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Pathfinder Adventure Path #85: Fires of Creation by Neil SpicerDmitry Burmak
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Menzoberranzan: Boxed Set
R.A. Salvatore - 1992
The priestesses of Lloth, the Spider Queen, demand (and receive) complete respect from the citizens of this mighty city. But what of the common folk - the drow of non-noble birth, the humans, and others? What is their lot in life, in this magnificent den of intrigue?Three books in this boxed set explain the ways of Menzoberranzan in detail. Book One: The City gives the reader a tour of the streets and districts, a wealth of information on various practices and customs, and an overview of daily life for each class of citizen (and non-citizen). Book Two: The Houses presents all eighteen major and minor Houses of the city, including the Matron Mothers and their immediate families, as well as any important advisers and associates. Book Three: The Adventure gives players a chance to take their characters into the web of deceit and intrigue woven by the denizens of this famed city.Additionally, this boxed set includes:Four connecting poster-sized maps of the city proper;one poster map of the House Baenre compound;a poster showing the rivalries and alliances among all eighteen major and minor houses; a 16-page House Do'Urden retrospective and the collected essays of Drizzt; twelve cardsheets containing in-depth statistics on main characters from Houses Nurbonnis and Millithor, and small maps for use in the adventure; and a full-color poster of the stunning box cover art by Jeff Easley.
Ravenloft Campaign Setting:
Bruce Nesmith - 1994
Other lords of darkness have embraced the Demiplane of Dread as their own, and woe to heroes who wander there. Creatures of the night prey freely upon the living in this land, and day is but a prelude to another night of horror.This new edition of the RAVENLOFT game combines the original Realm of Terror boxed set with elements of Forbidden Lore and updated rules from other accessories. Domains destroyed in the infamous Grand Conjunction have been deleted, new domains added, and key personalities detailed.This boxes set includes: Realm of Terror - a 160-page book of rules concerning the reshaping of character classes; fear, horror, madness, and powers checks; curses; spells and magical items,both new and old; psionics; techniques of terror; and more. Domains and Denizens - a 128-page book describing the dark lands of the Core, the islands of terror, and many nefarious personages. Two maps depicting the reshaped Core domains and the islands of terror.A poster featuring a painting by artist Robh Ruppel. A tarokka deck of beautifully illustrated cards for role-playing fortunetelling.A DM screen specifically designed to be used with a RAVENLOFT campaign.
Star Wars: The Roleplaying Game
Greg Costikyan - 1987
Experience the drama and epic scope of the greatest space fantasy of all time! Adventure in a universe of epic heroes, fearsome villains, amazing technology and strange aliens. Pilot an X-wing against the Empire's devastating TIE fighters! Trade blaster fire with vicious bounty hunters! Smuggle contraband cargos through Imperial blockades! Learn the ways of the lightsaber-wielding Jedi Knights, and master the powers of the Force!This 176-page rulebook features:• Sophisticated yet simple rules covering all aspects of the Star Wars universe. Completely revised, with a conversion system for first edition materials.• Extensive information on the Star Wars universe, with guidelines on designing your own adventures set during the time of the movies or after the Battle of Endor!• Includes a beginning adventure.• Detailed skill descriptions, with many new skills and special abilities for aliens! • New movement, chase and combat rules covering everything from landspeeders to Imperial Star Destroyers!• 16 full-color pages, with never before published material.
Hunter: The Vigil
Russell Bailey - 2008
A fire is lit: is it a lamp perched over the inscription upon an ancient blade? Or a roaring conflagration consuming the house in which the howling fiends wait? Things will never be the same after this. You've set forth on a damning path. Carry the Vigil. Fight back the shadows.Rulebook for Hunter: The Vigil This book includes: * A rulebook for playing hunters, those humans who have seen the truth of the World of Darkness and are spurred to action. * A many-faced Vigil for many types of hunter: characters might choose a path of violence, of investigation, or even of rehabilitation. Decipher mysteries and confront the horrors. * Provides new player types and antagonists for crossover- intensive chronicles as well as those chronicles focused only on hunters.
Spirit of the Century
Robert Donoghue - 2006
Gorilla Khan stalks darkest Africa from conquered Atlantis... Mad scientists, strange sorcerors, and power-hungry dictators all seek to undo the fate of humanity. It's the final century of the second millennium – and you are our last hope!Spirit of the Century is a complete, stand-alone pulp role-playing game based on the award-winning Fate system (Indie RPG Awards include: Best Free Game of 2003, Best Support, and Andy's Choice). Spirit features a heavily revised, revisited, and reimagined vision of Fate. Character creation can be done as quickly as a few minutes, or expand to take up an evening; adventure design is a snap with three methods for creating relevant, flavorful, player-focused stories at a moment's notice. Spirit's mission is to deliver an evening of fun, a "pick-up" game that requires little preparation, but provides hours of entertainment. All you will need to play are some friends, some dice, and this book.
