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."

Manual of the Planes


Jeff Grubb - 2001
    From the depths of Hell to the heights of Mount Celestia, from the clockwork world of Mechanus to the swirling chaos of Limbo, these strange and terrifying dimensions provide new challenges to adventurers who travel there. "Manual of the Planes" is your guidebook on a tour of the multiverse. This supplement for the D&D game provides everything you need to know before you visit other planes of existence. Included are new prestige classes, spells, monsters, and magic items. Along with descriptions of dozens of new dimensions, Manual of the Planes includes rules for creating your own planes. To use this supplement, 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."

Fiasco


Jason Morningstar - 2009
    Maybe you and your girlfriend figured you could scare your wife into a divorce, but things went pear-shaped and now a gang of cranked-up Mexicans with latex gloves and a pit bull are looking for you.It seemed like such a good idea at the time.Fiasco is inspired by cinematic tales of small time capers gone disastrously wrong - inspired by films like Blood Simple, Fargo, The Way of the Gun, Burn After Reading, and A Simple Plan. You'll play ordinary people with powerful ambition and poor impulse control. There will be big dreams and flawed execution. It won't go well for them, to put it mildly, and in the end it will probably all go south in a glorious heap of jealousy, murder, and recrimination. Lives and reputations will be lost, painful wisdom will be gained, and if you are really lucky, your guy just might end up back where he started.Fiasco is a GM-less game for 3-5 players, designed to be played in a few hours with six-sided dice and no preparation. During a game you will engineer and play out stupid, disastrous situations, usually at the intersection of greed, fear, and lust. It's like making your own Coen brothers movie, in about the same amount of time it'd take to watch one.

Arms and Equipment Guide


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

Delta Green: Agent's Handbook


Dennis Detwiller - 2016
    government’s 1928 raid on the degenerate coastal town of Innsmouth, Massachusetts, the covert agency known as Delta Green opposes the forces of darkness with honor, but without glory. Delta Green agents fight to save humanity from unnatural horrors — often at a shattering personal cost.

Aberrant


Glenn Fabry - 1999
    We are the celebrities, the heroes, the villains, the legends, the shining icons of our times. We are novas, and we will bring about a new golden Age... and you will like it.Golden age -- or Hell on Earth? To the residents of the Trinity Universe, the 21st century was a monstrous era when mad gods ran rampant across the world. But is this truth -- or OpNet propaganda? What was the Age of Aberrants really like? Find out the truth. It's not what you expect.Aberrant is a core rulebook and prequel to the Trinity science-fiction game. Set in the early 21st century, before the devastating war against humanity, this new complete roleplaying game allows you to be one of these doomed beings of vast power, and to experience their struggles to avoid the coming cataclysm.

Complete Scoundrel


Mike McArtor - 2007
    You know how to take advantage of every situation, and you don’t mind getting your hands dirty. Take the gloves off? Ha! You never put them on. You infuriate your foes and amaze your allies with your ingenuity, resourcefulness, and style. For you, every new predicament is an opportunity in disguise, and with each sweet victory your notoriety grows. That is how legends are made.This D&D supplement gives you everything you need to get the drop on your foes and escape sticky situations. In addition to new feats, spells, items, and prestige classes, Complete Scoundrel presents new mechanics that put luck on your side and a special system of skill tricks that allow any character to play the part of a scoundrel. Tricky tactics aren’t just for rogues anymore.

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

Investigator Handbook: A Core Game Book for Players


Mike Mason - 2015
    LovecraftWill you stand against the horrors of the night?Whether learned professor, nosy journalist, or hard-hitting detective, investigators need all the help they can get. Let this book be your guide. The Investigator Handbook is an essential player’s aid for the Call of Cthulhu 7th edition roleplaying gameWritten for those who will be playing the roles of investigators, the Investigator Handbook contains expanded rules for creating players characters, a wealth of over 100 occupations and skill descriptions, as well as guidance on getting the most from the game. What’s more, there’s a range of organizations for your investigator to belong to, detailed information about the classic 1920s setting, equipment and weapons for both the 1920s and modern day, and expert tips and advice for all budding investigators.No self-respecting investigator of the Cthulhu Mythos should be without it!

Tome of Beasts


Wolfgang Baur - 2016
    Whether you need dungeon vermin or a world-shaking personification of evil, the Tome of Beasts has it!This richly-illustrated, 400+ page supplement for any 5E game includes monsters from the entire history of Kobold Press, with longtime favorites such as clockwork creatures, drakes and dragons, devils and arch-devils, and dangerous flavors of the fey--illustrated by some of the finest artists working in fantasy today.These monsters have been designed so that GMs can use them in their favorite settings for fantasy adventure, whether it's Kobold Press's world of Midgard, one of the classic realms of d20-rolling gaming, or their own homebrew worlds.

Complete Divine


David Noonan - 2004
    There is a rundown of new gods in the D&D pantheon, in addition to new feats, spells, prestige classes, and magic items. In addition, this title adds new and revised base classes to a player's character choices, and clerics in particular are provided with many new and updated spell domains and spells.This title also contains a wealth of material for non-cleric characters, so the tips and data provided will assist all class types, including those classes not typically associated with garnering divine power.

Knights of the Old Republic Campaign Guide


Rodney Thompson - 2008
    This campaign guide offers both players and Gamemasters a wide array of new options that can be used to craft a unique roleplaying game experience. As the galaxy plunges into one war after another, the forces of the Republic, along with their Jedi allies, struggle to protect themselves from hordes of invading Mandalorians, tyrannical Sith lords, and traitorous allies on every front. Featuring new game material drawn from a variety of sources, and including characters, weapons, vehicles, and droids, this book presents an entire campaign during the violent days of the Old Republic. This book also contains new Force powers, Force techniques, and Force secrets for Jedi and Sith characters, as well as new options for characters of all classes. Players can take advantage of new talents, feats, and other options to play a Mandalorian neo-crusader, a Republic soldier battling against the forces of Darth Revan and Darth Malak, or a Jedi in exile on the run from the Sith.

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.

GURPS Illuminati: The World is Stranger Than You Think


Nigel Findley - 1995
    -- Ties in with current Hollywood hits...aliens and conspiracy -- Illustrated by award-winning cartoonist and satirist Alexis Gilliland.

Monster Manual III


Rich BurlewP. Nathan Toomey - 2003
    Describes the characteristics and attributes of a variety of monsters, zombies, demons, giants, werewolves, animals, and aliens for use in the Dungeons and Dragons game.