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The Wormwood Mutiny (Skull & Shackles Pathfinder Adventure Path #1) Richard Pett Paizo Publishing, LLC. 2012-05-15 1601254040 Paperback New Paperback Brand new unread copy. No remainder mark.Captives of Fortune Pirates take whatever they please, whether it be ships, plunder, or people! The adventurers wake to find themselves press-ganged into the crew of the pirate ship Wormwood, the vessel of the nefarious Captain Barnabus Harrigan. They'll have to learn how to survive as pirates if they're to have any hope of weathering rough waves, brutal crew members, enemy pirates, ravenous beasts, and worse. But when fortune turns to their favor, it's up to the new crew to decide whether they'll remain the pirate's swabs or seize control and set sail for adventures all their own. This volume of Pathfinder Adventure Path launches the Skull & Shackles Adventure Path and includes: - "The Wormwood Mutiny," a Pathfinder RPG adventure for 1st-level characters, by Richard Pett.
- Details of life aboard a pirate vessel and rules for becoming the most infamous scallywag to sail the seas, by Jesse Benner, Richard Pett, and F. Wesley Schneider.
- Revelations on the daring faith of Besmara, goddess of pirates, strife, and sea monsters, by Sean K Reynolds.
- Death and plunder in the Pathfinder's Journal, by Robin D. Laws.
- Four new monsters, by Jesse Benner, Sean K Reynolds, and Steven D. Russell
Each monthly full-color softcover Pathfinder Adventure Path volume contains an in-depth adventure scenario, stats for several new monsters, and support articles meant to give Game Masters additional material to expand their campaign. Pathfinder Adventure Path volumes use the Open Game License and work with both the Pathfinder RPG and the world's oldest fantasy RPG. Price:
14.24 USD
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202 |
Escape from Old Korvosa (Pathfinder Curse of the Crimson Throne Adventure Path #3) Richard Pett Paizo Publishing, LLC. 2008-04-15 1601250924 Paperback New Paperback Brand new unread copy. No remainder mark.They Walk Among Us!Fear stalks the streets of Old Korvosa as the Curse of the Crimson Throne continues! Anarchy, plague, and the mandates of a pitiless queen have thrown the island community into chaos. Forsaken by the government and cut off from the rest of the city, hundreds of unfortunates stand helpless against the rising criminal warlords, each eager to carve out a slice of Korvosa as their own. Yet, amid the turmoil of warring gangs and sinister power mongers hides the only man who might be able to restore sanity to the beleaguered city. But why has he remained silent for so long? What secret of the new queen does he hide? And what fiendish power grows in the shadows, ready to sink its claws into the heart of Old Korvosa? This volume of Pathfinder includes: "Escape from Old Korvosa," an adventure for 8th-level characters, by Richard Pett. A glimpse into the world of assassins and the blood-soaked path of Golarion's peerless killers, the Red Mantis, by James Jacobs and Nicolas Logue. The merciless manipulations and earthbound evils of the rakshasa, by Owen K.C. Stephens. Eando Klein finds more to fear than orcs in the heart of the Hold of Belkzen, a new entry into the Pathfinder's Journal, by Amber Scott. Five new monsters by Brian Cortijo, Joshua J. Frost, James Jacobs, and Richard Pett.
