Fading Suns


Bill Bridges - 1999
    It's far-future setting allows stories from many genres: fantasy, horror, post-apocalypse, and more. Characters wield swords and blasters and fly starships to lost worlds, ancient ruins, verdant jungles or blasted wastelands. They encounter conniving nobles, vain priests, cunning merchants, bizarre alien creatures, evil occultists, and bodiless entitites from across gulfs of space and time. In other words, Fading Suns has everything a roleplaying game setting could possibly need. The Second Edition hardcover rulebook includes new rules adjustments based on the extensive playtesting and suggestions by players from all over the world, as well as new history, psychic powers and rites, and extensive equipment rules.

Pathfinder Chronicles: Campaign Setting


Mike McArtorJeff Grubb - 2008
    The Pathfinder Chronicles campaign setting provides classic adventuring style and cutting-edge game design perfectly suitable for the world’s most popular roleplaying game!Note: Pathfinder Campaign Setting: The Inner Sea World Guide has replaced this volume as the main Pathfinder campaign setting book. The newer volume has been expanded and updated, and is designed for use with the Pathfinder Roleplaying Game. And the PDF is cheaper, too!Cover art by Wayne Reynolds

Pathfinder Adventure Path #1: Burnt Offerings


James JacobsAndrew Hou - 2007
    Five years after a tragic fire and spate of brutal murders, the people of Sandpoint eagerly anticipate the Swallowtail Festival to commemorate the consecration of the town's new temple. At the height of the ceremony, disaster strikes!In the days that follow, a sinister shadow settles over Sandpoint. Rumors of goblin armies and wrathful monsters in forgotten ruins have set the populace on edge. As Sandpoint's newest heroes, the PCs must deal with treachery, goblins, and the rising threat of a forgotten empire whose cruel and despotic rulers might not be as dead as history records.This volume of Pathfinder Adventure Path launches the Rise of the Runelords Adventure Path and includes:- "Burnt Offerings," and adventure for 1st-level characters by James Jacobs.- An exploration of your PCs' new hometown of Sandpoint, by James Jacobs.- A history of the ancient empire of Thassilon, by Wolfgang Baur.- The first installment of the Pathfinder's Journal, by Erik Mona.- Six new monsters by James Jacobs, Richard Pett, and F. Wesley Schneider.Cover art by Wayne Reynolds

Clanbook: Toreador


Steven C. Brown - 1995
    For millennia, their world-shaking battles within the clan have been just as intense as their relentless struggles against other Kindred. No other clan has had such an effect on the world of mortals. No other clan can match the effect of the Toreador. Clanbook: Toreador includes:* the history of the clan and the roles it has played in both human and vampiric culture;* ten sample characters suitable for players and Storytellers;* the secrets of how the Toreador use their arts to destroy their enemies.

D20 Modern Roleplaying Game: Core Rulebook


Bill Slavicsek - 2000
    This product is designed to be the sole core rulebook for all modern roleplaying game settings using the d20 System, which is the basic rules system for the Dungeons & Dragons&reg roleplaying game. Thematically aligned with the highly popular heroic fantasy and horror genres, this book will build on the strength of the growing d20 System while attracting new players. The product contains everything needed to run an entire campaign, as well as four campaign models and adventure hooks to add to existing campaigns. Author Biography: Bill Slavicsek is the vice president and director of roleplaying game design at Wizards of the Coast, Inc. His most recent credits include the Star Wars&reg Roleplaying Game Revised Rulebook and the Dungeons & Dragons Clue&reg game for USAopoly. Jeff Grubb is an award-winning game designer whose recent credits include Manual of the Planes and Enemies and Allies for D&D and the Ice Age Cycle novels, which are set in the Magic: The Gathering&reg universe. Rich Redman is a member of R&D at Wizards of the Coast whose recent credits include Deities and Demigods, Defenders of the Faith, and the Monster Manual II.

Journey Under the Sea (Choose Your Own Adventure, #2)


R.A. Montgomery - 1979
    But you search for the lost continent of Atlantis is the trip of a lifetime. It will be the most challenging and dangerous mission of your career. Many unknowns will test your courage, abilities, strengths, and judgment. And you will be using newly designed equipment that's never been tested. The cable attaching the Seeker to the ship Maray is extended to its limit. You have come to rest on a ledge near the canyon in the ocean floor that ancient myth says leads to the lost city of Atlantis. You have an experimental diving suit designed to protect you from the intense pressure of the deep. You can also cut the Seeker loose and travel further. As agreed, you signal the Maray: All systems go; it's awesome down here. If you decide to explore the ledge where the Seeker has come to rest, turn to page 6. YOU choose what happens next!

Ed Greenwood Presents Elminster's Forgotten Realms: A Dungeons & Dragons Supplement


Ed Greenwood - 2012
    Through the alter ego of Elminster, Archmage of Shadowdale, Ed Greenwood presents the Realms as a setting where companies of crazed adventurers are born and have rich lives, and where they get to call the shots. In this book, Ed presents a world where friendships are forged, endless intrigues unfold, and heroes wage war against the monstrous inhabitants of famous dungeons and untamed wildernesses.For the FORGOTTEN REALMS fan, this book provides a rare glimpse into the setting as imagined by its creator, with new information on its visible and clandestine rulers, various merchant and trade princes, the churches and mercenary companies of the Realms, renown magic-users and secret societies, adventuring companies, and the web of alliances and enmities that connect them. The book is aimed at all Forgotten Realms enthusiasts, including players of every edition of the DUNGEONS & DRAGONS game.

