Book picks similar to
World of Dew by Ben Woerner
role-playing
rpg
rpgs
fantasy
The Ballad of John MacLea
A.J. MacKenzie - 2019
Tasked with routing out enemy agents and thwarting an elaborate espionage ring, which includes beautiful American double agent Josephine Lafitte, MacLea’s mission is betrayed. Now, trapped in a dramatic showdown aboard a captured American warship headed for the breach at Niagara Falls, battle-hardened MacLea finds himself fighting not just for freedom, but for his life.
Veins of the Earth
Patrick Stuart - 2017
Included in this essential work:- A detailed survey of over fifty new monsters and a half dozen cultures that lurk in the Veins.- Procedures for Referees to generate both small and large-scale maps and locations within.- Expanded rules for players navigating a realm that has never seen the sun.- Full descriptions of the different types of light and the different types of dark.- The worst kinds of fear, madness, and nightmare.
Troika! Numinous Edition
Daniel Sell - 2016
Troika! Numinous Edition is the new edition of our popular Troika! RPG, a complete science-fantasy RPG full of critically acclaimed writing, built-in wonder and room for everyone at the table to go wild!Inside the book you will find; a full automated character creation system that generates exciting starting points for players to build upon; weighty lists of spells and enemies to encounter; a baked-in plane-hoping setting which draws you into the world and allows you space to build upon its sturdy foundations.Lavishly illustrated by Jeremy Duncan, Dirk Detweiler Leicthy, Sam Mameli, and ENnie award winning Andrew Walter
Player's Option: Combat & Tactics (Advanced Dungeons & Dragons, Rulebook/2149)
L. Richard Baker III - 1995
Illustrations.
Cthulhu by Gaslight: Horror Roleplaying in 1890s England
William A. Barton - 1986
Even in the peaceful fields of rural England only intelligent and energetic intervention could keep the shadows at bay."Cthulhu by Gaslight" includes a lengthy roleplaying adventure, "The Yorkshire Horrors" in which the investigators join forces with the world's most famous consulting detective, Sherlock Holmes Extensive background essays provide period skills, social classes, world politics, biographies and timelines for the 1890s, maps and London location notes (including the best stores of the time), travel, criminals and police, Cockney slang, cost of living, royalty and titles, club life in London, the occult in the 1890s, prices, and clothing. A lengthy essay considers time-travel rationales for moving investigators of another time into the 1890s.
Hearts of Iron
Scott James Magner - 2013
The three men, who have been trained by their father in the art of war since childhood, spend the sweltering afternoons practicing swordplay, trading barbs, and thinking of how many men they would need to take the prince’s poorly fortified castle for themselves. But when a mysterious agent asks the prince for the brothers’ services in obtaining a gilded chest, eldest brother William recognizes an opportunity to strengthen the Hauteville legacy. When he assembles a crew of skilled mercenaries, loyalties are tested and truths revealed. Among the group, there is a traitor, a spy, and the carrier of a long-held secret. The trust William places in each of his men will decide the future for himself and his family.
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.
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.
GURPS Powers
Sean Punch - 2005
. . or Destroy It!GURPS Powers is the ultimate book for the ultimate characters in the new Fourth Edition of GURPS! Here's everything you need to create every kind of amazing, off-the-chart superhero you can imagine . . . as well as amazing wizards, wuxia fighters, shamans who command spirits . . . even gods!Written by GURPS Line Editor and Fourth Edition co-author Sean Punch, GURPS Powers introduces some new rules, but it is mostly about using the rules that are already in the GURPS Basic Set to cover superpowered characters, megawizards, and earth-shattering psionics. GURPS Powers also include guidelines for "special effects" and several different ways to vary a power on the flytwo crucial concepts for comic-book superheroics.GURPS Powers is a Fourth Edition GURPS book that completely replaces the Third Edition books GURPS Supers and GURPS Psionics. Like our other Fourth Edition supplements, it's a gorgeous 240-page, full-color hardcover. If you've got a high-powered campaignor high-powered playersyou want GURPS Powers!
Ram Chandra Series: Book 1 and Book 2
Amish Tripathi - 2019
As the suffering of the people intensifies so does the resentment against the ruling elite. As Raavan, the king of Lanka, grows increasingly powerful, the citizens of the Sapt Sindhu cry out for a leader to lead them out of this morass.The Malayaputras and the Vayuputras — two powerful tribes and the protectors of the divine land of India — decide that enough is enough. A saviour is needed. They begin their search.Who will fulfil the destiny of the Vishnu? Will a leader, who can restore the past glory of the Sapt Sindhu, emerge? Will Ram, the law abiding prince of Ayodhya rise above the taint that others heap on him? Will Sita, the warrior princess of Mithila, be able to prove her worth?Start on an epic journey with Amish’s Ram Chandra Series.
The Grand History of the Realms
Brian R. James - 2007
Although not a game supplement, it serves as a handy reference guide for players and Dungeon Masters seeking information on specific historical events. In addition, the book features an exclusive Forgotten Realms short story by best-selling author R.A. Salvatore and new revelations for Realmslore aficionados.
Apprenticed to Anubis
Kathrin Brückmann - 2014
In a bar brawl, he accidentally kills the vizier's eldest son. For punishment, the king renders an unusual verdict: life in the service of the dead at the weryt, the walled-off embalming compound.At the same time, young ladies at the pharaoh's court drop dead without obvious cause. When the corpses are brought to the weryt, Hori, now trained in embalming and organ removal, discovers the girls were murdered. Only he can't leave the place without turning his life sentence into a death sentence—or can he? An adventurous investigation unfolds.
The Complete Masks of Nyarlathotep
Larry DiTillio - 1984
Horrifying deeds and dangerous sorcery dog those who attempt to unravel the fate of the Carlyle Expedition. The non-linear narrative keeps players baffled and on their toes. This new edition is reset and corrected, and features many new illustrations, four new episodes, added keeper support material, and a new version of the lost Australia chapter.