Divine Power: A 4th Edition D&D Supplement


Rob Heinsoo - 2009
    New options for clerics, paladins, and other divine characters.This tome focuses on the divine heroes: characters whose powers rely on their faith as much as their sword, providing new archetypal builds for the cleric, paladin, and other divine classes, including new character powers, feats, paragon paths, and epic destinies.

Jade Calhoun Series bundle, books 1 and 2


Deanna Chase - 2012
    When empath Jade Calhoun moves into an apartment above a strip bar on Bourbon Street, she expects life to get interesting. What she doesn't count on is making friends with an exotic dancer, attracting a powerful spirit, and developing feelings for Kane, her sexy landlord. Being an empath has never been easy on Jade's relationships. It's no wonder she keeps her gift a secret. But when the ghost moves from spooking Jade to terrorizing Pyper, the dancer, it's up to Jade to use her unique ability to save her. Except she'll need Kane's help--and he's betrayed her with a secret of his own--to do it. Can she find a way to trust him and herself before Pyper is lost?Witches of Bourbon StreetJade Calhoun was never fond of her empath abilities. Now she's discovered she has another gift she'd rather not unwrap--magic. But when her mentor, Bea, becomes gravely ill and insists Jade's the only one who can help, she's forced to embrace her witchy side.It's too bad she spent a decade shunning the magical community and never learned to harness her powers. Because time's run out. A trapped spirit has revealed a clue to Jade's long-lost mother. The resident angel has gone rogue and disappeared with Jade's boyfriend, Kane. And if that wasn't enough, her ex appears to be possessed.To save any of them, Jade will need to find a way to control her inner white witch--without succumbing to black magic. Otherwise, she'll lose everything...including her soul.

Princes of the Apocalypse


John-Paul Balmet - 2015
    Are these events all some bizarre coincidence, or is there a deeper reason behind them?Working through its prophets, the Elder Elemental Eye has emerged to spread chaos across the Forgotten Realms. How will the adventurers prevent absolute devastation?A Dungeons & Dragons adventure for characters of levels 1-15

Delta Green: Extraordinary Renditions


Shane Ivey - 2015
     "PAPERCLIP" by Kenneth Hite. "A Spider With Barbed-Wire Legs" by Davide Mana. "Le Pain Maudit" by Jeff C. Carter. "Cracks in the Door" by Jason Mical. "Ganzfeld Gate" by Cody Goodfellow. "Utopia" by David Farnell. "The Perplexing Demise of Stooge Wilson" by David J. Fielding. "Dark" by Daniel Harms."Morning in America" by James Lowder. "Boxes Inside Boxes" and "The Mirror Maze" by Dennis Detwiller. "A Question of Memory" by Greg Stolze. "Pluperfect" by Ray Winninger. "Friendly Advice" by Gareth Ryder-Hanrahan. "Passing the Torch" by Adam Scott Glancy. "The Lucky Ones" by John Scott Tynes. "Syndemic" and an introduction by Shane Ivey. These stories are recommended for mature readers. Excerpted from the introduction: We know a program called Delta Green really existed. You can find a couple of references to it in documents uncovered by Freedom of Information Act requests. Delta Green was a psychological operations unit in World War II, created to take advantage of the bizarre occult beliefs of Axis leaders. The public documents, which may have been released with the name unredacted by mistake, don’t say whether it had any success. The OSS was shut down after the war. Many of its people helped launch the CIA in 1947. We can only speculate whether the OSS’s lessons from Delta Green informed the CIA’s notorious psychological operations in the coming decades.  Conspiracy theorists have done more than speculate. Delta Green came back as a secret project to track down Nazis after the war, they say. Delta Green brought federal agents, spies, and special forces together for missions too secret even for the CIA. Delta Green was the precursor and rival to Majestic-12, the U.S. government conspiracy that allied itself with aliens after Roswell. Delta Green fights otherworldly monsters and evil sorcerers under the cover of the Global War on Terror. Once you climb into the rabbit hole, the fall never ends. In this book we turn up tales from the rabbit hole: Delta Green case histories rendered as short stories. They begin in the Dust Bowl, with a Naval intelligence unit supposedly called “P4” and memories of the abandoned New England town of Innsmouth (another bottomless well of conspiracy theories). They look at the days after World War II when secret agents pursued Nazis all over Europe, the early CIA attempted its first infamous schemes, and anticommunist witch-hunts seized on American terrors back home. They bring us through the Cold War desperation of the Seventies and Eighties, when America was shocked by its own crimes and Delta Green allegedly went underground again. And they come to the present day, and a Delta Green divided after it rebuilt itself in the secret government—but many old outlaws refused to trust the new order.

