Symbaroum


Mattias Johnsson - 2015
    Visit the barbarian clans to trade or to plunder their treasuries. Establish a base of power among princes, guilds or rebellious refugees in the capital city of Yndaros. Or survive encounters with Arch Trolls, dark-minded Blight Beasts and undead warlords. But whatever you do, never ignore the warnings spoken by the wardens of the forest: tread carefully and do not disturb the ruins of old, for the dark deep of Davokar is about to awaken.

Arbiter of Worlds: A Primer for Gamemasters


Alexander Macris - 2019
    This primer will teach you how to build living, breathing worlds for your players to explore; how to host game and manage game sessions; and how to create powerful experiences of adventure that your players will talk about for years to come. Learn the secret to becoming a judge, an adversary, a worldbuilder, and a storyteller and become an arbiter of worlds! “Every Macris campaign starts with a rich, open world; the edge of a massive map; and the ability to find adventure in any direction. After playing in a dozen of his campaigns, I can assure you that Macris is the best prepared, most thorough GM on the prime material plane. He balances “deadly adversary” and “the party’s greatest supporter” perfectly. I’ve been lucky to contribute to some renowned video game worlds, and to discus world design with some of the most accomplished writers alive. And I’m honestly not sure there’s been someone more thorough at and passionate for world building than Macris since ... maybe Tolkien? (Okay, maybe G.R.R. Martin, but he’s not as organized or efficient.) It takes organization, creativity, and careful technique to build a massive world efficiently and deliver it effectively, and Macris can show you how he does it.” - Dr. Michael Capps, award-winning videogame executive, writer, designer (*Gears of War*, *Fortnite*, *Unreal Tournament, Unreal Championship*) “Armed with decades of experience as both a player and a designer, Macris cuts to the marrow with razor sharp insights in an unapologetic and often painfully insightful analysis of every imaginable facet of being a Game Master. From implication of play inherent in a game’s design, to world building, to the often delicate nature of unspoken social contracts inherent in the hobby, the guidance found in Arbiter of Worlds is a much-needed breath of fresh air to veterans of the hobby and a forged-in-the-fire bootcamp for those taking their first steps behind the screen.” - James M. Spahn, Ennie and Origins Award Winning RPG designer “A superb read. He makes his points the way you would expect a Harvard-trained lawyer to do. If you read this book, you are going to come out knowing real things you did not know before that will help you run games at the table…” - Courtney Campbell, Hack & Slash

Anakisha's Dragon


Eileen Mueller - 2021
    A dashing dragon rider in the right place at the wrong time. And an unlikely pirate captain with nothing left to lose.Being a dragon rider is not in Anakisha’s plans. And Anakisha’s stubborn. She’s not giving up her dreams anytime soon.When Anakisha’s brother is murdered by a gang, she joins the Night Wings, a team of local vigilantes, and takes to the streets to avenge him. With a soft spot for defending underdogs, she’s found her niche.The Night Wing’s leader is the dreamy golden-haired son of the village arbitrator — a fine catch. If she can impress his father, she can marry him and improve her family’s fortune. But the underbelly of Fieldhaven is rife with politics and deceit. Although Anakisha is good with a bow and a dagger, she’s not always the best judge of character…And her plans do not include a dragon.But then, the King’s Rider appears on his sleek onyx dragon.And a bloodthirsty pirate captain rises to power, spreading terror on the Naobian Sea.Leaving Anakisha torn between her dream and her duty…

Monsterhearts


Avery Alder - 2012
    When you play, you explore the terror and confusion that comes both with growing up and feeling like a monster.Based on the Apocalypse World engine, this is a game with emergent story, messy relationships, a structured MC role, and a focus on hard choices.It’s designed to evoke stories like True Blood, Buffy the Vampire Slayer, Ginger Snaps or The Twilight Saga. If you like supernatural romances, or stories of monstrosity and personal horror, or if you just like watching sexy people ruin their lives, then you’ll love this game.

The Forgotten Temple Of Tharizdun


E. Gary Gygax - 1982
    It contains background information, referee's notes, encounter keys, outdoor and dungeon level maps, and new monsters and treasures. While it is designed to interface with THE LOST CAVERNS OF TSOJCANTH, this module is capable of standing alone. Likewise, while it is played within the Greyhawk Campaign, it can easily be adapted to play in any individual campaign which employs the ADVANCED DUNGEONS & DRAGONS game system.

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.

RuneQuest


Steve Perrin - 1978
    These early chapters show the secret workings of the 'world machine.'• Combat Skills - contains information on use, cost, training, and problems with weaponry. It provides a unique combat system free of ambiguities.• Battle Magic - everyday spells available to all characters. You can enhance weapons or armor, detect items, or combat spirits• Other Skills - available in a wide variety are such useful personal skills as Riding, Tracking, and Picking Pockets.• Rune Magic - provides spells which deliver the power of the the gods to their devoted followers; also discusses the cults which channel such powers and the deadly tribal shamans.• Monsters — from Aldryami to zombies, this extensive chapter gives stat' guidelines for a menagerie of beast (dumb and smart) which can menace players and make life difficult.• Treasure - there are complete guidelines for compiling treasure which is commensurate with the comparative 'toughness' of the monsters to be dealt with.• Referee Notes - useful guidelines for the novice or professional referee, including optional rules.• Charts and Tables - included are play-aids for running a campaign in the Dragon Pass area; among others are encounter, reaction, and experience tables.• Convenient Pull-outs - the center sheets of the book make up a digest of the most important charts, tables, rules, and procedures, which can be lifted from the book for easy access.

