Pathfinder Adventure Path: Rise of the Runelords Anniversary Edition


James JacobsMichael Kortes - 2012
    An attack by crazed goblins reveals the shadows of a forgotten past returning to threaten the town—and perhaps all of Varisia. The Rise of the Runelords Adventure Path begins with this goblin raid and takes players on an epic journey through the land of Varisia as they track a cult of serial killers, fight backwoods ogres, stop an advancing army of stone giants, delve into ancient dungeons, and finally face off against a wizard-king in his ancient mountaintop city. This hardcover compilation updates the fan-favorite campaign to the Pathfinder Roleplaying Game rules with revised and new content in more than 400 pages packed with mayhem, excitement, and adventure!Celebrating both the fifth anniversary of the Pathfinder Adventure Path and the tenth anniversary of Paizo Publishing, this new edition expands the original campaign with new options and refined encounters throughout, incorporating 5 years of community feedback.The Rise of the Runelords Anniversary Edition contains:- All six chapters of the original Adventure Path, expanded and updated for use with the Pathfinder Roleplaying Game.- Articles on the major locations of Rise of the Runelords: sleepy Sandpoint, the ancient Thassilonian city of Xin-Shalast, and others.- Revelations on the sinister magic of Thassilon, with updated spells, magic items, and details on tracking sin points throughout the campaign.- A bestiary featuring eight monsters updated from the original Adventure Path, plus an all-new terror.- Dozens of new illustrations, never-before-seen characters, location maps, and more!Cover art by Wayne Reynolds

Fiend Folio (Dungeons & Dragons d20 3.0 Fantasy Roleplaying)


James WyattPaul Leach - 2003
    Whether torn from the darkest planes of existence or spawned as blights upon the natural world, the creatures bound within these covers will challenge stalwart adventurers of every experience level.This accessory for the D&D game captures over 150 monsters, including some of the most diabolical beings imaginable. While focused on extraplanar and otherworldly creatures, you'll also stumble across new creatures of every type, with Challenge Ratings that range from 1/8 to 25. Along with three new fiendish prestige classes, six new templates, and rules for swarms, grafts, and symbionts, the Fiend Folio offers a multitude of challenges for every hero.To use this supplement, a Dungeon Master also needs the Player's Handbook, and the Dungeon Master's Guide. A player needs only the Player's Handbook.

Song and Silence: A Guidebook to Bards and Rogues


John D. Rateliff - 2001
    Packed with new ways to customize even the most artful characters this book includes: New feats, prestige classes, weapons, spells, magic items, and equipment. Complete guidelines for trapmaking, including 90 sample traps. Descriptions of a wide range of thieves' guilds and bardic colleges. Detailed rules for flanking opponents in combat. Dungeon Masters and players who want to add a new dimension to their bards and rogues will find a wealth of indispensable material within these pages. To use this accessory, a Dungeon Master also needs the "Player's Handbook," the "Dungeon Master's ""Guide," and the "Monster Manual." A player needs only the "Player's Handbook."

Heroes Unlimited


Alex Marciniszyn - 1994
    Trade Paperback. Book Condition: Good. The cover does show some normal wear. Fraying on lamenation along edges of front and back cover.

Pathfinder Adventure Path #1: Burnt Offerings


James JacobsAndrew Hou - 2007
    Five years after a tragic fire and spate of brutal murders, the people of Sandpoint eagerly anticipate the Swallowtail Festival to commemorate the consecration of the town's new temple. At the height of the ceremony, disaster strikes!In the days that follow, a sinister shadow settles over Sandpoint. Rumors of goblin armies and wrathful monsters in forgotten ruins have set the populace on edge. As Sandpoint's newest heroes, the PCs must deal with treachery, goblins, and the rising threat of a forgotten empire whose cruel and despotic rulers might not be as dead as history records.This volume of Pathfinder Adventure Path launches the Rise of the Runelords Adventure Path and includes:- "Burnt Offerings," and adventure for 1st-level characters by James Jacobs.- An exploration of your PCs' new hometown of Sandpoint, by James Jacobs.- A history of the ancient empire of Thassilon, by Wolfgang Baur.- The first installment of the Pathfinder's Journal, by Erik Mona.- Six new monsters by James Jacobs, Richard Pett, and F. Wesley Schneider.Cover art by Wayne Reynolds

