Scion Hero


John Chambers - 2007
     Their battles in the Overworld have spilled over to ours. Armed with abilities and weapons granted by their divine parents, the Scions stand as humanity's only defense. This book includes: • Six ready-to-play Scions—the offspring of the Gods • Rules to create your own Scion from one of more than 50 gods from six different pantheons • The adventure, "The Long Road to Heaven," using the Storytelling Adventure System Scion: Hero is the first book in a new Storytelling game series from White Wolf Publishing. 336 page hardcover.

Pathfinder Roleplaying Game: NPC Codex


Jason BulmahnJason Nelson - 2012
    You spend hours setting up the perfect encounter, your players are out for blood, the swords are drawn—and then you realize that you've forgotten to build statistics for the enemy characters. Or perhaps your players go left when you expect them to go right, leaving you without any encounters prepared.Such problems are a thing of the past with the NPC Codex. Inside this tome, you'll find hundreds of ready-made stat blocks for nonplayer characters of every level, from a lowly forest poacher to the most majestic knight or ancient spellcaster. Whether you're planning out future adventures or throwing together encounters right at the table, this book does the work so you can focus on playing the game.Pathfinder RPG NPC Codex is a must-have companion volume to the Pathfinder RPG Core Rulebook and Pathfinder RPG Bestiary. 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 the new millennium.The 320-page Pathfinder RPG NPC Codex includes:- Statistics for more than 300 characters, including at least one for every level of every class in the Pathfinder RPG Core Rulebook.- Tactical suggestions for every character, ensuring that you get the most out of each individual's gear and abilities in a fight.- Tons of flavorful names and backgrounds to give characters personality, plus ideas for using them in both combat and roleplaying situations.- Statistics for characters with lower-powered NPC classes to help populate your world with ordinary people, as well as characters with specialized prestige classes.- Animal companion statistics for druids and rangers, from level 1 through level 20.- Multiple versions of each Pathfinder iconic character, perfect for pregenerated player characters.- Encounter groups for conveniently crafting battles on the fly.... and much, much more!Cover art by Wayne Reynolds

Play Unsafe


Graham Walmsley - 2007
    We buy shelves of thick books. We plan detailed adventures. We memorise rules.In Play Unsafe, Graham Walmsley explores what happens when you throw the serious stuff away: when you stop working, stop planning and start playing.This book explains how to make roleplaying less like work and more like play; stop killing other players' ideas and build on them instead; and put stories at the heart of your game.

Cityscape (Dungeons & Dragons Supplement, v 3.5)


Ari Marmell - 2006
    The game material is completely compatible with the D&D core rulebooks and includes timesaving tools and tips for any urban campaign. The material in this supplement is appropriate for both D&D players and Dungeon Masters and includes content that appeals to both

Monster of the Week


Michael Sands - 2012
    There are monsters out thereAnd you are mean enough, smart enough, crazy enough, or hurt enough, to fight them.Maybe you'll defend your hometown from evil.Maybe you'll take to the road and hunt them down.Maybe you have magic powers to fight with.Maybe your name appears in an ancient prophecy.One thing's for sure.You aren't going back to your old, safe life.Monster of the Week is an action-horror roleplaying game for 3-5 people.

Clanbook: Gangrel


Brad Freeman - 1995
    Now learn the secrets of these enigmatic vampires - their history and legends, their allies and enemies, and the truth of their relationship with the fearsome Lupine. There is good reason why they stand at the forefront of every vampiric war: none can stand against them.Clanbook: Gangrel includes:* The history of the clan and its unique view of the world;* 10 sample characters suitable for players and storytellers, and;* How the Gangrel run with the werewolves and the powers they gain.

Hunter: The Vigil


Russell Bailey - 2008
    A fire is lit: is it a lamp perched over the inscription upon an ancient blade? Or a roaring conflagration consuming the house in which the howling fiends wait? Things will never be the same after this. You've set forth on a damning path. Carry the Vigil. Fight back the shadows.Rulebook for Hunter: The Vigil This book includes: * A rulebook for playing hunters, those humans who have seen the truth of the World of Darkness and are spurred to action. * A many-faced Vigil for many types of hunter: characters might choose a path of violence, of investigation, or even of rehabilitation. Decipher mysteries and confront the horrors. * Provides new player types and antagonists for crossover- intensive chronicles as well as those chronicles focused only on hunters.

