Eberron Campaign Guide: A 4th Edition D&D Supplement


James WyattScott Fitzgerald Gray - 2009
    This exciting world is complete with soaring cities, viscious wars, and a gritty mean-streets style that harkens back to the traditions of film noir.The Eberron campaign setting is updated into the 4th edition D&D family with the Eberron Campaign Guide. Featuring all of the character elements from the core rulebooks, this updated version of the Eberron world is a must for any gamer that likes the magic-as-technology, film noir, high-adventure campaign setting that was chosen from over 15,000 game submissions.

Unknown Armies


Greg Stolze - 1999
    Completely reorganized, largely rewritten, and jam-packed with new art, the second edition of Unknown Armies isn't just better. It kicks metaphysical ass! We've remixed the book based on the level of campaign you want to play: Street, Global, or Cosmic. At street level, you're outsiders to the secret world of magick, ordinary people entering a land of mystery and peril. At global level, you're mojo-wielding cabalists in the occult underground, pursuing your arcane agendas and plotting against your rivals. At cosmic level, you're in tune with the cosmos itself, fighting to shape the next incarnation of reality. Background material is divided up as well, so new players in a street-level campaign only read what the GM wants them to know. But the beats don't stop there: Much more information for new players, to get them into the mindset of the game and help them make better characters and stronger campaigns. * New character-creation options, including Trigger Events, Paradigm Skills, and power levels scaled to match the level of campaign you're playing. * Numerous rules tweaks, including a new initiative system, Fuzzy Logic skill checks, player-directed combat modifiers, amped-up martial arts rules, a new experience system, and more, all dedicated to upgrading UA's innovative percentile system into a lean and precise tool for fast play and player empowerment. * More magick for non-adepts: Authentic Thaumaturgy, new rituals and artifacts, and revised versions of Proxy Magick and Tilts allow the freewheeling use of symbolic, sympathetic magick by anyone with the will to make it happen. * Twelve schools of magick (up from seven in UA1) for obsessed adepts, including revised versions of published schools (Bibliomancy, Personamancy, and Urbanomancy) and two new schools (Videomancy and Narcotic Alchemy). * Fourteen avatars (up from eight in UA1) for archetypalists, including revised versions of published avatars (The Messenger, The Mother, The Mystic Hermaphrodite, and the True King) and two new avatars (The MVP and The Warrior). * More resources for the GM, including specific guidance on combat, wounds, skill checks, campaign building, and other critical issues. * New cover art and design, new interior art and design, and a hardcover binding to keep this game in line.

The Kormak Saga


William King - 2013
    In reality Kormak is a Guardian, one of an ancient order sworn to protect humanity from the servants of the gathering darkness.Kormak is a sword and sorcery hero in the tradition of Conan, Solomon Kane and Druss the Legend, a driven man with a mission to hunt down the ancient demons who slaughtered his family. His fast-paced, action-packed adventures take him from one end of his richly detailed fantasy world to the other. THE KORMAK OMNIBUS The Kormak Omnibus compiles all of Kormak’s adventures so far into one massive volume packed with high adventure. It contains the first three novels, the short story Guardian of the Dawn and many extras such as a map of the Kingdoms of the Sun and the author’s notes for all of the stories. If you’ve never entered Kormak’s world of danger and excitement, here is the perfect opportunity to do so at a special bargain price. GUARDIAN OF THE DAWNIn this chilling tale, Kormak seeks refuge for the night in an isolated peasant home only to find himself thrown into a terrifying confrontation with an ancient evil. STEALER OF FLESHThe Ghul are the Stealers of Flesh, an ancient race of demons who possess the bodies of humans to work great evil. Now one of them has been freed from its ancient prison using Kormak's own dwarf-forged sword and the Guardian must pursue it to a haunted city on the edge of the world to end its reign of terror.DEFILER OF TOMBSAn open tomb, a dead child and an unleashed ancient horror send Kormak on a path of vengeance through the haunted northlands of Taurea. He seeks Morghael, a necromancer with a plan for resurrecting the dark empire of Kharon and the power to bring the dead swarming back to life. WEAVER OF SHADOWWar brews along the border of the Elvenwood. The prophet of an ancient evil has corrupted the nation of Mayasha, reducing the once proud elves to feral slaves of the Shadow. Allied with the monstrous Spider Folk she is poised to sweep away the human settlements in the ancient forests and spread her Blight across the lands. Only one man stands between her and absolute victory; Kormak. ABOUT THE AUTHOR William King lives in Prague, Czech Republic with his lovely wife Radka and his two sons Dan and William Karel. He has been a professional author and games developer for almost a quarter of a century. He is the creator of the bestselling Gotrek and Felix series for Black Library and the author of the Space Wolf books which between them have sold over three quarters of a million copies in English and been translated into 8 languages.His novel Blood of Aenarion made the shortlist for the 2012 David Gemmell Legend Award, the premier award in the field of heroic fantasy. His short fiction had appeared in Year’s Best SF and Best of Interzone. He has twice won the Origins Awards For Game Design. His hobbies include role-playing games and MMOs as well as travel.

