Age of Rebellion Roleplaying Game Core Rulebook


Jay Little - 2014
    Wage guerilla warfare across the Star Wars galaxy as a solider, or provide crucial intelligence to the Rebels as a cunning spy. Face down legions of stormtroopers, steal secret plans and restricted codes, and stay on target in the fight against the ultimate power in the universe. No matter what role in the Rebellion you take, the fate of the galaxy rests in your hands.The 464-page Star Wars®: Age of Rebellion™ Core Rulebook provides everything players and GMs need to begin their adventures in the Star Wars universe, including:Concise rules for character generation and advancementClear descriptions of the game’s skills and talentsConvenient charts of weapons, gear, devices, starships, and vehiclesRules for conflict, combat, and Force Sensitive Emergents in an Age of Rebellion campaignExtensive background information on the Star Wars universe, including a history of the Rebel Alliance and its tactics, as well as pertinent information on the powerful EmpireA wealth of advice for GMs on how to create and run an Age of Rebellion campaignA complete, introductory adventure to launch players into action!

Mouse Guard: Roleplaying Game


David Petersen - 2008
    Designed by Origins Award-winning game designer Luke Crane for beginners and veterans alike, the game comes complete with three sample patrols and three sample missions, so you and your friends can get started playing right away. Includes art and extensive background material on the Mouse Territories specially prepared by Mouse Guard creator David Petersen, as well as character sheets and maps.

Pathfinder Roleplaying Game: GameMastery Guide


Cam BanksKenneth Hite - 2010
    Fortunately for GMs, the Pathfinder RPG GameMastery Guide is here to back you up. Packed with invaluable hints and information, this book contains everything you need to take your game to the next level, from advice on the nuts and bolts of running a session to the greater mysteries of crafting engaging worlds and storylines. Whether you've run one game or a thousand, this book has page after page of secrets to make you sharper, faster, and more creative, while always staying one step ahead of your players.The 320-page Pathfinder RPG GameMastery Guide is a must-have companion volume to the Pathfinder RPG Core Rulebook. This imaginative tabletop game builds upon more than 10 years of system development and an Open Playtest 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.The Pathfinder RPG GameMastery Guide includes:- Tips and tricks for preparing and running a better game, suitable for beginning GMs and battle-hardened veterans.- Step-by-step walkthroughs for creating campaign worlds, cities, cosmologies, feudal systems, and alternate dimensions.- Difficult player types, and how to handle them gracefully.- New rules for subsystems like hauntings, chase scenes, fortune-telling, gambling games, mysteries, and insanity.- Charts to help you generate everything from interesting NPCs and fantastic treasures to instant encounters in any terrain.- Advanced topics such as PC death, game-breaking rules, overpowered parties, solo campaigns, and derailed storylines.- Sample NPC statistics for dozens of common adventuring situations, such as cultists, guardsmen, barmaids, and pirates.... and much, much more!Cover art by Wayne Reynolds

Monster Manual IV


Gwendolyn F.M. KestrelKolja Raven Liquette - 2006
    Sure to be popular with both Dungeonmasters and players, this supplement to the D&D(R) game provides descriptions for a vast array of new creatures. Each monster is illustrated and utilizies a new statblock format that facilitates faster gameplay. In addition, each monster gets more pages than used in previous supplements to detail sample encounters and pregenerated treasure hordes. Also included are details on how to incorporate creatures in a Forgotten Realms(R) or Eberron(R) campaign. This product is tied to 2006's Year of the Dragon theme, which will be the target of marketing from RPGs, novels, and miniatures brands.

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!

Designers & Dragons: The '70s


Shannon Appelcline - 2014
    The first in a four volume series, this book has more interesting tidbits than a hundred pop up videos. Learn about the colorful history of TSR and the wave of D&D inspired games (and gaming companies) to follow, and dip your toes into wargaming trivia. Whether you’re a long-time gamer who greets each mention of a ’70s title with “I remember that!” or a new-to-the-hobby sort who wants to know how we got here in the first place, Shannon Appelcline’s meticulously researched history won’t disappoint.

Pathfinder Roleplaying Game: Bestiary 3


Jason BulmahnF. Wesley Schneider - 2011
    Within this book you’ll find demiliches and demodands, grave knights and goblin snakes, norns and nephilim, imperial dragons and unfettered eidolons, and so much more! Yet not every creature needs to be an enemy, as winged garudas, crafty tanukis, and leonine lammasus all wait to join your party and answer the call of glory.The Pathfinder RPG Bestiary 3 is the third indispensable volume of monsters for use with the Pathfinder Roleplaying Game and serves as a companion to the Pathfinder RPG Core Rulebook and Pathfinder RPG Bestiary. This imaginative tabletop game builds upon more than 10 years of system development and an Open Playtest featuring more than 50,000 gamers to create a cutting-edge RPG experience that brings the all-time bestselling set of fantasy rules into the new millennium.The Pathfinder RPG Bestiary 3 includes:- More than 300 different monsters.- Classic terrors from myth and literature, from the frumious bandersnatch and the righteous valkyrie to the cunning dybbuk and elusive kappa.- Hordes of new creatures you can construct, grow, or summon to aid your party in its adventures.- New player-friendly races to let you adventure as canny ratfolk, genie-blooded sulis, and more.- New familiars, animal companions, and other allies.- Challenges for any adventure and every level of play.- Some of the strangest and most beloved creatures from fantasy roleplaying history and the Pathfinder campaign setting.- Hosts of new templates and variants.- Appendices to aid in monster navigation, including lists by Challenge Rating, monster type, and habitat.- Expanded universal monster rules to simplify special attacks, defenses, and qualities.... and much, much more!Cover art by Wayne Reynolds

Monstrous Manual


Doug Stewart - 1993
    This will be the perfect, easy-to-use replacement for the bulkier compendiums of the past. Illustrations, some in color.

