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.

Ghost Riders In The Sky


Timothy Zahn - 2020
    With every voyage taking exactly five hours, whether the distance is one light-year or a thousand, the drive allowed humanity to finally escape Earth and reach for the stars.But while the aliens owned the technology, they needed humans to make it practical. Specifically, humans who could temporarily leave their bodies and guide the tunnelships through the void of space.Nathan Skoda is one such navigator. After hundreds of trips, and with hundreds yet to go, all he wants is to finish out his indenture before he succumbs to burnout. So when he’s approached with a plan that might free the navigators from the Meerian chokehold, he decides to check it out.But when the Meerians move to protect their monopoly, Skoda realizes he’s let himself in for more than he bargained for.And he discovers that, dark though his life may be, there’s an even deeper darkness lying beneath the surface.

City of the Spider Queen


James Wyatt - 2002
    Salvatore's War of the Spider Queen novel series. This is the first adventure produced for the "Forgotten Realms" setting since the "Forgotten Realms Campaign Setting" sourcebook was released in the summer of 2001. Designed to take characters from middle to high levels of play, this adventure ties in directly to events occurring in R.A. Salvatore's War of the Spider Queen novel series.

Dragonlance Campaign Setting


Margaret Weis - 2003
    Like those great champions, you will band together with brave companions to set forth on daring adventures. The tales of those bold deeds will become the newest legends in the world of Dragonlance. From Solamnic Knights and Dragon Riders to kender, tinker gnomes, and draconians, the rich tapestry of the Dragonlance world comes alive in this campaign setting for the Dungeons & Dragons roleplaying game. With historical content covering eras from the War of the Lance to the War of Souls, along with expanded rules for aerial combat, the "Dragonlance ""Campaign Setting "provides the charcter races, prestige classes, feats, spells, monsters, and maps you need to fully explore the world of Dragonlance.

Space Jockey; The Green Hills of Earth


Robert A. Heinlein - 1947
    "The green hills of Earth" is the fascinating tale of the Blind Singer of the Spaceways, a legend from Marsopolis to the Jovian asteroids. Jake Pemberton is a "Space jockey" on the regular run from Earth to the moon-- when disaster strikes, it takes guts to ride his ship home safely.~~~Warner Audio Publishing : 2145.Duration: 70 mins.Reader: Colin Fox.

Al-Qadim: Arabian Adventures


Jeff Grub - 1992
    

Seed


Matthew G. Dick - 2020
    After a third failed mission on Mars, Nick returns to Earth heartbroken. But during the trip home he has an epiphany caused by a near-death experience on how to truly accomplish his dream. Nick launches a billionaire funded startup company that solves the interstellar travel problem. Transporting people in a spaceship without any people aboard. After Nick lands on his new, distant planet, he has to combat his greatest trials yet including raising children and goats while becoming a colony building survivalist. Fans of Andy Weir’s The Martian and Dennis E. Taylor’s We Are Legion (We Are Bob) will find familiar themes of innovative science fiction ideas with plenty of humor and pop-culture.

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.

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.

The Lost City


Tom Moldvay - 1981
    Food, water, and wealth await heroic adventurers inside an ancient pyramid ruled by a strange race of masked beings.This module includes a cover folder with maps, and a descriptive booklet with a ready-made adventure for the DUNGEONS & DRAGONS® Basic game. It also includes enough information to continue the adventure beyond level 3, using the DUNGEONS & DRAGONS® Expert game rules.

The Voyage Home


D.J. Holmes - 2017
    Sold into slavery. Forced to fly the ship of a ruthless pirate. Sarah knows nothing of her homeworld or her people. Her one longing is to return home. Little does she know humanity is no better off. The Elders, a ruthless alien race rule Earth with an iron grip. When Sarah’s ship is ambushed by an Elder frigate she is thrown into a life and death battle. Survival would send shockwaves throughout the galaxy. Never before has an Elder warship been beaten in one-on-one combat. For Sarah, it would also open up a way for her to return to the home she has never known. The Voyage Home is an adventure & military sci-fi novel that tells the story of one young woman’s quest to find her homeworld and confront a galactic superpower.