That Darn Squid God


Nick Pollotta - 2004
    While most of Humanity finds the event fascinating, two British explorers know the horrible truth. The rotating moon is the legendary sign that foreshadows the return of a prehistoric demon, the monstrous destroyer of Atlantis, an unkillable colossus known only as the deadly, dreaded Squid God.Racing around the world, and against the clock, Prof. Einstein and Lord Carstairs battle the fanatical legions of Squid God worshippers in a valiant effort to stop the ghastly rebirthing ceremony and keep the demonic mollusk locked in the stygian depths of its unearthly lair. Authors Nick Pollotta & James Clay have lovingly crafted a splendid Fantasy/Adventure, heavily laced with their classic off-the-wall humor, and sprinkled with a light dusting of parody toward the legendary works of H.P. Lovecraft, H.G. Wells, Jules Verne, Sir Arthur Conan Doyle, and just about everything else from the golden glory days of Victorian England."Rewrites literary history, remodels London worse than the Blitz, and convinces that it is wise never to deny the supremacy of British womanhood! What more can you ask?" --ANALOG

The Wastelands (Dark Tower, #3)


Stephen King
    

Madness on the Orient Express: 16 Lovecraftian Tales of an Unforgettable Journey


James LowderLucien Soulban - 2014
    They unlock opportunities for wealth and travel, but also create incredible chaos--uprooting populations and blighting landscapes. Work on or around the rails leads to unwelcome discoveries and, in light of the Mythos, dire implications in the spread of the rail system as a whole. A certain path to uncovering unwelcome truths about the universe is to venture beyond our own "placid island of ignorance" and encounter foreign cultures. The Orient Express serves as the perfect vehicle for such excursions, designed as a bridge between West and East. Movement into mystery forms the central action for many stories in this volume. The only limitation placed upon writers for this collection was that their works somehow involve the Orient Express and the Mythos. The last warning whistle has blown, and we are getting underway. Have your tickets at the ready and settle in for a journey across unexpected landscapes to a destination that--well, we'll just let you see for yourself when you arrive. We promise this though: murder will be the least of your problems on this trip aboard the Orient Express!

Pathfinder Chronicles: Campaign Setting


Mike McArtorJeff Grubb - 2008
    The Pathfinder Chronicles campaign setting provides classic adventuring style and cutting-edge game design perfectly suitable for the world’s most popular roleplaying game!Note: Pathfinder Campaign Setting: The Inner Sea World Guide has replaced this volume as the main Pathfinder campaign setting book. The newer volume has been expanded and updated, and is designed for use with the Pathfinder Roleplaying Game. And the PDF is cheaper, too!Cover art by Wayne Reynolds

New Tales of the Yellow Sign


Robin D. Laws - 2012
    A slim, sinister text called The King in Yellow drove those who read it to madness. Despite suppression by anxious authorities, it spread through global culture, and history itself, like a virus. Now the contagion bears hideous fruit.New Tales of the Yellow Sign expands the classic horror mythos of weird tales pioneer and Lovecraft precursor Robert W. Chambers into new vistas of unease and imagination. Over the course of eight troubling stories, writer and visionary game designer Robin D. Laws lures you into diseased timelines, impossible pasts, and the all-too-terrifying present.Sterilize your suicide chamber, harken to the remorseless clicking of your black box, and whistle for the monstrous creature that lives in your basement. The pallid mask awaits.

Out of the Abyss


Steve Kenson - 2015
    It is the home of horrific monsters that have never seen the light of day. It is here that the dark elf Gromph Baenre, Archmage of Menzoberranzan, casts a foul spell meant to ignite a magical energy that suffuses the Underdark and tears open portals to the demonic Abyss. What steps through surprises even him, and from that moment on, the insanity that pervades the Underdark escalates and threatens to shake the Forgotten Realms to its foundations. Stop the madness before it consumes you! A Dungeons & Dragons® adventure for characters of levels 1–15

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.

