Dungeon Crawl Classics RPG


Joseph Goodman - 2012
    You're an adventurer: a reaver, a cutpurse, a heathen-slayer, a tight-lipped warlock guarding long-dead secrets. You seek gold and glory, winning it with sword and spell, caked in the blood and filth of the weak, the dark, the demons, and the vanquished. There are treasures to be won deep underneath, and you shall have them.

Voyage of the Mourning Dawn


Rich Wulf - 2006
    The crew of the airship Mourning Dawn and Seren, a young street thief, find themselves linked in a quest to locate the mysterious Ashrem's Legacy before Eberron plunges into warfare.

Game Wizards: The Epic Battle for Dungeons & Dragons


Jon Peterson - 2021
    In Game Wizards, Jon Peterson chronicles the rise of Dungeons & Dragons from hobbyist pastime to mass market sensation, from the initial collaboration to the later feud of its creators, Gary Gygax and Dave Arneson. As the game's fiftieth anniversary approaches, Peterson--a noted authority on role-playing games--explains how D&D and its creators navigated their successes, setbacks, and controversies.Peterson describes Gygax and Arneson's first meeting and their work toward the 1974 release of the game; the founding of TSR and its growth as a company; and Arneson's acrimonious departure and subsequent challenges to TSR. He recounts the Satanic Panic accusations that D&D was sacrilegious and dangerous, and how they made the game famous. And he chronicles TSR's reckless expansion and near-fatal corporate infighting, which culminated with the company in debt and overextended and the end of Gygax's losing battle to retain control over TSR and D&D.With Game Wizards, Peterson restores historical particulars long obscured by competing narratives spun by the one-time partners. That record amply demonstrates how the turbulent experience of creating something as momentous as Dungeons & Dragons can make people remember things a bit differently from the way they actually happened.

Blades in the Dark


John Harper - 2016
    There are heists, chases, occult mysteries, dangerous bargains, bloody skirmishes, and, above all, riches to be had — if you’re bold enough to seize them.You and your fledgling crew must thrive amidst the threats of rival gangs, powerful noble families, vengeful ghosts, the Bluecoats of the city watch, and the siren song of your scoundrel’s own vices. Will you rise to power in the criminal underworld? What are you willing to do to get to the top?In this stand-alone game, you’ll find:* Rules to create your scoundrel using the following character archetypes: the Cutter, the Hound, the Leech, the Lurk, the Slide, the Spider, or the Whisper.* Rules to create your crew, built from types like Assassins, Bravos, a Cult, Hawkers, Shadows, or Smugglers.* A robust core mechanic which puts the fiction first—the strength of a character’s position (desperate, risky, or controlled) matters just as much as the character’s ability scores.* A lightning-fast mechanic for planning criminal operations to cut through the usual slog of planning at the game table.Rules for alchemical experiments, gadget tinkering, and weird occult powers—including rules for playing Ghosts and other strange beings.* A setting guide to the haunted city of Doskvol, with all the maps, factions, NPCs, schemes, and opportunities you need to run an exciting sandbox game.

The Sigilist


Andrew Karevik - 2020
    The few patrons who pass through his tavern are often travelers looking for a cold beer and warm bed, but they move on quickly after that. The pretty noblewoman who visits from time to time, owner of the land Lance works, barely notices him, despite his efforts. But what is a peasant to do?One night, a traveler, poor and weary, arrives with nary a coin in his pocket. Lance, ever a man of hospitality, allows him to stay. The weary traveler sleeps in one of the tavern rooms and dies overnight, leaving behind nothing except a book of spells. This spellbook, which talks, explains to Lance that this wizard had no next of kin and sought instead to grant his immense power to whoever took him in first. The spellbook now belongs to Lance, changing everything in an instant.Within the pages of the book are sigils—carefully scribed arcane markings that transfer power. By learning to replicate a sigil in the air, Lance is able to cast spells. Magic is relatively secretive in this world; there are no wizard schools, nor books to explain how it works. All wizards are sworn to secrecy. By gaining the power of the Sigilist, Lance’s opportunities become endless.Will Lance be able to use these spells wisely, helping the world he lives in? Can he use his power to win the heart of the fair noblewoman who has not once paid him any mind? Or will the strange powers that exist in the world lure him to serve the causes of a Sorcerer King who is slowly building his dominion to reign over the land?

Lords of Darkness (Dungeons & Dragons d20 3.0 Fantasy Roleplaying, Forgotten Realms Setting)


Sean K. Reynolds - 2001
    Explore the inner workings of infamous factions such as the Red Wizards and the Zhentarim. Discover more recently unveiled enemies, including the shades and the People of the Black Blood. With detailed descriptions of key villains, secret headquarters, and more, this guide covers everything a Dungeon Master needs to conspire against the heroes of the Forgotten Realms game setting.28 villainous groups Maps of evil strongholds New spells, feats, and magic items To use this accessory, you also need the Player's Handbook, the Dungeon Master's Guide, the Monster Manual, and the Forgotten Realms Campaign Setting.

