Book picks similar to
Mistborn Adventure Game: Alloy of Law by Alex Flagg
rpg
humble-bundle
fantasy
brandon-sanderson
The Complete Bard's Handbook
Blake Mobley - 1992
The Complete Bard's Handbook gives you everything you need to create a bard the world will never forget!
Darkness Falls
Erin Kellison - 2014
He finds the undeniably gifted Jordan Lane, but she’s wary of mysterious Rook and resists his pursuit as long as she can. When the dreamwaters they enter are too exhilarating to resist, their attraction explodes into passion. But delving too deep stirs a nightmare—one they must defeat together, or be forever lost to darkness. Fans of paranormal romance and bad boys, get ready for a dark, sexy plunge into fantasy and desire. The Reveler Series is set in a contemporary world in which people can indulge in Rêve, or shared dreaming—a pop culture phenomenon sweeping the world. Imagine being able to fall asleep at night, only to wake in a dream world, one in which you are lucid and in control—where you can be anything you want to be and do anything you like. But you must be careful…dreaming can be as dangerous as it is seductive.
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.
Pathfinder Roleplaying Game: Mythic Adventures
Jason BulmahnTracy Hurley - 2013
Many adventurers pick up swords or call upon strange powers in times of trouble, yet only a few are chosen by fate or the gods to change the course of history. These are mythic heroes—legendary figures whose every footstep shakes the heavens. With Pathfinder Roleplaying Game: Mythic Adventures, it's your turn to change the world. Choose a mythic path and take on unbelievable powers by completing mythic trials tied to your character's story. Each mythic path works in parallel with your character class, allowing you to continue advancing in your chosen calling even as you seek a greater destiny. Best of all, you can start playing a mythic character at any point—even as early as 1st level!Pathfinder Roleplaying Game: Mythic Adventures is a must-have companion volume to the Pathfinder RPG Core Rulebook. This imaginative tabletop game builds on more than 10 years of system development and open playtests 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 a new era.Pathfinder Roleplaying Game: Mythic Adventures is a 256-page hardcover book that includes:- Complete rules for playing mythic characters of six different paths: archmage, champion, guardian, hierophant, marshal, and trickster.- New mythic feats for every class, such as Powerful Shape, which allows druids to transform into enormous animals, or Deadly Stroke, which lets a mythic character dispatch even a formidable enemy with a single blow.- A whole grimoire of new and supercharged spells. Bring down a castle with a mythic meteor swarm, transform the landscape with terraform, or make every memory and record of someone disappear with mythic modify memory!- Tons of monsters enhanced with mythic abilities and ready to challenge your heroes, from dragons to vampires!- A hoard of new mythic magic items and artifacts. Brandish the sword of inner fire, capable of burning even elemental creatures, or turn your enemies to stone with the medusa-headed shield aegis!- A complete mythic adventure for 7th-level characters.- Advice on running a mythic game and forging your own legends.... and much, much more!Cover art by Wayne Reynolds
The Elder Scrolls V: Skyrim - The Skyrim Library, Vol. I: The Histories
Bethesda Softworks - 2015
Lavishly illustrated and produced, these titles are straight out of the world of Skyrim - and a must for any wandering adventurer.
