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Deliria: Faerie Tales for a New Millennium by Phil Brucato
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Dungeon Master's Guide Rules Supplement: Campaign Sourcebook and Catacomb Guide
Paul Jaquays - 1990
We've included dozens of helpful tips to help you better organize your games, design adventures, and make your NPCs come to life. In addition, we've included a number of settings for unusual dungeons. In short, there's something for everybody in this exciting addition to the AD&D game system.
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.
Rifts Ultimate Edition
David MartinFreddie E. Williams II - 2005
There will be more world information, tips on how to use the time-line and World Books, rewrites on O.C.C.s, and in some cases, expansions of and more details on O.C.C.s such as the Headhunter, Mercenaries, the Techno-Wizard and Shifter, as well as a few new O.C.C.s. Our goal is to make Rifts® more exciting and compelling than ever, while at the same time making the rules better organized, clearer and easier to use. The wonder and infinite possibilities of Rifts® all brought to pulse-pounding life like never before. Of course, there will be a few fun changes and additions, but nothing so dramatic as to make the 40+ available sourcebooks obsolete. Approximately 30 unique Occupational and Racial Character Classes, including Cyber-Knights, cyborgs, Glitter Boys, Psi-Stalkers, Dog Boys (mutant humanoid dogs), Juicers, Crazies, Techno-Wizards, Ley Line Walkers, Mystics, Shifters, Elemental Fusionists, Mind Melters, and many others. Supernatural and magical creatures, like dragons, available as player characters, others are horrifying menaces from the Rifts. Bionics and cybernetics offer a vast range of mechanical augmentation, meanwhile chemical enhancement (Juicers) and brain implants (Crazies) can turn a human into a superman, though with tragic results. Psychic powers are the source of the Burster, Mind Melter and Mystics abilities. Strange forms of magic are at the command of characters like the Ley Line Walker, Shifter, Elemental Fusionist, Rifter and Techno-Wizard (who combine magic and technology). Super-technology with Mega-DamageTM body armor, energy weapons, rail guns, power armor, and human augmentation. The Coalition States. Humankind's salvation, or its own worst nightmare? Character sheets. Color end sheets by John Zeleznik. New artwork and color pages throughout. Written and created by Kevin Siembieda.
Monstrous Compendium Appendix
Allen Varney - 1994
Replacing the original Outer Planes Appendix, this new and enlarged compendium includes full-color illustrations, reintroducing many of the best mulitplanar monsters from a wide variety of out-of-print sources.
H. P. Lovecraft's Dreamlands
Chris Williams - 1986
Lovecraft's Dreamlands provides everything needed for Call of Cthulhu investigators to travel down the seven hundred steps, through the Gates of Deeper Slumber, and into the realm of dreams. Includes a travelogue of the dreamlands, a huge gazetteer, dreamlands character creation rules, over thirty prominent NPC's, over 60 monsters who dwell within the dreamlands, descriptions of the dreamlands gods and their cults, six adventures to help jump start a dreamlands campaign, and a new fold-out map of the Dreamlands by Andy Hopp.
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.
Ghouls: Fatal Addiction
Ronni Radner - 1997
It seems so easy. Just a sip, a taste, and you're better than all the rest. You can suck up a bullet wound to the gut. You can knock your enemies through walls with a shove. You can have all the night has to offer without sacrificing your body and soul to it. This deal is too good to be true. Yeah. That's what Faust said. And now the Damned want their due. ...You Know You Want It! Ghouls: Fatal Addiction is a Vampire: The Masquerade sourcebook detailing the half-human servants of the Kindred. Whether you need a few new whipping boys or just want to taste the lash yourself, this book has everything you need to create ghouls as player or Storyteller characters. Watch out, though. This book just might make Renfield wake up and smell his fix...and the master who lives by blood might die by it, too. Ghouls: Fatal Addiction includes:* Rules for creating vassal, independent and revenant characters.* New Merits, Flaws, Derangements and other Traits to help you roleplay a codependent blood-slave.* Secret societies, ghoul "games," and clan-specific information on how vampires treat their servitors.