Pathfinder is Paizo Publishing's 96-page, perfect-bound, full-color softcover Adventure Path book printed on high-quality paper that releases in a monthly volume. Each volume is brought to you by the same staff which brought you Dragon and Dungeon magazines for over five years. It contains an in-depth Adventure Path scenario, stats for about a half-dozen new monsters, and several support articles meant to give Game Masters additional material to expand their campaign. Because Pathfinder uses the Open Game License, it is 100% compatible with the world's most popular fantasy roleplaying game. Price:
13.29 USD
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Trial of the Beast (Carrion Crown Adventure Path #2) Richard Pett Paizo Publishing, LLC. 2011-05-10 1601253095 Paperback New Paperback Brand new unread copy. No remainder mark.Evil Stitched to EvilThe rampaging abomination known as the Beast of Lepidstadt has been captured! Yet rather than destroy the monster for its countless murders and untold crimes, the city council demands the creature receive a fair trial. Upon traveling to Lepidstadt, the adventurers find themselves caught up in the anger and investigations surrounding the Beast's judgment. Soon it's up to them to discover whether the legendary monster is truly a killer or merely the instrument of some greater evil -- and either way, whether it's too dangerous to be allowed to survive. This volume of Pathfinder Adventure Path continues the Carrion Crown Adventure Path and includes: - "Trial of the Beast," a Pathfinder RPG adventure for 4th-level characters, by Richard Pett
- An investigation into the secret society called the Esoteric Order of the Palatine Eye, by Brandon Hodge
- Revelations on the faith of Pharasma, goddess of birth, death, and fate, by Sean K Reynolds
- Terror upon terror for Laurel Cylphra in the Pathfinder's Journal, by F. Wesley Schneider
- Four exciting and deadly new monsters, by Rob McCreary, Patrick Renie, and Sean K Reynolds
Each monthly full-color softcover 96-page Pathfinder Adventure Path volume contains an in-depth adventure scenario, stats for several new monsters, and support articles meant to give Game Masters additional material to expand their campaign. Pathfinder Adventure Path volumes use the Open Game License and work with both the Pathfinder RPG and the standard 3.5 fantasy RPG rules set. Price:
12.03 USD
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Jade Regent Poster Map Folio (Pathfinder Campaign Setting) Rob Lazzaretti Paizo Publishing, LLC. 2012-02-28 1601253990 Paperback New Paperback Brand new unread copy in original shrinkwrap. No remainder mark.The Far Side of the WorldJourney from the familiar to the foreign and help place a friend on the throne of an empire in the Jade Regent Adventure Path. Along the way, you'll cross treacherous ice fields inhabited by arctic terrors, match wits and blades with the evil oni, and rally powerful factions to your banner in order to return a nation to its rightful owner. Within this map folio, you'll find three huge 8-panel maps: one of the frozen reaches of the Crown of the World, one of Minkai's capital city of Kasai, and one of the entire continent of Tian Xia, home of the Dragon Empires and site of the final chapter in the Jade Regent Adventure Path. Even if you aren't running the Jade Regent Adventure Path, the maps inside can serve as the surroundings for all sorts of arctic adventures or urban mysteries, or an entire campaign setting waiting for you to detail on your own! The spirit of exploration calls you -- are you brave enough to answer? Price:
12.87 USD
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The Book of Vile Darkness: A 4th Edition D&D Supplement Robert J. Schwalb Wizards of the Coast 2011-12-27 0786958685 Game New Game Brand new unopened copy in original shrinkwrap.Devour It Before It Devours YouNo artifact promises more power than the Book of Vile Darkness, but its pages contain secrets so evil that only the most corrupt souls can gaze upon them without being driven mad or destroyed utterly. Use this tome to add a touch of evil to your Dungeons & Dragons character or campaign, or embrace the darkness and let evil dominate your game. Components: 96-page Dungeon Master's book with chapters describing evil villains and campaigns; a host of vile monsters, magic items, organizations, traps and hazards, terrain, diseases, and curses, and a short adventure featuring the Book of Vile Darkness artifact. 32-page player's book featuring vile feats, character themes, paragon paths, and one epic destiny. Double-sided battle map for use with the adventure in the DM's book
Price:
17.39 USD
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Aasimar & Tiefling: A Guidebook To The Planetouched (Races of Renown) Robert J. Schwalb; James Ryman Green Ronin Publishing 2005-09-27 1932442138 Paperback Used: Like New Paperback Price tag remnants on front cover. Whitening to cover edges. Small bend bottom right edge. Crisp, clean pages. No remainder mark. Your planar adventures begin now! The latest book in the critically acclaimed Races of Renown series fully details aasimar and tieflings, as well as half-fiends, half-celestials, and many of their cousin races. If you've been looking for an easy way to integrate planar elements into your campaign, look no further. Aasimar & Tiefling: A Guide to the Planetouched is your one stop shop for planar adventuring, and includes: - Seven new Planetouched races, including the jinx, nergaz, and silvan.
- A complete rules system for creating your own Planetouched races.
- Full PC write-ups for cambions and nephilim.
