Pathfinder Roleplaying Game: Bestiary 2


Wolfgang BaurJames Jacobs - 2010
    Within this collection of creatures you'll find undead dragons and mischievous gremlins, shrieking banshees and unstoppable titans, the infamous jabberwock, and so much more! Yet not all these monsters need to be foes, as new breeds of otherworldly guardians, living shadows, and vampires all might take up adventure's call. In addition, new rules for customizing and advancing monsters and an expanded glossary of creature abilities ensure that you'll be prepared to challenge your heroes wherever adventure takes them!The Pathfinder RPG Bestiary 2 is the second indispensable volume of monsters for use with the Pathfinder Roleplaying Game and serves as a companion to the Pathfinder RPG Core Rulebook and Pathfinder RPG Bestiary. This imaginative tabletop game builds upon more than 10 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.The 320-page Pathfinder RPG Bestiary 2 includes:- More than 300 different monsters.- Creatures both new and familiar, drawing upon the best-known beasts of legend, literature, and Pathfinder RPG adventures.- Challenges for any adventure and every level of play.- Hosts of new templates and variants, including simple templates for on-the-fly creature customization.- Numerous lists of monsters to aid in navigation, including lists by Challenge Rating, monster type, and habitat.- New rules for creating and running high-level menaces.- Expanded universal monster rules to simplify special attacks, defenses, and qualities.- New familiars, animal companions, and other allies.... and much, much more!Cover art by Wayne Reynolds

Gabriel's Journey


Steve Umstead - 2011
    Military science-fiction adventure at its best!---GABRIEL'S REDEMPTION, Book OneNorth American Federation Navy Commander Evan Gabriel was dishonorably discharged after losing his covert team on a far off world called Eden. Now, he’s being offered an opportunity to command a new team, on a new world, with a new mission, but the true motives behind the mission are unclear.From the decaying Caribbean to politically-charged South America, from the slums of Mars to a tiny colony on a planet six hundred light years from Earth, Gabriel's Redemption is a near-future military science fiction story of a personal journey seen from the perspective of a soldier who has lost everything; one who desperately needs to redeem himself not only in his government’s eyes, but also his own. Interstellar action and political intrigue mix with one-on-one battles on the surface of a frozen planet in this exciting tale of salvation.Approximately 66,000 words.GABRIEL’S RETURN, Book TwoOn the far-off icebound planet of Poliahu, North American Federation Navy Commander Evan Gabriel suffered the loss of several team members in order to free a native species and save his brother. Now he is being called away on a new mission by a friend in trouble, and by a name from his distant past. He and his surviving team must again travel across the galaxy to the planet where he lost his naval command, and his original team, so many years ago: Eden.Evan Gabriel must face three distinct threats on Eden: the well-armed terrorist group that has been raiding Eden City, the dangerous planet itself, and his own haunting memories of his past.Gabriel's Return continues the epic science fiction/adventure trilogy with characters new and old, devious political intrigue on the moon and Mars, and deadly jungle combat on Eden.Approximately 87,000 wordsGABRIEL’S REVENGE, Book ThreeA missile has no conscience. It is an inanimate steel object: cold, emotionless. But once ignited, it burns white hot inside, and cannot be shut off. Fired in combat, it has but one objective: the total destruction of its intended target. And it will only stop when its objective has been achieved, or it runs out of fuel.Not all missiles are made of steel.North American Federation Navy Commander Evan Gabriel thought it was over. Returning from a mission on the far-off world of Eden, he finds that Mars is in a state of political upheaval. Two major dome cities are now under the control of ambitious and ruthless men backed by the scheming South American Republic. Friends are in trouble, Renay Gesselli is missing, and the future of a world is in flux while rival governments bicker behind closed doors. From the ice-bound planet of Poliahu, to the dangerous jungle world of Eden, and back to his adopted home of Mars, Evan Gabriel has witnessed death follow him. Now, he's turning the tables, and no force would stand in his way.Approximately 80,000 wordsREVIEWS:“The action in this series rocks, complete with super-cool weapons and technology. Umstead takes a complex cast and gives them each a distinct personality that makes the team dynamic just great.” - L. Petersen“I am a huge fan of well-written science fiction, and the Evan Gabriel series hasn't disappointed... layered with dimension and feeling unlike quite a few other sci-fi titles out there.” - N. Holderby“Umstead has created what I can only describe as a Tom Clancy-esque world a few hundred years into the future.” - W.E. Linde

The Grand History of the Realms


Brian R. James - 2007
    Although not a game supplement, it serves as a handy reference guide for players and Dungeon Masters seeking information on specific historical events. In addition, the book features an exclusive Forgotten Realms short story by best-selling author R.A. Salvatore and new revelations for Realmslore aficionados.