Delta Green


Dennis Detwiller - 1997
    Do you know who is pulling the strings? Delta Green knows. Things from beyond time and space that lurk and titter in the shadows, the slow rot at the core of humanity, the dark stars that whirl madly above- these are the true masters of the world. Delta Green has been fighting them since the 1928 Raid on Innsmouth, and the fight still rages on. This book is your weapon and your guide. The largest Call of Cthulhu sourcebook ever. Inside you will find the secret history of the 20th century, and the movers and shakers who are players in the game: Delta Green, the outlaw conspiracy working inside the U.S. government to fight the darkness; Majestic-12, the clandestine agency that cuts deals with aliens and reports to no one; Saucerwatch, a UFO study group closer to the truth than they know; the Karotechia, immortal Nazis who serve a risen Hitler; and The Fate, an occult criminal syndicate that knows where the bodies are buried. Plus: new skills, new spells, new weapons, new Mythos tomes, profiles of thirty-six real-world intelligence and law enforcement agencies, with character templates for each.A look at Mi-go biology, philosophy and operations, analysis of the Cthulhu Mythos in the modern day, a factual history of the U.S. intelligence and law-enforcement community, dozens of useful NPCs, campaign construction guidelines, two scenarios, a short campaign and more.

The Complete Psionics Handbook


Steve Winter - 1991
    The psionicist is a completely new character class for AD&D games, both for player characters and NPCs. Explore inner space! Now you can really put mind over matter with The Complete Psionics Handbook.

Changeling: The Dreaming


Ian Lemke - 1997
    Only the world of humanity remains. Without any awareness of our true nature, humankind crushes us beneath its banal heel. Joy and laughter are gone; only the Dreaming remains.We are changelings, the forgotten ones, neither fully fae nor wholly mortal. The last of our kind on Earth, we have built ourselves an invisible kingdom. We are everywhere, yet you have never seen us. We hide, not behind some fragile Masquerade, but in plain sight with the power of our Glamour. We exist within a real world of make-believe where "imaginary" things can kill and" "pretend" monsters are real.The storytelling game of modern fantasy. The Kithain are heirs to Earth's secret kingdom of faerie. And yet they are only part fae; they are forced to adopt mortal guises to survive disbelief in magic. The fae must strive to forestall the coming Winter and bring about an endless Spring lest Banality consume all and the Dreaming be lost.Changeling Second Edition features a clarified and expanded setting and cosmology, as well as completely new and revised rules. Yet it's fully compatible with first edition and the rest of the Storyteller games. A full-color, hardcover book with art and graphics like you've never seen before.

Street Samurai Catalog


Tom Dowd - 1990
    A predator-for-hire in the savage urban world of Shadowrun. You've devoted your life to honing your combat and martial skills. The tools of your trade are airfoil grenades, form-fitting body armor, and an Ares Crusader machine-pistol. An expansion for Shadowrun, the Street Samurai Catalog will let you outfit yourself with the latest equipment available on the black market: retractable hand razors, ultrasonic sights, enhanced reflexes, and maybe a rangefinder for your cybereyes. Whatever you need to get the job done, you can find it here, but it won't be cheap. And remember to watch your back before someone decides to make you yesterday's news.

Domains of Dread: Ravenloft Campaign:


