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.

The Book of Nod


Sam Chupp - 1993
    Others have heard tales, but know better than to believe them. The wise speak of The Book of Nod, but none have seen this fabled book of ancient lore.These are their tales...Their stories begin with the Chronicle of Caine and the earliest nights of the vampire. The Chronicles of Shadows reveals Caine's hidden teachings. Finally, the Chronicle of Secrets unveils the deepest mysteries of the Damned, including the coming of dread Gehenna.

Pillars of Pentegarn


Rose Estes - 1982
    The reader, as young Jaimie, must help a wizard regain his kingdom by recovering a magical staff from a band of goblins and skeletons.

Microscope


Ben Robbins - 2011
    Want to explore an epic history of your own creation, hundreds or thousands of years long, all in an afternoon? That's Microscope.You won't play the game in chronological order. You can defy the limits of time and space, jumping backward or forward to explore the parts of the history that interest you. Want to leap a thousand years into the future and see how an institution shaped society? Want to jump back to the childhood of the king you just saw assassinated and find out what made him such a hated ruler? That’s normal in Microscope.You have vast power to create... and to destroy. Build beautiful, tranquil jewels of civilization and then consume them with nuclear fire. Zoom out to watch the majestic tide of history wash across empires, then zoom in and explore the lives of the people who endured it.Mock chronological order.Defy time and space.Build worlds and destroy them.A role-playing game for two to four players. No GM. No prep."Microscope is incredible! A truly brilliant design. Also, the book is extremely well done. Highly recommended."-John Harper, designer of Agon & Danger Patrol"Ben Robbins' Microscope may be the clearest-written game text I've ever read - which is helpful, because it is also one of the most innovative games I've come across in a long time. Microscope engagingly challenges assumptions and upends long-held conventions of play while delivering a singular and satisfying evening of gaming. And "fractal role playing" is no joke - the minute you finish, you'll want to dive back in and explore some interesting sliver of the vast history you just built."-Jason Morningstar, designer of Fiasco"It's been a long time that a game captures my attention like Microscope. Bypass the hype, it's a truly remarkable well-instruction'd game"-Andy Kitkowski, founder of story-games.com

How to Make a Ghost


Amy Cross - 2021
    No-one in the family is willing to talk about what happened, and Eve has come to accept that she might never learn the truth.When a huge storm erupts, however, Eve is forced to return to her childhood home. Her father lives alone, and the house is in danger of collapsing as it's battered by wind and rain. Eve hasn't talked to her father since she ran away from home many years earlier, and she soon finds that the old man's mind is deteriorating. Meanwhile, something seems to be in the house with him, lurking in the shadows and tormenting what's left of his sanity.Eve soon begins to discover the truth about what happened to Rebecca. A strange, ghostly figure appears in the house, and a voice cries out for revenge. The more Eve learns, the more she comes to understand that something terrible has been happening to her family for many years. She's always held her father responsible, but is there something even worse that Eve doesn't know? And is the ghost of her dead sister really lurking in the shadows of the house?How To Make a Ghost is a horror story about a haunted house, a dark family secret, and a horrific experiment that has been years in the making.

The Walkthrough: Insider Tales from a Life in Strategy Guides


Doug Walsh - 2019
    For eighteen years, Doug Walsh was one of the most prolific authors of officially licensed video game strategy guides. And now he's ready to talk. One part memoir and one part industry tell-all, The Walkthrough takes players on an entertaining march through gaming’s recent history, from the dawn of the PlayStation to the Xbox 360 and Nintendo Switch. Follow along as Walsh retraces his career and reveals how the books were made, what it was like writing guides to some of the industry’s most celebrated — and derided — titles, and why the biggest publishers of guidebooks are no longer around. Walsh devotes entire chapters to many of gaming’s most popular franchises, including Tony Hawk’s Pro Skater, Gears of War, and Diablo, among others. From inauspicious beginnings with Daikatana to authoring the books for the entire Bioshock trilogy, with plenty of highs, lows, and Warp Pipes along the way, Walsh delivers a rare treat to twenty-first century gamers. The Walkthrough is sure to satisfy the curiosity of anyone who grew up with the works of BradyGames and Prima Games sprawled across their laps. With over one hundred books to his credit, and countless weeks spent at many of the most famous studios in North America, he is uniquely qualified to give an insider’s perspective of a little-known niche within the multi-billion-dollar industry.

Player's Option: Skills & Powers


Dale Donovan - 1995
    Player's Option Rulebooks present an alternative approach to AD&D characters. Custom-craft your next PC, selecting the profession, skills, and abilities you want! Characters can even have additional ability scores such as Stamina, Muscle, Balance, and others. New proficiencies, talents, and updated psionics round out the Player's Option character. Be ready for anything with Skills & Powers!

