Haalim Part 2


Nemrah Ahmed - 2019
    It’s a long novel with episodes and each episode will have a separate title.Its the most different and unique thing I have ever written, or has ever been written in Khawateen Digest."Nemrah Ahmed

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

Night's Black Agents


Kenneth Hite - 2012
    Bush's War is winding down. You were a shadowy soldier in those fights, trained to move through the secret world: deniable and deadly. Then you got out, or you got shut out, or you got burned out. You didn't come in from the cold. Instead, you found your own entrances into Europe's clandestine networks of power and crime. You did a few ops, and you asked even fewer questions. Who gave you that job in Prague? Who paid for your silence in that Swiss account? You told yourself it didn't matter. It turned out to matter a lot. Because it turned out you were working for vampires. Vampires exist. What can they do? Who do they own? Where is safe? You don't know those answers yet. So you'd better start asking questions. You have to trace the bloodsuckers' operations, penetrate their networks, follow their trail, and target their weak points. Because if you don't hunt them, they will hunt you. And they will kill you. Or worse. Night's Black Agents brings the GUMSHOE engine to the spy thriller genre, combining the propulsive paranoia of movies like Ronin and The Bourne Identity with supernatural horror straight out of Bram Stoker. Investigation is crucial, but it never slows down the action, which explodes with expanded options for bone-crunching combat, high-tech tradecraft, and adrenaline-fueled chases. Updating classic Gothic terrors for the postmodern age, Night's Black Agents presents thoroughly modular monstrosity: GMs can build their own vampires, mashup their own minions, kitbash their own conspiracies to suit their personal sense of style and story. Rack silver bullets in your Glock, twist a UV bulb into your Maglite, keep watching the mirrors E and pray you've got your vampire stories straight.

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)

Savage Worlds Explorer's Edition


Shane Lacy Hensley - 2003
    The rules give players plenty of depth to create their characters and keep bookkeeping to a minimum for the Game Master. If you’re looking for a game that’s fast and easy to set up, run, and play, Savage Worlds is for you!Savage Worlds handles pulp action, gritty noir, supers, hard scifi, space opera, horror, and anything you can imagine!

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.

Ars Magica, Fifth Edition


Jonathan Tweet - 1989
    You play these magi, gathered in covenants with your allies and servants, unlocking secret powers and creating wonders. You and your friends will also portray the loyal companions and grogs who stand with the magi, as a buffer between them and the mundane world that often misunderstands their power and motives. When adventures draw you out into the medieval world of Mythic Europe, your stories are the stuff of legend.

Pathfinder Adventure Path #1: Burnt Offerings


James JacobsAndrew Hou - 2007
    Five years after a tragic fire and spate of brutal murders, the people of Sandpoint eagerly anticipate the Swallowtail Festival to commemorate the consecration of the town's new temple. At the height of the ceremony, disaster strikes!In the days that follow, a sinister shadow settles over Sandpoint. Rumors of goblin armies and wrathful monsters in forgotten ruins have set the populace on edge. As Sandpoint's newest heroes, the PCs must deal with treachery, goblins, and the rising threat of a forgotten empire whose cruel and despotic rulers might not be as dead as history records.This volume of Pathfinder Adventure Path launches the Rise of the Runelords Adventure Path and includes:- "Burnt Offerings," and adventure for 1st-level characters by James Jacobs.- An exploration of your PCs' new hometown of Sandpoint, by James Jacobs.- A history of the ancient empire of Thassilon, by Wolfgang Baur.- The first installment of the Pathfinder's Journal, by Erik Mona.- Six new monsters by James Jacobs, Richard Pett, and F. Wesley Schneider.Cover art by Wayne Reynolds