- Dozens of ancestry feats, which allow Planetouched characters to gain some of the spell-like, supernatural, and extraordinary abilities of full-blooded outsiders.
- A bevy of planar prestige classes (such as the Astral Reaver, Planomancer, Warrior Maiden of the Valkyrie, and Xen Chi Mystic) that includes Epic-level progressions.
- Dozens of new spells, including adaptation, magma burst, and Shara's scornful subjugation.
- New magic items, like the staff of chaos, planar chronometer, and chime of dismissal.
- Planar perils, a collection of new monsters like the chaos horror, fundamental gel, and organ thief.
Bursting with new rules and options, Aasimar & Tiefling: A Guide to the Planetouched gives you all the tools needed to build and play Planetouched characters and to take your campaign to the planes. Price:
16.08 USD
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A Song of Ice & Fire RPG: A Game of Thrones Edition Robert J. Schwalb; Steve Kenson; Michael Komarck Green Ronin Publishing 2012-06-12 1934547476 Hardcover New Hardcover Brand new unread copy.Fire & Blood!George R.R. Martin's epic A Song of Ice and Fire has thrilled readers for over a decade and is now a hit TV show as well. You can tell your own tales of Westeros and play the Game of Thrones in A Song of Ice and Fire Roleplaying. This comprehensive core rulebook has everything you need to play out your own exciting stories of honor, adventure, war, and intrigue in the Seven Kingdoms and beyond. Create your own noble house and characters and roleplay their adventures in the struggle for power, glory, and survival. Featuring a game system custom designed to evoke the atmosphere of the novels, A Song of Ice and Fire Roleplaying covers everything from knightly combat and large-scale warfare to courtly intrigue and house politics, all based on the same easy-to-learn game rules. Even your character's destiny plays a part, giving you a control over where the story goes. All you need are some six-sided dice and you are ready to play. A Game of Thrones Edition is the deluxe core rulebook for A Song of Ice and Fire Roleplaying. It includes the entire contents of the original rulebook, revised and updated, plus the full-length adventure Peril at King's Landing, complete with ready-to-play characters! Westeros awaits! Just remember the words of Cersei Lannister: "When you play the game of thrones, you win or you die. There is no middle ground." Are You Ready to Play? Price:
36.14 USD
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Pixaud's Practical Grimoire (Torg) Robert Maxwell; Paul Balsamo West End Games 1991 087431318X Paperback Used: Good Paperback Heavy whitening on cover edges, much heavier at spine. Small bend and tears to bottom of back cover. Pages lightly browning, otherwise clean. No remainder mark. Arcane Knowledge from the Realm of AysleCollected and Edited by the Academy of the Four TowersBefore Uthorion, before Ardinay, there was Pixaud....Pixaud's Practical Grimoire was the life's work of Pixaud, Second Dean of the Academy of the Four Towers. Inside the Grimoire are: Over 150 new spell descriptions; Revised versions of popular spells from the Aysle Sourcebook and the Torg Rulebook; An index to the spells of Aysle, including those in the Torg Rulebook, the Torg Worldbook, and the Aysle Sourcebook; and An introduction that supplements the Magic System of Aysle and supplies tips for players and gamemasters alike.