The World of Critical Role


Liz Marsham - 2020
    These pages chronicle how a circle of friends who all happen to be talented voice actors built the most-watched tabletop role-playing livestream of all time.Discover dazzling new illustrations and richly written insights into the locations, characters, and adventures featured in the hundreds of episodes across Critical Role’s two campaigns, Vox Machina and the Mighty Nein. Go behind the scenes with archival photos and exclusive interviews with Dungeon Master Matt Mercer and the entire Critical Role cast as they explore their characters’ most triumphant moments and darkest hours. And celebrate the massive community of Critters who support and expand the show’s world through a highlighted tour of the crafts, cosplay, and art they create every day. Featuring a foreword from the cast, lush illustrations, and the inside story you won’t find anywhere else, this book is your indispensable guide to Critical Role. The adventure begins!

The War of the Lance (Dragonlance TSR)


Margaret Weis - 2004
    The War of the Lance contains a number of short stories by popular Dragonlance authors as well as two stories by Weis and Hickman.

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.

Clanbook: Lasombra Revised


Bruce Baugh - 2001
    Their legacy of shadows eclipses the light thrown by their packs ritual fires. But are the Lasombra truly the esteemed leaders of the Sword of Caine or do they simply abuse it to serve their own ends?The Lords of the SabbatAs the next entry in the revised lineup of clanbooks, Lasombra takes one of the classic Vampire sourcebooks and brings it into a modern context. All-new information accompanies revised material, inviting you to add as much depth to your character as you like. 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.

Call of Duty: Modern Warfare 3 Signature Series Guide


Michael Owen - 2011
    -Complete Walkthrough Leads Gamers through Entire Game! -Comprehensive Coverage: Expert Tactics, All Weapons, Killstreaks, and More! -Detailed Maps for all Single and Multiplayer Levels. -Analysis of All Gameplay Features: Survival Mode, Killstreak Rewards and More! -Achievements and Trophies, Unlockable Weapons and Attachments, novel play modes!

The Dungeon Shop: A Light Novel of Wares for the Weary Adventurer


Chris Ford - 2021
    Take a chance. Take an adventure.So, she does. After strapping on the biggest enchanted sack she can find, Lumina makes herself useful as a pack mule and a dungeon merchant, earning her keep and selling her wares in the thick of the adventure and danger.Being the first merchant in the dungeon gives her an advantage of a life time..She'll risk everything to follow her dream: to be the greatest merchant to ever live!Selling, Health Potions, Mana Potions, Stamina Potions and... Coffee!Join the adventure and buy a copy or check it out on Kindle Unlimited!For Fans of - Light Novels, Dungeon Crawls, Cozy Adventurers, Slice of Life, and LitRPG

Of Dice and Men: The Story of Dungeons & Dragons and the People Who Play It


David M. Ewalt - 2013
    Even if you’ve never played Dungeons & Dragons, you probably know someone who has: The game has had a profound influence on our culture. Released in 1974—decades before the Internet and social media—Dungeons & Dragons is one of the original ultimate nerd subcultures, and is still revered by more than thirty million fans. Now, the authoritative history and magic of the game is revealed by an award-winning journalist and life-long dungeon master.From its origins on the battlefields of ancient Europe, through the hysteria that linked it to satanic rituals and teen suicides, and to its apotheosis as father of the modern video game industry, Of Dice and Men recounts the development of a game played by some of the most fascinating people in the world. Chronicling the surprising history of D&D’s origins (one largely unknown even to hardcore players) while examining the game’s profound impact, Ewalt weaves laser-sharp subculture analysis with his own present-day gaming experiences. An enticing blend of history, journalism, narrative, and memoir, Of Dice and Men sheds light on America’s most popular (and widely misunderstood) form of collaborative entertainment.