XDM X-Treme Dungeon Mastery


Tracy Hickman - 2009
    (Do-it-yourself secret initiation rites included.)Master the secrets of designing adventures that tell stories.Create magic illusions that can even make your players disappear!Use actual fire in your game properly.Hijack the game as a player, and how to deal with a player revolution as an XDM.Plus loads more!If I could go back in time and rewrite Dragonlance, it would be this book...only with more dragons in it. --Tracy HickmanI can say without any shame or bias, that this is one of the best books ever written and should be in every hotel room next to the bible. --Curtis HickmanPossessed by the spirits of Da Vinci, Van Gogh, and Jack Fred, I illustrated a book that you should buy two of...one to read and one to hang on your wall.--Howard Tayler

Sharn: City of Towers


Keith Baker - 2004
    The city of Sharn is a source of great intrigue and adventure on Eberron, making it the launching point for most campaigns and adventures. Sharn: City of Towers describes how Sharn looks and works, from power and politics to trade and commerce, and with four-color illustrations throughout. There are detailed geographical descriptions of every part of the city, with a complement of maps for visual reference. Monsters and villains prevalent in the city make an appearance, and there is detailed information on what characters can do and obtain in Sharn to improve their adventuring skills. Dungeon Masters will find a wealth of information on running campaigns in Sharn, and adventure hooks are provided for immediate gameplay.

Arms and Equipment Guide


Anne Brown - 1991
    This is the essential volume for the well-equipped Dungeons and Dragons character.

Empire of Imagination: Gary Gygax and the Birth of Dungeons & Dragons


Michael Witwer - 2015
    Michael Witwer has written a dynamic, dramatized biography of Gygax from his childhood in Lake Geneva, Wisconsin to his untimely death in 2008.Gygax's magnum opus, Dungeons & Dragons, would explode in popularity throughout the 1970s and '80s and irreversibly alter the world of gaming. D&D is the best-known, best-selling role-playing game of all time, and it boasts an elite class of alumni--Stephen Colbert, Robin Williams, and Junot Diaz all have spoken openly about their experience with the game as teenagers, and some credit it as the workshop where their nascent imaginations were fostered. Gygax's involvement in the industry lasted long after his dramatic and involuntary departure from D&D's parent company, TSR, and his footprint can be seen in the genre he is largely responsible for creating. But as Witwer shows, perhaps the most compelling facet of his life and work was his unwavering commitment to the power of creativity in the face of myriad sources of adversity, whether cultural, economic, or personal. Through his creation of the role-playing genre, Gygax gave two generations of gamers the tools to invent characters and entire worlds in their minds. Told in narrative-driven and dramatic fashion, Witwer has written an engaging chronicle of the life and legacy of this emperor of the imagination.

Frostgrave: Fantasy Wargames in the Frozen City


Joseph A. McCullough - 2015
    Each of them must seek to discover the treasures of a fallen empire and master long-forgotten but incredibly powerful magical lore. Each player takes on the role of a wizard from one of ten schools of magic, and builds his band of followers. While the wizard's apprentice will usually accompany his master, more than a dozen other henchmen types are available for hire, from lowly thugs to heavily armored knights and stealthy assassins. Wizards can build their magical knowledge by unlocking ancient secrets, with the potential to learn up to 80 spells in total. As players gain power and wealth, they can develop their headquarters on the outskirts of the city, turning one of a dozen different basic locations into bastions of their art, equipping them with alchemical laboratories, mystical forges, astronomical telescopes and other magical resources. While individual games of Frostgrave are quick and can easily be played in an hour or two, it is by connecting these games into an ongoing campaign, that players will find the most enjoyment. The scenarios given in the book are merely the beginning of the limitless, thrilling adventures that can be found amidst the ruins of the lost city.

Monster Manual V (Dungeons & Dragons Supplement)


David NoonanWil Upchurch - 2007
    This D&D supplement presents a fully illustrated hoard of new monsters, as well as ready-to-play variations of previously existing monsters. In addition, this supplement features maps of monster lairs, sample encounters, and tactics sections to help Dungeon Masters run the more complex creatures. Additionally, many entries contain information about where monsters are likely to appear in the Forgotten Realms and Eberron compaign settings.

Blood of the City


Robin D. Laws - 2012
    Together, she and her siblings in the powerful Derexhi family form one of the most infamous and effective mercenary companies in the city, solving problems for the city's wealthy elite. Yet despite being the oldest child, Luma gets little respect—perhaps due to her half-elven heritage. When a job gone wrong lands Luma in the fearsome prison called the Hells, it's only the start of Luma's problems. For a new web of bloody power politics is growing in Magnimar, and it may be that those Luma trusts most have become her deadliest enemies...From visionary game designer and author Robin D. Laws comes a new urban fantasy adventure of murder, betrayal, and political intrigue set in the award-winning world of the Pathfinder Roleplaying Game.

