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Prince Valiant: The Storytelling Game by Greg Stafford
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Clanbook: Gangrel Revised
Brian Campbell - 2000
The Outlanders have no need for the petty Jyhads and useless sniping of the undead - they are vampires, the highest order of beasts! Now, Clan Gangrel prowls the night unfettered by the traditions of the crumbling Camarilla. They have finally called the night their own.Or Savages Unbound?As the first entry in an ambitious series of revised clanbooks, Gangrel expands upon the clan's appearance in the revised edition of Vampire:All-new information accompanies a re-examination of earlier concepts, allowing you to add as much depth to your character as you like. Additionally, 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.
Challenge to Efrafa (Watership Down)
Judy Allen - 1999
But to do this they need to outwit the evil General Woundwort.
Legend of the Five Rings RPG
Rich Wulf - 2005
For one thousand years, the Empire of Rokugan has stood as a bastion of nobility, honor, and virtue. These lands are ruled by the samurai, powerful heroes who carry the katana and wakizashi as their badge of rank. Eight Great Clans vie with one another for supremacy over these lands, all under the eye of the mighty Emperor. And to the south, the Shadowlands, the eternal enemy of Rokugan, waits for the next opportunity to disrupt all that these foolish mortals have built. It is a land of intrigue, wonder, and adventure. Welcome to the third iteration of the Legend of the Five Rings Role-Playing Game. This player's guide will provide players and GM's with all of the setting, culture, and rules needed to create characters in the Legend of the Five Rings world and stage ongoing campaigns in Rokugan. While this book contains an updated version of the familiar rules, conversion rules will be included so that none of the many previous volumes set in this world will ever be obsolete. The best Asian style fantasy setting roleplaying game of this generation returns to its roots with its release this summer. Legend of the Five Rings 3rd Edition returns focus to the Roll and Keep(R&K) system originally released in 1996. Conveying a deeper sense of realism, the R&K system best simulates the tension, reality, and lethality of Samurai drama. Look for it more information in the coming weeks here at L5R.com. * Thrilling fantasy setting based on the myths and culture of Japan, China, and other Asian nations * A new generation of the beloved Legend of the Five Rings roll and keep system.* Streamlines existing rules without making previous products obsolete.* Excellent sourcebook for Rokugani culture and history
Vampire: The Requiem
Ari Marmell - 2004
Their world is a xenophobic nightmare, populated by tyrannical despots, wildeyed heretics, bloodthirsty rogues and scheming manipulators, all unified by the mysterious curse of vampirism. And you would join them? You would live forever? To play the lusts of mortals like a violinist plays the strings? Then beware, the price is steep to enter the neofeudal hell that the Damned have wrought.Welcome to Undeath Join the revival of the Storytelling tradition. Vampire: The Requiem invites you to tell your own stories set within the world of the Kindred. This book includes rules for using vampires in World of Darkness chronicles, covering everything from the five clans to covenants to Disciplines, bloodlines, storytelling advice and a complete spread of game systems governing the undead. Hardcover. Requires the World of Darkness rulebook for play.
