Clanbook: Lasombra Revised


Bruce Baugh - 2001
    Their legacy of shadows eclipses the light thrown by their packs ritual fires. But are the Lasombra truly the esteemed leaders of the Sword of Caine or do they simply abuse it to serve their own ends?The Lords of the SabbatAs the next entry in the revised lineup of clanbooks, Lasombra takes one of the classic Vampire sourcebooks and brings it into a modern context. All-new information accompanies revised material, inviting you to add as much depth to your character as you like. The sheer volume of information contained in the new clanbooks (each with 32 more pages than the first-edition books) permits Storytellers to round out their chronicles.

Draconomicon: Chromatic Dragons


Wizards of the Coast - 2008
    In addition, this book provides new information about draconic nations (such as Arkhosia) and organizations, and how chromatic dragons fit into the D&D game. Wide-ranging story and campaign elements in the book give DMs ready-to-play material that is easily incorporated into a gane, including adventure hooks, quests, and pregenerated treasure hoards.

Dungeon Crawl Classics RPG


Joseph Goodman - 2012
    You're an adventurer: a reaver, a cutpurse, a heathen-slayer, a tight-lipped warlock guarding long-dead secrets. You seek gold and glory, winning it with sword and spell, caked in the blood and filth of the weak, the dark, the demons, and the vanquished. There are treasures to be won deep underneath, and you shall have them.

Vampire: The Masquerade Revised


Mark Rein-Hagen - 1991
    They are the blood-drinking fiends of whispered legends - Kindred, Cainites, the Damned. Above all, they are vampires. Their eternal struggle, waged since the nights of Jericho and Babylon, plays itself out among the skyscrapers and nightclubs of the modern world. But the vampires' grand Masquerade is imperilled, and the night of Gehenna draws ever closer.Until the End of All ThingsThe new edition of Vampire: The Masquerade is an updated, revised version of the popular classic. In this mammoth volume can be found all 13 clans, all major Disciplines, and a host of brand-new information on both the Kindred and the. . . things. . . that hunt them. This book compiles everything that a Vampire player and Storyteller needs to know about the Kindred and the World of Darkness™ for the new millennium. Plus, the new edition provides all-new information on the changes that afflict the clans, and on the beginning of the end of the Camarilla. Finally, the first of the Storyteller rulebooks is the best again.

Clanbook: Gangrel


Brad Freeman - 1995
    Now learn the secrets of these enigmatic vampires - their history and legends, their allies and enemies, and the truth of their relationship with the fearsome Lupine. There is good reason why they stand at the forefront of every vampiric war: none can stand against them.Clanbook: Gangrel includes:* The history of the clan and its unique view of the world;* 10 sample characters suitable for players and storytellers, and;* How the Gangrel run with the werewolves and the powers they gain.

Palace of the Silver Princess


Tom Moldvay - 1981
    

Dungeon World


Sage LaTorra - 2012
    You and your friends will explore a land of magic and danger in the roles of adventurers searching for fame, gold, and glory.Dungeon World rules are easy to learn and always drive the story forward in unexpected ways. A missed roll is never a dead end--failure introduces new complexities and complications. Life as an adventurer is hard and dangerous but its never boring!Designed to be ready for you to hack, remix, and build new content, Dungeon World includes systems for changing everything to suit your group including creating new races, classes, and monsters.To play, you'll need this rulebook, 3-5 players, some polyhedral dice, and 1-4 hours.Explore fantasy adventure roleplaying in a whole new way with Dungeon World!

The Complete Book of Gnomes & Halflings


Douglas Niles - 1993
    Brilliant burglars and easygoing farmers. Now The Complete Book of Gnomes and Halflings reveals the secrets of these two popular races - their culture, beliefs, and subraces (including two new subraces), as well as twenty-eight new character kits, from the gnome Goblinsticker to the halfling Forestwalker. If you enjoy playing gnome or halfling characters, or if you're a DM interested in creating an all-gnome or all-halfling campaign, this is the book for you!

Snow Crash by Neal Stephenson | Summary & Study Guide


BookRags - 2011
    103 pages of summaries and analysis on Snow Crash by Neal Stephenson.This comprehensive study guide includes the following sections written by BookRags.com: Plot Summary, Chapter Summaries & Analysis, Characters, Objects/Places, Themes, Style, and Topics for Discussion.

History of the Moors of Spain


M. Florian - 2007
    You may find it for free on the web. Purchase of the Kindle edition includes wireless delivery.

Clanbook: Tzimisce Revised


Lucien Soulban - 2001
    The modern nights have caught up with these monsters, however, who have fallen from their place as masters of hoary estates to degenerates bound by the callous whims of the Sabbat.The Flesh-Twisted FiendsAs the next entry in the revised lineup of clanbooks, Tzimisce takes one of the classic Vampire sourcebooks and brings it into a modern context. All-new information accompanies revised material, inviting you to add as much depth to your character as you like. The sheer volume of information contained in the new clanbooks (each with 32 more pages than the first-edition books) permits Storytellers to round out their chronicles.

Mage: The Ascension


Stewart Wieck - 1993
    The truth is magic'ae the universe can be crafted with a simple working of your will. Mages have taught this truth throughout the ages, but the proponents of technology have crushed the mystic masters. Join the last stand in the war for reality.Mage: The Ascension places you in the midst of supernatural intrigues and inner struggles. The more secrets you learn, the more important your wisdom and power become. Mage drags spirituality and metaphysics screaming through the streets of a postmodern nightmare.The heroes of Mage: The Ascension, revised in the tradition of Vampire: The Masquerade, have lost their war for reality -- but the struggle continues in this quintessential volume. All of the Traditions are updated and elaborated upon, along with the history of mages in the World of Darkness. Explore the revised rules for the Spheres, Resonance and Paradox. See the devastating changes that signal the end for the Ascension War.

Return of the Lazy Dungeon Master


Michael Shea - 2018
    Return of the Lazy Dungeon Master uses the experiences of thousands of GMs to help us focus on how we prepare our games, how we run our games, and how we think about our games. It includes practical steps for focusing our preparation activities on those things that will bring the biggest impact to our game. Return of the Lazy Dungeon Master builds off of the concepts of the well-received GM's guidebook Lazy Dungeon Master, updating that book with five years of new experiences, new approaches, and new observations of the way people prepare and run RPGs. This new book is a completely self-contained work, which does not require anyone to have previously read The Lazy Dungeon Master. Return of the Lazy Dungeon Master offers a new focused approach for preparing and running our roleplaying games. The book includes an eight-step guide for lightweight game preparation and is focused on how we prepare for our games, how we run our games, and how we think about our games. Prepare what benefits your game.

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.

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!