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.

Lords of Darkness (Dungeons & Dragons d20 3.0 Fantasy Roleplaying, Forgotten Realms Setting)


Sean K. Reynolds - 2001
    Explore the inner workings of infamous factions such as the Red Wizards and the Zhentarim. Discover more recently unveiled enemies, including the shades and the People of the Black Blood. With detailed descriptions of key villains, secret headquarters, and more, this guide covers everything a Dungeon Master needs to conspire against the heroes of the Forgotten Realms game setting.28 villainous groups Maps of evil strongholds New spells, feats, and magic items To use this accessory, you also need the Player's Handbook, the Dungeon Master's Guide, the Monster Manual, and the Forgotten Realms Campaign Setting.

Life of a Miner


Jamie McFarlane - 2016
    As grateful as Priloe might be, he can't imagine why Hoffen would give up his family to go careening around the stars, when family is all he's ever wanted.A chance encounter with Silver, Liam's mother, offers Priloe a new life on the family's asteroid mining operation. He seizes the opportunity, not realizing that trouble is just around the corner. Before he has his feet under him, he's dragged into a mystery at an abandoned mining claim.Though just a kid, Priloe has a lifetime of difficult decisions behind him, but those he faces now could well separate him from the family he's desperate to join. When another's life hangs in the balance, he must make a choice, no matter the consequences.Life of a Miner is a quick, enjoyable read that was originally conceived, written, and released on Jamie McFarlane's blog at fickledragon.com.Interview with the AuthorQ - What exactly makes the Privateer Tales series special?A - When I set out to write Privateer Tales, I wanted to create a modern take on the SF books I read as a teenager and that I still love reading today. My focus is, therefore, space opera with a heavy emphasis on starships, pirates, space combat, inter-galactic travel and exciting, sometimes unexpected technology, all with a strong sense of exploration and discovery.Privateer Tales stories have a strong component of evolving relationships between the members of the crew and the people they encounter. Throughout the series, we continually pick up new crew members; some stick around while others are only aboard for a short time.Mostly, I want to feel like I'm right there with my characters - exploring new worlds, interacting with alien species and sailing through the deep dark of space on an important mission.Q - What order should I read the books in?A - While each story is written to be a complete, no-cliffhanger adventure, following the numeric series order will be helpful. We're constantly adding crew, switching ships and discovering new planets and species. There are several shorter stories that are quick reads and focus on specific events outside of our hero's view. The following order is recommended: Rookie Privateer Fool Me Once Parley Big Pete (order is unimportant) Smuggler's Dilemma Out of the Tank Cutpurse Buccaneers A Matter of Honor Give No Quarter Q - So, why should readers give these books a try?A - Privateer Tales stories are a great mix of space opera, exploration, fleet combat, colonization and just plain old action and adventure. Listen to what other readers have said:"The books are well written, highly entertaining, and the plots are both interesting and imaginative." - Amazon Reader"Fun stories, interesting characters, action and best of all, some fun to go with the drama and serious situations. " - Amazon Reader"Good basic science fiction which is hard to come by these days." - Amazon ReaderQ - Can readers try the series before fully committing?A - Sure.

Curse of the Azure Bonds


Jeff Grubb - 1989
    

Guide to the Technocracy


Phil Brucato - 1999
    We influence every aspect of human society. We protect the Earth from the aliens without and the deviants within. Through order, science and technology, our conventions shape the course of the furure and catalog the wonders of the cosmos. We are there whenever someone uses a tool. We create the advancements that protect and comfort humanity. We decide how tomorrow improves beyond today. If you are ready to shape the world and willing to sacrifice yourself for humanity, you can be one of us.One World, One UnionAll the information needed to run a Technocracy - based Chronicle: Technocracy characters, new Abilities, Devices and Procedures, Technocratic organization and more. Explore the defenses of Technocratic bases, their corridors of political power and their hopes for the future. Discover how they deal with supernatural threats and what wonders they uncover. Learn the Union's beliefs and goals, and how it plans to empower all of humanity.

