Candlekeep Mysteries


Graeme BarberSarah Madsen - 2021
    Historians, sages, and others who crave knowledge flock to this library fortress to peruse its vast collection of books, scribbled into which are the answers to the mysteries that bedevil them. Many of these books contain their own mysteries—each one a doorway to adventure. Dare you cross that threshold?Candlekeep Mysteries is a collection of seventeen short, stand-alone D&D adventures designed for characters of levels 1-16. Each adventure begins with the discovery of a book, and each book is the key to a door behind which danger and glory await. These adventures can be run as one-shot games, plugged into an existing Forgotten Realms campaign, or adapted for other campaign settings.This book also includes a poster map of the library fortress and detailed descriptions of Candlekeep and its inhabitants.

Xenos


Dan Abnett - 2001
    Inquisitor Eisenhorn faces a vast interstellar cabal and the dark power of daemons, all racing to recover an arcane text of supreme and abominable power - an ancient tome known as the Necroteuch. Book I in the Eisenhorn trilogy sets a new standard in action and adventure.

Into the Void


Tim Lebbon - 2013
    And at the feet of its wise Masters, Lanoree Brock learned the mysteries and methods of the Force—and found her calling as one of its most powerful disciples. But as strongly as the Force flowed within Lanoree and her parents, it remained absent in her brother, who grew to despise and shun the Je’daii, and whose training in its ancient ways ended in tragedy. Now, from her solitary life as a Ranger keeping order across the galaxy, Lanoree has been summoned by the Je’daii Council on a matter of utmost urgency. The leader of a fanatical cult, obsessed with traveling beyond the reaches of known space, is bent on opening a cosmic gateway using dreaded dark matter as the key—risking a cataclysmic reaction that will consume the entire star system. But more shocking to Lanoree than even the prospect of total galactic annihilation, is the decision of her Je’daii Masters to task her with the mission of preventing it. Until a staggering revelation makes clear why she was chosen: The brilliant, dangerous madman she must track down and stop at any cost is the brother whose death she has long grieved—and whose life she must now fear.

Ironsworn: A Tabletop RPG Of Perilous Quests


Shawn Tomkin - 2018
    You will explore untracked wilds, fight desperate battles, forge bonds with isolated communities, and reveal the secrets of this harsh land.Are you ready to swear iron vows and see them fulfilled—no matter the cost?

GURPS Ultra-Tech


David L. Pulver - 2007
    It's a valuable companion to GURPS Space, GURPS Bio-Tech, and GURPS Infinite Worlds, and an exceptional resource for any character or campaign that needs technology from tomorrow . . . and beyond. GURPS Ultra-Tech is full of personal equipment for heroes and superheroes from TL9 to TL12, including: Weapons - from caseless assault carbines and monomolecular swords to antimatter warheads and disassembler nano. Protection - How do you stop a nanomorph assassin with a field-jacketed X-ray laser rifle? Try a dreadnought battlesuit and a personal force screen . . . . Medicine - Superscience can heal, rebuild, and improve on nature. Death itself can become a temporary inconvenience. With cybernetics and neural interfaces, ultra-tech medical equipment and mind uploading, "medical miracles" become everyday occurrences. Transport - Air cars, hovertanks, tilt rotors, grav belts, supercavitating minisubs, matter-transport booths - lots of ways to get where the action is, for the adventurer on the go! As technology advances, the line between man and machine may become increasingly blurred. GURPS Ultra-Tech provides rules for establishing the capabilities and limitations of artificial intelligence, as well as templates for robotic or total cyborg bodies, from handy technical 'bots to shapeshifting nanomorphs.

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 fly—two 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 campaign—or high-powered players—you want GURPS Powers!

Werewolf: The Apocalypse


Brian Campbell - 2000
    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.They've been pushed to the brink of extinction. They've learned that they fight not one great enemy, but two. They've been hunted and slain, corrupted and cast down. But they'll be damned if they're going to stay down and die quietly. They're Garou, and their war is for the world itself.The werewolves' very society is shaken, but even with their numbers reduced, they continue to fight. Years of development culminate in this rulebook -- the shifts in the tribes, the discovery of hidden enemies, the signs of the End Times. Rewritten from the ground up, the Revised Edition of -- Werewolf: The Apocalypse chronicles all these changes, and gives you the chance to join the werewolves' war at its most intense.

