Fable III Signature Series Guide


Doug Walsh - 2010
    A highly acclaimed action strategy RPG, the guide covers the best tips for completing each quest along with information on multiple outcomes and how they will affect your hero. Learn what can befall your hero with each promise you make and discover what happens if you keep it. Also includes area information, illustrated maps and a real estate guide with prices, rents and repairs plus much more.

The Complete Book of Gnomes & Halflings


Douglas Niles - 1993
    Brilliant burglars and easygoing farmers. Now The Complete Book of Gnomes and Halflings reveals the secrets of these two popular races - their culture, beliefs, and subraces (including two new subraces), as well as twenty-eight new character kits, from the gnome Goblinsticker to the halfling Forestwalker. If you enjoy playing gnome or halfling characters, or if you're a DM interested in creating an all-gnome or all-halfling campaign, this is the book for you!

Shadowrun: Doc Wagon 19


Jennifer Brozek - 2015
    Willing to go anywhere, rescue anyone, as long as that “anyone” has forked out enough advance cash to justify the effort. Reporter Simone Hart has embedded herself with a DocWagon team to see what their life is really like, and she’s in for a wild ride. From an OD’ing celebrity to an aggressive team of hackers, from pesky gangs to an extremely rich and powerful client teetering at death’s door, this night will give the team all they can handle. But will they survive long enough to remember that in the Sixth World, nothing is truly random? Full of memorable characters and rich Sixth World flavor, DocWagon 19 is a thrilling ride with the people struggling to save lives in a sprawl with a million ways to make people dead. Strap in, hold on, crank up the siren, and get ready for a crazy ride-along through the full chaos of the Shadowrun setting.

13th Age Core Book


Rob Heinsoo - 2013
    The core rules for the 13th Age roleplaying game.

Planes of Chaos


Wolfgang Baur - 1994
    Take the plunge into the infinite depths of the Abyss; the wild passions of Arborea; the immeasureable randomness of Limbo; the howling madness of Pandemonium; and the glorious battlefields of Ysgard.Inside this tome, you'll find the following:The Book of Chaos, a 128-page guide for the Dungeon Master to the places, creatures, and special conditions of the five Chaos Planes;The Travelogue, a 48-page player's guide to these planes, profusely illustrated with full color maps and illustrations;Chaos Adventures, a 32-page adventure book containing 3 adventure outlines for each plane—that's 15 adventures in all!Monstrous Supplement, a 32-page booklet detailing 15 new monsters, including new tanar'ri, the inhabitants of Yggdrasil, and the ever-changing creatures of Limbo; andFive fully detailed maps of the realms of Chaos.

Everything is Worth Killing: Isaac's Tale (An Apocalyptic LitRPG)


Alex Oakchest - 2019
    Dozens of warmongering ogres. Hundreds of dynamite-wielding gnomes. And one normal guy in the middle of it all. Bad mornings. We've all had 'em. But what if you woke up in a post-apocalyptic land filled with wizards, dragons, and ogres? Not only that, but you woke up as a prisoner of a clan of mages who don’t even speak your language? What if these guys expected you to know magic, but left you to figure out for yourself how to cast it? These are the problems Isaac must solve. And what's he going to do when death knocks on his door? He's going to blast a fireball through the letterbox and send death running. But first...he just needs to learn how to even cast a fireball. Follow his journey through a land filled with creatures that want to kill him, and watch as he refuses to let them. Accompany him into a land of mystery and danger, where life is tough and learning spells and skills takes work. A land where Isaac is determined to stop being the prey and become the predator. This is his journey to make allies and friends in this new world. A journey through battles against slaver ogres and wingless dragons and gnome dictators. Through experimentation and adaptation, where he learns that killing one enemy helps him against the next. It’s also his journey to find a warm, comfy bed. This is the tale of a someone who used to be a normal guy. It's Isaac’s tale of adapting to a world where everything is worth killing. Over 500 pages of fast-moving fantasy, set in a brutal apocalyptic world. This is a mesmerizing story about one guy's quest for power and survival, with light litrpg/game-like elements and a focus on him learning how to use magic. 'Amazing - I love it because of how original it is. This is a hidden gem. The story is good and I'm enjoying the style.' - Early Reviewer 'A breath of fresh air. Isaac is not some over-powered or genius guy. He is just a dude trying to survive in the cruel world he was thrown in, and he is trying to make head and tail of what is going on.' - Early reviewer 'Enjoyable - I especially like the rationality of the main character and how he approaches problems. Unique, definitely worth reading.' - Early reviewer.

