Book picks similar to
World of Dew by Ben Woerner


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Fading Suns


Bill Bridges - 1999
    It's far-future setting allows stories from many genres: fantasy, horror, post-apocalypse, and more. Characters wield swords and blasters and fly starships to lost worlds, ancient ruins, verdant jungles or blasted wastelands. They encounter conniving nobles, vain priests, cunning merchants, bizarre alien creatures, evil occultists, and bodiless entitites from across gulfs of space and time. In other words, Fading Suns has everything a roleplaying game setting could possibly need. The Second Edition hardcover rulebook includes new rules adjustments based on the extensive playtesting and suggestions by players from all over the world, as well as new history, psychic powers and rites, and extensive equipment rules.

Dream


R.W. Krpoun - 2015
    They did their time in Iraq, hold regular jobs, and spend some of their free time playing RPGs on their game platforms and at the table. Until the day they wake up in a different world, caught up in a half-understood web of events and personalities, hatreds and loyalties that goes back millennia. All wrapped up in a place where magic is real and far too many concepts of the role-playing game are not just real, but also a deadly serious business. Dropped into a world with little in the way of personal resources and a surplus of powerful enemies and dangerous strangers, the four must find their way home while learning all too well the concept of ‘first-level abilities’. Very little is certain in their new environment save that death is very real and the opportunities to meet it are commonplace. Four gamers with military backgrounds are thrust into a world where magic is real and the five toughest individuals on the planet want them dead: it is the worst campaign hook imaginable.

The Complete Paladin's Handbook


Rick Swan - 1994
    Create or enhance your paladin with new proficiencies and equipment, new rules for bonded mounts, and paladin kits like the divinate, envoy, ghosthunter, skyrider, and the indomitable wyrmslayer.

The Seven Sisters: Forgotten Realms Accessory


Ed Greenwood - 1995
    Another is Elminster's beloved and the infamous Witch-Queen of Aglarond. The third is the Lady Mage of Waterdeep, peer and consort of Khelben "Blackstaff" Arunsun, and the fourth is a Harper and one of the famous Knights of Myth Drannor. The fifth is a leader of the Harpers and a legendary bard in her own right, and the sixth is a dead - perhaps undead - witch. And the seventh? She's the one who wild tales are whispered about all across Faerûn around many a fireside late at night.But who are they, really? Their very names conjure up romance, allure, and power - Storm Silverhand, the Simbul, High Lady Alustriel. Sages say they are among the Chosen of Mystara, archmages who wield magic few can dare to stand against. Yet these seven do not seek to rule the world, and they often stay quiet and hidden for generations.That hints at another thing. These seven seem immortal, never aging as the long years pass. Just who are these Seven Sisters, and what are their secrets?Read this tome, and learn what the Zhentarim, the Red Wizards of Thay, and the Cult of the Dragon could not, despite performing many fell deeds in the attempt. Learn the stories of these great ladies, and their aims and strivings - and browse among over a hundred new and spectacular spells! Dungeon Masters and players alike will find this volume an essential sourcebook of Realmslore, and a handy guide to archsorceresses peerless in power.

Werewolf: The Wild West: A Storytelling Game of Historical Horror


Richard Kane Ferguson - 1997
    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.Werewolf: The Wild West is a complete rulebook, containing everything you need to play the Garou of the Savage West, whether Pure One or newcomer, human-born or wolf-blood. Fight the undead parasites who maneuver to control fledgling towns, or tear into the corrupt humans who have gone where nobody should. The frontier is a savage battleground, where both glory and death await you. Welcome to the Wild Times.

Adventures Through the Over World, Book One (An Unofficial Minecraft Book for Kids Ages 9-12 (Preteen): The Creeping Transformation


Mark Mulle - 2015
    The weather is fine as well as their surroundings. But their peaceful living was suddenly disrupted by something dark and sinister. Shelby is struck by a strange creature that made the dog ill while also absorbing some of the creature’s powers. Steve is forced to travel far and wide in search of a cure. During this time he discovers that Herobrine is behind sending the strange creature to Steve’s village. li> Will Steve be able to find a cure for Shelby before it becomes too late? Find out the answers in this new story of adventure and friendship brought to us by Mark Mulle, one of Amazon’s best-selling author. Grab this book now and be amazed as you enter the exciting journey of Steve and Shelby in the Over World. This unofficial Minecraft book is not authorized, endorsed or sponsored by Microsoft Corp., Mojang AB, Notch Development AB or any other person or entity owning or controlling the rights of the Minecraft name, trademark or copyrights. All characters, names, places and other aspects of the game described herein are trademarked and owned by their respective owners. Minecraft®/ /TM & ©2009-2016 Mojang/Notch.

Complete Ninja's Handbook


Aaron Allston - 1995
    This 128-page accessory gives you all the information you need to role-play exotic ninja, lone wolf operatives, and other character types - new character kits, special rules, and descriptions of the ninja's unique weapons and equipment. The Complete Ninja's Handbook brings life to these shadowy figures of myth and legend.

