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Symbaroum: Monster Codex by Mattias Lilja
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Dark Souls
Paula Morris - 2011
. . .Miranda Tennant arrives in York with a terrible, tragic secret. She is eager to lose herself amid the quaint cobblestones, hoping she won't run into the countless ghosts who supposedly roam the city. . . .Then she meets Nick, an intense, dark-eyed boy who knows all of York's hidden places and histories. Miranda wonders if Nick is falling for her, but she is distracted by another boy — one even more handsome and mysterious than Nick. He lives in the house across from Miranda and seems desperate to send her some sort of message. Could this boy be one of York's haunted souls?Soon, Miranda realizes that something dangerous — and deadly — is being planned. And she may have to face the darkest part of herself in order to unravel the mystery — and find redemption.
Anna Dressed in Blood
Kendare Blake - 2011
Now, armed with his father's mysterious and deadly athame, Cas travels the country with his kitchen-witch mother and their spirit-sniffing cat. They follow legends and local lore, destroy the murderous dead, and keep pesky things like the future and friends at bay.Searching for a ghost the locals call Anna Dressed in Blood, Cas expects the usual: track, hunt, kill. What he finds instead is a girl entangled in curses and rage, a ghost like he's never faced before. She still wears the dress she wore on the day of her brutal murder in 1958: once white, now stained red and dripping with blood. Since her death, Anna has killed any and every person who has dared to step into the deserted Victorian she used to call home.Yet she spares Cas's life.
Tales from the Yawning Portal
Wizards of the Coast - 2017
Some of the yarns overheard by Durnan, the barkeep of the Yawning Portal, are inspired by places and events in far-flung lands from across the D&D multiverse, and these tales have been collected into a single volume.Within this tome are seven of the most compelling dungeons from the 40+ year history of Dungeons & Dragons. Some are classics that have hosted an untold number of adventurers, while others are some of the most popular adventures ever printed.The seeds of these stories now rest in your hands. D&D’s most storied dungeons are now part of your modern repertoire of adventures. Enjoy, and remember to keep a few spare character sheets handy.For use with the fifth edition Player’s Handbook, Monster Manual, and Dungeon Master’s Guide, this book provides fans with adventures, magic items and deadly monsters, all of which have been updated to the fifth edition rules. Explore seven deadly dungeons in this adventure supplement for the world’s greatest roleplaying game.Tales from the Yawning Portal includes the following adventures:*Against the Giants*Dead in Thay*Forge of Fury*Hidden Shrine of Tamoachan*Sunless Citadel*Tomb of Horrors*White Plume Mountain
Walk of the Spirits
Richie Tankersley Cusick - 2008
Yvette, Louisiana, with its moss-draped trees, above-ground cemeteries, and her grandfather’s creepy historic home, she realizes that life as she knew it is officially over. Almost immediately, there seems to be something cloying at her. Something lonely and sad and . . . very pressing. Even at school and in the group project she’s been thrown into, she can’t escape it. Whispers when she’s alone, shadows when no one is there to make them, and a distant pleading voice that wakes her from sleep. The other members in Miranda’s group project, especially handsome Etienne, can see that Miranda is in distress. She is beginning to understand that, like her grandfather before her, she has a special gift of communicating with spirits who still walk the town of St. Yvette. And no matter where she turns, Miranda feels bound by their whispered pleas for help . . . unless she can somehow find a way to bring them peace.
Amber House
Kelly Moore - 2012
She's never walked its hedge maze nor found its secret chambers; she's never glimpsed the shades that haunt it, nor hunted for lost diamonds in its walls. But all of that is about to change. After her grandmother passes away, Sarah and her friend Jackson decide to search for the diamonds--and the house comes alive. She discovers that she can see visions of the house's past, like the eighteenth-century sea captain who hid the jewels, or the glamorous great-grandmother driven mad by grief. She grows closer to both Jackson and a young man named Richard Hathaway, whose family histories are each deeply entwined with her own. But when the visions start to threaten the person she holds most dear, Sarah must do everything she can to get to the bottom of the house's secrets, and stop the course of history before it is cemented forever.
