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Forbidden Lands Player's Handbook by Tomas Härenstam
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Pathfinder Roleplaying Game: Bestiary
Jason BulmahnSean K. Reynolds - 2009
Within this tome you'll find fire-breathing dragons and blood-drinking vampires, vile demons and shapechanging werewolves, sadistic goblins and lumbering giants, and so much more! Yet not all the creatures in this book are enemies, for some can serve lucky heroes as allies or advisors, be they summoned angels or capricious nymphs. And it doesn't stop there—with full rules for advancing monsters, adapting monsters to different roles, and designing your own unique creations, you'll never be without a band of hideous minions again!The Pathfinder RPG Bestiary is the must-have companion volume to the Pathfinder RPG Core Rulebook. This imaginative tabletop game builds upon more than 10 years of system development and an Open Playtest featuring more than 50,000 gamers to create a cutting-edge RPG experience that brings the all-time best-selling set of fantasy rules into the new millennium.The Pathfinder RPG Bestiary includes:- More than 350 different monsters.- Dozens of monstrous variants to modify creatures and keep players on their toesNumerous lists of monsters to aid in navigation, including lists by Challenge Rating, monster type, and habitat.- Extensive rules for creating effective and balanced monsters.- Rules for advancing monsters by hit dice, template, or class level.- Universal monster rules to simplify special attacks, defenses, and qualities like breath weapons, damage reduction, and regeneration.- More than a dozen feats tailored especially for monsters.- Suggestions for monstrous cohorts.- Two dozen additional animal companions.- More than a dozen different wandering monster encounter tables.... and much, much more!Cover art by Wayne Reynolds
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.
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.
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.
Van Richten's Guide to Ravenloft
Wizards RPG Team - 2021
No one knows this better than monster scholar Rudolph Van Richten. To arm a new generation against the creatures of the night, Van Richten has compiled his correspondence and case files into this tome of eerie tales and chilling truths.Discover the mysteries of Ravenloft, mist-shrouded lands where infamous Darklords lurk among ageless vampires, zombie hordes, cosmic terrors, and worse. Then make your choice. Will you create your own Domains of Dread, settings to host endless terrifying adventures? Or will you join the ranks of haunted heroes who embrace macabre lineages, dual-edged Dark Gifts, haunted subclasses, and other forbidden powers?Van Richten's Guide to Ravenloft contains everything you need to craft a horror-themed campaign for Dungeons & Dragons. Unleash a treasure trove of new story hooks, character options, and campaign customization to bring one of the most exciting Dungeons & Dragons settings to life!
Stronghold Builder's Guidebook
Matt Forbeck - 2002
This book is stocked with everything needed to design any fortified structure imaginable, including: Over 150 new magic items . More than two dozen magical augmentations for stronghold walls. Rules for magic portals, mobile strongholds, and trap creation. Five complete strongholds, including maps, ready for immediate use. Players and Dungeon Masters who want to create customized strongholds will find all the construction materials they need within these pages. To use this accessory, a player or Dungeon Master also needs the "Player's Handbook."
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.
Shadowrun
FanPro - 2005
The world is not only Awakened -- it's wired. Cyber and bioware implants make your meat body better-than-flesh, while the wireless Matrix enhances your perceptions with hyper-real senses. Deals are made in steel and lead more often than gold or nuyen; success and failure live only a razor's edge apart. Creatures of myth and legend walk the streets, while the arcane skills of spellslingers are in high demand. Above it all, monolithic megacorps bleed the world dry, sabotaging each other in covert cutthroat competition as they go to war over the bottom line You're a shadowrunner, a street operative, scratching out a living on the mean sprawl streets. You may be human, elf, dwarf, ork or troll. From lethal street samurai to well-connected info brokers, spell-slinging mages or code-cracking hackers. No matter what, you're a -- professional corporate pawn or "deniable asset," -- you get the job done. Shadowrun, Fourth Edition offers a completely new rules system that is simple, integrated and accessible. The state-of-the-art has also been advanced, introducing a new level of augmented reality, new gear, new magical discoveries, and more. This hardcover rulebook contains all the rules gamemasters and players need to create characters and ongoing adventures set in the popular Shadowrun universe. Note that the Shadowrun, Fourth Edition will replace the Shadowrun, Third Edition rules set. Source material from previous editions will still be compatible.
Sunward: The Inner System
Rob BoyleBrian Cross - 2009
Stations and plot seeds are provided for each of the inner worlds and the factions that occupy them. Background and information on the Planetary Consortium, the most powerful political and economic force in the solar system, is also provided.
Dogs in the Vineyard
D. Vincent Baker - 2004
Sometimes, Dog, sometimes you have to cut off the arm to save the life.Does the sinner deserve mercy?Do the wicked deserve judgement?They're in your hands.DOGS IN THE VINEYARDRoleplaying God's Watchdogsin a West that never quite was.
