The Blood Books, Volume II


Tanya Huff - 2006
    Now, brought to the Egyptology Department of Toronto’s Royal Ontario Museum, the seals and spells that imprisoned him chipped away from his discoverers, he has reached forth to claim the minds and souls of Toronto’s unsuspecting citizens. And only three people had any sense that something was wrong…For Henry Fitzroy, it began with terrifying images of the sun, a marker of death for a vampire. Fearing for his sanity, he turns to his sometimes-lover, private investigator Vicki Taylor, for help. As the two struggle to cope with Henry’s obsession, Vicki’s closest friend and former partner Mike Celluci, is following up on two mysterious deaths at the museum, certain that a force from beyond the grave is responsible for everything.Blood Pact Vicki Nelson has suffered a tragic loss—one that may prove to be more horrifying than she ever imagined… Vicki Nelson has received the call that no daughter ever wants to receive—that her mother has died. Marjory Nelson’s coworkers at the Queen’s University Life Science Department told her that she suffered a heart attack, and that they’d be waiting for Vicki to arrive in Kingston to make the funeral arrangements. But what begins as a personal tragedy turns into the most terrifying case of Vicki’s career, when her mother’s body disappears mysteriously from the funeral home. Someone at the University is determined to learn the secret of life after death…and they’ve decided to make Vicki’s mother part of their horrifying experiments.

Shadowrun


FanPro - 2005
    The world is not only Awakened -- it's wired. Cyber and bioware implants make your meat body better-than-flesh, while the wireless Matrix enhances your perceptions with hyper-real senses. Deals are made in steel and lead more often than gold or nuyen; success and failure live only a razor's edge apart. Creatures of myth and legend walk the streets, while the arcane skills of spellslingers are in high demand. Above it all, monolithic megacorps bleed the world dry, sabotaging each other in covert cutthroat competition as they go to war over the bottom line You're a shadowrunner, a street operative, scratching out a living on the mean sprawl streets. You may be human, elf, dwarf, ork or troll. From lethal street samurai to well-connected info brokers, spell-slinging mages or code-cracking hackers. No matter what, you're a -- professional corporate pawn or "deniable asset," -- you get the job done. Shadowrun, Fourth Edition offers a completely new rules system that is simple, integrated and accessible. The state-of-the-art has also been advanced, introducing a new level of augmented reality, new gear, new magical discoveries, and more. This hardcover rulebook contains all the rules gamemasters and players need to create characters and ongoing adventures set in the popular Shadowrun universe. Note that the Shadowrun, Fourth Edition will replace the Shadowrun, Third Edition rules set. Source material from previous editions will still be compatible.

Greyhawk Adventures


James M. Ward - 1988
    Learn about Greyhawk's deities, heroes, monsters, arcane items, magical spells, and much, much more. A book for lovers of Greyhawk and players of all fantasy role-playing games.

Hammerhal & Other Stories


David Annandale - 2017
    A great warhost of Tzaangor beastkin, creatures devoted to Tzeentch, the Architect of Fate, defile the once-verdant lands of Ghyran. All that opposes them are the noble Stormcast Eternals of the Hallowed Knights. Reforged in resplendent sigmarite and wielding the lightning of Azyr, few can stand against these heroes. But Tzeentch's followers are cunning, and as the Hallowed Knights wage bloody war, a second attack on the city of Hammerhal, which the Stormcasts are oath-sword to defend, is coming to pass. Both the warriors without and the hunters within the city must act fast or the truth about the Hexwood will undo everything they have fought so hard to protect.Also within this book is a host of awesome short stories giving you a flavour of the many warring armies that exist within the worlds of Warhammer Age of Sigmar.CONTENTSThe Keys to Ruin by David AnnandaleBeneath the Black Thumb and Great Red by David GuymerHeartwood by Robbie MacNivenAssault on the Mandrake Bastion, Hammerhal and The Prisoner of the Black Sun by Josh ReynoldsVengeance Eternal by Matt Westbrook

