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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.
Dark Sun Campaign Setting: A 4th Edition D&D Supplement
Richard Baker - 2010
Use it to build Dark Sun® heroes and thrilling D&D® adventures set in the Seven Cities of the Tyr Region, the Ivory Triangle, the Sea of Silt, and monster-infested wastelands—or plunder it for your own D&D campaign! The
Dark Sun
Campaign Setting provides exciting character options for D&D players, including new races, new character themes and class builds, new paragon paths and epic destinies, and new equipment. It also provides everything Dungeon Masters need to run 4th Edition Dark Sun campaigns or include Dark Sun elements in their homebrew campaigns. It has rules and advice for handling survival challenges, arena encounters, desert terrain, and adventure creation. It also presents a short, ready-to-play introductory adventure.
Eberron Campaign Guide: A 4th Edition D&D Supplement
James WyattScott Fitzgerald Gray - 2009
This exciting world is complete with soaring cities, viscious wars, and a gritty mean-streets style that harkens back to the traditions of film noir.The Eberron campaign setting is updated into the 4th edition D&D family with the Eberron Campaign Guide. Featuring all of the character elements from the core rulebooks, this updated version of the Eberron world is a must for any gamer that likes the magic-as-technology, film noir, high-adventure campaign setting that was chosen from over 15,000 game submissions.
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.
A Demon Lord's Virtual [Magic Life]: Tutorial Zone
Nathan Valerio - 2018
Orphaned at the young age of 10, his life is filled with struggles as a Superhuman, a genetically enhanced human. Living a life of poverty in the 23rd century, he could only barely sustain himself with his genetic differences compared to a normal human and survived by gaining money in virtual reality to pay for his food and survival. Now his final break came with a less then popular game [Magic Life] which features a special auto character creation process. During this process, he ends up with the Race Demon Lord and the class of the same name. Follow him as he plays in the virtual world that changed his life as the Demon Lord Akor as he trains in the tutorial zone facing countless choices in his [Magic Life].
Unknown Armies
Greg Stolze - 1999
Completely reorganized, largely rewritten, and jam-packed with new art, the second edition of Unknown Armies isn't just better. It kicks metaphysical ass! We've remixed the book based on the level of campaign you want to play: Street, Global, or Cosmic. At street level, you're outsiders to the secret world of magick, ordinary people entering a land of mystery and peril. At global level, you're mojo-wielding cabalists in the occult underground, pursuing your arcane agendas and plotting against your rivals. At cosmic level, you're in tune with the cosmos itself, fighting to shape the next incarnation of reality. Background material is divided up as well, so new players in a street-level campaign only read what the GM wants them to know. But the beats don't stop there: Much more information for new players, to get them into the mindset of the game and help them make better characters and stronger campaigns. * New character-creation options, including Trigger Events, Paradigm Skills, and power levels scaled to match the level of campaign you're playing. * Numerous rules tweaks, including a new initiative system, Fuzzy Logic skill checks, player-directed combat modifiers, amped-up martial arts rules, a new experience system, and more, all dedicated to upgrading UA's innovative percentile system into a lean and precise tool for fast play and player empowerment. * More magick for non-adepts: Authentic Thaumaturgy, new rituals and artifacts, and revised versions of Proxy Magick and Tilts allow the freewheeling use of symbolic, sympathetic magick by anyone with the will to make it happen. * Twelve schools of magick (up from seven in UA1) for obsessed adepts, including revised versions of published schools (Bibliomancy, Personamancy, and Urbanomancy) and two new schools (Videomancy and Narcotic Alchemy). * Fourteen avatars (up from eight in UA1) for archetypalists, including revised versions of published avatars (The Messenger, The Mother, The Mystic Hermaphrodite, and the True King) and two new avatars (The MVP and The Warrior). * More resources for the GM, including specific guidance on combat, wounds, skill checks, campaign building, and other critical issues. * New cover art and design, new interior art and design, and a hardcover binding to keep this game in line.
Winning Fantasy Baseball: Secret Strategies of a Nine-Time National Champion
Larry Schechter - 2014
Play to win. Play like a champion.In Winning Fantasy Baseball, Larry Schechter discloses the secrets of his proven methods. Packed with commonsense, easy-to-use strategies for beginners through experienced players, Schechter supplies readers with a toolkit to achieve the most important thing in fantasy ball--winning! Some have called Schechter one of the best fantasy baseball players in the world. He is the only two-time winner of the CDM Sports national salary-cap challenge, having defeated 7,500 competitors in 2002 and 6,000 in 2005. He is also a five-time winner of the renowned Tout Wars experts league and a member of the USA Today-sponsored League of Alternative Baseball Reality (LABR).Readers will learn directly from the champ everything they need to know about:- how to project player stats;- how to convert those stats into a specific value;- strategy for snake drafts, and mono-league and mixed auctions;- selecting teams using a salary cap;- playing in keeper leagues;- and performing in-season management.Although the book is primarily about fantasy baseball, many of the concepts also apply to fantasy football and other fantasy sports.
Path of the Planeswalker: A Magic: The Gathering Graphic Anthology
Brady Dommermuth - 2009
The mercurial necromancer Liliana Vess tangles with the savage Garruk Wildspeaker. And we learn more of the artificer Tezzeret’s past with the Seekers of Carmot, plus much more.
Send Me an Angel: A Gamelit Fantasy
Cebelius - 2020
Yet his return to stasis is fraught with peril as a rogue AI - last legacy of the war that ended life on Earth - slaughters the crew.Once inside the game he realizes his troubles have only begun. Unable to destroy the ship, the hostile intelligence has invaded Argos.Partnered with the most powerful human player, the rogue has introduced a new mechanic: true death. With no way to leave stasis and regain his administrative controls, Michael Hobbes must quest, conquer, and gain allies to take on a seemingly unstoppable guild.Hobbes is no leader and ill-suited to become one, yet the fate of the human race rests on his shoulders, and his only hope of victory is to follow a unique and seemingly impossible quest chain.The Divine Koan.
Dragon Age: Blue Wraith #2
Nunzio DeFilippis - 2020
If they are lucky, they can recruit Fenris—the Blue Wraith—whose vendetta against his former master has put him on a similar path.
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.
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.
Gentleman's Wars: The Rules of Engagement
Andrew Karevik - 2021
But when his family members die in the strangest of circumstances, leaving him sole in charge of the estate, the young man has to accept the harsh reality: someone is after them, and he’s next on the chopping block.Richard has no choice. The only way for him to protect his life and that of his younger sister is to enter the Great Game, that of the Gentleman’s Wars. But in doing so, he’s putting all his territories, his title as well as his very name in jeopardy.In a world where war has been abolished, gentries, duchies and baronies face each other on the battlefield not with armies made of wizards and warriors, but with gigantic proxies of metal and stone. Mighty automatons called Golems, which duke it out for sport but also for conquest.If that bold move might temporarily safeguard Richard against the mysterious assassin, it also throws him at the mercy of any would-be invader. The rules of the game are simple, yet ruthless: under the watchful eye of a Judge, the attacker must reach your Mana Sphere and destroy it to get his hands on your lands. Your job, as the defender, is to put up enough hurdles in the enemy’s way to slay his golems and prevent them from achieving their mission.The only problem is that Richard only has enough resources to buy a few units and erect the most basic of towers. He will need to use his strategic mind to make up for his lack of funds and repel anyone willing to come knocking on his door. As he’ll quickly learn, this is not a game for the faint of heart, and many a Gentleman might take interest in the territories of a weak new player like himself…