Call of the Wolf


J.P. Nelson - 2014
    Later, the builders of Xibalba called it, Xn’Csero, meaning the 3rd World. But the youth who calls himself Timber Wolf doesn’t care. Born into slavery, the human and elf half-breed was taken from his momma’s side and sold into hazardous labor. Over the years he learned to hate, but there was something more; something, some kind of power from his lost, forgotten elvin ancestry was growing inside. But why? Did it have anything to do with the strange weather patterns, awakening volcanoes, tidal waves and part of a continent falling into the sea? Magic was a dying practice, his mother was last of the Elvin Tell-Singers, there were no more Druids, and Kn’Yang, the youth’s great-great-grandfather had been last of the Gahjurahnge Warriors … or was he? The word was, religious leaders around the known world were moving toward the Kohntia Mountains in belief an upcoming stellar phenomenon would transform one individual into godhood. But in the overall scheme of things, why should the youth care? Besides, what difference can one person make? Follow Timber Wolf’s path in a world of chaos, tyranny, oppression by the sword and a worldwide Quest for Conquest by those seeking divine ascension … a world desperately in need of heroes. Call of the Wolf is the 1st novel in The Kohrinju Tai Saga. Weaving a story driven by character development, captivating visuals, fast moving action and intricate paradox against a background of richly detailed history and culture, J P Nelson has created an innovative new look at elves, leprechauns, dragons and magic with all new creatures, intelligent species and more …

Game Knight


Andrew Mayne - 2015
     The first time they came for Kevin he woke up in a forest on the edge of town with a sword and only seconds to save his life before a lunatic with a battle axe nearly split his skull. At first he thought it was a dream, then it became a living nightmare as he found himself night after night having to fight in abandoned shopping malls, dark alleys and swamps on the outskirts of civilization. The rules were simple; they could come for him anytime they wanted, and if he resisted, someone close to him would die. A twisted clash of Fight Club and Game of Thrones where the only way to survive is to never stop playing.

Dragon Age RPG Set 1


Chris Pramas - 2010
    Based on the smash hit Dragon Age: Origins computer game, the Dragon Age RPG brings the excitement of BioWare's rich fantasy world to the tabletop. Make your own heroes and control your own destiny in the lands of Ferelden and beyond. Designed by award-winning author Chris Pramas (Warhammer Fantasy Roleplay, Freeport), Dragon Age features an all-new game system that's both easy to learn and exciting to play, the perfect portal to tabletop roleplaying. This classic style boxed set includes a Player's Guide, Game Master's Guide, poster map, and dice: everything you need to get started, from character creation and rules of play to GM advice and an introductory adventure. So gather your friends, grab some dice, and get ready to enter a world of heroes and villains, of knights and darkspawn, of gods and demons...the world of Dragon Age

Kobold Guide to Plots & Campaigns (Kobold Guides Book 6)


Margaret WeisRobert J. Schwalb - 2016
     Kobold Guide to Plots & Campaigns shows how to begin a new campaign, use published adventures or loot them for the best ideas, build toward cliffhangers, and design a game that can enthrall your players for month or even years. Want to run an evil campaign, or hurl the characters into unusual otherworldly settings? Want to ensure that you're creating memorable and effective NPCs and villains? We've got you covered. Complete with discussions on plotting, tone, branching storytelling, pacing, and crafting action scenes, you'll find all the tips and advice you need to take on the best role in roleplaying--and become an expert gamemaster, too! Featuring essays by Wolfgang Baur, Jeff Grubb, David "Zeb" Cook, Margaret Weis, Robert J. Schwalb, Steve Winter, and other game professionals.

Raiya: Early Game - A LitRPG Saga: Archon's Chosen, Book Two


Russell Wilbinski - 2019
    Joining the fiery Captain Fenna Lis and her no-nonsense first mate Hawkins, Skree finds plenty of opportunities to grow in skill and strength. With few options available to him, Skree must provide a haven for his friends and the last survivors of the Kobold race. Luckily, Captain Fenna knows just the right guy to solve their problem, but it won't be easy. Or cheap. Will Skree and Priestess be able to find a home of their own, and if they do, will they be able to protect it from harm in the harsh world of Raiya? Who are the mysterious servants of Abrenacht and why do they want him dead? Can Skree overcome these challenges, level up and beat the game so he can return to his own world? But a bigger question lurks at the back of his mind: Does he even want to go home?

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.

