The Extraordinary Adventures of Baron Munchausen


James Wallis - 2008
    It's a role-playing story-telling game of outrageous originality and swashbuckling exaggeration, stretching the bounds of truth until they twang. How is this possible? If Baron Munchausen is involved, anything is possible. The Extraordinary Adventures of Baron Munchausen contains full rules, more than two hundred adventures ready to be played, mechanics that replace dice and pencils with money and fine wine, and many insults against the inhabitants of various nations, but principally the French. This expanded edition is a facsimile of a suppressed volume originally published in 1808. It contains additional rules for playing in an Arabian style and a complete supplementary game, 'My Uncle the Baron', designed for children, the inbred and those who are very drunk. "The original edition of The Extraordinary Adventures of Baron Munchausen was unique and marvellous. This new edition is even better. If you are a clever person with clever friends, you will enjoy reading and playing it. Let's not consider the alternative." -Steve Jackson, creator of Munchkin "Utter brilliance in RPG form!" -John Kovalic, creator of Dork Tower Nominated for Best New RPG in the 1999 Origins Awards Nominated for Best Family/Party Game in the 2009 Origins Awards Nominated for Best Writing in the 2009 ENnie Awards

In Search of the Unknown


Mike Carr - 1979
    Introductory module for character levels 1-3 for the Dungeons & Dragons game.This package ( a cover folder with maps & descriptive booklet within), forms a complete module for use with Dungeons & Dragons Basic Set.It is especially designed as an instructional aid for beginning Dungeons Masters & Players, specifically created to enable new Dungeon Masters to initiate play with a minium of preparation.

Defenders of the Faith: A Guidebook to Clerics and Paladins


Rich Redman - 2001
    It's packed with ways to customize cleric and paladin characters, including: New feats, prestige classes, weapons, and equipment. More uses for turning checks, and new magic items and spells designed specially for clerics and paladins. Information about special organizations such as the Laughing Knives and the Stargazers. Detailed maps of temples that players and Dungeon Masters can use as bases of operation or as enemy structures that must be brought down. Indispensable to both players and Dungeon Masters, this book adds excitement to any campaign.

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!

Pathfinder Roleplaying Game: GameMastery Guide


Cam BanksKenneth Hite - 2010
    Fortunately for GMs, the Pathfinder RPG GameMastery Guide is here to back you up. Packed with invaluable hints and information, this book contains everything you need to take your game to the next level, from advice on the nuts and bolts of running a session to the greater mysteries of crafting engaging worlds and storylines. Whether you've run one game or a thousand, this book has page after page of secrets to make you sharper, faster, and more creative, while always staying one step ahead of your players.The 320-page Pathfinder RPG GameMastery Guide is a must-have companion volume to the Pathfinder RPG Core Rulebook. This imaginative tabletop game builds upon 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.The Pathfinder RPG GameMastery Guide includes:- Tips and tricks for preparing and running a better game, suitable for beginning GMs and battle-hardened veterans.- Step-by-step walkthroughs for creating campaign worlds, cities, cosmologies, feudal systems, and alternate dimensions.- Difficult player types, and how to handle them gracefully.- New rules for subsystems like hauntings, chase scenes, fortune-telling, gambling games, mysteries, and insanity.- Charts to help you generate everything from interesting NPCs and fantastic treasures to instant encounters in any terrain.- Advanced topics such as PC death, game-breaking rules, overpowered parties, solo campaigns, and derailed storylines.- Sample NPC statistics for dozens of common adventuring situations, such as cultists, guardsmen, barmaids, and pirates.... and much, much more!Cover art by Wayne Reynolds

Delta Green: Countdown


John Tynes - 1999
    As our darkened globe spins through the eternal night, the lasting legacy of the human race is nothing but a scream - drowned out by the road of the destiny devouring us all. This is your last chance to show the cosmos what it means to be human: The will to fight.Delta Green: Countdown blows the doors of the world of Delta Green, reaching wider and digging deeper to map the terrain of the twisted pulp apocalypse we call the dawning of the 21st century. Brace yourself for the final world order: The Insects from Shaggai, alien parasites subverting the leadership of a nation; PISCES, the UK's attempt to harness the unknown; The Army of the Third Eye, terrorists fighting a bloody battle against alien invaders; GRU SV-8, a band of desperate operatives fighting darkness in the ruins of Russia; The Skoptsi, occult fanatics with an eight-hundred-year legacy; The OUTLOOK Group, where Majestic-12 tests its elite; Phenomen-X, a syndicated TV news show that pokes its camera in all the wrong places; Tiger Transit, a former CIA airline now in the clutches of a Tcho-Tcho drug cartel: The D Stacks at the American Museum of Natural History, where Dr. Jensen Wu classifies the unclassifiable; The Keepers of the Faith, traditionalist ghouls fighting the lean and hungry Heretic ghouls beneath the streets of Manhattan: and The Hastur Mythos, a twisted skein of surreal destruction weaving its way through humanity. Plus: new skills, new spells, new Mythos tomes, rules for psychics, a microbiologist's dossiers on paranormal lifeforms, profiles of international intelligence and law-enforcement agencies, dozens of useful NPCs, two scenarios, a short campaign, and more.

World of Warcrafta Official Strategy Guide


Michael Lummis - 2004
    It features maps of each city and region, with call outs for characters, quest locations and dungeons. It also includes quest data - contacts, quest type, item rewards and more.

Veins of the Earth


Patrick Stuart - 2017
    Included in this essential work:- A detailed survey of over fifty new monsters and a half dozen cultures that lurk in the Veins.- Procedures for Referees to generate both small and large-scale maps and locations within.- Expanded rules for players navigating a realm that has never seen the sun.- Full descriptions of the different types of light and the different types of dark.- The worst kinds of fear, madness, and nightmare.