GURPS Powers


Sean Punch - 2005
    . . or Destroy It!GURPS Powers is the ultimate book for the ultimate characters in the new Fourth Edition of GURPS! Here's everything you need to create every kind of amazing, off-the-chart superhero you can imagine . . . as well as amazing wizards, wuxia fighters, shamans who command spirits . . . even gods!Written by GURPS Line Editor and Fourth Edition co-author Sean Punch, GURPS Powers introduces some new rules, but it is mostly about using the rules that are already in the GURPS Basic Set to cover superpowered characters, megawizards, and earth-shattering psionics. GURPS Powers also include guidelines for "special effects" and several different ways to vary a power on the fly—two crucial concepts for comic-book superheroics.GURPS Powers is a Fourth Edition GURPS book that completely replaces the Third Edition books GURPS Supers and GURPS Psionics. Like our other Fourth Edition supplements, it's a gorgeous 240-page, full-color hardcover. If you've got a high-powered campaign—or high-powered players—you want GURPS Powers!

Two Metaphysical Blades


Chris Wraight - 2018
    Linked, equal but opposite, these blades are destined to be wielded by two of the greatest heroes of the Age of Darkness. And as the spears themselves, Appolonian and Dionysian, are equal and opposite, so too are those to whom they were gifted. This is their story too. The warrior-scholar, a savant and a servant. The warrior-king, a savage and a soldier. Their fates entwined in ways they do not understand, they carry the blades as both gift and curse, fulfilment of destiny unseen by any save the Master of Mankind. Read It Because This is truly a Horus Heresy story unlike any other. Chris Wraight crafts an elegiac look at two heroes of the Heresy, through the blades that bond them and forge a destiny that may well extend far beyond the stories that have yet been told…

Dungeons & Dragons Core Rulebook Gift Set


Jonathan Tweet - 2003
    In the 30-year history of the Dungeons & Dragons game, this type of boxed set has never been available -- until now. Enjoy the foundation of the Dungeons & Dragons roleplaying game in one product that is a great gift for someone you want to introduce to the hobby or as a gift to yourself. With these three books in one case, the entire world of Dungeons & Dragons is yours to explore and share with others.