Pathfinder Roleplaying Game: Ultimate Magic
Jason BulmahnRuss Taylor - 2011
In addition to the brand-new magus class—a master of both arcane magic and martial prowess—you'll also find a whole new system for spellcasting, rules for spell duels and other magical specialities, and pages upon pages of new spells, feats, and more. Because when it comes to magic, why settle for less than absolute power?Pathfinder Roleplaying Game Ultimate Magic is a must-have companion volume to the Pathfinder Roleplaying Game Core Rulebook. This imaginative tabletop game builds on more than 10 years of system development and an Open Playtest 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 the new millennium.Pathfinder Roleplaying Game Ultimate Magic includes:- The magus, a new base class combining deadly arcane magic with the skills and weapons of a trained warrior.- Words of power, an innovative and flexible new spellcasting system.- New options for dedicated casters, such as alchemist discoveries, alternative uses for channeled energy, druid companions, sorcerer bloodlines, eidolon abilities, witch hexes, and oracle mysteries.- Additional feats and magical abilities for martially oriented casters, including monk ki tricks, inquisitor archetypes, and ranger traps.- New magical conditions called spellblihgts, as well as systems for crafting constructs, binding outsiders, and spell-dueling.- More than 100 new spells, plus detailed guidelines for designing your own.... and much, much more!Cover art by Wayne Reynolds
The Darkbow Collection - Six Epic Fantasy Novels (The Kobalos Trilogy, and The Horrors of Bond Trilogy)
Ty Johnston - 2014
CITY OF ROGUES: Book I of The Kobalos Trilogy Kron Darkbow seeks vengeance, and he plans to have it no matter the costs. Returning to the city of his birth after 15 years, he hunts down the wizard responsible for the deaths of those he loved only to find out another was responsible for the murders. That other is Belgad the Liar, a former barbarian chieftain who is now boss of the city's underworld. ROAD TO WRATH: Book II of The Kobalos Trilogy Kron Darkbow has fled the city of Bond, along with healer mage Randall Tendbones and professional duelist Adara Corvus. Everywhere they turn are enemies. Even the goal of their travels offers no peace, for the group rides to the land of Kobalos where Randall must face that nation’s Lord Verkain, the alleged Dark King of the North. DARK KING OF THE NORTH: Book III of The Kobalos Trilogy Kron Darkbow and companions have survived the mean streets of the city of Bond and the dangers of the Prison Lands, but now they dare to journey into Kobalos, a dark northern land ruled by King Verkain, a powerful mage rumored to be immortal and mad. Always on their trail is underworld crime boss Belgad the Liar and his crew of deadly killers. Not only does Belgad seek vengeance against Kron, but he also wants to capture Kron's friend, the healer Randall Tendbones, the last of Verkain's children whom the king wants dead. It is in Kobalos, in the darkest of hours, alone with enemies all around, Darkbow becomes the last hope for all. But to defeat his foes, first he must learn to defeat his own rage. GHOSTS OF THE ASYLUM: Book I of The Horrors of Bond Trilogy The streets of the city of Bond boil with discontent. Political struggles within a power vacuum bring dreams of dominance to some among the lower levels of the city’s underbelly. Common thugs and guild bosses alike conspire together, their goal to eliminate the figure of Kron Darkbow. Permanently. Kron has become a symbol on the streets, and his removal would not only clear the way for others, but also would be a sign of who has the real power in Bond. Amidst the chaos, buildings burn, riots go nearly unchecked, and even the city guard find themselves forced to retreat. DEMON CHAINS: Book II of The Horrors of Bond Trilogy A sick murderer stalks the streets of the city of Bond. The killer leaves behind tortured and twisted bodies sliced and ripped apart, often after the most horrible of violations. It falls upon Kron Darkbow to hunt this killer preying upon the weak and the strong alike, but he soon realizes there is more than one culprit involved in these horrible crimes. A dark mage and his demon partner are at fault, and with each death they grow more and more powerful. THE COMPANY OF SEVEN: Book III of The Horrors of Bond Trilogy An undead mage thousands of years old slinks through the city of Bond. Rising up from beneath the soil, he soon finds himself allied with escaped fugitives from the Prisonlands, a former knight, a pair of assassins and the chief of thieves. Each has their own wants, their own goals, but the wizard's are the most deadly to the citizens of Bond, and he refuses to be denied his destiny.