Rules Compendium


Chris Sims - 2007
    The definitive reference guide of Dungeons & Dragons(R) core rules.Tired of hauling all of your D&D rules supplements to the gaming table? Having trouble finding the rule you need? The Rules Compendium supplement takes all of the game's most important rules and presents them in a single comprehensive, easy-to-reference volume for players and Dungeon Masters.In addition to presenting the rules of the game, the Rules Compendium incorporates official errata as well as behind-the-scenes designer and developer commentary explaining how the rules system has evolved and why certain rules work the way they do.

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.

Delta Green


Dennis Detwiller - 1997
    Do you know who is pulling the strings? Delta Green knows. Things from beyond time and space that lurk and titter in the shadows, the slow rot at the core of humanity, the dark stars that whirl madly above- these are the true masters of the world. Delta Green has been fighting them since the 1928 Raid on Innsmouth, and the fight still rages on. This book is your weapon and your guide. The largest Call of Cthulhu sourcebook ever. Inside you will find the secret history of the 20th century, and the movers and shakers who are players in the game: Delta Green, the outlaw conspiracy working inside the U.S. government to fight the darkness; Majestic-12, the clandestine agency that cuts deals with aliens and reports to no one; Saucerwatch, a UFO study group closer to the truth than they know; the Karotechia, immortal Nazis who serve a risen Hitler; and The Fate, an occult criminal syndicate that knows where the bodies are buried. Plus: new skills, new spells, new weapons, new Mythos tomes, profiles of thirty-six real-world intelligence and law enforcement agencies, with character templates for each.A look at Mi-go biology, philosophy and operations, analysis of the Cthulhu Mythos in the modern day, a factual history of the U.S. intelligence and law-enforcement community, dozens of useful NPCs, campaign construction guidelines, two scenarios, a short campaign and more.

Darkness Rising: Complete Trilogy Collection: The Gathering, The Calling, The Rising


Kelley Armstrong - 2014
    First, her friend Serena, the captain of the swim team, drowns mysteriously in the middle of a calm lake. Then, one year later, mountain lions are spotted rather frequently around Maya's home—and her reactions to them are somewhat . . . unexpected. It doesn't help that the new bad boy in town, Rafe, has a dangerous secret, and he's interested in one special part of Maya's anatomy—her paw-print birthmark.The Calling: Now Maya and her friends have been forced to flee from their homes during a forest fire they suspect was deliberately set. Then they're kidnapped, and after a chilling helicopter crash, they find themselves in the Vancouver Island wilderness with nothing but their extraordinary abilities to help them get back home.The Rising: All Maya and her friends have is the name and number of someone who might be able to give them a few answers. Answers to why they're so valuable, and why their supernatural powers are getting more and more out of control. But Maya is unprepared for the truths that await her. And like it or not, she'll have to face down some demons from her past if she ever hopes to move on with her life

Exalted


Christopher Moeller - 2001
    The Empire of the Dragon-Blooded -- an invincible colossus -- stands astride the ruins of the First Age. For millennia, the scarlet Empress held the world in her steel grip. But the empress is no more, and the Realm spirals toward chaos and civil war. Its enemies descend -- demon princes, deathlords, skin-changing barbarians and the twisted and inscrutable Fair Folk hammer at the gates. In this time of darkness are reborn the solar Exalted, heroes of legend once slain by the Dragon-Blooded. Will these living legends herald the return of the Golden Age... or the end of creation?Exalted is the latest hardcover rulebook addition to the World of Darkness -- -- but not the one you think you know. You've never seen or even dreamed of this land before, yet it's hauntingly familiar. Become one of the Exalted, one of the heirs to an Age of Heroes, now cast down and disparaged. Will you rail against the tyranny of the oppressive Realm, seek your destiny in the dangerous Threshold, or throw in with the bizarre creatures of the wilds? The fate of this new world is in your hands.