Vornheim
Zak S. - 2011
Give somebody a floorplan and theyll GM for a day show them how to make 30 floorplans in 30 seconds and theyll GM forever. Need to know how to get from here to there even if neither here nor there are listed on a map? Even if there is no map? Need a random encounter? Need instant stats for that random encounter? Need to know why there was a random encounter? This book was designed to help you make a city happen now. In addition to details on Vornheim, adventure locations, and player commentary from the I Hit It With My Axe girls, every single surface below this jacket including the back of the jacket, the book covers underneath, and the inside covers has been crammed full of tools to help you build and run a city no matter what edition game you play.
Mage: The Sorcerers Crusade
Phil Brucato - 1998
It ended with a world in chains.Rising from the darkness, a visionary order shakes back the cloak of superstition and raises the lamp of Reason. The fires of that lamp burn the magi of these Mythic Times, and now they unite to save the future of their Arts. Across the world, magick, faith and reason grapple in the twilight, while in the distance the witch-fires grow bright and hungry.Be a wizard. Be a priest. Be a dragon or dragon-slayer. Dance to the tune of a Renaissance revel. It's a hell of a time to be alive.The forces of magick, faith and reason clash in this epic game of Renaissance intrigue. As the cannons of the Order of Reason blast mystick covenants, the battle is joined in unknown lands and shadowed corridors. Is the future set? Can magick be saved? You decide.Travel from the New World to the Far East to distant cosmic worlds in the prequel to the award-winning Mage: The Ascension. This self-contained rulebook includes dozens of magickal societies, mythic beasts, setting systems and long-lost secrets. Return to the Mythic Ages and set a course for the future!
Vampire Storyteller's Handbook
Justin Achilli - 2000
Elders, ancillae, neonates and... others... prowl the nights. Only one individual knows all the secrets of the World of darkness. And They Must All Be Told The role of the Storyteller is a daunting one, and this book is an invaluable aid for those who orchestrate Vampire chronicles. It includes a myriad of information, including enigmas best left out of players' hands, to create stories and populate the casts of epic tales. The Vampire Storytellers Handbook revised edition leaves no stone unturned - except those that hide secrets no mortal should know. Vampire Storytellers Handbook includes systems for rare bloodlines, Disciplines and elder vampires* Presents a Vampire FAQ, details for the True Hand, crossovers with other World of Darkness games and other secrets of storytelling* Outlines suggestions for alternate character creatio, historical settings and chronicle creation.
Starfinder: Alien Archive
Jason KeeleySteve Kenson - 2017
What's more, player rules for a host of creatures let players not just fight aliens, but be them!Inside Starfinder Alien Archive, you'll find the following:- Over 80 bizarre life-forms both classic and new, from the reptilian ikeshtis and energy-bodied hallajins to robotic anacites and supernatural entities from beyond the realms of mortals.- Over 20 races with full player rules, letting you play everything from a winged dragonkin to a hyperevolved floating brain.- New alien technology to help give your character an edge, including weapons, armor, magic items, and more.- A robust NPC-creation system to let Game Masters build any aliens or creatures they can imagine.- New rules for magical monster summoning, quick templates to modify creatures on the fly, and more!Cover art by Remko Troost
Arbiter of Worlds: A Primer for Gamemasters
Alexander Macris - 2019
This primer will teach you how to build living, breathing worlds for your players to explore; how to host game and manage game sessions; and how to create powerful experiences of adventure that your players will talk about for years to come. Learn the secret to becoming a judge, an adversary, a worldbuilder, and a storyteller and become an arbiter of worlds! “Every Macris campaign starts with a rich, open world; the edge of a massive map; and the ability to find adventure in any direction. After playing in a dozen of his campaigns, I can assure you that Macris is the best prepared, most thorough GM on the prime material plane. He balances “deadly adversary” and “the party’s greatest supporter” perfectly. I’ve been lucky to contribute to some renowned video game worlds, and to discus world design with some of the most accomplished writers alive. And I’m honestly not sure there’s been someone more thorough at and passionate for world building than Macris since ... maybe Tolkien? (Okay, maybe G.R.R. Martin, but he’s not as organized or efficient.) It takes organization, creativity, and careful technique to build a massive world efficiently and deliver it effectively, and Macris can show you how he does it.” - Dr. Michael Capps, award-winning videogame executive, writer, designer (*Gears of War*, *Fortnite*, *Unreal Tournament, Unreal Championship*) “Armed with decades of experience as both a player and a designer, Macris cuts to the marrow with razor sharp insights in an unapologetic and often painfully insightful analysis of every imaginable facet of being a Game Master. From implication of play inherent in a game’s design, to world building, to the often delicate nature of unspoken social contracts inherent in the hobby, the guidance found in Arbiter of Worlds is a much-needed breath of fresh air to veterans of the hobby and a forged-in-the-fire bootcamp for those taking their first steps behind the screen.” - James M. Spahn, Ennie and Origins Award Winning RPG designer “A superb read. He makes his points the way you would expect a Harvard-trained lawyer to do. If you read this book, you are going to come out knowing real things you did not know before that will help you run games at the table…” - Courtney Campbell, Hack & Slash