Arbiter of Worlds: A Primer for Gamemasters


Alexander Macris - 2019
    This primer will teach you how to build living, breathing worlds for your players to explore; how to host game and manage game sessions; and how to create powerful experiences of adventure that your players will talk about for years to come. Learn the secret to becoming a judge, an adversary, a worldbuilder, and a storyteller and become an arbiter of worlds! “Every Macris campaign starts with a rich, open world; the edge of a massive map; and the ability to find adventure in any direction. After playing in a dozen of his campaigns, I can assure you that Macris is the best prepared, most thorough GM on the prime material plane. He balances “deadly adversary” and “the party’s greatest supporter” perfectly. I’ve been lucky to contribute to some renowned video game worlds, and to discus world design with some of the most accomplished writers alive. And I’m honestly not sure there’s been someone more thorough at and passionate for world building than Macris since ... maybe Tolkien? (Okay, maybe G.R.R. Martin, but he’s not as organized or efficient.) It takes organization, creativity, and careful technique to build a massive world efficiently and deliver it effectively, and Macris can show you how he does it.” - Dr. Michael Capps, award-winning videogame executive, writer, designer (*Gears of War*, *Fortnite*, *Unreal Tournament, Unreal Championship*) “Armed with decades of experience as both a player and a designer, Macris cuts to the marrow with razor sharp insights in an unapologetic and often painfully insightful analysis of every imaginable facet of being a Game Master. From implication of play inherent in a game’s design, to world building, to the often delicate nature of unspoken social contracts inherent in the hobby, the guidance found in Arbiter of Worlds is a much-needed breath of fresh air to veterans of the hobby and a forged-in-the-fire bootcamp for those taking their first steps behind the screen.” - James M. Spahn, Ennie and Origins Award Winning RPG designer “A superb read. He makes his points the way you would expect a Harvard-trained lawyer to do. If you read this book, you are going to come out knowing real things you did not know before that will help you run games at the table…” - Courtney Campbell, Hack & Slash

Clanbook: Ravnos


Robert Hatch - 1997
    From Bel Air to Bombay, from Shanghai to Sarajevo, these nomadic vampires wander where their citybound Kindred fear to tread. Now learn of the Ravnos' secret arts, and the centuries of hate that can lie behind a jester's smile. Clanbook: Ravnos includes: * The history of the clan, from Mohenjo Daro to Birkenau. * Information on Ravnos around the world, and the bitter schism between Gypsy and giorgio. * New Merits, Flaws and Chimerstry powers.

Grimoire of the Necronomicon


Donald Tyson - 2008
    P. Lovecraft, Donald Tyson now unveils a true grimoire of ritual magic inspired by the Cthulhu Mythos. The Grimoire of the Necronomicon is a practical system of ritual magic based on Lovecraft's mythology of the alien gods known as the Old Ones.Fans of Lovecraft now have the opportunity to reliably and safely get in touch with the Old Ones and draw upon their power for spiritual and material advancement. Tyson expands upon the Old Ones' mythology and reintroduces these "monsters" in a new, magical context--explaining their true purpose for our planet. As a disciple, you choose one of the seven lords as a spiritual mentor, who will guide you toward personal transformation. Grimoire of the Necronomicon features ritual forms and invocations for the daily and yearly rites of the Old Ones, individual rituals devoted to each of the seven major figures of the mythos, and most importantly, a grand ritual for personal attainment. The daily rituals provide an excellent system of esoteric training for individual practitioners. This grimoire also provides structure for an esoteric society--Order of the Old Ones--devoted to the group practice of this unique system of magic.

Clanbook: Followers of Set Revised


Dean Shomshak - 2001
    The Followers of Set are scattered all over the world, seducing mortals into cults and enslaving other Kindred through their own vices. Yet the Setites do not exist for excess alone: They gather secrets from the darkness that spawned them, secrets that can be yours for a price.Blasphemies and DebasementAs the next entry in the revised lineup of clanbooks, Setite 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.