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
Pathfinder Roleplaying Game: Bonus Bestiary
Jason Bulmahn - 2009
These creatures won't be making an appearance in the Pathfinder RPG for at least a year and will thus only be available in this book for a long while. Showcasing the new rules and flexibility of the Pathfinder Roleplaying Game, this collection of creatures draws from more than 30 years of gaming history and includes:- Deadly beasts and familiar allies, such as allips, caryatid columns, faerie dragons, huecuvas, shadow mastiffs, and more!- New rules for monstrous companions, arcane creations, sinister traps, variant creatures, and other options for use with both 3.5 and the Pathfinder Roleplaying Game.- Explanations of never-before-seen rules being included in the Pathfinder Roleplaying Game.- A preview listing of nearly every monster to be included in the upcoming Pathfinder Bestiary.- Reimaginings of some of the most iconic creatures in gaming, vibrantly illustrated by some of the best artists in fantasy.- Add a taste of the Pathfinder Roleplaying Game to your campaign today with this official manual of Pathfinder monstrosities!This 16-page supplement was initially made available for Free RPG Day on June 20, 2009.Cover art by Tyler Walpole
Complete Ninja's Handbook
Aaron Allston - 1995
This 128-page accessory gives you all the information you need to role-play exotic ninja, lone wolf operatives, and other character types - new character kits, special rules, and descriptions of the ninja's unique weapons and equipment. The Complete Ninja's Handbook brings life to these shadowy figures of myth and legend.
The Lost City
Tom Moldvay - 1981
Food, water, and wealth await heroic adventurers inside an ancient pyramid ruled by a strange race of masked beings.This module includes a cover folder with maps, and a descriptive booklet with a ready-made adventure for the DUNGEONS & DRAGONS® Basic game. It also includes enough information to continue the adventure beyond level 3, using the DUNGEONS & DRAGONS® Expert game rules.
Dungeon Master's Guide
David Zeb Cook - 1995
All the information you need to create and run thrilling, swords-and sorcery adventures is clearly laid out in the "Dungeon Master Guide." Learn all there is to know about the magical spells, hundreds of magical spells, hundreds of magical devices and treasures, battles, travel, experience awards, and more. This fresh, new format is your guidebook to the challenging world of the AD&D Dungeon Master!Separate edition as previous AD&D 2nd edition as book has been revamped and updated with significant changes to structure and content.
John Shirley - 2012
But the General of an army of Psycho Soldiers takes on this planetary hell headfirst, planning to enslave all of the Borderlands. And that General . . . is a Goddess. The General Goddess, Gynella, is a cunning maniac who uses the dark science of the vile Dr. Vialle to control a growing army of bandits and malcontents. Only four people stand in Gynella’s way. Roland. Mordecai. Brick. And . . . Daphne. Daphne?! Better known as Kuller the Killer, she was once the galaxy’s most effective assassin for organized crime—until her forced retirement on this abandoned wasteland of a world. Roland is one of the toughest fighters in the Borderlands, and Mordecai is the best shot in four solar systems—all the two really want is to get to the Crystalisks, harvest some Eridium, get rich, and leave the planet for the nearest intergalactic party. But there are nightmarish creatures to deal with: Varkids and Skags and Threshers. Worse, Gynella is still in their way. Brick—a pile of walking muscle who lives to smash his enemies, could be their ally or their enemy . . . but you’d definitely rather have him on your side. As for Daphne Kuller? Don't make her mad. Just . . . don’t. If you want to hear about the whole thing, take a ride on the bus to Fyrestone with Marcus. Because Marcus has a tale to tell you . . . an untold story of the Borderlands.
White Plume Mountain
Lawrence Schick - 1979
WHITE PLUME MOUNTAIN is from the Special ("S") series; like others in this series, it is meant to stand on its own and is a complete ADVANCED DUNGEONS & DRAGONS adventure. The recommended number of players is four to ten, with levels ranging from fifth to tenth.Introduction:White Plume Mountain has always been a subject of superstitious awe to the neighboring villagers. People still travel many miles to gaze upon this natural wonder, though few will approach it closely, as it is reputed to be the haunt of various demons & devils. The occasional disappearance of those who stray too close to the Plume reinforces this belief.Thirteen hundred years ago, the wizard Keraptis was searching for a suitable haven where he could indulge his eccentricities without fear of interference. He visited White Plume Mountain, going closer than most dared to, & discovered the system of old lava-tubes that riddle the cone & the underlying strata.With a little alteration, he thought, these would be perfect for his purposes. The area already had a bad reputation, & he could think of a few ways to make it worse. So, taking with him his fanatically loyal company of renegade gnomes, he disappeared below white Plume Mountain & vanished from the knowledge of men...
Song and Silence: A Guidebook to Bards and Rogues
John D. Rateliff - 2001
Packed with new ways to customize even the most artful characters this book includes: New feats, prestige classes, weapons, spells, magic items, and equipment. Complete guidelines for trapmaking, including 90 sample traps. Descriptions of a wide range of thieves' guilds and bardic colleges. Detailed rules for flanking opponents in combat. Dungeon Masters and players who want to add a new dimension to their bards and rogues will find a wealth of indispensable material within these pages. To use this accessory, a Dungeon Master also needs the "Player's Handbook," the "Dungeon Master's ""Guide," and the "Monster Manual." A player needs only the "Player's Handbook."
Frostgrave: Fantasy Wargames in the Frozen City
Joseph A. McCullough - 2015
Each of them must seek to discover the treasures of a fallen empire and master long-forgotten but incredibly powerful magical lore. Each player takes on the role of a wizard from one of ten schools of magic, and builds his band of followers. While the wizard's apprentice will usually accompany his master, more than a dozen other henchmen types are available for hire, from lowly thugs to heavily armored knights and stealthy assassins. Wizards can build their magical knowledge by unlocking ancient secrets, with the potential to learn up to 80 spells in total. As players gain power and wealth, they can develop their headquarters on the outskirts of the city, turning one of a dozen different basic locations into bastions of their art, equipping them with alchemical laboratories, mystical forges, astronomical telescopes and other magical resources. While individual games of Frostgrave are quick and can easily be played in an hour or two, it is by connecting these games into an ongoing campaign, that players will find the most enjoyment. The scenarios given in the book are merely the beginning of the limitless, thrilling adventures that can be found amidst the ruins of the lost city.
Dungeoneer's Survival Guide
Douglas Niles - 1986
Contains all-new information on combat, mining, underground civilizations,and much more!"...In the impenetrable darkness of the underearth, unimaginable terrors and uncountable treasures await."For beginners, advanced players and DMs, this book opens up grand new vistas in the realms of the underdark, that little-known region of dungeons and caverns far beneath the sunlit world of everyday existence.The worlds of subterranean adventure awaits!