The Monsters Know What They're Doing: Combat Tactics for Dungeon Masters


Keith Ammann - 2019
    In The Monsters Know What They’re Doing, Keith Ammann lightens the DM’s burden by helping you understand your monsters’ abilities and develop battle plans before your fifth edition D&D game session begins. Just as soldiers don’t whip out their field manuals for the first time when they’re already under fire, a DM shouldn’t wait until the PCs have just encountered a dozen bullywugs to figure out how they advance, fight, and retreat. Easy to read and apply, The Monsters Know What They're Doing is essential reading for every DM.

Pathfinder Roleplaying Game: Core Rulebook


Jason BulmahnDavid Eitelbach - 2009
    Will you cut your way through monster-filled ruins and cities rife with political intrigue to emerge as a famous hero laden with fabulous treasure, or will you fall victim to treacherous traps and fiendish monsters in a forgotten dungeon? Your fate is yours to decide with this giant Core Rulebook that provides everything a player needs to set out on a life of adventure and excitement!This imaginative tabletop game builds upon more than 10 years of system development and an open playtest involving more than 50,000 gamers to create a cutting-edge RPG experience that brings the all-time best-selling set of fantasy rules into the new millennium.The Pathfinder Roleplaying Game Core Rulebook includes:- All player and Game Master rules in a single volume.- Complete rules for fantastic player races like elves, dwarves, gnomes, halflings, and half-orcs.- Exciting new options for character classes like fighters, wizards, rogues, clerics, and more.- Streamlined and updated rules for feats and skills that increase options for your hero.- A simple combat system with easy rules for grapples, bull rushes, and other special attacks.- Spellcaster options for magic domains, familiars, bonded items, specialty schools, and more.- Hundreds of revised, new, and updated spells and magical treasures.- Quick-generation guidelines for nonplayer characters.- Expanded rules for curses, diseases, and poisons.- A completely overhauled experience system with options for slow, medium, and fast advancement.... and much, much more!Cover art by Wayne Reynolds

Diary of a Wimpy Villager: Book 2 (An unofficial Minecraft book)


Cube Kid - 2015
    In this diary of a villager boy, you'll catch a glimpse of their secretive lives and find out how they survive in their hostile world. What's behind the calm expressions? What mystical knowledge do they possess? You'll never know by asking them. Dive into this book for the answer. This is Book 2 of the Wimpy Villager series—a great series for gaming fans of all ages! Grab the first book before starting this one! Disclaimer: This is book is not official. It is not endorsed, authorized, sponsored, licensed or supported by Mojang AB, Microsoft Corp. or any other entity owning or controlling rights to the Minecraft name, trademarks or copyrights.

Dragon Age: The World of Thedas Volume 1


David Gaider - 2013
    The definitive guide!

Agent of the Imperium: A Story of the Traveller Universe


Marc W. Miller - 2015
    In the service of the Empire, he has killed more people than anyone in the history of Humanity, to save a hundred times as many. He died centuries ago, but they re-activate his recorded personality whenever a new threat appears. When the crisis is over, they expect he will meekly return to oblivion. He has other ideas. The chronicle of Bland reveals secrets of the history of the star-spanning Third Imperium and spans 400 years from early Imperium (about year 300) through the mid-post Civil War period (about year 700) touching known and unknown events you may have encountered in your own reading of the Imperium: everyday events, political intrigue, deadly dangers, Arbellatra, Capital, Encyclopediopolis, the Karand's Palace, and a Tigress-class Dreadnought. If you know the Traveller science-fiction role-playing game, then some of this is already familiar; if not, no matter; this story introduces the vast human-dominated interstellar empire of the far future in ways only the designer and chronicler of this particular universe can.

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.

All Flesh Must Be Eaten


Al Bruno - 2003
    In it, you will find: Eleven different Deadworld settings allowing customization of the storyline. A comprehensive zombie creation system to surprise and alarm players. A list of equipment crucial to surviving a world of shambling horrors. Detailed character creation rules for Norms, Survivors, and the Inspired. A full exposition of the Unisystem game rules, suitable for any game in any time period. Open Game License conversion text for porting AFMBE to any modern-day campaign featuring a twenty-sided dice game mechanic.

Starfinder: Alien Archive


Jason KeeleySteve Kenson - 2017
    What's more, player rules for a host of creatures let players not just fight aliens, but be them!Inside Starfinder Alien Archive, you'll find the following:- Over 80 bizarre life-forms both classic and new, from the reptilian ikeshtis and energy-bodied hallajins to robotic anacites and supernatural entities from beyond the realms of mortals.- Over 20 races with full player rules, letting you play everything from a winged dragonkin to a hyperevolved floating brain.- New alien technology to help give your character an edge, including weapons, armor, magic items, and more.- A robust NPC-creation system to let Game Masters build any aliens or creatures they can imagine.- New rules for magical monster summoning, quick templates to modify creatures on the fly, and more!Cover art by Remko Troost