Pathfinder Roleplaying Game: Mythic Adventures
Jason BulmahnTracy Hurley - 2013
Many adventurers pick up swords or call upon strange powers in times of trouble, yet only a few are chosen by fate or the gods to change the course of history. These are mythic heroes—legendary figures whose every footstep shakes the heavens. With Pathfinder Roleplaying Game: Mythic Adventures, it's your turn to change the world. Choose a mythic path and take on unbelievable powers by completing mythic trials tied to your character's story. Each mythic path works in parallel with your character class, allowing you to continue advancing in your chosen calling even as you seek a greater destiny. Best of all, you can start playing a mythic character at any point—even as early as 1st level!Pathfinder Roleplaying Game: Mythic Adventures is a must-have companion volume to the Pathfinder RPG Core Rulebook. This imaginative tabletop game builds on more than 10 years of system development and open playtests featuring more than 50,000 gamers to create a cutting-edge RPG experience that brings the all-time best-selling set of fantasy rules into a new era.Pathfinder Roleplaying Game: Mythic Adventures is a 256-page hardcover book that includes:- Complete rules for playing mythic characters of six different paths: archmage, champion, guardian, hierophant, marshal, and trickster.- New mythic feats for every class, such as Powerful Shape, which allows druids to transform into enormous animals, or Deadly Stroke, which lets a mythic character dispatch even a formidable enemy with a single blow.- A whole grimoire of new and supercharged spells. Bring down a castle with a mythic meteor swarm, transform the landscape with terraform, or make every memory and record of someone disappear with mythic modify memory!- Tons of monsters enhanced with mythic abilities and ready to challenge your heroes, from dragons to vampires!- A hoard of new mythic magic items and artifacts. Brandish the sword of inner fire, capable of burning even elemental creatures, or turn your enemies to stone with the medusa-headed shield aegis!- A complete mythic adventure for 7th-level characters.- Advice on running a mythic game and forging your own legends.... and much, much more!Cover art by Wayne Reynolds
Warhammer Fantasy Roleplay 4th Edition Rulebook
Dominic McDowallTS Luikart - 2018
You’ve seen them. The twisted ones, the arrogant ones, the lost ones. Oh, you’d like to walk away and life be all cake and daisies, but you know you’re going here instead. You’ll try to convince yourself it’s because you’re greedy for the loot, or can’t resist a fight, but we all know the truth. So ready your sword, clean your pistol, and watch out for that dog – he might be small but he’s unreasonably vicious.Warhammer Fantasy Roleplay takes you back to the Old World. Get the gang together, create your (anti)heroes, and set off to make your way through the vile corruption, scheming plotters and terrifying creatures intent on destruction.The Fourth Edition Warhammer Fantasy Roleplay Rulebook contains everything you need for grim and perilous roleplaying adventures in the Old World.
Guildmasters' Guide to Ravnica
James Wyatt - 2018
Bundled against the weather, the cosmopolitan citizens in all their fantastic diversity go about their daily business in bustling markets and shadowy back alleys. Through it all, ten guilds—crime syndicates, scientific institutions, church hierarchies, military forces, judicial courts, buzzing swarms, and rampaging gangs—vie for power, wealth, and influence. These guilds are the foundation of power on Ravnica. They have existed for millennia, and each one has its own identity and civic function, its own diverse collection of races and creatures, and its own distinct subculture. Their history is a web of wars, intrigue, and political machinations as they have vied for control of the plane.
Dollhouse
Anya Allyn - 2012
A dollhouse, filled with life-sized toys. A doorway into other realms. And girls who keep disappearing...When Cassie’s best friend, Aisha, vanishes during a school hike, Cassie sets off with Aisha's boyfriend and their friend Lacey, determined to find her. Instead, the three teens fall into a carefully-laid trap—deep into the surreal nightmare and dark secrets of the Dollhouse.Now, Cassie must uncover the mysteries of the Dollhouse and her own connection to it-- before it's too late.With the horror and otherworldliness of Miss Peregrine's Home for Peculiar Children and the gothic romance of A Great and Terrible Beauty, Dollhouse is a tantalizing start to The Dark Carousel series.
Nevermore
Kelly Creagh - 2010
Cold and aloof, sardonic and sharp-tongued, Varen makes it clear he’d rather not have anything to do with her either. But when Isobel discovers strange writing in his journal, she can’t help but give this enigmatic boy with the piercing eyes another look. Soon, Isobel finds herself making excuses to be with Varen. Steadily pulled away from her friends and her possessive boyfriend, Isobel ventures deeper and deeper into the dream world Varen has created through the pages of his notebook, a realm where the terrifying stories of Edgar Allan Poe come to life. As her world begins to unravel around her, Isobel discovers that dreams, like words, hold more power than she ever imagined, and that the most frightening realities are those of the mind. Now she must find a way to reach Varen before he is consumed by the shadows of his own nightmares. His life depends on it.
Insanity
Cameron Jace - 2013
No one doubts her insanity. Only a hookah-smoking professor believes otherwise; that he can prove her sanity by decoding Lewis Carroll's paintings, photographs, and find Wonderland's real whereabouts. Professor Caterpillar persuades the asylum that Alice can save lives and catch the wonderland monsters now reincarnated in modern day criminals. In order to do so, Alice leads a double life: an Oxford university student by day, a mad girl in an asylum by night. The line between sanity and insanity thins when she meets Jack Diamond, an arrogant college student who believes that nonsense is an actual science.
Shadowrun: Doc Wagon 19
Jennifer Brozek - 2015
Willing to go anywhere, rescue anyone, as long as that “anyone” has forked out enough advance cash to justify the effort. Reporter Simone Hart has embedded herself with a DocWagon team to see what their life is really like, and she’s in for a wild ride. From an OD’ing celebrity to an aggressive team of hackers, from pesky gangs to an extremely rich and powerful client teetering at death’s door, this night will give the team all they can handle. But will they survive long enough to remember that in the Sixth World, nothing is truly random? Full of memorable characters and rich Sixth World flavor, DocWagon 19 is a thrilling ride with the people struggling to save lives in a sprawl with a million ways to make people dead. Strap in, hold on, crank up the siren, and get ready for a crazy ride-along through the full chaos of the Shadowrun setting.
Deadlands: The Weird West Roleplaying Game
Shane Lacy Hensley - 1996
The American Civil War rages on, neither side able to establish a clear advantage. Most of California has fallen into the sea. The Sioux Nations have reclaimed the Dakotas. And the dead walk among us. In Deadlands: The Weird West Roleplaying Game, players take on the roles of hexslinging hucksters, mad scientists armed with weird, steampunk gizmos, deadly gunfighters, fearless Indian braves, and wizened shamans. In 1863, a vengeful warband called the Last Sons unleashed the manitous upon humanity, and nothing has been the same since.