Bioshock and Philosophy: Irrational Game, Rational Book
Luke Cuddy - 2015
BioShock and Philosophy: Irrational Game, Rational Book presents expert reflections by philosophers (and Bioshock connoisseurs) on this critically acclaimed and immersive fan-favorite. Reveals the philosophical questions raised through the artistic complexity, compelling characters and absorbing plots of this ground-breaking first-person shooter (FPS) Explores what BioShock teaches the gamer about gaming, and the aesthetics of video game storytelling Addresses a wide array of topics including Marxism, propaganda, human enhancement technologies, political decision-making, free will, morality, feminism, transworld individuality, and vending machines in the dystopian society of Rapture Considers visionary game developer Ken Levine's depiction of Ayn Rand's philosophy, as well as the theories of Aristotle, de Beauvoir, Dewey, Leibniz, Marx, Plato, and others from the Hall of Philosophical Heroes
Ever Shade
Alexia Purdy - 2011
A dark twist on faeries. For Shade, a chance meeting with a powerful Teleen faery warrior who wields electrical currents and blue fires along his skin, has her joining him on a treacherous mission for the good Seelie Faerie Court across the land of Faerie. Paperback includes the prequel: Evangeline. Books in this series: Prequel: Evangeline, Book 1: Ever Shade, Book 2: Ever Fire, Book 3: Ever Winter, Book 3.5: The Cursed, Book 4: Ever Wrath, Book 5: History of Fire, Book 6: Ever Dead, Book 7: Legends of Fire, Book 8: Guardians of Fire
The Best of Michael Moorcock
Michael Moorcock - 2009
In this definitive collection, discover the incomparable stories of one of our most important contemporary writers.These exceptional stories range effortlessly from the genre tales that continue to define fantasy to the author’s critically acclaimed mainstream works. Classic offerings include the Nebula Award–winning novella “Behold the Man,” which introduces a time traveler and unlikely messiah that H.G. Wells never imagined; “The Visible Men,” a recent tale of the ambiguous and androgynous secret agent Jerry Cornelius; the trilogy “My Experiences in the Third World War,” where a Russian agent in an alternate Cambodia is powerless to prevent an inevitable march toward nuclear disaster; and “A Portrait in Ivory,” a Melibone story of troubled anti-hero Elric and his soul-stealing sword, Stormbringer. Newer work handpicked by an expert editing team includes one previously unpublished story and three uncollected stories.
Turned
Morgan Rice - 2011
The one ray of light in her new surroundings is Jonah, a new classmate who takes an instant liking to her.But before their romance can blossom, Caitlin suddenly finds herself changing. She is overcome by a superhuman strength, a sensitivity to light, a desire to feed--by feelings she does not understand. She seeks answers to what’s happening to her, and her cravings lead her to the wrong place at the wrong time. Her eyes are opened to a hidden world, right beneath her feet, thriving underground in New York City. She finds herself caught between two dangerous covens, right in the middle of a vampire war.It is at this moment that Caitlin meets Caleb, a mysterious and powerful vampire who rescues her from the dark forces. He needs her to help lead him to the legendary lost artifact. And she needs him for answers, and for protection. Together, they will need to answer one crucial question: who was her real father? But Caitlin finds herself caught between two men as something else arises between them: a forbidden love. A love between the races that will risk both of their lives, and will force them to decide whether to risk it all for each other…
Ten Candles
Stephen Dewey - 2015
It is played by the light of ten tea light candles which provide atmosphere, act as a countdown timer for the game, and allow you to literally burn your character sheet away as you play. Ten Candles is described as a "tragic horror" game rather than survival horror for one main reason: in Ten Candles there are no survivors. In the final scene of the game, when only one candle remains, all of the characters will die. In this, Ten Candles is not a game about "winning" or beating the monsters. Instead, it is a game about what happens in the dark, and about those who try to survive within it. It is a game about being pushed to the brink of madness and despair, searching for hope in a hopeless world, and trying to do something meaningful with your final few hours left. Ten Candles may be played with any number of players and one gamemaster. It takes between 2-4 hours for an average session. While there are some components that need to be gathered to run a game (such as ten tea light candles), the game requires no addition preparation by the gamemaster. The setting of Ten Candles will change game to game as the gamemaster selects different "modules" to run for an ever-changing lineup of doomed characters and scenarios for them to play within. The antagonists of the game also change, leaving you to fight nightmares in one session only to fight sentient shadows, bloodthirsty clowns, or the gods themselves in the next. Every session of Ten Candles is unique and will present an entirely new tragic story for you to tell.The standard setting of Ten Candles is this: Ten days ago the world went dark. The sky betrayed you. The sun vanished. The fall into chaos was sudden and predictable. The world was filled with riots and fear. You were told that the sun was not gone, and that it was still out there beyond that black sky. Order returned. Five days ago, They came. Now the lights flicker low and the dark is where They hunt. Now you can hear the screams. Now They're coming for you. Keep moving. Don't lose hope. And stay in the light.