Lovecraft's Legacy: A Centennial Celebration of H.P. Lovecraft


Robert E. WeinbergGahan Wilson - 1990
    Lovecraft is one of the most influential modern horror writers. Lovecraft's fiction is a category unto itself. Eschewing the traditional werewolves, vampires, and ghosts of most horror fiction, he wrote of dread Elder Gods and cosmic, earth-shattering horrors. Lovecraft mined rich veins of terror uniquely his own, and wherever in the known and unknown universe his imagination sped, readers followed—fascinated, enrapt, and terrified by the scope of his dark vision.More than fifty years after his death, Lovecraft's fiction continues to influence each new generation of horror readers…and writers. Lovecraft's Legacy collects 13 stories by critically-acclaimed, award-winning horror and dark fantasy writers, including F. Paul Wilson, Brian Lumley, Gene Wolfe, and Gahan Wilson. With an introduction by Robert Bloch, author of Psycho, this splendid anthology pays well-deserved homage to the late, great master of the weird tale.

Ravenloft Core Rulebook


John W. Mangrum - 2001
    A world ruled by fear and horror. Vampires who command the night. Shapeshifters who prowl the forests. Eldritch ghouls and undead skeletons who prey upon a fearful populace. If ever a world needed heroes, it is the world of Ravenloft.

Kobold Guide to Worldbuilding (Kobold Guides to Game Design)


Janna SilversteinMichael A. Stackpole - 2012
    It took startling leaps of imagination as well as careful thought and planning to create places like these: places that readers and players want to come back to again and again.Now, eleven of adventure gaming's top designers come together to share their insights into building worlds that gamers will never forget. Learn the secrets of designing a pantheon, creating a setting that provokes conflict, determining which historical details are necessary, and so much more.Take that creative leap, and create dazzling worlds of your own!Essays by Wolfgang Baur, Keith Baker, Monte Cook, Jeff Grubb, Scott Hungerford, David "Zeb" Cook, Chris Pramas, Jonathan Roberts, Michael A. Stackpole, Steve Winter, with an introduction by Ken Scholes.

Serenity Role Playing Game


Jamie Chambers - 2005
    The Earth got used up, and we found a new solar system and used terraforming technology to create hundreds of new Earths. The central planets formed the Alliance and decided that all worlds should unite under their rule. There was some disagreement on that point. After the Unification War, many of the Independents who had fought and lost drifted to the edges of the system, far from Alliance control. Out here, people struggled to get by with the most basic technologies. A ship would bring you work, a gun would help you keep it. A captain's goal was simple: find a crew, find a job, keep flying. The Serenity Role Playing Game lets you re-create the action of the 'Verse, the science-fiction setting created by writer/director Joss Whedon. Fly a ship out in the black, take jobs as they come, and always make sure you get paid. Everything you need to get started is right here! All you need is dice, friends, and your imagination. - A self-contained role playing game. All the rules are provided for both players and Game Masters! - Full character creation rules, plus fifteen sample characters-including the crew of Serenity. - Complete details on spaceships, guns, and technology. - Emphasis on story, action, and character development with easy-to-learn rules. - Game details and descriptions of the characters and settings of the film!

First Contact


Steven Konkoly - 2014
    Reanimated ahead of schedule, Adam Hassler, former Delta Force officer and special agent, leads the first expedition out of David Pilcher's mountain superstructure. His mission is simple. Guide and protect a team of surveyors and scientists, while they study the landscape and collect data for the reconstruction of Wayward Pines. A few hours into the trek, Hassler suspects that the operation has been compromised--by the very people that ordered it.With daylight fading, Hassler's team faces an unknown threat, on unfamiliar ground--in front of an impatient audience.First Contact is Part One of The Genesis Series, a planned trilogy of novellas set in the early days of Blake Crouch's Wayward Pines. Part Two will be released during the summer of 2014, followed shortly by Part Three.

Little Nightmares #2


John Shackleford - 2017
    Inspired by the smash hit video game of 2017, adventurer ‘Six’ – trapped in the mysterious, deadly Maw – encounters others captured by the ferryman… but do their stories offer a way out?

Dungeon Master's Guide


David Zeb Cook - 1989
    Whether you're running a single adventure or masterminding a complete fantasy campaign, the Dungeon Master's Guide is an absolute necessity. The 2nd Edition Dungeon Master's Guide puts all the information you need right at your fingertips - in a fresh, new format, fully indexed for your convenience. Here you'll learn all there is to know about magical spells and items, as well as monsters, combat, travel, NPCs, treasure, encounters, awarding experience, and more!

Laws of the Night


Jason Carl - 1999
    However, this volume includes two cloth bookmarks to record important rules, and an extra eight pages of previously lost text from the Book of Nod "TM" itself. An excellent in-game prop