Warhammer: The End Times - Glottkin


Games Workshop - 2014
    Gods and monsters clash as the doom of the civilised world fast approaches. These are the End Times.Warhammer: Glottkin continues the epic saga begun in Warhammer: Nagash. This terrifying new chapter in the history of the Old World is revealed over two mighty hardback tomes which are presented together in a sturdy slipcase.Warhammer: Glottkin Book 1 is a 128-page volume which provides a narrative sweep of the events surrounding the Chaos invasion of the Old World led by the Brothers Glott.Warhammer: Glottkin Book 2 is a 64-page volume that contains six new scenarios and new rules based on the events in Warhammer: Glottkin Book 1. It includes the rules that will allow you to field the Glottkin, Maggoth Lords, Gutrot Spume and the Putrid Blightkings in your games of Warhammer. It also includes all-new rules for Karl Franz Ascendant (who is changed by the horrors of the End Times, but you will have to read the book to find out more) and Festus Empowered.Armies of the End Times can field more Lords - up to 50% - and there are brand new rules for fighting battles in the streets of war torn cities. The new army list - The Legions of Chaos - allows you to create a unified army of Chaos drawn from Warriors of Chaos, Daemons of Chaos and Beastmen.

Al-Qadim: Arabian Adventures


Jeff Grub - 1992
    

Clanbook: Giovanni


Justin Achilli - 1997
    Baptized in blood and treachery, this sinister clan of incestuous necromancers worms its way through the Jyhad while freigning noninvolvement. Whether gutting companies or animating corpses, the Giovanni is a power to be reckoned with.It's an Offer You Can't RefuseClanbook: Giovanni provides players and Storytellers with all the pertinent details of this clan, from its bloody history to its shadowy ultimate goals, from its connections in the Mafia to its powers over the world of the dead.

Pathfinder Roleplaying Game: Ultimate Campaign


Jason BulmahnTim Hitchcock - 2013
    As some of the most powerful and prestigious heroes around, do your player characters want to build up a kingdom of their own, or lead an army against a neighboring nation? Perhaps they want to start a business, craft magic items, or embark on a quest that will come to define them. Whether you're looking for help generating a young character or seeking ways to challenge adventurers who've grown bored of fighting monsters one-on-one, this book has everything you need!Pathfinder Roleplaying Game: Ultimate Campaign is a must-have companion volume to the Pathfinder Roleplaying Game Core Rulebook. This imaginative tabletop game builds on 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 a new era.Pathfinder Roleplaying Game: Ultimate Campaign includes:- A detailed guide to generating character backstories, including a new system for random character generation and traits and drawbacks to meld your background with your statistics.- Story feats that increase in power as you achieve key goals, making quests and crusades more than just flavor!- A complete downtime rules system to flesh out those parts of a PC's life that take place between adventures, such as running a business, gaining power and influence in a community, or starting a magical academy.- New rules for retraining and switching classes; honor, reputation, and fame; young characters; investment; magic item creation; and other key adventuring topics.- Rules for building up a kingdom, including construction and technological advancements, governing your people, and more.- Mass combat rules to help you lead clashing armies and conduct epic battles in a fun and efficient manner—without losing sight of the PCs themselves.... and much, much more!Cover art by Wayne Reynolds

Soldiers and Marines (The complete trilogy)


Martin Archer - 2015
    War in the East and Israel's Next War are the fourth and fifth books in the series.

The Houndsman 2: A Base-Building LitRPG Adventure


J Pal - 2022
    

Vampires of Maze (Part One)


Tim O'Rourke - 2015
    Joining a pack of werewolves, Julia must travel with them to a land unknown to her. Here she will learn the horrifying truth about the dark secrets hidden in the town of Maze.To stay alive, Julia will not only have to figure out who to trust but also who to love. For Julia's worst nightmares are about to get a whole lot more terrifying as she heads into the war raging between the vampires and werewolves where even her own magic abilities won't be able to protect her.Note: This ends on an unbearable cliff-hanger. Part Two is now available!For readers 16+

Towns and Towers: A New Land


Shawn Kass - 2016
    He soon finds out how unique the model is when after downloading his newest game he is transported into the system and expected to play through the role of his character without access to the real world, or any of the informationally packed strategy guides he is used to using. Handicapped by his own impatience to start playing, Sam is left to figure out the new world which he has fallen into. He has no weapons, no armor, no save points, and no way home. The only thing he has going in his favor is his experience, and his willingness to game more.

Curse of the Azure Bonds


Jeff Grubb - 1989