Dungeons and Dragons and Philosophy: Read and Gain Advantage on All Wisdom Checks
Christopher Robichaud - 2014
A series of accessible essays reveals what the imaginary worlds of D&D can teach us about ethics, morality, metaphysics and more.Illustrates a wide variety of philosophical concepts and ideas that arise in Dungeons & Dragons gameplay and presents them in an accessible and entertaining manner Reveals how the strategies, tactics, improvisations, and role-play employed by D&D enthusiasts have startling parallels in the real world of philosophy Explores a wide range of philosophical topics, including the nature of free will, the metaphysics of personal identity, the morality of crafting fictions, sex and gender issues in tabletop gameplay, and friendship and collaborative storytelling Provides gamers with deep philosophical insights that can lead to a richer appreciation of D&D and any gaming experience
The Executioness
Tobias S. Buckell - 2011
But someone else will pay. Every time a spell is cast, a bit of bramble sprouts, sending up tangling vines, bloody thorns, and threatening a poisonous sleep. It sprouts in tilled fields and in neighbors' roof beams, thrusts up from between street cobbles, and bursts forth from sacks of powdered spice. A bit of magic, and bramble follows. A little at first, and then more--until whole cities are dragged down under tangling vines and empires lie dead, ruins choked by bramble forest. Monuments to people who loved magic too much.In paired novellas, award-winning authors Tobias Buckell and Paolo Bacigalupi explore a shared world where magic is forbidden and its use is rewarded with the axe. A world of glittering memories and a desperate present, where everyone uses a little magic, and someone else always pays the price.Magic has a price.In Khaim, that price is your head if you’re found using it. For the use of magic comes with a side effect: it creates bramble. The bramble is a creeping, choking menace that has covered majestic ancient cities, and felled civilizations. In order to prevent the spread of the bramble, many lose their heads to the cloaked executioners of Khaim.Tana is one of these executioners, taking the job over from her ailing father in secret, desperate to keep her family from starvation. But now her family has been captured by raiders, and taken to a foreign city.So Khaim’s only female executioner begins a quest to bring her family back together. A bloody quest that will change lives, cities, and even an entire land, forever. A quest that will create the legend of The Executioness.
The Doom Brigade
Margaret Weis - 1996
The fearless draconians of the War of the Lance have retired from the field of battle to a pleasant valley in the Kharolis Mountains. Well, it would be pleasant, if it weren't for some dwarves, whose irritating feuding prevents the draconians from realizing their greatest hope -- the ability to continue their doomed race. When the dwarves discover a map leading to a fortune buried in the dwarven kingdom of Thorbardin, the draconians are swept up in a feverish race for treasure. Little do both sides realize that they are part of the strange and terrible destiny descending upon Krynn during the Summer of Flame. A destiny that includes the children of Chaos ... the fire dragons! The Doom Brigade is the first installment in The Chaos War series, stories set during the war of the Dragons of Summer Flame, the "New York Times" best-selling novel co-authored by Margaret Weis.
To Conquer Chaos
John Brunner - 1964
It had been there so long that it was endured, as were the twisted monsters that wandered out of the barrenland and killed.Conrad, living on the dge, had visions of a time when the barrenland was a rich region full of powerful, magical people- people who travelled to other worlds. He was ruled by a burning need to know what none could tell him: the explanation of the mysterious visions that had plagued him all his life.Then he met Jervis Yanderman, a soldier who knew of these visions. Yanderman was convinced there was an island in the barrenland where people still clung to life...
Kobold Guide to Worldbuilding (Kobold Guides to Game Design)
Janna SilversteinMichael A. Stackpole - 2012
It took startling leaps of imagination as well as careful thought and planning to create places like these: places that readers and players want to come back to again and again.Now, eleven of adventure gaming's top designers come together to share their insights into building worlds that gamers will never forget. Learn the secrets of designing a pantheon, creating a setting that provokes conflict, determining which historical details are necessary, and so much more.Take that creative leap, and create dazzling worlds of your own!Essays by Wolfgang Baur, Keith Baker, Monte Cook, Jeff Grubb, Scott Hungerford, David "Zeb" Cook, Chris Pramas, Jonathan Roberts, Michael A. Stackpole, Steve Winter, with an introduction by Ken Scholes.