All this, and the helpful annotations of two Master Magicians: Probably one of the most helpful guides to modern magic use in existence today. I recommend it for journeymen and masters alike. -- Zelephest Buy it. Read it. Throw some spells. Take backlash. Enjoy. -- Kenipat Pixaud's Practical Grimoire is part of Torg, an epic game of adventure, magic, and altered reality. This volume describes spells and spell design to supplement the realm of Aysle. This book was created before the Possibility Raiders came to Aysle and contains knowledge that predates written history. Representing perhaps the first attempt by the mages of the mystical realm at unity and centralization of knowledge, the Grimoire has since become the standard by which all other texts are judged. Price:
8.52 USD
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HeroQuest Core Rules Robin D. Laws Moon Design Publications 2012-02-22 0857441035 Paperback New Paperback Brand new unread copy.Anything you can imagine, you can play...HeroQuest is the innovative, dynamic and flexible rules engine by Robin Laws, suitable for play in any genre or setting. It presents a simple and flexible system that allows Game Masters to make decisions the way authors and screenwriters do when creating novels, TV episodes, and movies. HeroQuest encourages creative input from your players, resulting in an exciting, unpredictable narrative created through group collaboration. Its resolution methods and scalable character levels make it equally suited for any genre, from epic fantasy to satirical space opera. Whether your next game idea draws on horror, war, westerns, martial arts, pulps, cyberpunk, cliff-hangers, giant robots, super-powered heroes, space opera, cop action, corporate intrigue, furry animals, swashbuckling adventure, Greek tragedy or even drawing room comedy, HeroQuest can handle it! You can even use HeroQuest to emulate a musical -- although it won't do the singing or dancing for you. Completely rewritten by the original designer, this new edition opens and details running the core system for any genre. What's in this book?This book contains everything (except a D20) needed to play: Character Creation -- describe your character and get playing n minutes. Overcoming Obstacles -- handling conflict, be it with swords, words, gangs, or armies. Playing Stories -- how to vividly run your adventures in engaging and creative ways. Narrating -- the secrets for balancing the give and take between narration and players. Followers and Support -- how your sidekick, followers, horde, army or community help. Creating Genres -- details for creating and detailing your own game world. Gaming in Glorantha -- a separate section on applying HeroQuest to Glorantha. Quick Reference -- so you don't have to hunt for the information you really need.
Price:
19.95 USD
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Dragon Magazine #177 Dungeon Mastering Roger E. Moore TSR 1992-01 1560761776 Magazine Used: Very Good Magazine January 1992 issue. MISSING calendar poster. Light whitening on cover edges. Crisp, clean pages.The January 1992 issue of Dragon Magazine includes the following articles: - "Defend Yourself!" pp. 24-25. When there are too many dice, make your players roll them!
- "Defenders of the Hearth," pp. 82-88. Halfling specialty priests.
- "The Game Wizards," by Steven E. Schend, pp. 26-27. A look at the ultimate one-volume RPG: The D&D Rules Cyclopedia.
- "The Heroic Worlds Role-Playing Game Quiz," by Lawrence Schick, pp. 39-40, 88. Twenty questions that will drain your brain on questions!
- " 'If I Ruled the World...'," pp. 28-32. Being a mad scientist isn't just a job -- it's an adventure.
- "Keeping the Party Going," pp. 10-13. How do you get a half-orc, a dwarf, and an elf to work together?
- "The Marvel-Phile," by Scott Davis and Steven E. Schend, pp. 79-81, 95. Bad super women: cybernetic, sorcerous, and just plain mean.
- "Secrets of the Masters Revealed," pp. 20-22. A great DM = 1% inspiration + 99% perspiration.
- "Special Delivery from Outer Space," pp. 99-100. Time flies with a temporal compressor for SJG's GURPS Space game.
- "That's Progress!" By Thomas M. Kane, pp. 15-19. The technological invasion of fantasy games: Gunpowder and worse.
- "Think Big," by Thomas M. Kane, pp. 96-97. Elephants: They're unstoppable, they're impressive, and they have lots of trunk space.
- "The Voyage of the Princess Ark," by Bruce Heard, pp. 41-50, 73. Mystara. "Lord of Forests," Burymir 14-18, 20. Robrenn map and gazetteer. Classes: druid, druidic knight, and bard.
Price:
0.90 USD
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Dungeon Magazine #8 Oriental Adventures Roger E. Moore TSR, Inc. 1987-11-01 088038526X Paperback Used: Acceptable Paperback DUNGEON #8, NOT #2! Whitening on back cover, Curve to magazine from sitting on shelf. Heavy whitening on cover edges. Small bends to corners. Pages lightly browning but otherwise clean. The November/December 1987 issue of Dungeon Magazine includes the following modules: - "The Flowers of Flame," AD&D Oriental Adventures, 4-8 characters of levels 5-8, Dungeon #8, pp. 46-63. Why are your governor, your Emperor, and your gods so interested in a fairy tale?
- "For a Lady's Honor," AD&D, 3-6 thieves of levels 4-7, Dungeon #8, pp. 9-16, 34. An opportunity for thieves to practice their sneakiness.
