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Shadow of the Demon Lord (SDL1000)
Robert J. Schwalb - 2015
But in the desperation of these last days, the world will take all those it can get: heroes, blackguards, madmen, and whoever else is willing to stand against the coming darkness. Will you fight the demons - or will you burn it all down and dance among the ashes? Who will you become when the world dies? Shadow of the Demon Lord opens a door to an imaginary world held in the grip of a cosmic destroyer. Enter a land steeped in the chaos and madness unleashed by the end times, with whole realms overrun by howling herds of beastmen, warped spirits freed from the Underworld, and unspeakable horrors stirred awaken by the Demon Lords imminent arrival.
U.S. History, Volume II: 1865-Present
Boundless - 2013
History textbook is a college-level, introductory textbook that covers the exciting subject of U.S. History. Volume II covers 1865 through the present day. Boundless works with subject matter experts to select the best open educational resources available on the web, review the content for quality, and create introductory, college-level textbooks designed to meet the study needs of university students.This textbook covers:Reconstruction: 1865-1877 -- The End of the War, The Aftermath of the War, The Battle over Reconstruction, Reconstruction in the South, The Reconstructed South, The Grant PresidencyThe Gilded Age: 1870-1900 -- The Gilded Age, The Second Industrial Revolution, The Rise of the City, The Rise of Big Business, The Rise of Immigration, Work in Industrial America, The Transformation of the West, Conquest in the West, The Transformation of the South, Politics in the Gilded Age, Urban Reform, Corruption and Reform, The Agrarian and Populist Movements, The Silver SolutionRace, Empire, and Culture in the Gilded Age: 1870-1900 -- Culture in the Gilded Age, Popular Culture, Cheap Amusements, Education, The Rise of Realism, Labor and Domestic Tensions, The Labor Wars, War, Empire, and an Emerging American World PowerThe Progressive Era: 1890-1917 -- The Progressive Era, Labor, Local, and Political Reform, The Politics of Progressivism, Grassroots Progressivism, Progressivism: Theory and Practice, Changing Ideas of Freedom, Roosevelt's Progressivism, Roosevelt's Second Term, From Roosevelt to Taft, Woodrow Wilson and Progressivism, The Limits of ProgressivismWorld War I: 1914-1919 -- The Wilson Administration, American Neutrality, America's Entry into the War, America and WWI, The War at Home, The "American", The Fight for Peace, Diplomacy & Negotiations at the War's End, The Transition to Peace: 1919-21From the New Era to the Great Depression: 1920-1933 -- The New Era, The Roaring Twenties, The Culture of Change, Resistance to Change, Wall Street Crash of 1929, The Great DepressionThe New Deal: 1933-1940 -- Franklin D. Roosevelt and the First New Deal, The New Deal, Critical Interpretations of the New Deal, The Social Cost of the Depression, Toward a Welfare State, Roosevelt's Second Term, Culture in the Thirties, The Second New Deal, The Legacy of the New DealFrom Isolation to World War II: 1930-1943 -- Non-Interventionism, The Beginning of the War, Conflict in Europe, Conflict in the Pacific, America's Early Involvement, Mobilization in the U.S., Social Effects of the War, The War in Germany, The War in the Pacific, The End of WWIIThe Cold War: 1947-1991 -- Origins of the Cold War, The Cold War, Truman and the Fair Deal, The Cold War and KoreaThe Politics and Culture of Abundance: 1943-1960 -- The Politics of Abundance, The Culture of Abundance, The Eisenhower Administration, The Policy of Containment, The Emergence of the Civil Rights MovementThe Sixties: 1960-1969 -- The Election of 1960, The Expansion of the Civil Rights Movement, Counterculture, The John F. Kennedy Administration, The Lyndon B. Johnson AdministrationThe Conservative Turn of America: 1968-1989 -- The Nixon Administration, Watergate, The Ford Administration, The Carter Administration, The Reagan AdministrationThe Challenges of Globalization and the Coming Century: After 1989 -- The George H.W. Bush Administration, America's Emerging Culture, The Clinton Administration, Globalization and the U.S.
The Grand History of the Realms
Brian R. James - 2007
Although not a game supplement, it serves as a handy reference guide for players and Dungeon Masters seeking information on specific historical events. In addition, the book features an exclusive Forgotten Realms short story by best-selling author R.A. Salvatore and new revelations for Realmslore aficionados.
Next Level Magic: A Guide to Mastering the Magic the Gathering™ Card Game
Patrick Chapin
Next Level Magic is a comprehensive course on realizing your goals in playing Magic the Gathering.
Play Unsafe
Graham Walmsley - 2007
We buy shelves of thick books. We plan detailed adventures. We memorise rules.In Play Unsafe, Graham Walmsley explores what happens when you throw the serious stuff away: when you stop working, stop planning and start playing.This book explains how to make roleplaying less like work and more like play; stop killing other players' ideas and build on them instead; and put stories at the heart of your game.
