The Werewolf Player's Guide


Justin AchilliEthan Skemp - 1998
    Corruption from without and within has caused the destruction not only of the Garou's environment, but also of their families, friends and culture, which extends in an unbroken line to the very dawn of life. No matter how righteously the Garou hold themselves, no matter how they prey on their destroyers, the corruption spreads.Now the time for reconciliation is past. This grave insult against Gaia can end in only one way: blood, betrayal... and rage.At last! The long-awaited revision of the classic Werewolf Players Guide, this second edition is packed with information on the Garou, their packs, moots, caerns and duels. Also detailed are the other shapeshifters, from the merciless weresharks to the sagacious werecats. Includes plenty of Gifts, rites, fetishes, talens and totems, as well as expanded combat systems and essays on understanding the world of Werewolf: The Apocalypse.

Strongholds & Followers


Matthew Colville - 2018
    Raise armies! Research spells! Spy on your enemies! More than just a set of rules and charts, this book also describes a style of play that assumes your character becomes more interested in influencing the world around them. You’ll still adventure and fight monsters, but this supplement gives you tons of fun things to do during your downtime. It only takes one character building a stronghold to radically change the nature of a campaign and introduce new narrative opportunities for GM and players alike! Huge new story opportunities arise! This book includes tons of examples for GMs to inspire them.

Mythical Creatures and Magical Beasts: An Illustrated Book of Monsters from Timeless Folktales, Folklore and Mythology: Volume 1


Zayden Stone - 2021
    Whether it is the three headed guard dog Fluffy in J.K. Rowling’s Harry Potter series, or even the story of Smaug in J.R.R. Tolkien’s Middle Earth in The Hobbit; all these pop culture mythical creatures have a deep connection to the mythologies and folktales of ancient cultures.Where did they come from? What relevance do they serve in mythology? Why are some so obscure, while others become pop-culture enigmas? Get the answer to these questions, and learn about beasts from different world cultures.Folklorist Zayden Stone dives deep into the stories of these magical beasts and providesa fictional anecdote,a retelling of the original myths,an analysis of the symbolism and relevance of the creatures,and then pairs it with some beautiful black and white illustrations reimagined by artist Herdhian.In the Mythical Creatures and Mythological Beasts book, the illustrated guide takes you through six themes that have been specifically chosen since they are consistent across cultures. The categories include:arthropods for insects, crustaceans, and arachnids;avian for birds;canines for wolves and dogs;serpents for snakes and dragons;ungulates for hooved animals like horses and cows; andaquatic for water dwelling beasts.Presenting the creatures in categories makes it easier to see what the beasts have in common. You will find some overlapping themes across ancient cultures that point to universal ideas in how humans perceive the world.If you wonder where your favorite creature is, you will probably find them within these pages, even if they do not have their own chapter. For example, the ever-popular Pegasus can be found in the tale of the Gorgon sisters. He also had a half-brother, Arion, who features in the ungulates section. There is also a brilliant white-winged horse from Islamic tradition which may sound very familiar to Pegasus as well.If you have a love for the myths and want to learn about the unique beasts that dwell within them, this book is a great way to do it. Not only will you learn about ones you may have never heard of, but you will also be able to draw parallels between cultures and see how they interpreted their surroundings through stories of mythical creatures and magical beasts.

Thief's Bounty


D.B. King - 2021
    This one moment will change Kraken Island forever.Marcus the Exile thought his life was done for. Until he found a dungeon faerie with immense power on offer.Now, he's the owner of pocket dungeons that spontaneously evolve whenever items are left inside them. Scum on a boot? That's a monster. A sword left by an adventurer? You bet that's gonna be a monster.But this power of evolution isn't just happening to the dungeon and its creatures. It's happening to Marcus, and anyone near the dungeon. No one knows why, least of all Marcus.If he's not careful, Marcus might end up becoming the most powerful man on Kraken Island.This LitRPG Dungeon Core novel contains multiple interior illustrations of characters, monsters, and scenes. Expect to find an intelligent main character, consistent progression, and a unique Age of Discovery setting.

Case in Point 9: Complete Case Interview Preparation


Marc P. Cosentino - 2016
    He takes you inside a typical interview by exploring the various types of case questions and he shares with you the acclaimed Ivy Case System which will give you the confidence to answer even the most sophisticated cases. The book includes over 40 strategy cases, ten case starts exercises and 21 ways to cut costs, plus much, much more!

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.

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.

Of Dice and Men: The Story of Dungeons & Dragons and the People Who Play It


David M. Ewalt - 2013
    Even if you’ve never played Dungeons & Dragons, you probably know someone who has: The game has had a profound influence on our culture. Released in 1974—decades before the Internet and social media—Dungeons & Dragons is one of the original ultimate nerd subcultures, and is still revered by more than thirty million fans. Now, the authoritative history and magic of the game is revealed by an award-winning journalist and life-long dungeon master.From its origins on the battlefields of ancient Europe, through the hysteria that linked it to satanic rituals and teen suicides, and to its apotheosis as father of the modern video game industry, Of Dice and Men recounts the development of a game played by some of the most fascinating people in the world. Chronicling the surprising history of D&D’s origins (one largely unknown even to hardcore players) while examining the game’s profound impact, Ewalt weaves laser-sharp subculture analysis with his own present-day gaming experiences. An enticing blend of history, journalism, narrative, and memoir, Of Dice and Men sheds light on America’s most popular (and widely misunderstood) form of collaborative entertainment.