- "In Defense of the Law," by Carl Sargent, AD&D, 6-8 nonchaotic characters of levels 7-10 (about 58 total levels), Dungeon #8, pp. 17-33. Two sets of lawful characters, the good (the PCs) and the evil (the NPCs) seek to stop the destruction of a Lawful artifact.
- "Mountain Sanctuary," by John Nephew, AD&D, 3-6 characters of levels 1-3, Dungeon #8, pp. 3-8. A sequel to Grakhirt's Lair. Visit Arham the Illusionist's mountain sanctuary. Includes a new monster, the spectramouse.
- "The Wounded Worm," by Thomas Kane, AD&D, 4-10 characters of levels 4-8, Dungeon #8, pp. 35-45. Crippled, wingless, old -- and a thousand times more dangerous.
Price:
4.71 USD
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Dragon Magazine #200 Collector's Issue Roger E. Moore TSR Inc. 1993-12-01 1560767766 Magazine Used: Good Magazine December 1993 issue. MISSING 1994 release schedule poster. Heavy whitening on covers. Pages browning otherwise clean.The December 1993 issue of Dragon Magazine is a special collector's issue and includes the following articles: - "Arcane Lore: The Spells of Naz," pp. 39-41. The missing spellbook of this World of Greyhawk setting wizard.
- "Bazaar of the Bizarre: Keys to Adventure," pp. 35-36. Fourteen magical devices to unlock a campaign's mysteries.
- "The Color of Magic," pp. 27-29. Not all magic missile spells look alike. Specialized spells for D&D spellcasters.
- "The Dragon Project: The Galaxy Dragon," by Bill Slavicsek, pp. 124-126. A rogue Imperial, a prototype warship, and four-armed dragon troopers for Star Wars: The RPG.
- "Elminster's Notebook: Lord Kuldak Maurancz," by Ed Greenwood & Gary Williams, pp. 144, 166. Forgotten Realms. The debut of a new feature reveals a page from the mage's personal chronicles.
- "The Even More Complete Psionicst," by Jon Winter, pp. 97-101. More character kits for your campaign's warriors of the mind.
- "Familiar Faces," by David Howery, pp. 31-33. How would your PC mage like a skunk, lobster, armadillo, stirge, or myconid for her familiar? Improvements to the find familiar spell.
- "The Known World Grimoire," by Bruce Heard, pp. 55-62. Winged elves in the Arm of Immortals in Mystara.
- "Magic from the Gods," pp. 15-18. Wizard kits for an African campaign.
- "Making the Most of a Module," pp. 69-71. Running a published adventure well requires more than just purchasing it.
- "Minion Matters," pp. 108-109. Choreographing your campaign's thugs.
- "Santa's Hidden Helpers: A Holiday Crossword Puzzle," pp. 52-53.
- "The Whistling Skeleton," pp. 44-46. A Dungeon Magazine special insert by Ed Greenwood for AD&D 2e Forgotten Realms, levels 3-5. This musically inclined undead is not what he seems.
- "The Wizards Three," by Ed Greenwood, pp. 21-25. More spells from Elminster, Mordenkainen, and Dalamar the Dark.
Price:
0.01 USD
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215 |
Dragon Magazine #120 Outer Space Spies Roger Moore TSR 1987-04 0880384174 Paperback Used: Like New Paperback April 1987 issue. Writing in pen on one page (the table of contents), otherwise clean pages. Very light whitening on cover edges. The April 1987 issue of Dragon Magazine includes the following articles: - "Bazaar of the Bizarre," pp. 33-34. Three rings of command.
- "Born in the Ruins," by Dan Salas, pp. 74-75. Social class and the second edition Gamma World game.
- "The Ecology of the Gas Spore," by Ed Greenwood, pp. 36-37. It isn't a beholder, but it isn't cuddly either.
- "First Impressions Are Deceiving," pp. 28-32. The charlatan NPC -- a mountebank, a trickster, and the DM's best friend.
- "The Game Wizards," by Douglas Niles, pp. 68-69. Espionage alert: the new Top Secret game.
- "Here Comes the Cavalry!", pp. 70-73. Conventional warfare in the Star Frontiers game.
