Doctor Who: The Key to Time - A Year by Year Record


Peter Haining - 1984
    It is a familiar and much-loved British institution that after more than twenty years continues to enjoy enormous success both at home and abroad.The Key to Time marks the programme's coming of age — twenty-one years old on 23 November 1984. Peter Haining has adopted the novel technique of exploring the history of the series through key dates in its many life-cycles. He demonstrates — with extensive reference to files kept in the Doctor Who Production Office — how much a part of British life the programme has become, and how the impact of this extraordinary phenomenon has travelled further afield. He traces the many changes the series has undergone since the first episode was broadcast in November 1963 — not only in terms of regenerated Doctors but also new methods of programme-making. The beginning of the Jon Pertwee era coincided with the switchover from black-and-white to colour, but Peter Haining also gives details of how many of the special effects were achieved, and how this initially modest television series pioneered techniques used in the multi-million-dollar Star Wars.The enthusiastic support of viewers all over the world has contributed to Doctor Who's long and happy life, and The Key to Time includes tributes from fans in Britain, Australia, Canada and the United States, in the form of drawings and sketches inspired by the series.This extensively illustrated special publication, with twenty-four pages of colour photographs, is a superb follow-up to the runaway success of W.H. Allen's Doctor Who: A Celebration.

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.

Doctor Who: The Betrothal of Sontar


John TomlinsonRoger Langridge - 2012
    The Tenth Doctor and Rose Tyler steer the TARDIS into a whole new realm of adventure and excitement in these collected comics from the pages of Doctor Who Magazine!This book features eight amazing stories: The Betrothal of Sontar, The Lodger, F.A.Q., The Futurists, Interstellar Overdrive, Opera of Doom!, The Green-Eyed Monster and The Warkeeper's Crown!Fresh from his regeneration, the Tenth Doctor needs all his wits about him as he battles the war-loving Sontarans on a remote ice planet, while Rose finds herself facing her worst fears in front of her family — and live on TV!Also: Mickey spends a maddening week with a Time Lord in his spare room, an ordinary boy creates an extraordinary world of deadly monsters, an intergalactic rock band seems doomed to die over and over again, and the Doctor catches up with his oldest friend, Brigadier Lethbridge-Stewart, on an alien world where war is eternal!Plus! A special 15-page commentary section where the writers, artists and editors reveal the stories behind the strips, including TV writer Gareth Roberts (The Shakespeare Code, The Unicorn and the Wasp)An essential collection for fans of Doctor Who and classic British comics!

Path of the Eldar Omnibus


Gav Thorpe - 2014
    Three friends – Korlandril, Thirianna and Aradryan – part company to walk their chosen paths – Warrior, Seer and Outcast – little realising how the actions of one will affect the others, and indeed their world. As Aradryan’s choices bring the wrath of the Imperium down upon Alaitoc, it falls to Korlandril and Thirianna to defend their home – if they can avoid becoming stuck on their paths and being lost forever.

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.

News From the Squares


Robert Llewellyn - 2013
    He soon realises he has travelled sideways through time to another possible future, as unlike Gardenia as our own era.Arriving in a teeming megacity, Gavin discovers a highly technologically developed society in a vast urban landscape constructed around a seemingly endless series of squares dense with lush vegetation and trees.Much of what Gavin sees is recognisable. But there is one important difference. Here, women make up the majority of the global population and run the majority of institutions, including the vast and mysterious Institute of Mental Health where Gavin is required to live...

Ten Candles


Stephen Dewey - 2015
    It is played by the light of ten tea light candles which provide atmosphere, act as a countdown timer for the game, and allow you to literally burn your character sheet away as you play. Ten Candles is described as a "tragic horror" game rather than survival horror for one main reason: in Ten Candles there are no survivors. In the final scene of the game, when only one candle remains, all of the characters will die. In this, Ten Candles is not a game about "winning" or beating the monsters. Instead, it is a game about what happens in the dark, and about those who try to survive within it. It is a game about being pushed to the brink of madness and despair, searching for hope in a hopeless world, and trying to do something meaningful with your final few hours left. Ten Candles may be played with any number of players and one gamemaster. It takes between 2-4 hours for an average session. While there are some components that need to be gathered to run a game (such as ten tea light candles), the game requires no addition preparation by the gamemaster. The setting of Ten Candles will change game to game as the gamemaster selects different "modules" to run for an ever-changing lineup of doomed characters and scenarios for them to play within. The antagonists of the game also change, leaving you to fight nightmares in one session only to fight sentient shadows, bloodthirsty clowns, or the gods themselves in the next. Every session of Ten Candles is unique and will present an entirely new tragic story for you to tell.The standard setting of Ten Candles is this: Ten days ago the world went dark. The sky betrayed you. The sun vanished. The fall into chaos was sudden and predictable. The world was filled with riots and fear. You were told that the sun was not gone, and that it was still out there beyond that black sky. Order returned. Five days ago, They came. Now the lights flicker low and the dark is where They hunt. Now you can hear the screams. Now They're coming for you. Keep moving. Don't lose hope. And stay in the light.

Doctor Who: The Twelfth Doctor, Vol. 1: Terrorformer


Robbie Morrison - 2015
    Can they halt the rampage of a living star, in the middle of the celebrity wedding of the century, before it escapes to conquer the galaxy? And when Clara and the Doctor land in India, a conspiracy hundreds of years in the making comes to light! The Thuggee cult of Kali is trying to resurrect one of the most deadly aliens yet known... Split across two time zones, our heroes must stop Kali's return at all costs – with the help of Rani Jhulka, 'the renegade Amazon' in the 1820s, and Priyanka Maratha, daughter of one of the Doctor's oldest friends, in the Mumbai of 2314!Collects Doctor Who: The Twelfth Doctor #1-5

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.

Appendix N: The Literary History of Dungeons & Dragons


Jeffro Johnson - 2017
    It is a deep intellectual dive into the literature of science fiction's past that will fascinate any serious role-playing gamer. Author Jeffro Johnson, an expert role-playing gamer, accomplished Dungeon Master and three-time Hugo Award Finalist, critically reviews every single work listed by Gygax in the famous appendix, and in doing so, draws a series of intelligent conclusions about the literary gap between past and present that are surprisingly relevant to current events, not only in the fantastic world of role-playing, but the real world in which the players live.

Robledo Mountain


P.C. Allen - 2018
     Driving down the road in the Mesilla Valley of southern New Mexico, sandwiched in the few hundred yards between the Robledo Mountains to the West and the Rio Grande to the East, Paul loses consciousness while returning home from a gun show. An hour later, he regains consciousness finding himself swept away on the tides of time. Is he really in the past? Is he dreaming? Is he in the midst of a psychotic episode? So begins his journey of discovery. Along the way, he battles Apache, Comanche, and Navajo warriors, fights bushwackers, discovers his roots, mines gold, finds love and friendship, and makes powerful enemies, all while establishing a home in the Mesilla Valley on the banks of the Rio Grande.