Into a Dark Adventure


Belart Wright - 2016
    Inspired by a dark masterpiece. Twenty years into the future, an independent virtual reality developer named Fulton Milner creates a VR program that is so immersive that it truly fools the mind. His program, a virtual resort, created such pleasurable immersion that he is soon recruited by a renown games studio. Here, one of Milner's projects, a virtual fantasy game, catches the eye of some investors and he is finally given the approval he needs to begin the project that would define his career. It's a dark fantasy adventure simulator known only as Project DH. Sam Nagai thought testing videogames would be a dream job until he got saddled with a ton of barely playable mobile games that used very wonky holographic gimmicks. The lack of fun in these games and small pay makes Sam typically reluctant whenever he gets a call for a new gig, but customers for his art commissions have been scarce and Sam needs all the money he can get. He finally gets a call for a new gig with potential bonus pay, but not much else is known about the game itself. From what he does know, it sounds sort of interesting. Virtual reality, dark gothic fantasy world, role playing game mechanics, and uber hard difficulty? Sam's all in for that. After all, even if he gets in over his head, the simulation isn't truly real so there's not really any danger. Join Sam in a virtual sword and sorcery role playing adventure where the main goal is survival at all costs. It's an adventure that's filled with diverse starting classes, customizable combat options, upgradeable weapons and armor, upgradeable statistics, open ended questlines, realistic NPCs with classically trained voice actors, a dark and atmospheric immersive game world, multiplayer content, eye popping creature designs, and so much more. Players say its the perfect blend of simulation and fantasy, where their imaginations can truly run wild. **Note to readers: If any of you are sensitive to swearing, then this book isn't for you. There is copious swearing from the main character, Sam, that's mainly played as a character flaw/trait for laughs and dramatic effect.

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.

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....

Chess: The Complete Guide To Chess - Master: Chess Tactics, Chess Openings and Chess Strategies


Logan Donovan - 2015
    Logan Donovan tracks the spread of chess across history—from India to Persia to Europe and worldwide. You can take your place in a long line of chess masters - even if you’ve never played the game before! Do you want to get started out right? Would you like an advantage over your opponents—from the very first moves? The Complete Guide to Chess - Master: Chess Tactics, Chess Openings and Chess Strategy explains how you can easily memorize popular chess “openings” (the first few turns of a game). If you’re a beginner, you can amaze your friends by learning the tricks and traps of the Grandmasters —and using them on your unsuspecting foes! Ruy Lopez Italian Game Sicilian Defense French Defense Caro-Kann Defense Pirc Defense Queen’s Gambit English Opening Alekhine’s Defense Modern Defense King’s Indian Defense King’s Indian Attack The Dutch Defense and many more! Read this book for FREE on Kindle Unlimited - Download Now! It’s easy to learn the tactics of chess! The Complete Guide to Chess - Master: Chess Tactics, Chess Openings and Chess Strategy explains powerful concepts such as “forks” and “pins” in simple, easy-to-understand language. With the help of this book, you’ll be ready to “turn the tables” on your opponents! Remember - You don't need a Kindle device to read this book. Just download a FREE Kindle reader for your computer, tablet, or smartphone! You'll also learn key principles of chess strategy, such as: King Safety Center Control Pawn Structure Piece Quality and When to Play for a Draw! You’ll even find out how to “Seal the Deal” with Logan Donovan’s 14 Tips for the End Game! Don’t keep losing games through trial and error—get the tips and strategies you need to WIN! FREE BONUS AT THE END OF THE BOOK! GET IT TODAY AS IT’S ONLY AVAILABLE FOR A LIMITED TIME! Download The Complete Guide to Chess - Master: Chess Tactics, Chess Openings and Chess Strategy TODAY—you’ll get everything you need to start winning a LOT more games!&

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 First


Dylan S. Perry - 2017
    Naseby, England. Baroness De Meaux lives a comfortable life and is content with where she fits into the hierarchy of society. She was groomed for the story she’s telling but several things set her apart from everyone around her. When her mother passes away suddenly, the visions she hides from the world—the ones that show her the future—force their way to the surface. And when she’s faced with the impossible, it leaves her questioning just how far apart her two contradicting worlds really are from another. Can Margaret make peace with her past and what she assumes is her imagination? Or will she give into the myths from her childhood to shape the future? Through it all, Margaret knows one truth is universal: trust is hard-won and easily broken when you don’t know who’s on your side.

Arcana Unearthed: A Variant Player's Handbook


Monte Cook - 2003
    IntroductionChapter 1 - AbilitiesChapter 2 - RacesChapter 3 - ClassesChapter 4 - SkillsChapter 5 - Feats and TalentsChapter 6 - EquipmentChapter 7 - Playing the GameChapter 8 - MagicChapter 9 - SpellsAppendix (Index)Intended as a full (drop-in) replacement for D&D 3.x PHB; published under the Open Game License.