Book picks similar to
Dungeons & Tombs by Jim Zub
fantasy
dungeons-and-dragons
nonfiction
fiction
Dragonlance Chronicles
Margaret Weis - 1985
This splendid collector's edition is a must for the millions of readers who fell in love with the fantasy world of Krynn.
Player's Option: Combat & Tactics (Advanced Dungeons & Dragons, Rulebook/2149)
L. Richard Baker III - 1995
Illustrations.
Pathfinder: Core Rulebook
Logan BonnerGiorgio Baroni - 2019
Advance Your GameThis comprehensive 640-page guide to the Pathfinder roleplaying game provides everything you need to set out into a world of limitless fantasy adventure! Choose from ancestries like elf, human, and goblin and classes like alchemist, fighter, and sorcerer to create a hero of your own design, destined to become a legend! The new Pathfinder rules are easier to learn and faster to play, and they offer deeper customization than ever before!This indispensable volume contains the core rules for players and Game Masters, and is your first step on a heroic new journey!The Pathfinder Core Rulebook includes:- More than 600 pages of game rules, advice, character options, treasure, and more for players and Game Masters!- Six heroic player character ancestries, including elf, dwarf, gnome, goblin, halfling, and human, with variant heritages for half-elf and half-orc!- More than 30 backgrounds like bartender, soldier, or apprentice to further immerse yourself in your hero's backstory!- Twelve character classes, including the alchemist, barbarian, bard, champion, cleric, druid, fighter, monk, ranger, rogue, sorcerer, and wizard!- Hundreds and hundreds of spells, class feats, and other exciting abilities to help you customize your character to become the hero YOU envision her to be!- Streamlined and revised rules to help ease new players into the game while providing the depth of character options and tactical interest that have defined Pathfinder from the beginning!
Serenity Role Playing Game
Jamie Chambers - 2005
The Earth got used up, and we found a new solar system and used terraforming technology to create hundreds of new Earths. The central planets formed the Alliance and decided that all worlds should unite under their rule. There was some disagreement on that point. After the Unification War, many of the Independents who had fought and lost drifted to the edges of the system, far from Alliance control. Out here, people struggled to get by with the most basic technologies. A ship would bring you work, a gun would help you keep it. A captain's goal was simple: find a crew, find a job, keep flying. The Serenity Role Playing Game lets you re-create the action of the 'Verse, the science-fiction setting created by writer/director Joss Whedon. Fly a ship out in the black, take jobs as they come, and always make sure you get paid. Everything you need to get started is right here! All you need is dice, friends, and your imagination. - A self-contained role playing game. All the rules are provided for both players and Game Masters! - Full character creation rules, plus fifteen sample characters-including the crew of Serenity. - Complete details on spaceships, guns, and technology. - Emphasis on story, action, and character development with easy-to-learn rules. - Game details and descriptions of the characters and settings of the film!
InterWorld
Neil Gaiman - 2007
Some of these earths are ruled by magic. Some are ruled by science. All are at war. Joey teams up with alternate versions of himself from an array of these worlds. Together, the army of Joeys must battle evil magicians Lord Dogknife and Lady Indigo to keep the balance of power between all the earths stable. Teens—and tweens and adults—who obsessively read the His Dark Materials and Harry Potter series will be riveted by InterWorld and its sequel, The Silver Dream.
The Complete Book of Elves
Colin McComb - 1993
Description of every kind of elf abound. Rounding out this information are 11 new kits; new optional rules and suggestions for running elven campaigns; and special elven equipment, spells, and magical items. Forget what you thought you knew about elves - The Complete Book of Elves sheds new light on this mysterious race!
Dragonlance: Adventures
Tracy Hickman - 1987
The backgrounds for Knights of Solamnia, the wizards of High Sorcery, tinker gnomes, kender, and much more are detailed along with their AD&D game system rules. The struggle for the fate of Krynn awaits
Never Unprepared: The Complete Game Master's Guide to Session Prep
Phil Vecchione - 2012
To our knowledge, this is the first book entirely devoted to the process of prepping for tabletop RPGs.Never Unprepared breaks game prep down into its component phases—Brainstorming, Selection, Conceptualization, Documentation, and Review—and provides the tools you need to make the most of each phase. If you hate prep, you’ll find ways to make it more enjoyable. If you already have a great system for doing your prep, you’ll learn how to make it even better. Ten years in the making, Never Unprepared is award-winning author Phil Vecchione’s epic rock ballad to game prep.
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.
Pathfinder Roleplaying Game Beginner Box
Jason Bulmahn - 2011
Scores of monsters, challenges, and advice give gamers the tools to create their own worlds and adventure, providing countless hours of gaming excitement. With streamlined rules and a focus on action-packed heroic adventure, this deluxe boxed set is the ideal introduction to the world of the Pathfinder Roleplaying Game, and the best starting point for a lifetime of pulse-pounding adventure!
My Guide to RPG Storytelling
Aron Christensen - 2012
This guide includes suggestions on how to prepare a campaign, running each session, dealing with problem players, how to create memorable NPCs and more.Please note that this is not a basic how-to for role-playing and is not affiliated with any particular gaming system or company.Table of ContentsForeword, by Erica LindquistChapter 1: On StorytellingChapter 2: Before Your GameChapter 3: Building Your StoryChapter 4: Running Your GameChapter 5: Players Player CharactersChapter 6: ProblemsChapter 7: Rules MechanicsChapter 8: Setting NPCsChapter 9: The EndPlease note that this is not a basic how-to for role-playing and it is not affiliated with any particular gaming company.
Defenders of the Faith: A Guidebook to Clerics and Paladins
Rich Redman - 2001
It's packed with ways to customize cleric and paladin characters, including: New feats, prestige classes, weapons, and equipment. More uses for turning checks, and new magic items and spells designed specially for clerics and paladins. Information about special organizations such as the Laughing Knives and the Stargazers. Detailed maps of temples that players and Dungeon Masters can use as bases of operation or as enemy structures that must be brought down. Indispensable to both players and Dungeon Masters, this book adds excitement to any campaign.
Dinotopia: A Land Apart from Time
James Gurney - 1992
When a powerful typhoon wrecks the ship in uncharted waters, Arthur and Will are the sole survivors. Washed ashore on a strange island called Dinotopia, they are amazed to find a breathtaking world where cities are built on waterfalls, people have found new ways to fly, and humans and dinosaurs live together in harmony. With new discoveries at every turn, Arthur and Will embark upon their own separate journeys to unearth the mysteries of Dinotopia.
Dungeon World
Sage LaTorra - 2012
You and your friends will explore a land of magic and danger in the roles of adventurers searching for fame, gold, and glory.Dungeon World rules are easy to learn and always drive the story forward in unexpected ways. A missed roll is never a dead end--failure introduces new complexities and complications. Life as an adventurer is hard and dangerous but its never boring!Designed to be ready for you to hack, remix, and build new content, Dungeon World includes systems for changing everything to suit your group including creating new races, classes, and monsters.To play, you'll need this rulebook, 3-5 players, some polyhedral dice, and 1-4 hours.Explore fantasy adventure roleplaying in a whole new way with Dungeon World!