Clanbook: Lasombra


Richard Dansky - 1996
    Unseen even by mirrors, these lords of darkness glide through the night they rule, orchestrating the rise and fall of Kindred and kine alike. From the Sahara Desert to the Spanish Main, from the monasteries of Seville to the mean streets of New York City, no other clan so embodies what it means to be a vampire.Clanbook: Lasombra includes:* The History of the clan and the foul diablerie of its progenitor;* Details on the clan's sinister rites and depraved games;* New Merits, Flaws and Obtenebration powers.

7th Sea (Seventh Sea) Player's Guide 1668


John Wick - 2000
    Players take the roles of heroes bent o­n thwarting the plots of knaves and villains, exploring ancient ruins and plundering the treasure fleets of tyrants. Everything a player needs is included in the pages of this book. Easy to get started: The book opens with a Quick Start Guide so you can start playing within minutes.A Complete New World: Players will find almost o­ne hundred pages devoted to Theah, the world of 7th Sea.Flexible rules: 7th Sea uses a unique bidding system, giving players and Game Masters control over the mechanics of the game.Advice for Novice and Experienced Players: If you've never played a roleplaying game before, or if you're an "old school" veteran, you'll find tons of hints and advice to help you act and interact within the world of 7th Sea.

Call of Cthulhu: Horror Roleplaying


Sandy Petersen - 2005
    CALL OF CTHULHU uses Chaosium's Basic Roleplaying System, easy to learn and quick to play. This bestseller has won dozens of game-industry awards and is a member of the Academy of Adventure Game Design Hall of Fame. In 2001 CALL OF CTHULHU celebrated its 20th anniversary. In 2003 CALL OF CTHULHU was voted the #1 Gothic/Horror RPG of all time by the Gaming Report.com community. CALL OF CTHULHU is well-supported by an ever-growing line of high quality game supplements. This is the softcover 6th edition of this classic horror game, completely compatible with all of previous editions and supplements for CALL OF CTHULHU. This is a complete roleplaying game in one volume. All you need to play is this book, some dice, imagination, and your friends.

Dark Sun Creature Catalog


Richard Baker - 2010
    It also contains other hazards and threats found in the desert wastelands and dungeon tombs of Athas. The creatures and threats presented herein make worthy encounters for Athasian heroes or the heroes in your “homebrew” D&D® campaign.

Clanbook: Lasombra Revised


Bruce Baugh - 2001
    Their legacy of shadows eclipses the light thrown by their packs ritual fires. But are the Lasombra truly the esteemed leaders of the Sword of Caine or do they simply abuse it to serve their own ends?The Lords of the SabbatAs the next entry in the revised lineup of clanbooks, Lasombra takes one of the classic Vampire sourcebooks and brings it into a modern context. All-new information accompanies revised material, inviting you to add as much depth to your character as you like. The sheer volume of information contained in the new clanbooks (each with 32 more pages than the first-edition books) permits Storytellers to round out their chronicles.

Clanbook: Setites


Richard Watts - 1995
    I wish you joy o'th' Worm!"We are the small voice that whispers to you in the lonely hours of the night. We call to the darkness within all of you. We came from the dark, and to the dark we shall all return..."Called the corrupt by even the most crooked Ventrue, the Setites are almost universally mistrusted and feared by the clans of the Camarilla, and scorned by the Sabbat for their unwillingness to share in the Vaudalrie.Clanbook: Setites includes:* Extensive history of the followers of Set* All new Merits and Flaws for Setite characters* Ten complete character templates!

Dark Ages Vampire


Mark Rein-Hagen - 2002
    The vampires of this bygone age ride the dark as lords, play their games with the crowned heads of Europe, and travel to the mysterious lands of the East as they wage their ages-old war.The diablerie of saulot, the waking of Mithras, the destruction of Michael the patriarch, the return of the Dracon -- it all means the time of reflection is over. The Inquisition stirs and the time to act is now. Across Europe, monarchs of the night set princes and barons at each other's undying throats. Young vampires take to the field ready to claim their domain and become powerful lords in their own right. Blood calls to blood.The Dark Medieval is a very different time than the modern Final Nights. Cainites group in clans high and low, swear fealty to ancient vampiric monarchs and follow their roads of enlightenment in the same way mortals do religions. Ashen priests and princes face off in a violent world lit only by torches and fear. Dark Ages: Vampire Revised Edition is your complete guide to this time.

Clanbook: Followers of Set Revised


Dean Shomshak - 2001
    The Followers of Set are scattered all over the world, seducing mortals into cults and enslaving other Kindred through their own vices. Yet the Setites do not exist for excess alone: They gather secrets from the darkness that spawned them, secrets that can be yours for a price.Blasphemies and DebasementAs the next entry in the revised lineup of clanbooks, Setite takes one of the classic Vampire sourcebooks and brings it into a modern context. All-new information accompanies revised material, inviting you to add as much depth to your character as you like. The sheer volume of information contained in the new clanbooks (each with 32 more pages than the first-edition books) permits Storytellers to round out their chronicles.