Kindred of the East
Robert Hatch - 1997
Those few Children of Caine dwelling in Asia whisper of the monstrous Cathayans--the shadowy vampires native to the East. For too long the Cathayans have lain like sleeping dragons, allowing the Kindred a facade of omnipotence. Now, the new Age is at hand; Yin-daggers tremble in the talons of the Resplendent Cranes, and the Devil-Tigers howl for souls in the dark.May You Live in Interesting TimesKindred of the East is a giant hardcover sourcebook describing the unique and deadly vampires of the East. This mammoth volume includes new character creation rules, new powers, descriptions of the Eastern spirit worlds (plus rules for traveling there), and two chapters full of setting and cultural information.
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
Van Richten's Guide to Ravenloft
Wizards RPG Team - 2021
No one knows this better than monster scholar Rudolph Van Richten. To arm a new generation against the creatures of the night, Van Richten has compiled his correspondence and case files into this tome of eerie tales and chilling truths.Discover the mysteries of Ravenloft, mist-shrouded lands where infamous Darklords lurk among ageless vampires, zombie hordes, cosmic terrors, and worse. Then make your choice. Will you create your own Domains of Dread, settings to host endless terrifying adventures? Or will you join the ranks of haunted heroes who embrace macabre lineages, dual-edged Dark Gifts, haunted subclasses, and other forbidden powers?Van Richten's Guide to Ravenloft contains everything you need to craft a horror-themed campaign for Dungeons & Dragons. Unleash a treasure trove of new story hooks, character options, and campaign customization to bring one of the most exciting Dungeons & Dragons settings to life!
Dungeon Master's Guide II
Jesse Decker - 2005
The "Dungeon Master's Guide II "builds upon existing materials in the"Dungeon Master's Guide." It is specifically designed to facilitate play, especiallywhen the Dungeon Master has a limited amount of preparation time. Chapters include discussion on running a game, designing adventures, building and using prestige classes, and creating campaign settings. Ready-made game elements include instant traps, pre-generated locations, treasures, and a fully realized and rendered town. JESSE DECKER is the development manager for Wizards of the Coast, Inc.whose recent roleplaying game design credits include "Complete Adventurer"(TM), "Races of Stone"(TM), and "Unearthed Arcana"(TM). DAVID NOONAN is an RPG designer/developer at Wizards of the Coast, Inc. Recent credits include authoring "Complete Divine"(TM) and co-authoring "Races of Stone "and "Unearthed Arcana." CHRIS THOMASSON previously served as Editor-in-Chief of "Dungeon"(R)Magazine. His design credits include "Fiend Folio"(TM) and "Monster Manual"(TM)"III," as well as "Bow and Blade "for Green Ronin Publishing. JAMES JACOBS is the associate editor of "Dungeon"(R) Magazine and has published numerous articles in "Dragon"(R) Magazine. His most recent credits with Wizards of the Coast, Inc. include co-authoring "The Book of Aberrations," "Races of Faerun"(TM), and "Frostburn"(TM). ROBIN D. LAWS, game designer and novelist, is best known for the roleplayinggames "Feng Shui," "Heroquest," and "Dying Earth," along with, "Robin's Laws ofGood Gamemastering."
Races of the Wild (Dungeons & Dragons Supplement)
Skip WilliamsEmily Fiegenschuh - 2005
It explores the classic races of elves and halflings, including new rules, information for interaction, new spells, and new magic items attuned to each race. In addition to information on the two major races, a new race is introduced. There is expanded information on subraces, along with a wealth of cultural information and new prestige classes, feats, equipment, spells, and magic items.
Mage: The Awakening
Bill Bridges - 2005
And for it, they were flung down into the world of clay, their minds clouded by ignorance. Only a bare few remember their birthrightthe power of magic. If they cannot claim the heavens, they will make their own kingdoms on Earth. A Storytelling Game of Modern Sorcery • Provides everything you need to tell your own stories in the occult world of the Awakened, including details of the various orders and paths of magic, and many secrets of the World of Darkness. Requires the World of Darkness rulebook for play. • Presents the most comprehensive and freeform magic system ever achieved in gaming, allowing characters to cast nearly any spell imaginable. • Features Boston as a fully fleshed-out, ready-to-play setting. • Features artwork by the acclaimed Michael Kaluta.
Symbaroum
Mattias Johnsson - 2015
Visit the barbarian clans to trade or to plunder their treasuries. Establish a base of power among princes, guilds or rebellious refugees in the capital city of Yndaros. Or survive encounters with Arch Trolls, dark-minded Blight Beasts and undead warlords. But whatever you do, never ignore the warnings spoken by the wardens of the forest: tread carefully and do not disturb the ruins of old, for the dark deep of Davokar is about to awaken.
Mouse Guard Roleplaying Game
David Petersen - 2015
This updated edition of the Origins Award-winning game contains new art, additional Action, Weapon, and Condition cards, and a revised and updated rule book.
Fate Core System
Leonard Balsera - 2013
Fate Core is that engine.
Fate Core is the latest evolution of the award-winning Fate roleplaying game system from Evil Hat Productions. We’ve streamlined and clarified the rules while maintaining the system’s trademark flexibility. Name your game; Fate Core can make it happen.
Inside, you’ll discover:
Easy-to-follow rules for character and world creation.
Rock-solid storytelling advice for players and GMs to produce the best play experience.
Clearly-defined systems to guide players both new and old.
New and improved approaches to character actions, aspects, compels... and more!
TELL YOUR TALE. ROLL THE DICE. EMBRACE YOUR FATE!