The Complete Book of Gnomes & Halflings


Douglas Niles - 1993
    Brilliant burglars and easygoing farmers. Now The Complete Book of Gnomes and Halflings reveals the secrets of these two popular races - their culture, beliefs, and subraces (including two new subraces), as well as twenty-eight new character kits, from the gnome Goblinsticker to the halfling Forestwalker. If you enjoy playing gnome or halfling characters, or if you're a DM interested in creating an all-gnome or all-halfling campaign, this is the book for you!

Blades of Winter


G.T. Almasi - 2012
    T. Almasi has fused the intricate cat-and-mouse games of a John le Carré novel with the brash style of comic book superheroes to create a kick-ass alternate history that reimagines the Cold War as a clash of spies with biological, chemical, and technological enhancements.Nineteen-year-old Alix Nico, a self-described “million-dollar murder machine,” is a rising star in ExOps, a covert-action agency that aggressively shields the United States from its three great enemies: the Soviet Union, Greater Germany, and the Nationalist Republic of China. Rather than risk another all-out war, the four superpowers have poured their resources into creating superspies known as Levels.Alix is one of the hottest young American Levels. That’s no surprise: Her dad was America’s top Level before he was captured and killed eight years ago. But when an impulsive decision explodes—literally—in her face, Alix uncovers a conspiracy that pushes her to her limits and could upset the global balance of power forever.

Game Wizards: The Epic Battle for Dungeons & Dragons


Jon Peterson - 2021
    In Game Wizards, Jon Peterson chronicles the rise of Dungeons & Dragons from hobbyist pastime to mass market sensation, from the initial collaboration to the later feud of its creators, Gary Gygax and Dave Arneson. As the game's fiftieth anniversary approaches, Peterson--a noted authority on role-playing games--explains how D&D and its creators navigated their successes, setbacks, and controversies.Peterson describes Gygax and Arneson's first meeting and their work toward the 1974 release of the game; the founding of TSR and its growth as a company; and Arneson's acrimonious departure and subsequent challenges to TSR. He recounts the Satanic Panic accusations that D&D was sacrilegious and dangerous, and how they made the game famous. And he chronicles TSR's reckless expansion and near-fatal corporate infighting, which culminated with the company in debt and overextended and the end of Gygax's losing battle to retain control over TSR and D&D.With Game Wizards, Peterson restores historical particulars long obscured by competing narratives spun by the one-time partners. That record amply demonstrates how the turbulent experience of creating something as momentous as Dungeons & Dragons can make people remember things a bit differently from the way they actually happened.

The Variant


John August - 2009
    But when a terrified woman falls through his bathroom ceiling, he's forced back into a life of gunfights, double agents and paranormal research. The secret he's been keeping for nearly four decades might reunite him with his lost love, or kill millions.This new short story by John August falls into the genre of paranoid "spy-fi" popularized by writers like Jorge Luis Borges and shows like The Prisoner and The Man from U.N.C.L.E.== What Others Say =="I really dug the story. Gave it a glance just to see, got totally hooked, and blazed on through to the end."-- Michael Chabon (The Amazing Adventures of Kavalier & Clay, The Yiddish Policemen's Union) "The Variant" is both a good, fun, smart story and an interesting experiment in indie self-publishing for fiction."-- John Gruber, daringfireball.net== About the Author ==An excerpt of The Variant is available at johnaugust.com/variant About the AuthorJohn August is the screenwriter of eight feature films, including Go, Big Fish, Charlie and the Chocolate Factory and Corpse Bride. He wrote and directed the 2007 movie The Nines.He can be found on Twitter, @johnaugust

Ghosts of Manhattan


George Mann - 2010
    1926. New York. The Roaring Twenties. Jazz. Flappers. Prohibition. Coal-powered cars. A cold war with a British Empire that still covers half of the globe.

Cthulhu by Gaslight: Horror Roleplaying in 1890s England


William A. Barton - 1986
    Even in the peaceful fields of rural England only intelligent and energetic intervention could keep the shadows at bay."Cthulhu by Gaslight" includes a lengthy roleplaying adventure, "The Yorkshire Horrors" in which the investigators join forces with the world's most famous consulting detective, Sherlock Holmes Extensive background essays provide period skills, social classes, world politics, biographies and timelines for the 1890s, maps and London location notes (including the best stores of the time), travel, criminals and police, Cockney slang, cost of living, royalty and titles, club life in London, the occult in the 1890s, prices, and clothing. A lengthy essay considers time-travel rationales for moving investigators of another time into the 1890s.

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.

H. P. Lovecraft's Dreamlands


Chris Williams - 1986
    Lovecraft's Dreamlands provides everything needed for Call of Cthulhu investigators to travel down the seven hundred steps, through the Gates of Deeper Slumber, and into the realm of dreams. Includes a travelogue of the dreamlands, a huge gazetteer, dreamlands character creation rules, over thirty prominent NPC's, over 60 monsters who dwell within the dreamlands, descriptions of the dreamlands gods and their cults, six adventures to help jump start a dreamlands campaign, and a new fold-out map of the Dreamlands by Andy Hopp.

Hail! Hail!


Harry Turtledove - 2018
     Fresh from Duck Soup (1933), Julius, Leonard, Arthur and Herbert Marx - or as the world knows them, Groucho, Chico, Harpo and Zeppo - are transported by a freak electrical storm to Nacogdoches, Texas in the year 1826. Landing in the midst of the Fredonian Rebellion (the first attempt by settlers in Texas to secede from Mexico) and into the company of the only other Jewish person in town, they are in deep dreck. Falling in with Stephen F. Austin and inadvertently filling his head with knowledge of what is to come, our heroes risk tampering with the future of Texas, and perhaps the entire U.S.A., in their quest to return to their own time. Will they find their way back? Or will they be doomed to live out their lives without indoor plumbing?