The Burning Wheel: Character Burner


Luke Crane - 2004
    The Burning Wheel is an award winning fantasy roleplaying game in which player take on the roles of vibrant, dynamic characters whose very beliefs propel the story forward.

The Stars, Like Dust


Isaac Asimov - 1951
    A radiation bomb planted in his dorm room changed him from an innocent student at the University of Earth to a marked man, fleeing desperately from an unknown assassin.He soon discovers that, many light-years away, his father, the highly respected Rancher of Widemos, has been murdered. Stunned, grief-stricken, and outraged, Biron is determined to uncover the reasons behind his father’s death, and becomes entangled in an intricate saga of rebellion, political intrigue, and espionage.The mystery takes him deep into space where he finds himself in a relentless struggle with the power-mad despots of Tyrann. Now it is not just a case of life or death for Biron, but a question of freedom for the galaxy.

Knights of the Old Republic Campaign Guide


Rodney Thompson - 2008
    This campaign guide offers both players and Gamemasters a wide array of new options that can be used to craft a unique roleplaying game experience. As the galaxy plunges into one war after another, the forces of the Republic, along with their Jedi allies, struggle to protect themselves from hordes of invading Mandalorians, tyrannical Sith lords, and traitorous allies on every front. Featuring new game material drawn from a variety of sources, and including characters, weapons, vehicles, and droids, this book presents an entire campaign during the violent days of the Old Republic. This book also contains new Force powers, Force techniques, and Force secrets for Jedi and Sith characters, as well as new options for characters of all classes. Players can take advantage of new talents, feats, and other options to play a Mandalorian neo-crusader, a Republic soldier battling against the forces of Darth Revan and Darth Malak, or a Jedi in exile on the run from the Sith.

Under the Dome: Part 1


Stephen King - 2009
    Planes crash into it and fall from the sky in flaming wreckage, a gardener's hand is severed as "the dome" comes down on it, people running errands in the neighboring town are divided from their families, and cars explode on impact. No one can fathom what this barrier is, where it came from, and when -- or if -- it will go away. Dale Barbara, Iraq vet and now a short-order cook, finds himself teamed with a few intrepid citizens -- town newspaper owner Julia Shumway, a physician's assistant at the hospital, a select-woman, and three brave kids. Against them stands Big Jim Rennie, a politician who will stop at nothing -- even murder -- to hold the reins of power, and his son, who is keeping a horrible secret in a dark pantry. But their main adversary is the Dome itself. Because time isn't just short. It's running out.

Blue Remembered Earth


Alastair Reynolds - 2012
    But Geoffrey's family, the vast Akinya business empire, has other plans. After the death of Eunice, Geoffrey's grandmother, erstwhile space explorer and entrepreneur, something awkward has come to light on the Moon, and Geoffrey is tasked - well, blackmailed, really - to go up there and make sure the family's name stays suitably unblemished. But little does Geoffrey realise - or anyone else in the family, for that matter - what he's about to unravel.Eunice's ashes have already have been scattered in sight of Kilimanjaro. But the secrets she died with are about to come back out into the open, and they could change everything.Or shatter this near-utopia into shards...

Delta Green: Agent's Handbook


Dennis Detwiller - 2016
    government’s 1928 raid on the degenerate coastal town of Innsmouth, Massachusetts, the covert agency known as Delta Green opposes the forces of darkness with honor, but without glory. Delta Green agents fight to save humanity from unnatural horrors — often at a shattering personal cost.

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.