Pathfinder Adventure Path: Rise of the Runelords Anniversary Edition
James JacobsMichael Kortes - 2012
An attack by crazed goblins reveals the shadows of a forgotten past returning to threaten the town—and perhaps all of Varisia. The Rise of the Runelords Adventure Path begins with this goblin raid and takes players on an epic journey through the land of Varisia as they track a cult of serial killers, fight backwoods ogres, stop an advancing army of stone giants, delve into ancient dungeons, and finally face off against a wizard-king in his ancient mountaintop city. This hardcover compilation updates the fan-favorite campaign to the Pathfinder Roleplaying Game rules with revised and new content in more than 400 pages packed with mayhem, excitement, and adventure!Celebrating both the fifth anniversary of the Pathfinder Adventure Path and the tenth anniversary of Paizo Publishing, this new edition expands the original campaign with new options and refined encounters throughout, incorporating 5 years of community feedback.The Rise of the Runelords Anniversary Edition contains:- All six chapters of the original Adventure Path, expanded and updated for use with the Pathfinder Roleplaying Game.- Articles on the major locations of Rise of the Runelords: sleepy Sandpoint, the ancient Thassilonian city of Xin-Shalast, and others.- Revelations on the sinister magic of Thassilon, with updated spells, magic items, and details on tracking sin points throughout the campaign.- A bestiary featuring eight monsters updated from the original Adventure Path, plus an all-new terror.- Dozens of new illustrations, never-before-seen characters, location maps, and more!Cover art by Wayne Reynolds
Game Night
Jonny Nexus - 2007
unless it's game night. A twelve-thousand-year quest is about to be completed, prophecies will be fulfilled, ancient riddles answered, legendary evils bested, and the nature of the universe revealed. All that's needed is a band of mighty heroes to do the completing. Unfortunately for the locals, some of the gods have taken a personal interest in the chronicle of these heroes' adventures. Now they are each guiding one of the characters towards the conclusion of their epic journey. That is, when they're not squabbling, backstabbing each other, blowing things up by accident, refusing to play by the rules, and turning the Allfather's creation into a mess of petty arguments, fantasy cliche, gratuitous combat and unnecessary dice rolls. If you thought your games group couldn't be any worse, Game Night shows just how bad things can get when a bunch of unruly deities decide they want to play. And may the heavens help us all. Jonny Nexus is editor of the acclaimed webzine Critical Miss and author of The Slayers' Guide to Games Masters
Adam's Journey (The Aliomenti Saga - Book 8)
Alex Albrinck - 2016
They are the journeys of self-discovery, when one learns one’s true history and destiny. They are the times when self-discipline must trump the massive desire to act in a manner that offers a short term benefit… but a long term disaster. Adam long knew he faced such a journey, one he’d face completely alone. He didn’t know how he’d ever begin; fate seemed stacked against him. And yet he knew the stakes, knew that his failure — or his discovery — could doom him and those he loves most. And then… fate smiled on him. For just a few brief moments, the window opened, and he commenced that journey. He—and the world—would never be the same.
Clanbook: Assamite Revised
Clayton Oliver - 2000
Once assumed to be mere assassins, the Assamites have thrown off the Camarillas debilitating curse and their mantle of silence. A diverse clan of noble warriors, erudite scholars, learned sorcerers and murderous diablerists, the Assamites have stepped forth to claim their legacy in the Final Nights.The High Price of UndeathAs part of the revised lineup of clanbooks, Assamite takes one of the classic sourcebooks for the game and brings it into a modern context. All-new information accompanies a re-examination of earlier concepts, allowing you to add as much depth to your character as you like. The sheer volume of information contained in the new clanbooks (each 32 pages longer than the first-edition series) permits Storytellers to round out their chronicles.
Empire of Imagination: Gary Gygax and the Birth of Dungeons & Dragons
Michael Witwer - 2015
Michael Witwer has written a dynamic, dramatized biography of Gygax from his childhood in Lake Geneva, Wisconsin to his untimely death in 2008.Gygax's magnum opus, Dungeons & Dragons, would explode in popularity throughout the 1970s and '80s and irreversibly alter the world of gaming. D&D is the best-known, best-selling role-playing game of all time, and it boasts an elite class of alumni--Stephen Colbert, Robin Williams, and Junot Diaz all have spoken openly about their experience with the game as teenagers, and some credit it as the workshop where their nascent imaginations were fostered. Gygax's involvement in the industry lasted long after his dramatic and involuntary departure from D&D's parent company, TSR, and his footprint can be seen in the genre he is largely responsible for creating. But as Witwer shows, perhaps the most compelling facet of his life and work was his unwavering commitment to the power of creativity in the face of myriad sources of adversity, whether cultural, economic, or personal. Through his creation of the role-playing genre, Gygax gave two generations of gamers the tools to invent characters and entire worlds in their minds. Told in narrative-driven and dramatic fashion, Witwer has written an engaging chronicle of the life and legacy of this emperor of the imagination.