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

The Vampire Player's Guide


Andrew Greenberg - 1991
    A large portion of the book's text is reprinted, updated, and revised from the previous version of the Players Guide to fit the Second Edition's rules and formatting style. Notable among the new content in this edition of the Players Guide is the introduction of two new bloodlines, the Daughters of Cacophony and the Samedi, along with their respective signature Disciplines.

Galactic Empire Wars: The Beginning Books 1-3


Raymond L. Weil - 2016
    Weil comes a chilling story of the future.To the Kleese, the Earth is nothing more than a planet full of conscripts to be used to fight in their numerous wars of aggression against other planets. The Kleese are one of several large Galactic Empires that control the majority of the galaxy. To them, Earth is a dangerous planet due to the aggressiveness of the humanoid species that inhabits it. This is a species that cannot be allowed to spread out into the galaxy. Once they have taken their handful of conscripts, the planet will be destroyed.Unknown to the Kleese, their attack against the human homeworld will ignite a war that will spread across the known galaxy. Billions will die in their quest to free themselves from the heartless alien race. Can the human race rise up and lead the few worlds willing to fight against the Kleese? Find out in the Galactic Empire Wars.

Elite: The Dark Wheel


Robert Holdstock - 1984
    Written by well-known fantasy author Robert Holdstock it describes the quest of Alex Ryder, a newly-qualified pilot, to exact revenge for his father's death at the hands of a paid assassin. Along the way he is assisted by the enigmatic Rafe Zetter who links him up with a fugitive pilot who also wishes to eliminate the killer of Alex's father, but for her own reasons.All in all, a good story which, though spoiled by a few irritating character traits and a number of typographical errors, sets up the Elite universe in a cohesive manner.It also covers the combat and trading sides of Elite and the general nature of trading between different systems, buying what's cheap on one world and selling it wherever the demand is sufficient to keep the price high.Interestingly, the back of the BBC novella states that a sequel was planned for publication in 1985, but as far as I know this never came to fruition. Later editions of The Dark Wheel, included in the Sinclair Spectrum and Commodore 64 versions amongst others, sported new artwork

The Rise of Tiamat


Alexander Winter - 2014
    The battle becomes increasingly political as opportunities to gather allies and gain advantage present themselves. From Waterdeep to the Sea of Moving Ice to Thay, it is a race against Evil. Succeed or succumb to the oppression of draconic tyranny. Win or lose, things will never be the same again. • The second of two adventures in the Tyranny of Dragons™ story arc, The Rise of Tiamat provides everything a Dungeon Master needs to create an exciting and memorable adventure experience. • Fans of the Dungeons & Dragons® Roleplaying Game can get a sample of what this product has in store for them through the D&D Encounters™ in-store play program. • Adventure design and development by Kobold Press.

Star Brigade: Quartet (Star Brigade Books 1-4)


C.C. Ekeke - 2018
    Ekeke's bestselling Star Brigade Series At the dawn of the 25th century, Star Brigade was an elite military unit in the Galactic Union, and Habraum Nwosu one of its best soldiers. Until a deadly ambush massacred his team and Star Brigade’s reputation. BUT THE UNION STILL NEEDS HEROES Extremist threats and old enemies return from the fringes of space to threaten the Galactic Union’s inhabitants. FAILURE IS NOT AN OPTION Now Habraum must rebuild the Brigade from scratch with a dwindling roster of untested recruits, all while fighting to protect the Union he serves with his own shoot-first, punch-next brand of justice. The Star Brigade Quartet contains the FIRST FOUR books in the series, a prequel novella and several exclusive short stories for a discounted price. 300+ five-star reviews, 1500+ pages of space battles, supersoldier combat, and heart-pounding intergalactic intrigue. Find out why readers are so enthralled by this riveting science fiction saga.

Dungeon World


Sage LaTorra - 2012
    You and your friends will explore a land of magic and danger in the roles of adventurers searching for fame, gold, and glory.Dungeon World rules are easy to learn and always drive the story forward in unexpected ways. A missed roll is never a dead end--failure introduces new complexities and complications. Life as an adventurer is hard and dangerous but its never boring!Designed to be ready for you to hack, remix, and build new content, Dungeon World includes systems for changing everything to suit your group including creating new races, classes, and monsters.To play, you'll need this rulebook, 3-5 players, some polyhedral dice, and 1-4 hours.Explore fantasy adventure roleplaying in a whole new way with Dungeon World!