Steve Miller - 1997
    Features new rules for creating heroes native to the domains, adapting magic to the demiplane, and dealing with fear and horror checks when the characters experience the true terror that dominates the Ravenloft "RM" campaign.Night is Falling. The Mists are RisingEmbrace the Darkness.Enter the dark and macabre world of Ravenloft.But beware -once you begin to walk among the mists and shadows,you can never leave.Domains of Dread is the core rulebook for the second edition of the award-winning RAVENLOFT campaign setting - the original fantasy horror role-playing game. Within the pages of this book, players and Dungeon Masters will discover the darkest secrets of the Land of the Mists, including many never-before-seen features:Detailed guidelines on designing anything from short-term horror adventures to long-running campaigns of twisted terror.Complete rules for generating player characters native to the Demiplane of Dread.Four new character classes specifically designed for use in RAVENLOFT campaigns - the avenger, the anchorite, the gypsy, and the arcanist!An all-new player character race - the half-Vistani!Updated and expanded descriptions of the Demiplane and the foul lords who rule its tortured domains!Revised fear, horror, and madness checks to enhance the terror.New rules for power checks, plus thirteen detailed steps that lead from grace to absolute corruption!Summary of content:1: The Demiplane of Dread: general description of Ravenloft, as well as a history and theories about the nature of the dark powers, and an overview of the technological levels in Ravenloft (from Stone Age to Renaissance)2: Domains of the Core3: Islands of Terror (Bluetspur, G´Henna, I´Cath, Kalidnay, Nosos, Odiare, Souragne and Vorostokov)4: Clusters (Amber Wastes (Har'Akir, Sebua and Pharazia), Zherisia (Paridon and Timor), the Burning Peaks (Vecna and Kas's domains) and Pockets (Davion, The House of Lament, The Nightmare Lands and Scaena)5: Secret Societies - short chapter on nine secret societies - Keepers of the Black Feather, Green Hand, Circle, Church of Ezra, Vistani, Carnival, Kargatane, Fraternity of Shadows, Unholy Order of the rave)6: Fear, Horror, and Madness rules7: Powers Checks rules8: The Path of the Priest - changes in the priest class9: The Way of the Wizard - changes for wizards.10: Mazes of the Mind - changes for psionics11: Forged of Darkness - changes for magical items12: The Whispered Evil - curses.13: Tenets of Terror - discussion about the general nature of Ravenloft adventures and campaignsAppendix: ability scores, character races, character classes (some new: Avengers (paladins), Arcanist (wizards), Anchorites (priest of Ezra), gypsy (bard)

Tome of Beasts


Wolfgang Baur - 2016
    Whether you need dungeon vermin or a world-shaking personification of evil, the Tome of Beasts has it!This richly-illustrated, 400+ page supplement for any 5E game includes monsters from the entire history of Kobold Press, with longtime favorites such as clockwork creatures, drakes and dragons, devils and arch-devils, and dangerous flavors of the fey--illustrated by some of the finest artists working in fantasy today.These monsters have been designed so that GMs can use them in their favorite settings for fantasy adventure, whether it's Kobold Press's world of Midgard, one of the classic realms of d20-rolling gaming, or their own homebrew worlds.

Lords of Darkness (Dungeons & Dragons d20 3.0 Fantasy Roleplaying, Forgotten Realms Setting)


Sean K. Reynolds - 2001
    Explore the inner workings of infamous factions such as the Red Wizards and the Zhentarim. Discover more recently unveiled enemies, including the shades and the People of the Black Blood. With detailed descriptions of key villains, secret headquarters, and more, this guide covers everything a Dungeon Master needs to conspire against the heroes of the Forgotten Realms game setting.28 villainous groups Maps of evil strongholds New spells, feats, and magic items To use this accessory, you also need the Player's Handbook, the Dungeon Master's Guide, the Monster Manual, and the Forgotten Realms Campaign Setting.

Traveller Core Rulebook: Science-Fiction Adventure in the Far Future


Gareth Ryder-Hanrahan - 2008
    Mayday, Mayday... we are under attack... main drive is gone... turret number one not responding... Mayday...losing cabin pressure fast...calling anyone...please help... This is Free Trader Beowulf... Mayday... Traveller, the Science-Fiction adventure set in the far future returns in a new edition, updated and revised for the modern era.

Playing at the World: A History of Simulating Wars, People, and Fantastic Adventure from Chess to Role-Playing Games


Jon Peterson - 2012
    From a vast survey of primary sources ranging from eighteenth-century strategists to modern hobbyists, Playing at the World distills the story of how gamers first decided fictional battles with boards and dice, and how they moved from simulating wars to simulating people. The invention of role-playing games serves as a touchstone for exploring the ways that the literary concept of character, the lure of fantastic adventure and the principles of gaming combined into the signature cultural innovation of the late twentieth century.

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