Vampire: The Dark Ages


Jennifer Hartshorn - 1995
    In the WORLD OF DARKNESS series, this book includes everything necessary for playing the Damned of the Middle Ages, allowing characters to experience the events that have influenced our age.

Glimmering


Elizabeth Hand - 1997
    The Last Days -- some say; the First, say others. The climate has altered irrevocably, the cities have imploded into vicious shards and the stars haven't been seen for months. The sky is a glimmering wash of reds and greens and golds, the result of global warming...it is thought. A breathtaking novel that weaves into one faultless tapestry the shimmering strands of science fiction and fantasy, Glimmering explores the violent margins and the soft decadent center of a world giving birth to a new millennium. Hand has captured in one powerful narrative both the unspoken dreams and the unspeakable nightmares of a generation. Glimmering will open more than eyes. It will open hearts to the wonder and terror of the world to come.Ms. Hand is a superior stylist. -- The New York Times Book Review If Stephen King set out to rewrite 'The Waste Land' as a novel, the result might resemble Glimmering.' The Washington Post Wild, psychedelic thoughtful thriller ... Another dynamite read!' Des Moines Register SUPERIOR.' The New York Times The tropic lushness of Hand's descriptions are only one reward awaiting her reader.'The Cleveland Plain DealerSuperior! An author worth watching, not to mention recommending.' Booklist Glimmering is her best work yet ... there is beauty in the writing and how, amidst all the madness of the possible end of mankind, individuals can still come to care for each other.' The Courier Gazette (Rockland, ME)Glimmering is a haunting, cross-genre meditation on loss, change, and transcendence'thanks tothe grace and vitality of Hand's writing.' San Francisco Chronicle

Cursed


J.A. Cipriano - 2016
    Not why I woke up in a dumpster. Not why my right arm is as black as pitch and covered in glowing red tattoos, and certainly not why a vicious death cult is after me.Actually, that last part isn't true. I know why the death cult is after me. It's because I saved that damned girl from them. I didn't know who she was at the time, but I'd have done it anyway. I just don't like it when girls get beat up, call me old fashioned.Still, I can tell she's hiding something behind those devilish eyes, and if I want to find out what it is, I'll have to help her.My name is Mac Brennan. I have no memory, and I'm a werewolf-hunting, hellfire-flinging version of Faust himself.*Book 2: Marked (ASIN: B01D04ULFQ) is on sale for only $3.99!*

XDM X-Treme Dungeon Mastery


Tracy Hickman - 2009
    (Do-it-yourself secret initiation rites included.)Master the secrets of designing adventures that tell stories.Create magic illusions that can even make your players disappear!Use actual fire in your game properly.Hijack the game as a player, and how to deal with a player revolution as an XDM.Plus loads more!If I could go back in time and rewrite Dragonlance, it would be this book...only with more dragons in it. --Tracy HickmanI can say without any shame or bias, that this is one of the best books ever written and should be in every hotel room next to the bible. --Curtis HickmanPossessed by the spirits of Da Vinci, Van Gogh, and Jack Fred, I illustrated a book that you should buy two of...one to read and one to hang on your wall.--Howard Tayler

Stronghold Builder's Guidebook


Matt Forbeck - 2002
    This book is stocked with everything needed to design any fortified structure imaginable, including: Over 150 new magic items . More than two dozen magical augmentations for stronghold walls. Rules for magic portals, mobile strongholds, and trap creation. Five complete strongholds, including maps, ready for immediate use. Players and Dungeon Masters who want to create customized strongholds will find all the construction materials they need within these pages. To use this accessory, a player or Dungeon Master also needs the "Player's Handbook."

King of Marbury


Andrew Smith - 2012
    A stranger had given Jack a pair of glasses – it’s through the lenses that the boys get to Marbury. Told through Conner’s point of view, THE KING OF MARBURY asks whether Marbury is only in Jack and Conner’s minds, or if it might actually be real. You decide.