The Cowboy Megapack: 25 Western Tales by Masters


Johnston McCulleyCarmony Gove - 2012
    Howard (creator of Conan the Barbarian), Clarence E. Mulford (creator of Hopalong Cassidy), and many more.The western tales are:“A Texan Rides the Trouble Trail,” by Johnston McCulley “Sixguns to Bowie,” by Robert J. Hogan “The Drive,” by Clarence E. Mulford “Thieves of Black Rock Desert,” by Bill Anson “Long Sam Jumps the Devil,” by Lee Bond “Gun-Whipped!,” by Carmony Gove “Easy Money,” by Ben Frank “The Trail Trap,” by T. W. Ford "Ride Proud, Rebel!" by Andre Norton “Long Sam Collects,” by Lee Bond “Mitigating Circumstances,” by Lon Williams “Night of the Thirteenth,” by J. Allan Dunn “A Lonely Ride,” by Bret Harte “Trumpets West!” by Luke Short “Pay Out West," by Thomas Thursday The Virginian, by Owen Wister “The Spirit of the Range,” by B. M. Bower “Mountain Man,” by Robert E. Howard “Guns of the Mountains,” by Robert E. Howard “Don’t Frame a Red Head,” by Clarence E. Mulford “Ranger Out of Bounds,” by Johnston McCulley “Ranger Style,” by J. Allan Dunn “Plumb Amusing,” by Jackson Cole “Long Sam’s Singing Six-Guns,” by Lee BondAnd don't forget to search this ebook store for "Megapack" to see other volumes in this series, from westerns to science fiction to ghost stories to mysteries...and many more!

Warhammer Fantasy Roleplay


Hogshead Publishing - 1986
    On the surface, it is a civilized and cultured place, where only the occasional conspiracy, assassination, revolution or invasion by orcs, goblins, beastmen, or mutants disrupts the feudal order. Yet a shadow hangs over the world, cast by the corrupting hand of Chaos. From the Imperial court in Altdorf to the pirate-ridden coast of south Tilea, a few heroes strive to hold back the forces of howling Chaos, while it's hidden servants scheme from within to bring the world to it's knees before the Dark Gods." Warhammer FRP is a role-playing game set in the Warhammer world, a background developed by Games Workshop and used in the best-selling Warhammer Fantasy Battles and Warhammer Quest games. The three games are compatible, and characters can be transferred between them with a little fiddling. The Warhammer world is a grim place of perilous adventure. It's a little like Europe at the time of the early Renaissance, with all its corruption, villainy and opportunities for adventure; but this is a world of inhuman races, wizards, mutants, terrifying monsters and the dread shadow of Chaos, which stretches over the entire land. In WFRP, Chaos is not just a force of nature, but a living, malevolent thing supported by demonic princes who will not rest until the entire world has been enslaved or destroyed. It's a dark game with an atmosphere of psychological and visceral horror, and a subtle seam of dark humour at its heart.

Deathwatch Core Rulebook


Ross Watson - 2010
    Only the most exceptional candidates from the fighting forces of the Adeptus Astartes are invited to join the Deathwatch, and take on a new oath to safeguard the Imperium from the darkest of threats. United in this newly forged brotherhood, all Deathwatch Marines must learn to put aside their differences and work together to succeed in the most extraordinary operations - whether facing the threat of total annihilation when confronted by implacable alien foes, or fighting against the foul daemon menace that crawls forth hungrily from beyond the Warp. Deathwatch offers a brand-new roleplaying experience by focusing on elite, special-missions style action at the furthest fringes of Imperial space, involving some of the greatest heroes and deadliest opponents the Warhammer 40,000 universe has to offer!

Al-Qadim: Arabian Adventures


Jeff Grub - 1992
    

The Werewolf Player's Guide


Justin AchilliEthan Skemp - 1998
    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.At last! The long-awaited revision of the classic Werewolf Players Guide, this second edition is packed with information on the Garou, their packs, moots, caerns and duels. Also detailed are the other shapeshifters, from the merciless weresharks to the sagacious werecats. Includes plenty of Gifts, rites, fetishes, talens and totems, as well as expanded combat systems and essays on understanding the world of Werewolf: The Apocalypse.

Mage: The Awakening


Bill Bridges - 2005
    And for it, they were flung down into the world of clay, their minds clouded by ignorance. Only a bare few remember their birthright—the power of magic. If they cannot claim the heavens, they will make their own kingdoms on Earth. A Storytelling Game of Modern Sorcery • Provides everything you need to tell your own stories in the occult world of the Awakened, including details of the various orders and paths of magic, and many secrets of the World of Darkness. Requires the World of Darkness rulebook for play. • Presents the most comprehensive and freeform magic system ever achieved in gaming, allowing characters to cast nearly any spell imaginable. • Features Boston as a fully fleshed-out, ready-to-play setting. • Features artwork by the acclaimed Michael Kaluta.

Princes of the Apocalypse


John-Paul Balmet - 2015
    Are these events all some bizarre coincidence, or is there a deeper reason behind them?Working through its prophets, the Elder Elemental Eye has emerged to spread chaos across the Forgotten Realms. How will the adventurers prevent absolute devastation?A Dungeons & Dragons adventure for characters of levels 1-15

The Adventures of The Lone Jack Kid


Joe Corso - 2013
    Ride along with Jesse and Frank James and the Younger brothers as they share in the adventures of The Lone Jack Kid.This was wartime and men lived and died fighting their enemy . . . and sometimes they died fighting each other. Cole looked at the men, raised his hand, and said in a voice loud enough for everyone in the room to hear, “Don’t do it, boys. Sturman was a yellow cur, and a deserter, and you don’t have to die trying to avenge the likes of him.There were seven Indians and they were standing around two semi-naked white women who appeared to be a mother and daughter. Charlie took a deep breath and let it out slowly. Then he aimed - - and fired, and fired, and fired again, repeatedly. He dropped four of the Indians before they knew what hit them. Then he charged into the clearing and shot another Indian reaching for his gun.“My name is Charles Longstreet.” The men looked at each other as recognition set in. “You’re the Lone Jack Kid?” The Kid smiled. “The one and only.” He pulled his hat off of his head and waved it in the air, then he gave the Rebel yell. “See you money grubbers in hell, boys.” He jerked the reins, and nudged Comet with his heals. She turned her head and leaped into the bubbling stream with water as high as the stirrups, and dashed across, splashing tendrils of water high in the air on both sides of her. It was an impressive display of horsemanship, and the toll collectors watched with grudging admiration.

GURPS Fantasy


William H. Stoddard - 2004
    It discusses the genre in depth - with all its subgenres and inspirations (myth, novels, movies, etc.) - letting you design just the kind of fantasy setting that you want.GURPS Fantasy gives detailed, concrete advice - from the basics of the landscape itself, through its inhabitants and cultures, to the details of believable histories and politics. It also examines the nature of supernatural forces, and discusses the impact of wizards, monsters, and gods. And, of course, it looks at the many different ways that magic and users of magic can work in a fantasy world. And, perhaps most importantly, it advises GMs and players alike on the kinds of characters appropriate to fantasy - including ordinary folks, people with fantastic powers, and nonhumans.Whether your model is Tolkien, Jordan, or Leiber, this book will let create a town, a country, or an entire world. Like all Fourth Edition books

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 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.