Monstrous Compendium: Volume One


David Zeb Cook - 1989
    Players can organize the monsters in this pack, alphabetically, according to when they show up in an adventure, according to monster type, or any other way they see fit. And the binder is large enough to hold additional monster sheets from Monstrous Compenium Volumes Two and Three!

The Ascension Warrior


Robert E. Weinberg - 1996
    Though battles have been won and lost, victory eludes both sides. Now, however, a figure has risen with ties to the Traditions and the Technocracy. He is a being of incredible, inhuman power; he is the Ascension Warrior. He brings a message of unity and peace. But is it the peace of the grave?

Gregor's Run: The Universe is too Small to Hide


Saxon Andrew - 2016
    He’s forced to scrub booster tubes on commercial starships to make enough coins to feed his alcohol addiction in his dirty day-to-day existence. The future looks dark and is getting darker. To make matters worse, he discovers that two very powerful forces are attempting to capture him and he has no clue why. One of them is the Venzel Dragons, who are recognized as the most deadly warriors in the known universe. The other is a secretive organization simply known as the Movement. Gregor just can’t figure out why they’re after him and remaining free is quickly disappearing as an option. He has no choice but to run and try to determine why he is being pursued across the known universe. He has no memory of his childhood or where he was born and before he can make sense of everything, he would need to go back to Earth and find out who he really is. What he finds changes his world completely and learning that his adopted father was assassinated makes him resolve to make the killers pay for their actions. But what could a filthy, alcoholic bum do against the two most powerful forces in the known universe? The answer lies on the forest world of Bellingham and according to the Cartian Database, no one has gone to that planet in more than six hundred years and lived. Gregor’s Run will keep you guessing at all the twists and turns as Gregor struggles to find himself in a universe gone insane. Excerpt: Gregor’s Run Gregor looked around the gathering, “Some of ye give it a go.” A warrior standing next to Gregor shook his head, “I think it’s clear that swords will not go through that thing.” Gregor said loudly, “All of ye agree that swords are useless against this force field.” The warriors all looked at each other and nodded. “Now if that piece of wood inside the force field was holding a blaster and ye were close enough to strike the force field, ye would die. All of ye see that.” Again the warriors looked at each other and were forced to agree with Gregor. Gregor turned and said, “Now, I want the archers to move back ten yards and fire at that piece of wood like it’s an enemy coming to harm ye families. I want ye to move back in case the arrows you shoot bounce off towards ye.” Several male warriors and ten females moved back ten yards and formed a line. Ellie was one of the archers and she lifted her bow and pulled an arrow out of her quiver. The arrow flew toward the target at a speed that was difficult to see but, when it bounced off the force field, everyone saw it penetrate the canoe twenty yards further up the beach. Everyone immediately moved back another ten yards. The archers didn’t give up as easily as the swordsmen. They fired arrow after arrow at the target and arrows were ricocheting in all directions. Finally, all of them stopped firing except for Ellie. Gregor saw the anger on her face and she started screaming as each arrow failed to penetrate the force field. Gregor sighed and saw her frustration getting the better of her. She jumped and slammed her elbows down to her sides as she stamped both feet into the sand. She screamed at the top of her voice and ran toward the force field. Gregor yelled, “NO, ELLIE! STOP!!” Ellie arrived at the force field, jerked the last arrow out of her quiver, and screamed as she threw it at the wooden target. The arrow went through the force field and stuck in the center of the target. Gregor’s mouth fell open as he heard the computer say over the link, “What the hell just happened here!”

Shadowrun


FASA Corporation - 1991
    It includes all the rules necessary to play the game, and is a good improvement over the first edition rules, including as it does most of the improvements and rules expansions published between 1989 and 1992.