The World of Darkness


Bill Bridges - 2004
    Only rarely do our experiences draw back the veil of shadows and reveal the horror in our midst. These glimpses into the supernatural can cause us to retreat into comforting lies - 'There are no such things as monsters' - or stir our morbid curiosity. Only a few, however, can overcome their fear and dare to look deeper.The World of Darkness Rulebook introduces a version of our contemporary world where the supernatural is real. Players join to tell tales of mystery and horror, where theme, mood and plot are more important to a character s experiences than his weapons or equipment. Inside are rules for character creation, task resolution, combat and any activity your character attempts as he delves into the shadows.

Warhammer 40,000: Rulebook


Adam Troke - 2012
    No respite. No forgiveness.There is only WAR!In the nightmare future of the 41st Millennium, Mankind teeters upon the brink of destruction. The galaxy-spanning Imperium of Man is beset on all sides by ravening aliens and threatened from within by Warp-spawned entities and heretical plots. Only the strength of the immortal Emperor of Terra stands between humanity and its annihilation, and in his name, countless warriors and agents do battle against the encroaching darkness. Foremost amongst them stand the Space Marines, the ultimate protectors of Mankind.Across airless moons, within the depths of dark, twisted hive worlds and even in the immaterial realm of Warp space, battles rage that will shape the future of the galaxy forever. It is a universe that you can enter today, if you dare. But remember that this is a dark and terrible era, and there is no peace amongst the stars...The Warhammer 40,000 Rulebook is your essential guide to playing atmospheric battles in the 41st Millennium. It helps you field majestic armies of Citadel miniatures across the war-ravaged battlefields of the far-future, in the ultimate contest of strategy and skill. With 452 full-colour pages, this hardback Rulebook is packed with rich background and contains all the rules for fighting pulse-pounding tabletop battles. The Rulebook includes exciting features such as dynamic close-combat, flyers, psychic devastation and interactive scenery. As well as jaw-dropping artwork, contained within is a history of the 41st Millennium and a richly detailed guide to the races and weapons of the far-future. It also features a comprehensive hobby section to set you on the path to choosing, collecting and building your own Warhammer 40,000 army of Citadel miniatures.

All His Own Hair


Susan Alison - 2011
    Now that Sparrow, her ward, has reached nine years of age, she reckons he needs a male role model in his life. With typical efficiency she sets about finding a father-figure by drawing up a series of checklists for each candidate, and following a strict protocol for interviewing them.So far, all the contenders have failed miserably to get enough ticks in the right boxes. But Ferne is focused and nothing is going to stop her from fulfilling her responsibilities…...except maybe a saboteur out to wreck her business; drunken neighbours; her unfortunate past from which it is so difficult to escape; her estranged mother; long-lost sister; and her Jack Russell, Merrie, who is not above galloping over and nipping any prospective role models she thinks Will Not Do.Katie Fforde (best-selling rom com author and President of the Romantic Novelists' Association) said of 'All His Own Hair': 'Susan Alison handles difficult issues with quirky humour and uplifting results.'(To give you some idea of length - 'White Lies and Custard Creams' is 83,700 words long and 'All His Own Hair' is 87,300 words long.)Susan Alison is the Katie Fforde Bursary Award winner for 2011. She has won competition awards for short fiction and sold numerous stories to commercial publications. Her fiction concentrates on the relationships humans forge with each other (and quite often with their dogs). She is a freelance artist.Jill Mansell (best-selling rom com author) said of 'White Lies and Custard Creams': "Susan Alison has written a lovely, quirky romp packed with off-the-wall characters - original, intriguing and great fun!"

Dark Sun Campaign Setting: A 4th Edition D&D Supplement


Richard Baker - 2010
    Use it to build Dark Sun® heroes and thrilling D&D® adventures set in the Seven Cities of the Tyr Region, the Ivory Triangle, the Sea of Silt, and monster-infested wastelands—or plunder it for your own D&D campaign! The Dark Sun Campaign Setting provides exciting character options for D&D players, including new races, new character themes and class builds, new paragon paths and epic destinies, and new equipment. It also provides everything Dungeon Masters need to run 4th Edition Dark Sun campaigns or include Dark Sun elements in their homebrew campaigns. It has rules and advice for handling survival challenges, arena encounters, desert terrain, and adventure creation. It also presents a short, ready-to-play introductory adventure.

