and more from the now-famous designers and artists associated with the game. The superstar author team gained unparalleled access to the archives of Wizards of the Coast and the personal collections of top collectors, as well as the designers and illustrators who created the distinctive characters, concepts, and visuals that have defined fantasy art and gameplay for generations. This is the most comprehensive collection of D&D imagery ever assembled, making this the ultimate collectible for the game's millions of fans around the world.