The Beginning After the End: Publisher's Pack #3-4


TurtleMe - 2020
    Beckoning Fates (book 3):Was I taking this life for granted? Having this amount of power at my age had made me lose some of the sense of rationality I’d had in my former life. No longer a king, no longer tied down by rules and politics, I’d become careless. In this world, my potential was boundless.Though Arthur Leywin would like nothing more than to pursue his studies at the esteemed Xyrus Academy, where he hopes to push his already potent magical abilities to new plateaus and perhaps discover something more about his reincarnation into this world, he finds the politics of the school’s halls even more challenging to navigate than those of the council chambers he once inhabited as King Grey. Arthur faces inept professors, jealous classmates, and an overeager director while fending off the affection of an old friend and the aggression of an old enemy. Then a routine class trip into a low-level dungeon turns out to be anything but, and Arthur discovers something that will change his life forever.Horizon's Edge (book 4):In my past life I hadn’t had anyone I would have given my life to protect. I had that now, but I didn’t have the strength to protect them - not against what was about to come.In another life, Arthur Leywin was a king and no stranger to war. He was not ready, however, to find himself at the heart of a conflict that will reshape his entire new world. Despite his abilities, it seems as if the danger only increases with every discovery he makes. His oldest friend succumbs to a power that may destroy her, a power Arthur gave her. His most constant foe accepts a dark gift to challenge Arthur’s strength, an act that threatens all of Xyrus Academy. How can he keep his family safe if his very presence is the thing that draws danger to them? Can he dispel the specters of war before it is too late?©2016 TurtleMe (P)2020 Podium Publishing

Dread: A game of horror and hope


Epidiah Ravachol - 2005
    This book contains all that is needed for two or more play, except for paper, pencil, and a block-stacking puzzle like Jenga.Winner of the 2006 Gold ENnie for Innovation.

Sly Flourish's Dungeon Master Tips


Michael E. Shea - 2010
    You’ve read both Dungeon Master’s guides. You’ve run a few games. You pick up ideas here and there on the net. Or maybe you're an old grizzled vet who has run games for 20 years.Maybe your game is feeling a little stale. Maybe your encounters didn’t run exactly as you wanted them too. Maybe you feel like you're stuck in a rut. Maybe you feel a bit overwhelmed when you have to come up with an exciting, creative game every week.You’re not looking for a huge tome on game theory. You don’t need yet another take on world-building. You’re looking for some practical tips you can use today to help you focus your energy in the right places and make some kick-ass D&D games for you and your friends. You want something you can read quick and start using right away.My friend, here is the book for you.This book was written to give you solid usable tips to help you build your story, design exciting encounters, and run a great game when you’re at the table. It’s a short book, designed to be read quickly and referenced often.Oh yeah, and it’s got some awesome original artwork by Jared Von Hindman of Head Injury Theater.This is a completely original book. Every chapter was written from scratch to help you focus on what’s important and get past some of the roadblocks we all face when designing a D&D game.

Curse of the Azure Bonds


Jeff Grubb - 1989
    

Clanbook: Lasombra


Richard Dansky - 1996
    Unseen even by mirrors, these lords of darkness glide through the night they rule, orchestrating the rise and fall of Kindred and kine alike. From the Sahara Desert to the Spanish Main, from the monasteries of Seville to the mean streets of New York City, no other clan so embodies what it means to be a vampire.Clanbook: Lasombra includes:* The History of the clan and the foul diablerie of its progenitor;* Details on the clan's sinister rites and depraved games;* New Merits, Flaws and Obtenebration powers.

Complete Psionic: Mastering the Powers of the Mind


Bruce R. Cordell - 2006
    Whether you're playing a devoted psion or psionic warrior, or a member of a psionic race, or are just looking to expand your character's options, this sourcebook has something for you. Players and Dungeon Masters gain access to new combat options, powers, equipment, and prestige classes, as well as exciting new character classes. Complete Psionic also provides new information on psionic organizations, and Dungeon Masters will find material for incorporating psionics into their campaign worlds.

Divine Power: A 4th Edition D&D Supplement


Rob Heinsoo - 2009
    New options for clerics, paladins, and other divine characters.This tome focuses on the divine heroes: characters whose powers rely on their faith as much as their sword, providing new archetypal builds for the cleric, paladin, and other divine classes, including new character powers, feats, paragon paths, and epic destinies.

Pathfinder Chronicles: Campaign Setting


Mike McArtorJeff Grubb - 2008
    The Pathfinder Chronicles campaign setting provides classic adventuring style and cutting-edge game design perfectly suitable for the world’s most popular roleplaying game!Note: Pathfinder Campaign Setting: The Inner Sea World Guide has replaced this volume as the main Pathfinder campaign setting book. The newer volume has been expanded and updated, and is designed for use with the Pathfinder Roleplaying Game. And the PDF is cheaper, too!Cover art by Wayne Reynolds