Domains of Dread: Ravenloft Campaign:


Steve Miller - 1997
    Features new rules for creating heroes native to the domains, adapting magic to the demiplane, and dealing with fear and horror checks when the characters experience the true terror that dominates the Ravenloft "RM" campaign.Night is Falling. The Mists are RisingEmbrace the Darkness.Enter the dark and macabre world of Ravenloft.But beware -once you begin to walk among the mists and shadows,you can never leave.Domains of Dread is the core rulebook for the second edition of the award-winning RAVENLOFT campaign setting - the original fantasy horror role-playing game. Within the pages of this book, players and Dungeon Masters will discover the darkest secrets of the Land of the Mists, including many never-before-seen features:Detailed guidelines on designing anything from short-term horror adventures to long-running campaigns of twisted terror.Complete rules for generating player characters native to the Demiplane of Dread.Four new character classes specifically designed for use in RAVENLOFT campaigns - the avenger, the anchorite, the gypsy, and the arcanist!An all-new player character race - the half-Vistani!Updated and expanded descriptions of the Demiplane and the foul lords who rule its tortured domains!Revised fear, horror, and madness checks to enhance the terror.New rules for power checks, plus thirteen detailed steps that lead from grace to absolute corruption!Summary of content:1: The Demiplane of Dread: general description of Ravenloft, as well as a history and theories about the nature of the dark powers, and an overview of the technological levels in Ravenloft (from Stone Age to Renaissance)2: Domains of the Core3: Islands of Terror (Bluetspur, G´Henna, I´Cath, Kalidnay, Nosos, Odiare, Souragne and Vorostokov)4: Clusters (Amber Wastes (Har'Akir, Sebua and Pharazia), Zherisia (Paridon and Timor), the Burning Peaks (Vecna and Kas's domains) and Pockets (Davion, The House of Lament, The Nightmare Lands and Scaena)5: Secret Societies - short chapter on nine secret societies - Keepers of the Black Feather, Green Hand, Circle, Church of Ezra, Vistani, Carnival, Kargatane, Fraternity of Shadows, Unholy Order of the rave)6: Fear, Horror, and Madness rules7: Powers Checks rules8: The Path of the Priest - changes in the priest class9: The Way of the Wizard - changes for wizards.10: Mazes of the Mind - changes for psionics11: Forged of Darkness - changes for magical items12: The Whispered Evil - curses.13: Tenets of Terror - discussion about the general nature of Ravenloft adventures and campaignsAppendix: ability scores, character races, character classes (some new: Avengers (paladins), Arcanist (wizards), Anchorites (priest of Ezra), gypsy (bard)

Masters of the Wild: A Guidebook to Barbarians, Druids, and Rangers (Dungeons & Dragons Accessory)


Mike Selinker - 2001
    Masters of the Wild: A Guidebook to Barbarians, Druids, and Rangers contains strategies for creating specific types of characters, as well as advice for Dungeon Masters and players on how these types of characters could impact a campaign world. This volume contains details of skills, feats, and equipment for players who want to play a specific type of character beyond the information available in the Player's Handbook.

Dungeon Master's Guide


Skip Williams - 2000
    Run game, non-player characters, magic items (including intelligent and cursed items, and artifacts), dictionary of special abilities, item pricing, and more.

The Burning Wheel: Character Burner


Luke Crane - 2004
    The Burning Wheel is an award winning fantasy roleplaying game in which player take on the roles of vibrant, dynamic characters whose very beliefs propel the story forward.

Dungeons and Dragons Core Rulebook 1 Players Handbook


Jonathan Tweet - 2001
    

Pathfinder Campaign Setting: The Inner Sea World Guide


James JacobsJeff Grubb - 2011
    Yet all is not lost, for these dark times provide ample opportunity for adventure and heroism.Inside this exciting and informative 320-page tome you will find:- Detailed summaries of the player character races native to Golarion, including more than a dozen distinct human ethnicities- Elaborate gazetteers of more than 40 crumbling empires, expansionist kingdoms, independent city-states, and monster-haunted wildlands of Golarion’s adventure-filled Inner Sea region, with locations perfect for nearly any type of fantasy campaign- Cultural information and Pathfinder RPG rules covering the 20 core deities of the Inner Sea, plus entries on other gods, demigods, forgotten deities, weird cults, strange philosophies, and more!- An overview of the Inner Sea’s history, a look at time and space, a discussion of magical artifacts and technological wonders, discussions of important factions and organizations, and hundreds of locations ripe for adventure!- Tons of new options for player characters, including Inner Sea-themed prestige classes, feats, spells, adventuring gear, and magic items!- Nine new monsters, including exotic humanoids of the skies and seas, undead and dragons, and an angry demon lord in exile!- A giant 21.75"x33" poster map that reveals the sweeping landscape of the Inner Sea in all its treacherous glory!Cover art by Wayne Reynolds

Monstrous Compendium Appendix


Allen Varney - 1994
    Replacing the original Outer Planes Appendix, this new and enlarged compendium includes full-color illustrations, reintroducing many of the best mulitplanar monsters from a wide variety of out-of-print sources.

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

Dread: A game of horror and hope


Epidiah Ravachol - 2005
    This book contains all that is needed for two or more play, except for paper, pencil, and a block-stacking puzzle like Jenga.Winner of the 2006 Gold ENnie for Innovation.

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.

Wormwood


Kevin Siembieda - 1993
    A decadent, violent and deadly world ruled by demonic creatures and evil clergy who control powerful kingdoms of monsters and enslave humans. Inhuman destroyers who command the crawling towers and life force cauldrons to do their bidding. One of countless alien worlds linked to Rifts Earth by the many dimensional gateways of the ley lines.

Vornheim


Zak S. - 2011
    Give somebody a floorplan and theyll GM for a day show them how to make 30 floorplans in 30 seconds and theyll GM forever. Need to know how to get from here to there even if neither here nor there are listed on a map? Even if there is no map? Need a random encounter? Need instant stats for that random encounter? Need to know why there was a random encounter? This book was designed to help you make a city happen now. In addition to details on Vornheim, adventure locations, and player commentary from the I Hit It With My Axe girls, every single surface below this jacket including the back of the jacket, the book covers underneath, and the inside covers has been crammed full of tools to help you build and run a city no matter what edition game you play.

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

Defenders of the Faith: A Guidebook to Clerics and Paladins


Rich Redman - 2001
    It's packed with ways to customize cleric and paladin characters, including: New feats, prestige classes, weapons, and equipment. More uses for turning checks, and new magic items and spells designed specially for clerics and paladins. Information about special organizations such as the Laughing Knives and the Stargazers. Detailed maps of temples that players and Dungeon Masters can use as bases of operation or as enemy structures that must be brought down. Indispensable to both players and Dungeon Masters, this book adds excitement to any campaign.

GURPS Space


Jon F. Zeigler - 2006
    Design alien races and monsters.Create campaigns of every style, from science fantasy to space opera to star merchants. Build worlds, from asteroids to Dyson spheres.With this book, you can create anything from a single alien beast to a whole galaxy of civilizations and star systems... quickly and randomly, or with a detailed step-by-step process that's true to biology and astrophysics as we understand them today.