Heroes Unlimited


Alex Marciniszyn - 1994
    Trade Paperback. Book Condition: Good. The cover does show some normal wear. Fraying on lamenation along edges of front and back cover.

Tome of Battle: The Book of Nine Swords


Richard Baker - 2006
    What's Included? (1) Tome of Battle: The Book of Nine Swords Specs: Title: Tome of Battle: The Book of Nine Swords Published By: Wizards of the Coast Type: Dungeons & Dragons supplement Edition/Version: 3.5 Circa Year: 2006 Overall Condition: 8 out of 10 - While we feel confident in our grading, we do not make any guarantees about the official grading potential for this or any item.  - Slightly blunted corners - General wear on the covers - The pages are in tact and free of markings, “dog-ears”, or other damages/blemishes.

Complete Ninja's Handbook


Aaron Allston - 1995
    This 128-page accessory gives you all the information you need to role-play exotic ninja, lone wolf operatives, and other character types - new character kits, special rules, and descriptions of the ninja's unique weapons and equipment. The Complete Ninja's Handbook brings life to these shadowy figures of myth and legend.

Rifts Conversion Book 1


Kevin Siembieda - 1991
    RPG Book

Cityscape (Dungeons & Dragons Supplement, v 3.5)


Ari Marmell - 2006
    The game material is completely compatible with the D&D core rulebooks and includes timesaving tools and tips for any urban campaign. The material in this supplement is appropriate for both D&D players and Dungeon Masters and includes content that appeals to both

Stronghold Builder's Guidebook


Matt Forbeck - 2002
    This book is stocked with everything needed to design any fortified structure imaginable, including: Over 150 new magic items . More than two dozen magical augmentations for stronghold walls. Rules for magic portals, mobile strongholds, and trap creation. Five complete strongholds, including maps, ready for immediate use. Players and Dungeon Masters who want to create customized strongholds will find all the construction materials they need within these pages. To use this accessory, a player or Dungeon Master also needs the "Player's Handbook."

Encyclopedia Magica (Advanced Dungeons and Dragons), Vol. 2: D-P


Dale Henson - 1995
    

Tome of Magic: Pact, Shadow, and Truename Magic


Matt Sernett - 2006
    These magic subsystems function alongside the existing D&D ® magic system and offer new game mechanics, character options, and adventure possibilities. Within this tome you'll find three new standard classes -- one for each new kind of magic -- as well as new spells, feats, prestige classes, monsters, and magic items tied thematically to each.Pact MagicPowerful entities known as vestiges exist beyond the boundaries of life, death, and undeath. The binder uses pact magic -- a combination of symbols and secret rituals -- to summon these entities, strike bargains with them, and gain their formidable and sometimes bizarre supernatural powers.Shadow MagicThe Plane of Shadow is a dark, twisted reflection of the real world. The shadowcaster, by understanding the fundamental properties of the plane and unlocking its magical mysteries, learns to harness and channel its umbral gloom, shaping the darkness to serve her whim.Truename MagicEvery creature has a truename -- the word of its creation. The truenamer knows the primal language of the universe -- the language of Truespeech -- and learns the truenames of creatures and objects to gain control over them, transform them, or destroy them.

Rules Compendium: A Game Reference for All Players (4th Edition D&D)


James Wyatt - 2010
    This handy and comprehensive Dungeons and Dragons book is intended as a quick rules reference. It contains the complete core rules for the 4th Edition Dungeons and Dragons Fantasy Roleplaying Game. In addition to providing an overview of the game and how it is played, this book presents the core rules in a format that is easily referenced during a game. It includes information on level advancement, combat, experience points, treasure, skills, equipment, and more.

Dungeon Master's Guide Rules Supplement: The Castle Guide


Grant Boucher - 1990
    Sections address life in a feudal culture, the duties of the nobility, and the true meaning of knighthood. You'll find a complete system for the design and construction of castles, new BATTLESYSTEM rules for the resolution of sieges, a quick resolution system for massive military campaigns, and an assortment of generic castles to spark your imagination.

Weapons of Legacy: A Magic Series Supplement (Dungeons & Dragons Supplement)


Bruce R. Cordell - 2005
    The book includes many pre-defined weapons, outlining theirnames, history, powers, stats, necessary rituals for unlocking their powers, andadventure hooks. How the weapons can gain power is discussed, as well as thefeats with which they might be used. Also included are discussions of othermagic items such as magic armor, rings, and staves.AUTHOR BIO: BRUCE R. CORDELL, an Originsaward-winning author, has designed over 30 game titles, including the Expanded Psionics Handbook ™. He also co-authored Sandstorm ™, Libris Mortis: The Book of Undead ™, Planar Handbook ™, Epic Level Handbook ™, and Underdark ™.KOLJA RAVEN LIQUETTE is best known for authoring The Waking Landsweb site. He has also published articles in Dragon ® Magazine.TRAVIS STOUT is a freelance designer who has written several articles for Dragon ® Magazine and whose previous design credits include Lost Empiresof Faerûn ™ and the Player’s Guide to Faerûn ™.

Power of Faerûn (Forgotten Realms)


Ed Greenwood - 2006
    Ever wonder what it would be like to hold sway as an influential member of the royal court, a mighty general, a powerful religious figure, or a successful merchant prince? Power of Faerûn shows players and Dungeon Masters how to play high-level characters and run high-level campaigns in the Realms. It presents worthy challenges and opportunities for heroes who have had their fill of crawling through caverns and plundering forsaken tombs.For use with these Dungeons & Dragons® productsPlayer’s Handbook™ Dungeon Master’s Guide™ Monster Manual™Forgotten Realms Campaign Setting

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.

Al-Qadim: Arabian Adventures


Jeff Grub - 1992
    

Fiendish Codex II: Tyrants of the Nine Hells


Robin D. Laws - 2006
    "Fiendish Codex II: Tyrants of the Nine Hells" is a supplement designed to be the definitive resource for information about devils and the Nine Hells of the D&D world. Like its predecessor "Fiendish Codex I: Hordes of the Abyss," this game material is completely compatible with the D&D core rulebooks and is intended for both D&D players and Dungeon Masters. AUTHOR INFORMATIONRobin Laws is a freelance writer who has designed dozens of roleplaying game products, including most recently "Dungeon Master's Guide II." Robert J. Schwalb is a freelance developer and editor who primarily works on game products for Green Ronin Publishing.