The Obernewtyn Chronicles Omnibus, #1-6
Isobelle Carmody - 2015
It was a time known as the Age of Chaos. In a final explosive flash everything was destroyed. The few who survived banded together and formed a Council for protection. But people like Elspeth-mysteriously born with powerful mental abilities-are feared by the Council and hunted down like animals...to be destroyed.Her only hope for survival to is keep her power hidden. But is secrecy enough against the terrible power of the Council? The Farseekers Since their takeover of Obernewtyn, the secret community of Misfits has flourished, protected by their remoteness. Led by Elspeth Gordie, whose extraordinary powers set her apart even among her Misfit friends, an expedition sets out to rescue a powerful Misfit in a distant part of the Land. Only she knows the enormity of their task. But for her is yet another challenge as she must fulfil her vow to find and dismantle the dormant deathweapons left by the Beforetimers.AshlingThe powerful farseeker Elspeth Gordie is sent to Sutrium, seat of the totalitarian council that rules the Land, to seal an alliance between the secret Misfit community at Obernewtyn and rebel forces. The journey takes her far beyond the borders of the Land, across the sea and into the heart of the mysterious desert region of Sador, where she seeks help to destroy the weaponmachines. But before her dark quest can begin, Elspeth must learn the truth of her dreams: she must understand why the Beforetimers destroyed their world ...The Keeping Place After a kidnapping, Elspeth Gordie and the Misfits are forced to join the rebellion against the oppressive Council, using their extraordinary mind powers. But Elspeth must also seek out clues left by the long-dead seer, Kasanda, vital to her quest to destroy the Beforetime weaponmachines. One clue is lost in the past, forcing Elspeth to travel the Dreamtrails, stalked by a terrifying winged beast, with the cat, Maruman, as her guide and guardian. Only there can she learn more of the Beforetimer Misfits and their enemy, Govamen. Gradually Elspeth realises that her quest is intimately linked to the Misfits' refuge Obernewtyn - its past and its future...The Stone Key There was a great crash and wood splintered . . . I had a brief glimpse of a group of Herder priests, bald and robed, peering at me, and then the sundered remnants of the locker door were torn aside and a rough hand reached in to haul me out by the hair. A Hedra captain stared into my face with eyes that burned with a fanatical fire above a thin nose and a lipless slash of a mouth. . .'You will die in great pain and very slowly, mutant,' said the Hedra master.When Farseeker Guildmistress Elspeth Gordie sets out from Obernewtyn to travel to Sutrium at the end of Wintertime, she quickly learns that not everyone welcomes the changes brought about by the rebellion. Capture by an old and vicious enemy, she is drawn into the heart of the Herder Faction, where she learns of a terrible plot to destroy the west coast.To stop it, Elspeth must risk everything, knowing that if she dies, she will never complete her quest to find the weaponmachines that destroyed the Beforetime.But if she succeeds, her journey will lead her to the last of the signs left for her by the seer Kasanda . . .The SendingIt came to me then, like a chilly draught from an unseen gap, that I had always known in my deepest heart that it would be like this, a slipping away from a life full of people I had come to love, in a place I had helped to shape, in a land I had helped to free.The time has come at last for Elspeth Gordie to leave the Land on her quest to find and stop the computermachine Sentinel from unleashing the deadly Balance of Terror arsenal. But before she can embark on her journey, she must find a lost key. And although she has long prepared for this day, nothing is as she anticipated.Elspeth's search will take her where she never thought to go, and bestow upon her stranger companions than any she ever imagined. It will lead her far from her destination to those she believed lost forever.And it will test her, as she has never been tested before . . .
Buffy the Vampire Slayer Core Rulebook
C.J. CarellaAndrew Cairns - 2002
and more?Buffy the Vampire Slayer is a complete roleplaying game. In it, you will find:• An introduction to roleplaying and the Buffyverse.• A roleplaying guide to all seven season of Buffy the Vampire Slayer.• Detailed character creation, including pre-constructed Heroes and White Hats, for your quick-play pleasure.• Roleplaying specifics for the entire Original Cast, from Buffy to Dawn, including their wild and wacky changes.• The Buffy Unisystem, streamlined for cinematic slayage and sneakage.• A primer on magic mojo, for those who dare.• A guide to the hotspots of Sunnydale.• The monsters of mayhem, all stat-ed out and ready-to-slay, and the skinny every season's Big Bad.• Blow-by-blow instructions for creating Buffy roleplaying Episodes, Seasons, and Series.• A complete Episode to get slaying fast and easy.• A guide to Buffyspeak to add sparkle to your dialogue .