Pathfinder Roleplaying Game: Ultimate Equipment


Jason BulmahnBrian J. Cortijo - 2012
    Included as well are handy rules references, convenient price lists, and extensive random treasure generation tables, all organized to help you find what you need, when you need it. With this vast catalog of tools and treasures, the days of boring dragon hoards are over, and your hero will never be caught unprepared again.Pathfinder RPG Ultimate Equipment 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 the new millennium.Pathfinder RPG Ultimate Equipment includes:- Thousands of items both magical and mundane, including the best weapons, armors, magic items, and gear from the Pathfinder RPG hardcover line and select other Pathfinder sources, as well as hundreds of never-before-seen items.- Tons of special materials and magical abilities to help you create exactly the magic item you've been looking for.- A wealth of specific magic items, organized by type to ensure your character is always wearing as much magic as possible.- An innovative new treasure generation system, designed to help GMs roll up exactly what they need, every time.- New alchemical weapons, tools, and poisons.- Kits to help your character get the most out of her skills or profession, plus new mounts, animal companions, and retainers.- Descriptions of every item, plus hundreds of full-color illustrations to aid in window-shopping.... and much, much more!Cover art by Wayne Reynolds

Amberlough


Lara Elena Donnelly - 2017
    The radical One State Party—nicknamed the Ospies—is gaining popular support to unite Gedda's four municipal governments under an ironclad, socially conservative vision.Not everyone agrees with the Ospies' philosophy, including master spy Cyril DePaul and his lover Aristide Makricosta, smuggler and emcee at the popular Bumble Bee Cabaret. When Cyril's cover is blown on a mission, however, he must become a turncoat in exchange for his life. Returning to Amberlough under the Ospies' watchful eye, Cyril enters a complex game of deception. One of his concerns is safeguarding Aristide, who refuses to let anyone—the crooked city police or the homophobic Ospies—dictate his life.Enter streetwise Cordelia Lehane, top dancer at the Bee and Aristide’s runner, who could be the key to Cyril’s plans—if she can be trusted. As the twinkling lights of nightclub marquees yield to the rising flames of a fascist revolution, these three will struggle to survive using whatever means—and people—necessary. Including each other.

Explorer's Guide to Wildemount


Matthew Mercer - 2020
    The Dwendalian Empire and the Kryn Dynasty are carving up the lands around them, and only the greatest heroes would dare stand between them. Somewhere in the far corners of this war-torn landscape are secrets that could end this conflict and usher in a new age of peace--or burn the world to a cinder.Create a band of heroes and embark on a journey across the continent of Wildemount, the setting for Campaign 2 of the hit Dungeons & Dragons series Critical Role. Within this book, you'll find new character options, a heroic chronicle to help you craft your character's backstory, four different starting adventures, and everything a Dungeon Master needs to breathe life into a Wildemount-based D&D campaign...- Delve through the first Dungeons & Dragons book to let players experience the game as played within the world of Critical Role, the world's most popular livestreaming D&D show.- Uncover a trove of options usable in any D&D game, featuring subclasses, spells, magic items, monsters, and more, rooted in the adventures of Exandria--such as Vestiges of Divergence and the possibility manipulating magic of Dunamancy.- Start a Dungeons & Dragons campaign in any of Wildemount's regions using a variety of introductory adventures, dozens of regional plot seeds, and the heroic chronicle system--a way to create character backstories rooted in Wildemount.Explore every corner of Wildemount and discover mysteries revealed for the first time by Critical Role Dungeon Master, Matthew Mercer.

Kaiju Winter


Jake Bible - 2014
    People are dangerous and desperate to escape the oncoming mega-eruption, knowing it will plunge the continent, and the world, into a perpetual ashen winter. But no matter how ready humanity is, nothing can prepare them for what comes out of the ash: Kaiju!

The War in the Dark


Nick Setchfield - 2018
    1963. And the true Cold War is fought on the borders of this world, at the edges of the light. When the assassination of a traitor trading with the enemy goes terribly wrong, British Intelligence agent Christopher Winter must flee London. In a tense alliance with a lethal, mysterious woman named Karina Lazarova, he's caught in a quest for hidden knowledge from centuries before, an occult secret written in a language of fire. A secret that will give supremacy to the nation that possesses it. Racing against the Russians, the chase takes them from the demon-haunted Hungarian border to treasure-laden tunnels beneath Berlin, from an impossible house in Vienna to a bomb-blasted ruin in Bavaria where something unholy waits, born of the power of white fire and black glass . . . It's a world of treachery, blood and magic. A world at war in the dark.

Hard Magic


Larry Correia - 2011
    He also possesses raw magical talent and the ability to make objects in his vicinity light as a feather or as heavy as depleted uranium, all with a magical thought. It's no wonder the G-men turn to Jake when they need someone to go after a suspected killer who's been knocking off banks in a magic-enhanced crime spree. Problems arise when Jake discovers the bad girl behind the robberies is an old friend, and he happens to know her magic is just as powerful as his, and the Feds have plunged Jake into a secret battle between powerful cartels of magic-users--a cartel whose ruthless leaders have decided that Jake is far too dangerous to live. . . .