Complete Adventurer


Jesse Decker - 2005
    As adventuring is the foundation for the entire D&D experience, nearly every aspect of the D&D game benefits from the material in this product. Characters have access to new combat options, spells, equipment, and prestige classes, as well as exciting new character classes such as ninja and scout. Complete Adventurer also provides new information on several organizations and guilds, and Dungeon Masters will find material for creating or optimizing single creatures or even entire campaign worlds.AUTHOR BIO: Jesse Decker is a designer for Wizards of the Coast, Inc. whose recent roleplaying game design credits include Races of Stone(TM) and Unearthed Arcana(TM). Before joining the RPG R&D team as a designer, Jesse served as Editor-in-Chief of Dragon(R) Magazine.

Sword Coast Adventurer's Guide


Steve Kenson - 2015
    Crafted by the scribes at Green Ronin in conjunction with the Dungeons & Dragons team at Wizards of the Coast, the Sword Coast Adventurer’s Guide provides D&D fans with a wealth of detail on the places, cultures, and deities of northwestern Faerûn.   The Sword Coast Adventurer’s Guide is also a great way to catch up on recent events in the Forgotten Realms, to get background on locations featured in the Rage of Demons storyline coming in September, and to learn the lore behind video games like Neverwinter and Sword Coast Legends.   Here are just a few of the features you’ll find in the Sword Coast Adventurer’s Guide:   · Immersive Adventuring: This campaign sourcebook provides players and Dungeon Masters material for creating vibrant fantasy stories along the Sword Coast.   · New Character Options: The book offers new subclass options, such as the Purple Dragon Knight and the Swashbuckler, for many of the classes presented in the Player’s Handbook, as well as new subraces and backgrounds specific to the Forgotten Realms.  · Adventure in the Forgotten Realms: Discover the current state of the Forgotten Realms and its deities after the Spellplague and the second Sundering. You’ll also get updated maps of this area of the Realms.· Compatible with Rage of Demons storyline: Make characters for use with the Out of the Abyss adventure and fight back the influence of the demon lords in the Underdark below the Sword Coast.   · Insider Information: Learn the background behind locations, such as Luskan and Gracklstugh, featured in the upcoming digital RPG, Sword Coast Legends, from n-Space.   With new character backgrounds and class options, players will love the storytelling possibilities of playing a noble of Waterdeep, an elf bladesinger, or one of the other new options, while Dungeon Masters will relish a book full of mysterious locations and story hooks to keep players adventuring on the Sword Coast for years to come. Look for Sword Coast Adventurer’s Guide to be available on November 3.

Arms and Equipment Guide


Anne Brown - 1991
    This is the essential volume for the well-equipped Dungeons and Dragons character.

Curse of Strahd


Christopher Perkins - 2016
    Rumbling thunder pounds the castle spires. The wind’s howling increases as he turns his gaze down toward the village of Barovia. Far below, yet not beyond his keen eyesight, a party of adventurers has just entered his domain. Strahd’s face forms the barest hint of a smile as his dark plan unfolds. He knew they were coming, and he knows why they came — all according to his plan. A lightning flash rips through the darkness, but Strahd is gone. Only the howling of the wind fills the midnight air. The master of Castle Ravenloft is having guests for dinner. And you are invited.

Clanbook: Giovanni


Justin Achilli - 1997
    Baptized in blood and treachery, this sinister clan of incestuous necromancers worms its way through the Jyhad while freigning noninvolvement. Whether gutting companies or animating corpses, the Giovanni is a power to be reckoned with.It's an Offer You Can't RefuseClanbook: Giovanni provides players and Storytellers with all the pertinent details of this clan, from its bloody history to its shadowy ultimate goals, from its connections in the Mafia to its powers over the world of the dead.

Complete Warrior


Andy Collins - 2003
    The prestige classes included have been revised and updated based on player feedback, and there are rules for unusual combat situations. The "Complete Warrior "will assist all class types, including those classes not typically associated with melee combat. There are also tips on running a martially focused campaign and advice on how to make your own prestige classes and feats.To use this accessory, a Dungeon Master also needs the" Player's Handbook," "Dungeon Master's Guide," and "Monster Manual." A player needs only the "Player's Handbook."

Rise of the Dungeon Master: Gary Gygax and the Creation of D&D


David Kushner - 2017
    Like the game itself, the narrative casts the reader into the adventure from a first person point of view, taking on the roles of the different characters in the story. Gygax was the son of immigrants who grew up in Lake Geneva, WI, in the 1950s. An imaginative misfit, he escaped into a virtual world based on science fiction novels, military history and strategic games like chess. In the mid-1970s, he co-created the wildly popular Dungeons & Dragons game. Starting out in the basement of his home, he was soon struggling to keep up with the demand. Gygax was a purist, in the sense that he was adamant that players use their imaginations and that the rules of the game remain flexible. A creative mind with no real knowledge of business, he made some strategic errors and had a falling out with the game's co-creator, his close friend and partner, David Arneson. By the late 1970s the game had become so popular among kids that parents started to worry -- so much so that a mom's group was formed to alert parents to the dangers of role play and fantasy. The backlash only fueled the fires of the young fans who continued to play the game, escaping into imaginary worlds. Before long, D&D conventions were set up around the country and the game inspired everything from movies to the first video games. With D&D, Gygax created the kind of role playing fantasy that would fuel the multibillion dollar video game industry, and become a foundation of contemporary geek culture.