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

JSA: Strange Adventures


Kevin J. Anderson - 2010
    Anderson (THE SAGA OF SEVEN SUNS: VEILED ALLIANCES) comes to the DCU for this epic starring the World's First Super-Team!Set during the Golden Age, STRANGE ADVENTURES begins when fumbling Johnny Thunder decides to become a big-time writer by chronicling the adventures of the JSA. Taken under the writing wing of legendary, real-life science-fiction Grand Master Jack Williamson, Johnny tries his best -- and when a deadly new villain called Lord Dynamo appears on the scene, flying a deadly zeppelin crewed by robot zombies, it's up to Johnny and Jack to help Hawkman, the Flash, Green Lantern, Starman, Dr. Mid-Nite, The Sandman and the rest of the JSA save the day!

Half a King: free sampler


Joe Abercrombie - 2014
    MARTINRead the first seven chapters of Joe Abercrombie’s fantastic new book!Prince Yarvi has vowed to regain a throne he never wanted. But first he must survive cruelty, chains and the bitter waters of the Shattered Sea itself. And he must do it all with only one good hand.Born a weakling in the eyes of his father, Yarvi is alone in a world where a strong arm and a cold heart rule. He cannot grip a shield or swing an axe, so he must sharpen his mind to a deadly edge.Gathering a strange fellowship of the outcast and the lost, he finds they can do more to help him become the man he needs to be than any court of nobles could.But even with loyal friends at his side, Yarvi’s path may end as it began – in twists, and traps and tragedy…

Time of Thin Blood


Sarah Roark - 1999
    Elders' blood, passed from one childe to the next for generations, no longer holds the potency it once had. Too many childer have been Embraced in the Final Nights - and reckoning must come for these illegitimate vampires. If it does not, the world may end.Gehenna will soon be upon youThe Time of Thin Blood allows players to portray the hunted childer of high-generation vampires. In addition, the Final Nights are upon us, and this book offers Storytellers a glimpse at one of the first events in the unfolding Gehenna. Rich in story and character content, The Time of Thin Blood is he first step toward the world's ultimate demise ... or salvation.The Time of This Blood includes:* Rules for creating 14th- and 15th-generation vampires - and their children* A wealth ofsetting material that allows Storytellers to bring the Final Nights into play

Races of the Wild (Dungeons & Dragons Supplement)


Skip WilliamsEmily Fiegenschuh - 2005
    It explores the classic races of elves and halflings, including new rules, information for interaction, new spells, and new magic items attuned to each race. In addition to information on the two major races, a new race is introduced. There is expanded information on subraces, along with a wealth of cultural information and new prestige classes, feats, equipment, spells, and magic items.

X-Men (1991-2001) #1


Chris Claremont - 1991
    Magneto, Master of Magnetism! The X-Men's oldest enemy is back and it's going to take everyone in the X-Men have to bring him down. A Marvel classic from Chris Claremont and Jim Lee!

Ravenloft Campaign Setting:


Bruce Nesmith - 1994
    Other lords of darkness have embraced the Demiplane of Dread as their own, and woe to heroes who wander there. Creatures of the night prey freely upon the living in this land, and day is but a prelude to another night of horror.This new edition of the RAVENLOFT game combines the original Realm of Terror boxed set with elements of Forbidden Lore and updated rules from other accessories. Domains destroyed in the infamous Grand Conjunction have been deleted, new domains added, and key personalities detailed.This boxes set includes: Realm of Terror - a 160-page book of rules concerning the reshaping of character classes; fear, horror, madness, and powers checks; curses; spells and magical items,both new and old; psionics; techniques of terror; and more. Domains and Denizens - a 128-page book describing the dark lands of the Core, the islands of terror, and many nefarious personages. Two maps depicting the reshaped Core domains and the islands of terror.A poster featuring a painting by artist Robh Ruppel. A tarokka deck of beautifully illustrated cards for role-playing fortunetelling.A DM screen specifically designed to be used with a RAVENLOFT campaign.

