Hand of Fire


Thomas Rath - 2001
    Saved by Jack, a HuMan, thought by Thanes people to be simple myths, Thane is hurled into a foreign world that he must make his own if he hopes to survive. When his only friends, Dor and Tam, try to find and help him, they are caught and tortured by a massive gathering of trolls that could bring about the annihilation of all races. Now, in a desperate search to find and save his friends, Thane must come to grips with his powers and himself before all is lost to the gathering storm of evil. An epic tale of good versus evil, Hand of Fire is a written tapestry of emotion that will draw in readers of all genres and not let them go until the last word is devoured.

War: A Four Horsemen Short Story


Dave Turner - 2019
    1965.  War's found himself deep in the glamorous yet lethal world of international espionage. Unhappy with both the treachery and restrictive dress-code, when a name from the past reappears in his life War realises he must risk everything to keep the world safe once again. This short story follows on from the How To Be Dead series and continues the tale of everybody's favourite grumpy Horseman of the Apocalypse...  What Amazon readers are saying about the How To Be Dead Comedy Fantasy Series: ★★★★★ “Dave Turner is a funny man and ‘How To Be Dead’ is a brilliant read.”★★★★★ “If Neil Gaiman and Simon Pegg sat down to write a story together they might come up with something like this.”★★★★★ “Hilarious and unexpectedly moving.”★★★★★ "Laughs and excitement combined!"★★★★★ “Laugh out loud funny… It’s been a while since an author has made me laugh more than Pratchett does.”★★★★★ "If you like Tom Holt, Douglas Adams or Terry Pratchett, Dave Turner's books will fit perfectly into your collection."

Grimoire Bound


Jeff Sproul - 2017
    His memories are clouded, except for images of glass and metal. He quickly finds that he’s not alone in this new realm. There are others who all arrived just as he did. In this strange world, people are driven by survival against forces that have little interest in continued human existence. But through the use of special tomes known as 'grimoires,' people are able to enhance themselves to increase their abilities and 'life properties,' giving them a fighting chance against the monsters that surround them. Without a chance to acclimate himself, Chaxin is thrown into a bloody confrontation with monsters born of nightmares. He soon realizes that one false step could mean his death. But death isn’t the worst that the Graymos has to offer. Can he survive in such an unforgiving world? If not, more than just his life could be at stake. Grimoire Bound is a LitRPG-Lite novel, inspired by Dark Souls, Lovecraft and Grimgar of Fantasy and Ash.

Encyclopedia Magica (Advanced Dungeons and Dragons), Vol. 2: D-P


Dale Henson - 1995
    

Moving Targets


C.L. Werner - 2013
    Amid the last refugees fleeing the advance, the duo is caught up in an assignment that will prove to be either their salvation or undoing.From the stinking mists of the Bloodsmeath Marsh to the back alleys of Five Fingers, Taryn & Rutger will do everything in their power to survive a game of Moving Targets.

A Darkness at Sethanon by Raymond E. Feist l Summary & Study Guide


BookRags - 2011
    This study guide includes the following sections: Plot Summary, Chapter Summaries & Analysis, Characters, Objects/Places, Themes, Style, Quotes, and Topics for Discussion.

RuneQuest


Steve Perrin - 1978
    These early chapters show the secret workings of the 'world machine.'• Combat Skills - contains information on use, cost, training, and problems with weaponry. It provides a unique combat system free of ambiguities.• Battle Magic - everyday spells available to all characters. You can enhance weapons or armor, detect items, or combat spirits• Other Skills - available in a wide variety are such useful personal skills as Riding, Tracking, and Picking Pockets.• Rune Magic - provides spells which deliver the power of the the gods to their devoted followers; also discusses the cults which channel such powers and the deadly tribal shamans.• Monsters — from Aldryami to zombies, this extensive chapter gives stat' guidelines for a menagerie of beast (dumb and smart) which can menace players and make life difficult.• Treasure - there are complete guidelines for compiling treasure which is commensurate with the comparative 'toughness' of the monsters to be dealt with.• Referee Notes - useful guidelines for the novice or professional referee, including optional rules.• Charts and Tables - included are play-aids for running a campaign in the Dragon Pass area; among others are encounter, reaction, and experience tables.• Convenient Pull-outs - the center sheets of the book make up a digest of the most important charts, tables, rules, and procedures, which can be lifted from the book for easy access.

The Country Doctor


Franz Kafka
    A short story from Franz Kafka, celebrated author of dark haunting tales of transformation and the horrors of life.Sometimes translated as "A Country Doctor."

