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The Complete Druid's Handbook


David L. Pulver - 1994
    This 128-page accessory expands the living world of the druid in the AD&D 2nd Edition game, bringing new homes, character kits, personalities, spells, magical items, herbal lore, and a hundred details on druidic society, sacred groves, and high-level aspirations. This book has it all—don't leave the woods without it!

Dungeons And Dragons Basic Set [Box Set]


John Eric Holmes - 1974
    Edited by Eric HolmesThis version of Basic Dungeons and Dragons (the cover reflects the 2nd printing of the "Holmes version" is the followup to the Orignial D&D sets.

Night's Black Agents


Kenneth Hite - 2012
    Bush's War is winding down. You were a shadowy soldier in those fights, trained to move through the secret world: deniable and deadly. Then you got out, or you got shut out, or you got burned out. You didn't come in from the cold. Instead, you found your own entrances into Europe's clandestine networks of power and crime. You did a few ops, and you asked even fewer questions. Who gave you that job in Prague? Who paid for your silence in that Swiss account? You told yourself it didn't matter. It turned out to matter a lot. Because it turned out you were working for vampires. Vampires exist. What can they do? Who do they own? Where is safe? You don't know those answers yet. So you'd better start asking questions. You have to trace the bloodsuckers' operations, penetrate their networks, follow their trail, and target their weak points. Because if you don't hunt them, they will hunt you. And they will kill you. Or worse. Night's Black Agents brings the GUMSHOE engine to the spy thriller genre, combining the propulsive paranoia of movies like Ronin and The Bourne Identity with supernatural horror straight out of Bram Stoker. Investigation is crucial, but it never slows down the action, which explodes with expanded options for bone-crunching combat, high-tech tradecraft, and adrenaline-fueled chases. Updating classic Gothic terrors for the postmodern age, Night's Black Agents presents thoroughly modular monstrosity: GMs can build their own vampires, mashup their own minions, kitbash their own conspiracies to suit their personal sense of style and story. Rack silver bullets in your Glock, twist a UV bulb into your Maglite, keep watching the mirrors E and pray you've got your vampire stories straight.

Dungeon Master's Guide


David Zeb Cook - 1989
    Whether you're running a single adventure or masterminding a complete fantasy campaign, the Dungeon Master's Guide is an absolute necessity. The 2nd Edition Dungeon Master's Guide puts all the information you need right at your fingertips - in a fresh, new format, fully indexed for your convenience. Here you'll learn all there is to know about magical spells and items, as well as monsters, combat, travel, NPCs, treasure, encounters, awarding experience, and more!

Mouse Guard Roleplaying Game


David Petersen - 2015
    This updated edition of the Origins Award-winning game contains new art, additional Action, Weapon, and Condition cards, and a revised and updated rule book.

GURPS Magic


Steve Jackson - 2004
    Includes 300 new spells. There is information for the GM to create their own magic system. This book is a flexible magic system for playing the world of a favorite author or any type of wizard you can imagine.

The Complete Psionics Handbook


Steve Winter - 1991
    The psionicist is a completely new character class for AD&D games, both for player characters and NPCs. Explore inner space! Now you can really put mind over matter with The Complete Psionics Handbook.

The Monsters Know What They're Doing: Combat Tactics for Dungeon Masters


Keith Ammann - 2019
    In The Monsters Know What They’re Doing, Keith Ammann lightens the DM’s burden by helping you understand your monsters’ abilities and develop battle plans before your fifth edition D&D game session begins. Just as soldiers don’t whip out their field manuals for the first time when they’re already under fire, a DM shouldn’t wait until the PCs have just encountered a dozen bullywugs to figure out how they advance, fight, and retreat. Easy to read and apply, The Monsters Know What They're Doing is essential reading for every DM.

Player's Option: Combat & Tactics (Advanced Dungeons & Dragons, Rulebook/2149)


L. Richard Baker III - 1995
    Illustrations.

Pathfinder Adventure Path: Rise of the Runelords Anniversary Edition


James JacobsMichael Kortes - 2012
    An attack by crazed goblins reveals the shadows of a forgotten past returning to threaten the town—and perhaps all of Varisia. The Rise of the Runelords Adventure Path begins with this goblin raid and takes players on an epic journey through the land of Varisia as they track a cult of serial killers, fight backwoods ogres, stop an advancing army of stone giants, delve into ancient dungeons, and finally face off against a wizard-king in his ancient mountaintop city. This hardcover compilation updates the fan-favorite campaign to the Pathfinder Roleplaying Game rules with revised and new content in more than 400 pages packed with mayhem, excitement, and adventure!Celebrating both the fifth anniversary of the Pathfinder Adventure Path and the tenth anniversary of Paizo Publishing, this new edition expands the original campaign with new options and refined encounters throughout, incorporating 5 years of community feedback.The Rise of the Runelords Anniversary Edition contains:- All six chapters of the original Adventure Path, expanded and updated for use with the Pathfinder Roleplaying Game.- Articles on the major locations of Rise of the Runelords: sleepy Sandpoint, the ancient Thassilonian city of Xin-Shalast, and others.- Revelations on the sinister magic of Thassilon, with updated spells, magic items, and details on tracking sin points throughout the campaign.- A bestiary featuring eight monsters updated from the original Adventure Path, plus an all-new terror.- Dozens of new illustrations, never-before-seen characters, location maps, and more!Cover art by Wayne Reynolds