Ollie Wit Box Set: Books 1-3
Donna Augustine - 2019
They're wrong. Get all three books in this urban fantasy romance. A Step Into the Dark (Ollie Wit Book One) Ollie Wit is the strongest Shadow Walker born in decades but it’s a gift with a steep price. Walking in the Shadowlands can bring untold powers and spells, and even greater risks. Every step into that other world brings her closer to the monsters that have haunted her since a child, destroyed her family and wreaked havoc all around her. Kane knows Ollie is the key to getting the spell he needs and he’s the answer to ending her torment. But it’s a bargain that brings her closer to her own destruction. Even if she succeeds, will she be able to walk away from the newfound power that comes with walking in the Shadowlands? Walking in the Dark (Ollie Wit Book Two) Some people find power in the light. Others are meant to walk in the dark. Ollie Wit left it all behind: a new home, friends who saw her as something more than a fragile shadow walker and a budding relationship with Kane. She did it all in an effort to shield Asher, who should’ve never been able to escape the Shadowlands. Now her money is gone, her hopes of saving other shadow walkers has slipped through her fingers, and Kane won’t speak to her. She’s been abducted by leprechauns, who think she has committed an unspeakable crime. The vampires want her dead and there’s a crawler blowing up End of the Rainbows. Kane might not want to work with her, but he’s going to have to because all hell is breaking loose in Boston. Kissed by the Dark (Ollie Wit Book Three) Life with Kane is wonderful, right up until it’s not. People like me, Shadow Walkers, who know that monsters are real and nightmares don’t only happen when you’re sleeping, are always waiting for the worst. But no one believes me when I tell them disaster is looming, not even Kane, the man who has seen more than I can imagine. When the worst does happen, I’m not prepared. Months of my life are wiped from my memory, strangers call me friend, and it looks like I’m conspiring with the enemy. I need a back-up plan. Only problem is, if I have one I don’t remember it. I don’t remember anything, like who to trust and who to hate. Someone screwed with my life and they’re going to pay. But do I trust Kane to help me when all I can remember is that I hate him?
Elemental Evil Player's Companion (Dungeons & Dragons 5th Edition)
Richard Baker - 2015
The Elemental Evil Player’s Companion provides everything players need to build a character that is tied directly into the Elemental Evil storyline.New race options include the aarakocra, deep gnome, genasi, and goliath. Additionally, a plethora of new spells put the elements directly at your command.The Elemental Evil Player’s Companion, was original designed by Richard Baker, Robert J. Schwalb and Stephen Schubert, with additional design and development by Wizards D&D R&D.This accessory is specifically meant to support the Elemental Evil–Princes of the Apocalypse adventure product.
Legend of the Five Rings RPG
Shawn Carman - 2010
Bushido’s staunch and unyielding code of conduct binds samurai to duty, strengthening their character and defining their choices. While some samurai serve the greater good, others use the strictures of Bushido to manipulate the lower ranks and advance their own power.Eight Great Clans form the heart of Rokugan’s culture. Each is defined by its own principles, values, and agendas. Each sees the Code of Bushido in its own way. Each seeks to serve the Emperor with its own unique talents. Take up the soul of your ancestors — the samurai’s daisho — and fight for the glory and honor of your family and Clan. Now is the time for heroes, in a world where Honor is a force more powerful than Steel.The Fourth Edition of L5R is the ultimate edition of the award-winning role-playing game. Inside this tome, you will find:• A game unlike any you’ve played elsewhere. Honor and service are valued more than magic swords taken from wandering ogres. Prepare for the glorious life of the samurai!• A unique Character Sheet. Legend of the Five Rings rules have never been more easy to learn and to play. No more need to flip through pages of rules while fighting your enemies!• A toolbox approach to role-playing in Rokugan. Fourth Edition encourages gamemasters of Legend of the Five Rings to customize their game, adding or removing from their campaigns as they see fit, customizing the game to fit their story lines and players.• A broad history of the Emerald Empire and the beliefs of all the Great Clans, with play options not only the major clans but also for outlying groups such as Imperials, Minor Clans, and the infamous Spider Clan.Draw your blade and join the fight for Rokugan.
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.
Scion Hero
John Chambers - 2007
Their battles in the Overworld have spilled over to ours. Armed with abilities and weapons granted by their divine parents, the Scions stand as humanity's only defense. This book includes: • Six ready-to-play Scionsthe offspring of the Gods • Rules to create your own Scion from one of more than 50 gods from six different pantheons • The adventure, "The Long Road to Heaven," using the Storytelling Adventure System Scion: Hero is the first book in a new Storytelling game series from White Wolf Publishing. 336 page hardcover.
Skinwalkers
Wendy N. Wagner - 2014
Now, many years later, she’s forsaken her buccaneer ways and returned home in search of a simpler life, where she can raise her young son Kran in peace. When a strange clan of shapeshifting raiders pillages her home, however, there’s no choice for Jendara but to take up her axes once again to help the islanders defend all that they hold dear.From author Wendy N. Wagner comes a new adventure of vikings, lycanthropes, and the ties of motherhood, set in the award-winning world of the Pathfinder Roleplaying Game.
Fables: Compendium Two
Bill Willingham - 2009
This collection takes on a life of its own, ending with the story “The Dark Ages”–taking place post-war–but if the Fables knew the consequences, they might not have gone to war at all. Collects Fables #42-81 and Peter & Max: A Fables Novel HC.