The Sword and the Spirits


Robert Denton III - 2018
    Trained as a samurai warrior, she was to be the bodyguard of Isawa Tadaka, a powerful shugenja—and the man she loved. Although her new duties have drawn them apart, she refuses to stand by and watch as Tadaka falls to the darkness within him.Tsukune follows Tadaka north to Cliffside Shrine, home of the Kaito family, where he is investigating the mysterious death of a prominent priestess. All around them, the shrine shows signs of decay and desecration, and the wards that for centuries have bound an evil demon are fraying. What secrets are the Kaito family keeping? And can Tsukune save Tadaka from descending down a dark path before it’s too late?

13th Age Core Book


Rob Heinsoo - 2013
    The core rules for the 13th Age roleplaying game.

Sticky White Mess: A Love Story


Robert Bevan - 2014
    He attempts to teach her how to "work some magic". Can he and his friends help her "earn some experience"?

The Academy Journals First Trilogy Box Set: Books 1-3 of the Academy Journals


Garrett Robinson - 2016
     At the age of six, Ebon Drayden discovered he was an alchemist—a wizard who can transform matter with a simple touch. But his father forbade him to use his magic, and kept him from attending the Academy where he could learn to use it. Just before his seventeenth birthday, Ebon’s aunt enrolls him in the Academy against his father's wishes. Now at last he has the chance to use the magic he has so desperately yearned to control. But his family's dark name plagues him. His very presence terrifies the other students. Teachers regard him with suspicion. And before long, he is drawn into a scheme that spans all the nine kingdoms of Underrealm. THE ALCHEMIST'S TOUCH (Book 1) Distrusted by his fellow students and spurned by his instructor, Ebon is drawn into one of his family's shadowy schemes. It begins innocently enough—a package delivered to a tavern in the dead of night—but soon even his own kin suspect him of playing both sides against the middle. His only allies are two other outcasts within the citadel. With their help, he hopes to uncover the truth of the conspiracy—but his family's cruel bodyguard may not have Ebon's best interests at heart. THE MINDMAGE’S WRATH (Book 2) The High King’s Seat reels from a devastating attack. Those within the Academy attempt to resume their studies, all the while haunted by the empty chairs of those who died in the fighting. But the Academy is not yet safe. A murder shocks students and instructors alike to the core. And while the faculty hunt for the culprit, Ebon senses another fatal conspiracy brewing in the very bowels of the citadel. Someone has been stealing artifacts of immeasurable power, and only Ebon and his friends have any hope of stopping them. THE FIREMAGE’S VENGEANCE (Book 3) The Academy killer has escaped, and now holds the Dean’s son captive. Ebon and his friends want to save the boy—but their danger is even more personal, for the killer desires revenge against them. As the Dean grows increasingly suspicious of Ebon himself in the kidnapping, and the recent murders, he must play a deadly game of cat and mouse. For if anyone discovers the secret that Theren is forced to hide, it will mean a slow death under the knives of Mystics for Ebon and all his friends… Grab your box set now and save 40% off buying the individual books!

Book Three: Part 1 The Dusk of Hope


Sean Fay Wolfe - 2016
    Book Three Part 1 the Dusk of Hope

Never Unprepared: The Complete Game Master's Guide to Session Prep


Phil Vecchione - 2012
    To our knowledge, this is the first book entirely devoted to the process of prepping for tabletop RPGs.Never Unprepared breaks game prep down into its component phases—Brainstorming, Selection, Conceptualization, Documentation, and Review—and provides the tools you need to make the most of each phase. If you hate prep, you’ll find ways to make it more enjoyable. If you already have a great system for doing your prep, you’ll learn how to make it even better. Ten years in the making, Never Unprepared is award-winning author Phil Vecchione’s epic rock ballad to game prep.

Agent of the Imperium: A Story of the Traveller Universe


Marc W. Miller - 2015
    In the service of the Empire, he has killed more people than anyone in the history of Humanity, to save a hundred times as many. He died centuries ago, but they re-activate his recorded personality whenever a new threat appears. When the crisis is over, they expect he will meekly return to oblivion. He has other ideas. The chronicle of Bland reveals secrets of the history of the star-spanning Third Imperium and spans 400 years from early Imperium (about year 300) through the mid-post Civil War period (about year 700) touching known and unknown events you may have encountered in your own reading of the Imperium: everyday events, political intrigue, deadly dangers, Arbellatra, Capital, Encyclopediopolis, the Karand's Palace, and a Tigress-class Dreadnought. If you know the Traveller science-fiction role-playing game, then some of this is already familiar; if not, no matter; this story introduces the vast human-dominated interstellar empire of the far future in ways only the designer and chronicler of this particular universe can.

Magic Astray


Gregory L. Mahan - 2013
    But the elves turn out to be more dangerous than he bargained for, seeking to rip open the veil between Tallia and Llandra and unleash swarming hordes of unspeakable horrors. Even worse, Berry seems to be on their side!Determined to stop them, Randall races against time to find the one artifact that can save Tallia, or destroy it.