Frostburn: Mastering the Perils of Ice and Snow


Wolfgang BaurDavid Griffith - 2004
    This 4-color supplement begins a new series of releases that focus on how the environment can affect D&D gameplay in every capacity. Frostburn contains rules on how to adapt to hazardous cold-weather conditions, such as navigating terrain with snow and ice and surviving in bitter cold or harsh weather. There are expanded rules for environmental hazards and manipulation of cold weather elements, as well as new spells, feats, magic items, and prestige classes. New monsters associated with icy realms are included, as well as variants on current monsters. There is enough adventure material included for months of gameplay.

Deadpool: Merc with a Mouth #1


Victor Gischler - 2009
    HEAD TRIP, Part 1 of 6It's the Merc with two mouths! Deadpool travels to the Savage Land to retrieve the severed-but-still-hungry head of the Marvel Zombies Deadpool! Now, Deadpool must dodge Hydra operatives, dinosaurs, and zombie cavemen as he attempts to take his not-so-precious cargo back where it came from: the Marvel Zombies Universe.

Guardians of the Galaxy: Tomorrow's Avengers #1


Brian Michael Bendis - 2013
    Finds out who the Guardians are and why they're worthy of guarding the galaxy! Featuring Rocket Raccoon, Drax, Gamora, and Groot!

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.

Song and Silence: A Guidebook to Bards and Rogues


John D. Rateliff - 2001
    Packed with new ways to customize even the most artful characters this book includes: New feats, prestige classes, weapons, spells, magic items, and equipment. Complete guidelines for trapmaking, including 90 sample traps. Descriptions of a wide range of thieves' guilds and bardic colleges. Detailed rules for flanking opponents in combat. Dungeon Masters and players who want to add a new dimension to their bards and rogues will find a wealth of indispensable material within these pages. To use this accessory, a Dungeon Master also needs the "Player's Handbook," the "Dungeon Master's ""Guide," and the "Monster Manual." A player needs only the "Player's Handbook."

Spider-Man vs. Wolverine


Christopher J. Priest - 1986
    When Spider-man encounters Wolverine, he is told that he is in over his head, but he doesn't realize how true that is until he finds his friend Ned dead in their hotel room. Seeking revenge and answers, Spider-man sets out to find Wolverine, but what he finds is a web of lies and deceptions, all leading to a fateful moment which will forever change the life of Peter Parker!Reprints the one-shot from 1987 with a square spine. The indicia identifies it as "Vol. 2 #1" despite being just a reprint.

Kult: Death is Only the Beginning...


Gunilla Jonsson - 1991
    Reality is not what we think. Around us the world is dark and dangerous and nothing is what it seems to be. Our reality is an illusion, created to keep us captive. We are imprisoned since ages past by a dictatorial creator. The true world, invisible to us, is ruled by creatures who dominate behind the false facades, our prison wardens and torturers. The characters in 'Kult' are dark heroes, governed by Destiny. When the illusions shatter, they face the true reality. Kult is a complete role-playing game and includes 1) The Lie - rules for creating player characters with abilities, dark secrets, advantages and disadvantages and skills. 16 ready-made archetypes (each infull color) will enable you to create an interesting character speedily and commence playing. 2) The Madness: Rules for encountering terror; advanced, realistic combat rules; and a comprehensive, logical magic system 3) The Truth: A consistent background to help you to recreate different horror atmospheres. Our illusion and dark realilty are described in detail, together with the creatures and cults who lurk behind the veil.

Challengers of the Unknown Must Die!


Jeph Loeb - 1991
    Four men who barely survive the crash of a small aircraft now consider themselves to be living on borrowed time! Because the escaped their fate, they dedicate themselves to a life of harrowing adventures, all in the name of good! Nothing is ddemed too dangerous for the Challengers!