Castle Amber (Château d' Amberville)
Tom Moldvay - 1981
you find yourselves cut off from the world you know. The castle is fraught with peril. Members of the strange Amber family, some insane, some merely deadly, lurk around every corner. Somewhere in the castle is the key to your escape, but can you survive long enough to find it?
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.
My Guide to RPG Storytelling
Aron Christensen - 2012
This guide includes suggestions on how to prepare a campaign, running each session, dealing with problem players, how to create memorable NPCs and more.Please note that this is not a basic how-to for role-playing and is not affiliated with any particular gaming system or company.Table of ContentsForeword, by Erica LindquistChapter 1: On StorytellingChapter 2: Before Your GameChapter 3: Building Your StoryChapter 4: Running Your GameChapter 5: Players Player CharactersChapter 6: ProblemsChapter 7: Rules MechanicsChapter 8: Setting NPCsChapter 9: The EndPlease note that this is not a basic how-to for role-playing and it is not affiliated with any particular gaming company.
Rules Compendium
Chris Sims - 2007
The definitive reference guide of Dungeons & Dragons(R) core rules.Tired of hauling all of your D&D rules supplements to the gaming table? Having trouble finding the rule you need? The Rules Compendium supplement takes all of the game's most important rules and presents them in a single comprehensive, easy-to-reference volume for players and Dungeon Masters.In addition to presenting the rules of the game, the Rules Compendium incorporates official errata as well as behind-the-scenes designer and developer commentary explaining how the rules system has evolved and why certain rules work the way they do.
Delta Green: Strange Authorities
John Scott Tynes - 2012
But he's keeping a secret that may unlock a darker destiny. FINAL REPORT “Entry One has been breached. Time to get this show on the road. They have no idea the kind of Hell I've prepared for them. May God have mercy on my soul.” MY FATHER’S SON A Delta Green agent with a mysterious past may learn more than he ever wanted to know when his current case leads where he never dared to go. THE DARK ABOVE In the face of madness and horror, two lonely Delta Green agents reach out to each other. Can they really afford such fragile bonds when the secrets of the night surf roll in? THE RULES OF ENGAGEMENT An agent’s disappearance pulls a Delta Green team into a vortex of horror in this novel of personal apocalypse. The secrets they uncover threaten to ignite a war between the Delta Green conspiracy and its bitterest enemy, Majestic-12 — secrets buried within time itself. Foreword by Kenneth Hite.
Battletech: Technical Readout 3050. Revised Edition.
Andrew Keith - 1994
It supplanted the original Technical Readout: 3050 (even keeping the same product number), dropping the Unseen designs and replacing them with newer (at the time) high technology weapons and equipment, which were available (at this title's printing) via some of the rulebooks. Thirty-one combat assets were included in this revised edition, most being Level 2 versions of the 'Mechs and combat vehicles introduced in Technical Readout: 2750.In-character, it purports to be a 3058 revision of the original 3052 document.Each 'Mech includes detailed technical illustrations, background information, and game rules.
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.
GURPS Fantasy
William H. Stoddard - 2004
It discusses the genre in depth - with all its subgenres and inspirations (myth, novels, movies, etc.) - letting you design just the kind of fantasy setting that you want.GURPS Fantasy gives detailed, concrete advice - from the basics of the landscape itself, through its inhabitants and cultures, to the details of believable histories and politics. It also examines the nature of supernatural forces, and discusses the impact of wizards, monsters, and gods. And, of course, it looks at the many different ways that magic and users of magic can work in a fantasy world. And, perhaps most importantly, it advises GMs and players alike on the kinds of characters appropriate to fantasy - including ordinary folks, people with fantastic powers, and nonhumans.Whether your model is Tolkien, Jordan, or Leiber, this book will let create a town, a country, or an entire world. Like all Fourth Edition books
Encyclopedia Magica (Advanced Dungeons and Dragons), Vol. 2: D-P
Dale Henson - 1995
City of Splendors: Waterdeep (Forgotten Realms)
Eric L. Boyd - 2005
An overview of thecity includes history, a who�s who, information on laws, and rules for running and playing in a Waterdhavian campaign. Information on the people of Waterdeep covers non-player characters, arcane schools, armed forces, guilds, nobility, prestige classes specific to the city, and more. Also included in the book are discussions of specific Waterdeep locales, adventure locales, and new monsters. An extensive appendix gives information on new equipment, magic items, psionic powers, poisons, spells, and more. ERIC BOYD is a software developer who has written extensively about the Forgotten Realms setting for Wizards of the Coast, Inc. His most recent credits include
Lost Empires of Faerûn
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Faiths & Pantheons
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Races of Faerûn
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