The Science Fiction Hall of Fame, Volume One, 1929-1964


Robert SilverbergFritz Leiber - 1970
    Selected by a vote of the membership of the Science Fiction Writers of America (SFWA), these 26 reprints represent the best, most important, and most influential stories and authors in the field. The contributors are a Who's Who of classic SF, with every Golden Age giant included: Isaac Asimov, Ray Bradbury, Arthur C. Clarke, John W. Campbell, Robert A. Heinlein, Fritz Leiber, Cordwainer Smith, Theodore Sturgeon, and Roger Zelazny. Other contributors are less well known outside the core SF readership. Three of the contributors are famous for one story--but what stories!--Tom Godwin's pivotal hard-SF tale, "The Cold Equations"; Jerome Bixby's "It's a Good Life" (made only more infamous by the chilling Twilight Zone adaptation); and Daniel Keyes's "Flowers for Algernon" (brought to mainstream fame by the movie adaptation, Charly). The collection has some minor but frustrating flaws. There are no contributor biographies, which is bad enough when the author is a giant; but it's especially sad for contributors who have become unjustly obscure. Each story's original publication date is in small print at the bottom of the first page. And neither this fine print nor the copyright page identifies the magazines in which the stories first appeared. Prefaced by editor Robert Silverberg's introduction, which describes SFWA and details the selection process, The Science Fiction Hall of Fame: Volume One, 1929-1964 is a wonderful book for the budding SF fan. Experienced SF readers should compare the table of contents to their library before making a purchase decision. Fans who contemplate giving this book to non-SF readers should bear in mind that, while several of the collected stories can measure up to classic mainstream literary stories, the less literarily-acceptable stories are weighted toward the front of the collection; adult mainstream-literature fans may not get very far into The Science Fiction Hall of Fame: Volume One, 1929-1964. --Cynthia Ward· Introduction · Robert Silverberg · in · A Martian Odyssey [Tweel] · Stanley G. Weinbaum · nv Wonder Stories Jul ’34 · Twilight [as by Don A. Stuart; Dying Earth] · John W. Campbell, Jr. · ss Astounding Nov ’34 · Helen O’Loy · Lester del Rey · ss Astounding Dec ’38 · The Roads Must Roll · Robert A. Heinlein · nv Astounding Jun ’40 · Microcosmic God · Theodore Sturgeon · nv Astounding Apr ’41 · Nightfall · Isaac Asimov · nv Astounding Sep ’41 · The Weapon Shop [Isher] · A. E. van Vogt · nv Astounding Dec ’42 · Mimsy Were the Borogoves · Lewis Padgett · nv Astounding Feb ’43 · Huddling Place [City (Websters)] · Clifford D. Simak · ss Astounding Jul ’44 · Arena · Fredric Brown · nv Astounding Jun ’44 · First Contact · Murray Leinster · nv Astounding May ’45 · That Only a Mother · Judith Merril · ss Astounding Jun ’48 · Scanners Live in Vain · Cordwainer Smith · nv Fantasy Book #6 ’50 · Mars Is Heaven! · Ray Bradbury · ss Planet Stories Fll ’48 · The Little Black Bag · C. M. Kornbluth · nv Astounding Jul ’50 · Born of Man and Woman · Richard Matheson · vi F&SF Sum ’50 · Coming Attraction · Fritz Leiber · ss Galaxy Nov ’50 · The Quest for Saint Aquin · Anthony Boucher · ss New Tales of Space and Time, ed. Raymond J. Healy, Holt, 1951; F&SF Jan ’59 · Surface Tension [Lavon] · James Blish · nv Galaxy Aug ’52 · The Nine Billion Names of God · Arthur C. Clarke · ss Star Science Fiction Stories #1, ed. Frederik Pohl, Ballantine, 1953 · It’s a Good Life · Jerome Bixby · ss Star Science Fiction Stories #2, ed. Frederik Pohl, Ballantine, 1953 · The Cold Equations · Tom Godwin · nv Astounding Aug ’54 · Fondly Fahrenheit · Alfred Bester · nv F&SF Aug ’54 · The Country of the Kind · Damon Knight · ss F&SF Feb ’56 · Flowers for Algernon · Daniel Keyes · nv F&SF Apr ’59 · A Rose for Ecclesiastes · Roger Zelazny · nv F&SF Nov ’63