Ars Magica, Third Edition, First Printing


Ken Cliffe - 1992
    

Lichbane: A Deckbuilding LitRPG (Goblin Summoner Book 2)


Tracy Gregory - 2021
    

A Song of Ice and Fire Roleplaying


Robert J. Schwalb - 2008
    In spite of the promises of justice and prosperity for all, this perilous time is marked by the political maneuvering of ambitious nobles and foul plots hatched in secret councils.

Soul Guardians 3-Book Collection: Netherworld #4, Seirs #5, Mortal#6


Kim Richardson - 2013
     From the award-winning author comes a gripping, supernatural adventure that will keep you on the edge of your seat. NETHERWORLD (Book 4) Kara had only just begun to enjoy her life as a mortal with David—when they are pulled back suddenly into the world of the supernatural. The Legion has made an important discovery: a new Elemental child, whose whereabouts are unknown. Kara immediately prepares herself for battle, and comes face to face with the evil Seirs—a group of mortals devoted to the Netherworld. What’s worse, someone close to her is taken. Kara and her friends embark on another dangerous journey to seek out this child. But is this kid really an Elemental—or something else entirely? SEIRS (Book 5) Having just accomplished her last mission, Kara learns that the evil Seirs are slaughtering Sensitives that refuse to swear an allegiance to Lilith—the Netherworld’s princess and her diabolical half-sister. While on assignment, Kara discovers that Lilith is searching for an ancient weapon that can destroy mankind. With the help of her friends, Kara finds herself on another dangerous mission entrusted to her. But can Kara find the weapon before Lilith annihilates the entire human race? MORTAL (Book 6) As Kara settles back into the world of the living, she gets an unexpected surprise and finds herself back in Horizon—the Legion has given her a second chance. Kara and her friends face a new enemy: a Dark warlock, an ancient and evil adversary of the Legion. But when Kara finds out that their GA weapons have no effect on Dark magic, can she defeat the warlock and save the mortal world from Darkness? What’s worse, the Legion orders Kara to carry out her new mission undercover, as someone she never expected…

The Elementia Chronicles (3): Part 2 Herobrine's Message


Sean Fay Wolfe - 2016
    

Wormwood


Kevin Siembieda - 1993
    A decadent, violent and deadly world ruled by demonic creatures and evil clergy who control powerful kingdoms of monsters and enslave humans. Inhuman destroyers who command the crawling towers and life force cauldrons to do their bidding. One of countless alien worlds linked to Rifts Earth by the many dimensional gateways of the ley lines.

Dragondrums by Anne McCaffrey 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.

Dungeon Master for Dummies


Bill Slavicsek - 2006
    It gives you the basics on running a great game, info for more advanced dungeon mastering, guidelines for creating adventures, and tips for building a campaign. It shows you how to: Handle all the expressions of DMing: moderator, narrator, a cast of thousands (the nonplayer characters or NPCs), player, social director, and creator Use published adventures and existing campaign worlds or create adventures and campaign worlds of your own Conjure up exciting combat encounters Handle the three types of encounters: challenge, roleplaying, and combat Create your own adventure: The Dungeon Adventure, The Wilderness Adventure. The Event-Based adventure (including how to use flowcharts and timelines), The Randomly Generated Adventure, and the High-Level adventure Create memorable master villains, with nine archetypes ranging from agent provocateur to zealot To get you off to a fast start, Dungeon Master For Dummies includes:A sample dungeon for practice Ten ready-to-use encounters and ten challenging traps A list of simple adventure premises Mapping tips, including common scales, symbols, and conventions, complete with tables Authors Bill Slavicsek and Richard Baker wrote the hugely popular Dungeons and Dragons For Dummies. Bill has been a game designer since 1986 and leads the D&D creative team at Wizards of the Coast. Richard is a game developer and the author of the fantasy bestseller Condemnation. They give you the scoop on:Using a DM binder to keep records such as an adventure log, PCs' character sheets, NPC logs/character sheets, treasure logs, and more Knowing player styles (role players and power games) and common subgroups: hack'n'slasher, wargamer, thinker, impulsive adventurer, explorer, character actor, and watcher Recognizing your style: action movie director, storyteller, worldbuilder, puzzlemaker, or connector Using miniatures, maps, and other game aids Using 21st century technology, such as a Web site or blog, to enhance your game The book includes a sample adventure, The Necromancer's Apprentice, that's the perfect way to foray into DMing. It includes everything you need for a great adventure--except your players. What are you waiting for? There are chambers to be explored, dragons to be slain, maidens to be rescued, gangs of gnoll warriors to be annihilated, worgs to be wiped out, treasures to be discovered, worlds to be conquered....

That Time I Turned My Farm Into A Dungeon


S.A. Archer - 2021