Dungeons and Dragons Core Rulebook 1 Players Handbook


Jonathan Tweet - 2001
    

Of Dice and Men: The Story of Dungeons & Dragons and the People Who Play It


David M. Ewalt - 2013
    Even if you’ve never played Dungeons & Dragons, you probably know someone who has: The game has had a profound influence on our culture. Released in 1974—decades before the Internet and social media—Dungeons & Dragons is one of the original ultimate nerd subcultures, and is still revered by more than thirty million fans. Now, the authoritative history and magic of the game is revealed by an award-winning journalist and life-long dungeon master.From its origins on the battlefields of ancient Europe, through the hysteria that linked it to satanic rituals and teen suicides, and to its apotheosis as father of the modern video game industry, Of Dice and Men recounts the development of a game played by some of the most fascinating people in the world. Chronicling the surprising history of D&D’s origins (one largely unknown even to hardcore players) while examining the game’s profound impact, Ewalt weaves laser-sharp subculture analysis with his own present-day gaming experiences. An enticing blend of history, journalism, narrative, and memoir, Of Dice and Men sheds light on America’s most popular (and widely misunderstood) form of collaborative entertainment.

Street Samurai Catalog


Tom Dowd - 1990
    A predator-for-hire in the savage urban world of Shadowrun. You've devoted your life to honing your combat and martial skills. The tools of your trade are airfoil grenades, form-fitting body armor, and an Ares Crusader machine-pistol. An expansion for Shadowrun, the Street Samurai Catalog will let you outfit yourself with the latest equipment available on the black market: retractable hand razors, ultrasonic sights, enhanced reflexes, and maybe a rangefinder for your cybereyes. Whatever you need to get the job done, you can find it here, but it won't be cheap. And remember to watch your back before someone decides to make you yesterday's news.

Pathfinder Roleplaying Game: Core Rulebook


Jason BulmahnDavid Eitelbach - 2009
    Will you cut your way through monster-filled ruins and cities rife with political intrigue to emerge as a famous hero laden with fabulous treasure, or will you fall victim to treacherous traps and fiendish monsters in a forgotten dungeon? Your fate is yours to decide with this giant Core Rulebook that provides everything a player needs to set out on a life of adventure and excitement!This imaginative tabletop game builds upon more than 10 years of system development and an open playtest involving 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 Pathfinder Roleplaying Game Core Rulebook includes:- All player and Game Master rules in a single volume.- Complete rules for fantastic player races like elves, dwarves, gnomes, halflings, and half-orcs.- Exciting new options for character classes like fighters, wizards, rogues, clerics, and more.- Streamlined and updated rules for feats and skills that increase options for your hero.- A simple combat system with easy rules for grapples, bull rushes, and other special attacks.- Spellcaster options for magic domains, familiars, bonded items, specialty schools, and more.- Hundreds of revised, new, and updated spells and magical treasures.- Quick-generation guidelines for nonplayer characters.- Expanded rules for curses, diseases, and poisons.- A completely overhauled experience system with options for slow, medium, and fast advancement.... and much, much more!Cover art by Wayne Reynolds

Realm of Terror: Ravenloft Campaign Accessory: (Advanced Dungeons & Dragons 2nd Edition)


Bruce Nesmith - 1991
    Footsteps echo behind him, in pace with his beating heart. Is it Death who follows? The man turns, and so turns the phantom. A flash of fang, a bloodcurdling howl, red eyes fueled by a passion from beyond the grave. The traveler discovers what others have learned before him: all roads lead to Ravenloft.Ravenloft is a new realm of terror for AD&D adventures, rooted in the Gothic tradition. It is a demiplane of dread and desire, a world whose misty fingers can reach into any other campaign setting and draw unsuspecting heroes into its midst. Once it holds them in its icy embrace, it may never let them go...What lurks beneath the covers of this box?A 144-page book detailing a complete, terrifying new campaign world, which was inspired by the classic TSR adenture "Ravenloft." You'll find new twists on magic and the AD&D rules, tips for adding fear to your games, plus a portrait of over 30 new lands and the powerful lords who rule them - from vampires, ghosts, and werewolves to men who are even more monstrous.4 big, full-color maps, detailing deadly domains and shadowy settlements.24 full-color cardstock sheets, featuring haunted castles, horrid houses, and fiendish folk.1 transparent map overlay, for measuring distances in the realm of doom.