The Complete Bard's Handbook


Blake Mobley - 1992
    The Complete Bard's Handbook gives you everything you need to create a bard the world will never forget!

Night of Long Shadows


Paul Crilley - 2007
    When one of Sharn's most famed Inquisitives is hired to investigate a brutal murder at Morgrave University, his brilliance may be his damnation, as he uncovers a trail of blood leading from the deediest neighborhoods of the City of Towers to the highest reaches of power.

The Tales of the Last War


Mark Sehestedt - 2006
    For generations battle broke the once-proud kingdom of Galifar. As nation fought nation, adventure was never far away from those eager to find it.Hunters of evil, seekers of fortune, loyal soldiers, and those just trying to stay alive. These are their tales. The Tales of the Last War.

Leaving Mundania: Inside the Transformative World of Live Action Role-Playing Games


Lizzie Stark - 2012
    A hybrid of games—such as Dungeons & Dragons, historical reenactment, fandom, and good old-fashioned pretend—larp is thriving, and this book explores its multifaceted communities and related phenomena, including the Society for Creative Anachronism, a medieval reenactment group that boasts more than 32,000 members. Author Lizzie Stark looks at the hobby from a variety of angles, from its history in the pageantry of Tudor England to its present use as a training tool for the US military. Along the way, she duels foes with foam-padded weapons, lets the great elder god Cthulhu destroy her parents’ beach house, and endures an existential awakening in the high-art larp scene of Scandinavia.

Heroes' Feast: The Official D&D Cookbook (Dungeons & Dragons)


Kyle Newman - 2020
    With this book, you can prepare dishes delicate enough to dine like elves and their drow cousins or hearty enough to feast like a dwarven clan or an orcish horde. All eighty dishes—developed by a professional chef—are delicious, easy to prepare, and composed of wholesome ingredients readily found in our world.Heroes’ Feast includes recipes for snacking, such as Elven Bread, Iron Rations, savory Hand Pies, and Orc Bacon, as well as hearty vegetarian, meaty, and fish mains, such as Amphail Braised Beef, Hommlet Golden Brown Roasted Turkey, Drow Mushroom Steaks, and Pan-Fried Knucklehead Trout—all which pair perfectly with a side of Otik’s famous fried spiced potatoes. There are also featured desserts and cocktails—such as Heartlands Rose Apple and Blackberry Pie, Trolltide Candied Apples, Evermead, Potion of Restoration, and Goodberry Blend—and everything in between, to satisfy a craving for any adventure.

Princes of the Apocalypse


John-Paul Balmet - 2015
    Are these events all some bizarre coincidence, or is there a deeper reason behind them?Working through its prophets, the Elder Elemental Eye has emerged to spread chaos across the Forgotten Realms. How will the adventurers prevent absolute devastation?A Dungeons & Dragons adventure for characters of levels 1-15

Rifts Sourcebook 2: The Mechanoids


Kevin Siembieda - 1992
    Source material, the Mechanoids, new equipment, monsters and adventure.Highlights Include- 40 Mechanoids and their bots with complete M.D.C. stats!- A.R.C.H.I.E. 3 and his new creations.- New weapons and equipment.- Five adventures, random encounter tables and adventure ideas. Optional Character sheets.- 120 pages

Critical Role: The Mighty Nein Origins: Jester Lavorre


Sam Maggs - 2021
    Daughter of the famed Ruby of the Sea, she had many opportunities for mischief as a small child, of which she took full advantage! Dive into the mystery of Jester’s early years, her first meeting with the Traveler, and the fateful events that set her on a path to eventually join the Mighty Nein.

Here There Be Gerblins


Clint McElroy - 2018
    Welcome to the Adventure Zone!SEE! The illustrated exploits of three lovable dummies set loose in a classic fantasy adventure!READ! Their journey from small-time bodyguards to world-class artifact hunters!MARVEL! At the sheer metafictional chutzpah of a graphic novel based on a story created in a podcast where three dudes and their dad play a tabletop role playing game in real time!Join Taako the elf wizard, Merle the dwarf cleric, and Magnus the human warrior for an adventure they are poorly equipped to handle AT BEST, guided ("guided") by their snarky DM, in a graphic novel that, like the smash-hit podcast it's based on, will tickle your funny bone, tug your heartstrings, and probably pants you if you give it half a chance.With endearingly off-kilter storytelling from master goofballs Clint McElroy and the McElroy brothers, and vivid, adorable art by Carey Pietsch, The Adventure Zone: Here There be Gerblins is the comics equivalent of role-playing in your friend's basement at 2am, eating Cheetos and laughing your ass off as she rolls critical failure after critical failure.