Flyaway / Windfall


Desmond Bagley - 2009
    Suspicion that Hendrix is an impostor leads Max Stafford to the Rift Valley, where a violent reaction to his arrival points to a sinister and far-reaching conspiracy far beyond mere greed…Includes a unique bonus - The Circumstances Surrounding the Crime, Bagley's true story about an attempted assassination.

Because of Jenny


Brad Neaton - 2018
    They meet in an unlikely way, but soon discover they’re kindred souls. A heroin addict, Jenny is also caught between wanting to escape life and wanting to live. Despite circumstances conspiring against them, Eric takes a leap of faith and decides to try and help Jenny. The two become an endearing pair, connecting through shared struggles and a mutual desire to overcome life’s myriad challenges, and they embark upon an adventure that seems destined to fail.Funny, irreverent, insightful, tragic, and raw, Because of Jenny explores many of life's deepest questions while shedding light on what remains a little known epidemic. An unflinching portrayal of addiction, love, and resilience, it's a book you'll never forget.

Guardian


A.L. Crouch - 2014
    Now she wants nothing more than to forget Saluda, North Carolina and the life she once had there. When she is called back to the sleepy, mountain town to reclaim her family home, Alex is forced to face her fears and the memories she has tried so desperately to suppress. When the same evil that claimed her family returns for Alex, she must learn to rely on her broken faith and the strength of her Guardian, Donovan, to survive. But there is a problem. Alex cannot see him. Donovan exists in a reality apart from Alex and her lack of belief limits their interactions to spoken words and fleeting glimpses. With her life staked on her faith, can Alex open her mind enough to see before it's too late?

Eberron Campaign Guide: A 4th Edition D&D Supplement


James WyattScott Fitzgerald Gray - 2009
    This exciting world is complete with soaring cities, viscious wars, and a gritty mean-streets style that harkens back to the traditions of film noir.The Eberron campaign setting is updated into the 4th edition D&D family with the Eberron Campaign Guide. Featuring all of the character elements from the core rulebooks, this updated version of the Eberron world is a must for any gamer that likes the magic-as-technology, film noir, high-adventure campaign setting that was chosen from over 15,000 game submissions.

Dungeon Master for Dummies


Bill Slavicsek - 2006
    It gives you the basics on running a great game, info for more advanced dungeon mastering, guidelines for creating adventures, and tips for building a campaign. It shows you how to: Handle all the expressions of DMing: moderator, narrator, a cast of thousands (the nonplayer characters or NPCs), player, social director, and creator Use published adventures and existing campaign worlds or create adventures and campaign worlds of your own Conjure up exciting combat encounters Handle the three types of encounters: challenge, roleplaying, and combat Create your own adventure: The Dungeon Adventure, The Wilderness Adventure. The Event-Based adventure (including how to use flowcharts and timelines), The Randomly Generated Adventure, and the High-Level adventure Create memorable master villains, with nine archetypes ranging from agent provocateur to zealot To get you off to a fast start, Dungeon Master For Dummies includes:A sample dungeon for practice Ten ready-to-use encounters and ten challenging traps A list of simple adventure premises Mapping tips, including common scales, symbols, and conventions, complete with tables Authors Bill Slavicsek and Richard Baker wrote the hugely popular Dungeons and Dragons For Dummies. Bill has been a game designer since 1986 and leads the D&D creative team at Wizards of the Coast. Richard is a game developer and the author of the fantasy bestseller Condemnation. They give you the scoop on:Using a DM binder to keep records such as an adventure log, PCs' character sheets, NPC logs/character sheets, treasure logs, and more Knowing player styles (role players and power games) and common subgroups: hack'n'slasher, wargamer, thinker, impulsive adventurer, explorer, character actor, and watcher Recognizing your style: action movie director, storyteller, worldbuilder, puzzlemaker, or connector Using miniatures, maps, and other game aids Using 21st century technology, such as a Web site or blog, to enhance your game The book includes a sample adventure, The Necromancer's Apprentice, that's the perfect way to foray into DMing. It includes everything you need for a great adventure--except your players. What are you waiting for? There are chambers to be explored, dragons to be slain, maidens to be rescued, gangs of gnoll warriors to be annihilated, worgs to be wiped out, treasures to be discovered, worlds to be conquered....