Dungeon Master for Dummies


Bill Slavicsek - 2006
    It gives you the basics on running a great game, info for more advanced dungeon mastering, guidelines for creating adventures, and tips for building a campaign. It shows you how to: Handle all the expressions of DMing: moderator, narrator, a cast of thousands (the nonplayer characters or NPCs), player, social director, and creator Use published adventures and existing campaign worlds or create adventures and campaign worlds of your own Conjure up exciting combat encounters Handle the three types of encounters: challenge, roleplaying, and combat Create your own adventure: The Dungeon Adventure, The Wilderness Adventure. The Event-Based adventure (including how to use flowcharts and timelines), The Randomly Generated Adventure, and the High-Level adventure Create memorable master villains, with nine archetypes ranging from agent provocateur to zealot To get you off to a fast start, Dungeon Master For Dummies includes:A sample dungeon for practice Ten ready-to-use encounters and ten challenging traps A list of simple adventure premises Mapping tips, including common scales, symbols, and conventions, complete with tables Authors Bill Slavicsek and Richard Baker wrote the hugely popular Dungeons and Dragons For Dummies. Bill has been a game designer since 1986 and leads the D&D creative team at Wizards of the Coast. Richard is a game developer and the author of the fantasy bestseller Condemnation. They give you the scoop on:Using a DM binder to keep records such as an adventure log, PCs' character sheets, NPC logs/character sheets, treasure logs, and more Knowing player styles (role players and power games) and common subgroups: hack'n'slasher, wargamer, thinker, impulsive adventurer, explorer, character actor, and watcher Recognizing your style: action movie director, storyteller, worldbuilder, puzzlemaker, or connector Using miniatures, maps, and other game aids Using 21st century technology, such as a Web site or blog, to enhance your game The book includes a sample adventure, The Necromancer's Apprentice, that's the perfect way to foray into DMing. It includes everything you need for a great adventure--except your players. What are you waiting for? There are chambers to be explored, dragons to be slain, maidens to be rescued, gangs of gnoll warriors to be annihilated, worgs to be wiped out, treasures to be discovered, worlds to be conquered....

Werewolf: The Wild West: A Storytelling Game of Historical Horror


Richard Kane Ferguson - 1997
    Corruption from without and within has caused the destruction not only of the Garou's environment, but also of their families, friends and culture, which extends in an unbroken line to the very dawn of life. No matter how righteously the Garou hold themselves, no matter how they prey on their destroyers, the corruption spreads.Now the time for reconciliation is past. This grave insult against Gaia can end in only one way: blood, betrayal... and rage.Werewolf: The Wild West is a complete rulebook, containing everything you need to play the Garou of the Savage West, whether Pure One or newcomer, human-born or wolf-blood. Fight the undead parasites who maneuver to control fledgling towns, or tear into the corrupt humans who have gone where nobody should. The frontier is a savage battleground, where both glory and death await you. Welcome to the Wild Times.

Arcana Unearthed: A Variant Player's Handbook


Monte Cook - 2003
    IntroductionChapter 1 - AbilitiesChapter 2 - RacesChapter 3 - ClassesChapter 4 - SkillsChapter 5 - Feats and TalentsChapter 6 - EquipmentChapter 7 - Playing the GameChapter 8 - MagicChapter 9 - SpellsAppendix (Index)Intended as a full (drop-in) replacement for D&D 3.x PHB; published under the Open Game License.

Kindle Fire How To


Michael Gallagher - 2011
    This guide will take you step-by-step with all of the Kindle Fire’s features including setup, navigating each tab, play music and videos, read eBooks, and download and use apps.Each chapter contains detailed instructions complete with screenshots, tips, tricks, and shortcuts to quickly get up to speed and more. Additionally, this guide shows you how to and where to receive FREE books, music, videos, and apps you can immediately start using on your Kindle Fire: you may never pay another cent for Kindle content again – download this guide to your Kindle Fire today!Michael Gallagher is the author of several bestselling Kindle “how-to” guides, and his title “Free Kindle Books and How to Find Them” has been the #1 Kindle reference guide for over two years, garnering #53 and #72 on the Top 100 Kindle bestseller lists for all Kindle book titles in 2010 and 2011, respectively. His “Kindle Books and Tips” blog has been the #1 bestselling subscription blog in the Amazon Kindle Store since 2010. You can visit his author page on the Amazon website at http://www.amazon.com/author/gallagher