Dungeon Master's Guide Rules Supplement: The Castle Guide


Grant Boucher - 1990
    Sections address life in a feudal culture, the duties of the nobility, and the true meaning of knighthood. You'll find a complete system for the design and construction of castles, new BATTLESYSTEM rules for the resolution of sieges, a quick resolution system for massive military campaigns, and an assortment of generic castles to spark your imagination.

GURPS Fantasy


William H. Stoddard - 2004
    It discusses the genre in depth - with all its subgenres and inspirations (myth, novels, movies, etc.) - letting you design just the kind of fantasy setting that you want.GURPS Fantasy gives detailed, concrete advice - from the basics of the landscape itself, through its inhabitants and cultures, to the details of believable histories and politics. It also examines the nature of supernatural forces, and discusses the impact of wizards, monsters, and gods. And, of course, it looks at the many different ways that magic and users of magic can work in a fantasy world. And, perhaps most importantly, it advises GMs and players alike on the kinds of characters appropriate to fantasy - including ordinary folks, people with fantastic powers, and nonhumans.Whether your model is Tolkien, Jordan, or Leiber, this book will let create a town, a country, or an entire world. Like all Fourth Edition books

Warhammer Fantasy Roleplay 4th Edition Rulebook


Dominic McDowallTS Luikart - 2018
    You’ve seen them. The twisted ones, the arrogant ones, the lost ones. Oh, you’d like to walk away and life be all cake and daisies, but you know you’re going here instead. You’ll try to convince yourself it’s because you’re greedy for the loot, or can’t resist a fight, but we all know the truth. So ready your sword, clean your pistol, and watch out for that dog – he might be small but he’s unreasonably vicious.Warhammer Fantasy Roleplay takes you back to the Old World. Get the gang together, create your (anti)heroes, and set off to make your way through the vile corruption, scheming plotters and terrifying creatures intent on destruction.The Fourth Edition Warhammer Fantasy Roleplay Rulebook contains everything you need for grim and perilous roleplaying adventures in the Old World.

My Guide to RPG Storytelling


Aron Christensen - 2012
    This guide includes suggestions on how to prepare a campaign, running each session, dealing with problem players, how to create memorable NPCs and more.Please note that this is not a basic how-to for role-playing and is not affiliated with any particular gaming system or company.Table of ContentsForeword, by Erica LindquistChapter 1: On StorytellingChapter 2: Before Your GameChapter 3: Building Your StoryChapter 4: Running Your GameChapter 5: Players Player CharactersChapter 6: ProblemsChapter 7: Rules MechanicsChapter 8: Setting NPCsChapter 9: The EndPlease note that this is not a basic how-to for role-playing and it is not affiliated with any particular gaming company.

Return of the Lazy Dungeon Master


Michael Shea - 2018
    Return of the Lazy Dungeon Master uses the experiences of thousands of GMs to help us focus on how we prepare our games, how we run our games, and how we think about our games. It includes practical steps for focusing our preparation activities on those things that will bring the biggest impact to our game. Return of the Lazy Dungeon Master builds off of the concepts of the well-received GM's guidebook Lazy Dungeon Master, updating that book with five years of new experiences, new approaches, and new observations of the way people prepare and run RPGs. This new book is a completely self-contained work, which does not require anyone to have previously read The Lazy Dungeon Master. Return of the Lazy Dungeon Master offers a new focused approach for preparing and running our roleplaying games. The book includes an eight-step guide for lightweight game preparation and is focused on how we prepare for our games, how we run our games, and how we think about our games. Prepare what benefits your game.

Dungeons & Dragons Art & Arcana: A Visual History


Michael Witwer - 2018
    It is a seminal RPG (role-playing game) and the inspiration for video games like World of Warcraft and Zelda, fantasy art, and countless other facets of "geek culture." This officially licensed illustrated history provides an unprecedented look at the visual evolution of the game, showing its continued influence on the worlds of pop culture and fantasy. It features more than 700 pieces of artwork--from each edition of the game's core books, supplements, and modules; decades of Dragon and Dungeon magazines; classic advertisements and merchandise; and never-before-seen sketches, large-format canvases, rare photographs, one-of-a-kind drafts, and more from the now-famous designers and artists associated with the game. The superstar author team gained unparalleled access to the archives of Wizards of the Coast and the personal collections of top collectors, as well as the designers and illustrators who created the distinctive characters, concepts, and visuals that have defined fantasy art and gameplay for generations. This is the most comprehensive collection of D&D imagery ever assembled, making this the ultimate collectible for the game's millions of fans around the world.

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.