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.

Werewolf: The Wild West: A Storytelling Game of Historical Horror


Richard Kane Ferguson - 1997
    Corruption from without and within has caused the destruction not only of the Garou's environment, but also of their families, friends and culture, which extends in an unbroken line to the very dawn of life. No matter how righteously the Garou hold themselves, no matter how they prey on their destroyers, the corruption spreads.Now the time for reconciliation is past. This grave insult against Gaia can end in only one way: blood, betrayal... and rage.Werewolf: The Wild West is a complete rulebook, containing everything you need to play the Garou of the Savage West, whether Pure One or newcomer, human-born or wolf-blood. Fight the undead parasites who maneuver to control fledgling towns, or tear into the corrupt humans who have gone where nobody should. The frontier is a savage battleground, where both glory and death await you. Welcome to the Wild Times.

GURPS Illuminati: The World is Stranger Than You Think


Nigel Findley - 1995
    -- Ties in with current Hollywood hits...aliens and conspiracy -- Illustrated by award-winning cartoonist and satirist Alexis Gilliland.

Lake


Frank D. Gilroy - 2011
    Gilroy won the Pulitzer Prize for his play "The Subject Was Roses," and 43 years since he began work on "Lake." In the vein of Edgar Lee Masters's "Spoon River Anthology," Gilroy tells the story of a summer vacation community in Northern New Jersey over the course of 25 years, the early 1920's through the late '40's. Each chapter is the voice of another character; some are monologues, some more interior than that. The story works its way around the lake, catching a vignette/snapshot/moment from each turn of the wheel. It's a remarkable read from an 86-year-old writer, still at the top of his game.

Out of the Pit (Fighting Fantasy)


Marc Gascoigne - 1985
    Two hundred and fifty of these loathsome creatures from the wild and dangerous worlds of Fighting Fantasy are collected here - some are old adversaries, many you have yet to meet - each of them described in minute detail. An indispensable guide for Fighting Fantasy adventurers!Full monster statistics250 illustrations8 full pages in colourMapsTables and charts

Val McDermid 3-Book Thriller Collection: The Mermaids Singing, The Wire in the Blood, The Last Temptation (Tony Hill and Carol Jordan)


Val McDermid - 2016
    1 bestselling crime series featuring clinical psychologist Dr Tony Hill, hero of TV’s much loved WIRE IN THE BLOOD.THE MERMAIDS SINGINGUp till now, the only serial killers Tony Hill had encountered were safely behind bars. This one’s different – this one’s on the loose.Four men have been found mutilated and tortured. As fear grips the city, the police turn to clinical psychologist Tony Hill for a profile of the killer. But soon Tony becomes the unsuspecting target in a battle of wits and wills where he has to use every ounce of his professional nerve to survive.THE WIRE IN THE BLOODYoung girls are disappearing around the country, and there is nothing to connect them to one another, let alone the killer whose charming manner hides a warped and sick mind.Dr Tony Hill, head of the new National Profiling Task Force, sets his team an exercise: they are given the details of missing teenagers and asked to discover any possible links between the cases. Only one officer comes up with a theory – a theory that is ridiculed by the group … until one of their number is murdered and mutilated.For Tony Hill, the murder becomes a matter for personal revenge and, joined by colleague Carol Jordan, he embarks on a campaign of psychological terrorism – a game where hunter and hunted can all too easily be reversed.THE LAST TEMPTATIONA twisted killer targeting psychologists has left a grisly trail across Europe.Dr Tony Hill, expert at mapping the minds of murderers, is reluctant to get involved. But then the next victim is much closer to home…Meanwhile, his former partner DCI Carol Jordan is working undercover in Berlin, on a dangerous operation to trap a millionaire trafficker. When the game turns nasty, Tony is the only person she can call on for help.Confronting a cruelty that has its roots in Nazi atrocities, Tony and Carol are thrown together in a world of violence and corruption, where they have no one to trust but each other.