Treachery in Death / New York to Dallas 2-in-1 Collection


J.D. Robb - 2015
    D. Robb Treachery in Death Eve Dallas and her partner, Peabody, are following up on a brutal, senseless crime—an elderly grocery owner killed by three stoned punks for nothing more than kicks and snacks. And for the first time, Peabody is primary detective on the case, which means she has to get used to a new level of authority and responsibility. Good thing she learned the ropes from a master like Eve.But after rounding up the perps, Peabody stumbles upon a much trickier situation. Determined to start working out as hard as she grills suspects, she chooses to do it at the old, rarely-used gym at Central. After a grueling workout, she squeezes into one of the narrow shower stalls, happy to have the place to herself. Just after she shuts the water off, the gym door clatters open—and while she cringes inside the stall, trying not to make a sound, Peabody overhears two fellow officers, Garnet and Oberman, arguing. References are made to delivering product, and a house in the islands, and someone named Keener who’s supposed to look like an OD. It doesn’t take long for a naked and vulnerable Peabody to realize that both officers are crooked—guilty not just of corruption but of murder as well. Fortunately, the two clear out of the locker room without realizing there was a witness.Eve Dallas may have trained Peabody well—but this is too dangerous for one person to take on alone. Now Peabody, Eve, and her husband, Roarke, must try to get the hard evidence they need to bring the dirty cops down—knowing all the while that the two have already killed to keep their secret, and are no doubt willing to do it again. New York to Dallas It was one of Eve Dallas’s earliest takedowns, back in her uniform days. A monster named Isaac McQueen had been abducting young victims and leaving them scarred in both mind and body. Thanks to Eve, he wound up where he belonged, removed from civilized society in Rikers. But he’s not behind bars anymore.After his escape, McQueen has two things in mind. One is to take up where he left off, preying on the young and innocent—when necessary, with the help of a female partner all too willing to be manipulated and to aid and abet his crimes. His other goal: to get revenge on the woman who stopped him all those years ago, now a high-profile lieutenant in the NYPSD and married to one of the city’s richest men.Commanding Eve’s attention with a chilling and brazen crime, McQueen sets off the chase—forcing Eve down a road marked with blood and tears, a road that eventually leads southwest to Dallas, Texas, the home Eve fled long ago. And each new twist brings her closer to the harrowing memory of when she wasn’t a hardened detective but a vulnerable girl just like McQueen’s innocent prey. As her husband, Roarke, tries to rescue her from the nightmares that claw at her mind, and her partner, Peabody, doggedly works to support her, Eve must confront—and call upon—the darkest parts of her own soul in order to survive.

Exalted


Christopher Moeller - 2001
    The Empire of the Dragon-Blooded -- an invincible colossus -- stands astride the ruins of the First Age. For millennia, the scarlet Empress held the world in her steel grip. But the empress is no more, and the Realm spirals toward chaos and civil war. Its enemies descend -- demon princes, deathlords, skin-changing barbarians and the twisted and inscrutable Fair Folk hammer at the gates. In this time of darkness are reborn the solar Exalted, heroes of legend once slain by the Dragon-Blooded. Will these living legends herald the return of the Golden Age... or the end of creation?Exalted is the latest hardcover rulebook addition to the World of Darkness -- -- but not the one you think you know. You've never seen or even dreamed of this land before, yet it's hauntingly familiar. Become one of the Exalted, one of the heirs to an Age of Heroes, now cast down and disparaged. Will you rail against the tyranny of the oppressive Realm, seek your destiny in the dangerous Threshold, or throw in with the bizarre creatures of the wilds? The fate of this new world is in your hands.

And The Rock Cried Out


Ray Bradbury - 1953
    With American economic and military might eradicated, husband and wife become the unfortunate focus for years of subjugation and resentment.

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.

Showcase Presents: The Brave and the Bold: The Batman Team-Ups, Vol. 1


Bob Haney - 2007
    The Caped Crusader teams up with some of the World's Greatest Super-Heroes in this titanic volume guest-starring Wonder Woman, The Flash, Green Lantern, Hawkman, The Atom, Green Arrow and many others.