The Scout


Harry Combs - 1995
    a towering tale of dreams unfettered, of mustangs running free, and of young men riding hell-bent-for-leather into Indian country for no other reason than they were young, brave and wild.By 1900 the Old West was vanishing, but the man many called its fastest gun was still alive.  By then Car Brules had shut himself and his secrets away in a cabin on Colorado's Lone Cone Peak.  Only one person knew his real story, a boy of eleven who became his friend and heard his extraordinary tales in 1909.  The Scout is that unforgettable story, just as young Steven Cartwright heard it, just as Brules told it: hard and gritty, wry with a cowboy's humor, and true to the spirits of all those who loved the west--and died for it--from Custer to Crazy Horse.Many hard, hurting things had driven Cat Brules to become the man he was.  The death of his beloved Shoshone bride, Wild Rose, was one of them.  Months after Brules lost her--brutally and far too soon--Wild Rose still came to him in his dreams.  With a void in his heart and a reckless spirit, Brules signed on as a Scout for General George Crook, whose cavalry was headed into the Badlands. Then, the U.S. Army still didn't know that there were fifteen thousand Sioux and Cheyenne in those Wyoming foothills, and under chiefs Sitting Bull and Crazy Horse, every one of them was willing to fight to the death to live free.Brules's account of the violence that ensued, told with eyewitness immediacy and chilling authenticity, is one of courage and shame as he rides the trail toward the Little Big Horn and the battles that followed.  Seeing for himself the dying of a way of life, Brules tells a searing truth about America's history: the betrayal of Custer to the Sioux, the hunting of Geronimo, and the U.S. Army's cruel pursuit of Chief Joseph and his Nez Perce.  And here too are the women who loved Brules: White Antelope, the gentle Indian maiden who wanted what Brules felt he could never give again--and Melisande, the saucy Mormon girl who might be too much for even Cat Brules to handle.Debunking the myths of the Old West and the romanticism of movies, renowned Western writer Harry Combs creates a vision at once more complex, magnificent and genuine--from the make of the rifle to the caliber of the bullet that cut Custer down.  A novel unmatched in excitement and adventure, The Scout lets you smell the cordite, feel a man's hard need for a woman, and discover that the real flesh and blood inhabitants of those legendary days were tougher, bolder and more fascinating than we ever dared to imagine.

The Nipper


Catherine Cookson - 1970
    15-year-old Sandy loses his job and his home when the small farm he lives on is sold, and then is horrified when "The Nipper" is sold as a pit-pony.

LongWalkers: The Return of the Nephilim


Stephen Quayle - 2008
    Worse, a secret society operating outside the law is intent on bringing the monsters back to life and restoring the creatures as rulers of mankind.Joshua and his ex-girlfriend soon find themselves pitted against vicious assassins, Russian Spetsnaz troops, and cold-blooded giants hungry for human flesh as they journey around the planet in their efforts to stop the secret society.But that’s only the start of their nightmare: Those reviving the army of giants have gained control of ancient stargates enabling an invasion of the seats of power around the globe including the Kremlin and White House. It's a massive power play that leaves the fate of the human race hanging in the balance.This fast-paced, spellbinding novel is a page-turner, with entertaining plot twists and surprises.“Adventure and mayhem, told with style!”“The characters showed personality and the book had imagination. I felt like I was watching a movie. The story line was great…. If you enjoy Stargate type movies I believe you'll like this book.”

Reckless


William Nicholson - 2014
    The Second World War has gone on too long. Shops are closed ‘for the duration’. Trains run a restricted service ‘for the duration’. Life has paused, for the duration. A little girl, Pamela, is growing up fast. A young Englishman, Rupert Blundell, vows there’ll be no more wars. Both are waiting for their lives to begin.Then comes Hiroshima. Finally, devastatingly, the war is over.1962. Rupert is now strategic advisor to Lord Mountbatten, and his close confidant. Pamela is eighteen and has moved to London, eager for love and experience of every kind. There’ll be parties at Cliveden, Christine Keeler, Stephen Ward, the Astors. Life is a whirlwind.But beneath the glamour lies quiet, desperate terror, as the Cuban missile crisis unfolds and the world spins ever closer to nuclear war.Reckless is a gripping novel set against the world in crisis, by a superb novelist at the height of his powers.

Mouse Guard Roleplaying Game


David Petersen - 2015
    This updated edition of the Origins Award-winning game contains new art, additional Action, Weapon, and Condition cards, and a revised and updated rule book.

Medicine Ground (Louis L'Amour)


Louis L'Amour - 1998
    Complete with original music and sound effects.

Neverwinter Campaign Setting: A 4th edition Dungeons & Dragons Supplement


Matt Sernett - 2011
    Yet even as its citizens return and rebuild, hidden forces pursue their own goals and vendettas, any one of which could tear the city apart. Neverwinter has long been one of the most popular locations in the Forgotten Realms® campaign world. This book presents a complete heroic-tier campaign setting that plunges players into the politics, skullduggery, and peril of a city on the brink of destruction or greatness. A wealth of information about Neverwinter and its environs is provided: maps, quests, encounters, and statistics -- everything a Dungeon Master needs for his heroic tier adventures.