- "Higher Aspirations," pp. 38-40. More zero-level spells for aspiring druids.
- "Operation: Zenith," by Merle M. Rasmussen, pp. 52-62. The undercover war on the High Frontier for Top Secret fans.
- "Plane Speaking," by Jeff Grubb, pp. 42-43. Tuning into the Outer Planes.
- "Player's Handbook II," pp. 9-23. The Enraged Glaciers & Ghouls game's first volume! Six bizarre articles by Alan Webster, Steven P. King, Rick Reid, Jonathan Edelstein, and James MacDougall. The featured April joke article.
- "Scorpion Tales," p. 24. A few little facts that may scare characters to death.
- "Space-Age Espionage," pp. 64-67. Spies battle across the interstellar reaches of the Traveller game.
- "Welcome to the Machine," pp. 76-77. The life and times (such as they are) of Marvel's Machine Man.
Price:
3.94 USD
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216 |
Dragon Magazine #147 MAGUS Game Roger Moore TSR Hobbies 1989-07 0880386991 Magazine Used: Good Magazine July 1989 issue. Whitening on cover edges. Cover beginning to separate from magazine, including tears at staples. MAGUS game unpunched! Pages browning with light stains on edges, otherwise clean.The July 1989 issue of Dragon Magazine includes the following articles: - "'Gaze into my crystal ball...'," pp. 26-32. A close look at magical scrying devices and spells.
- "Getting Familiar," by Patricia Nead Elrod, pp. 14-20. Ideas on improving how familiars are used in a campaign.
- "MAGUS!" by Robert J. Kuntz, pp. 48-54. A surprising game of magical conflict for 2-6 players.
- "Spelling It Out," pp. 34-35. Two ways to learn a new spell: the AD&D 1st Edition way and the AD&D 2nd Edition way. A comprehensive guide to writing and keeping spells.
- "Variety, the Spice of Magic," pp. 22-25. Substitute spell components.
- "WOW Your Players!" pp. 39-40. New wand of wonder tables.
Price:
1.80 USD
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217 |
Dungeon Magazine #7 Mystara Roger Moore TSR Inc 1987-10-01 0880385251 Paperback Used: Very Good Paperback September/October 1987 issue.Slight curve to magazine from sitting on shelf. Whitening on cover edges. Pages browning, otherwise clean.The September/October 1987 issue of Dungeon Magazine includes the following modules: - "The Jingling Mordo Circus," by Vic Broquard, AD&D, 6-10 characters of levels 10+, Dungeon #7, pp. 48-63. Step right up, ladies and gentlemen. The Mordo Circus operates as a semi-honest business, providing a convenient cover for Max Mordo's (20th-level wizard) schemes of assassinating and kidnapping the wealthy.
- "The Matchmakers," by P.N. Elrod, AD&D, 3-6 chaotic or neutral characters of levels 1-3, Dungeon #7, pp. 26-36. A sly nobleman asks the party to help him unite his friend, Richard Savelle, with his true love, the beautiful Elissa Holbin.
- "Nightshade," by Nigel Findley, AD&D, 1-4 characters of levels 1-3, Dungeon #7, pp. 3-7. A "simple errand" is never what it seems.
- "Samurai Steel," by Daniel Salas, AD&D Oriental Adventures, 4-8 characters of levels 3-5, Dungeon #7, pp. 37-47. A beautiful face hides treachery and deceit.
- "Tortles of the Purple Sage: Part 2," by Merle and Jackie Rasmussen, D&D, 2-8 characters of levels 4-10, Dungeon #7, pp. 8-25. Part 2 of an Expert-level trek to three lost cities. Can lead to further exploration in X9: The Savage Coast. Mystara-explicit; Savage Coast (not compatible with the Savage Coast depicted in the Red Steel expansions).
Price:
4.05 USD
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218 |
Dragon Magazine #139 Archmages Roger Moore TSR Hobbies 1988-11 0880386363 Paperback Used: Very Good November 1988 issue. Whitening on covers. Pages browning but otherwise clean.The November 1988 issue of Dragon Magazine includes the following articles: - "Bazaar of the Bizarre," pp. 30-35. Pages from the Archmages.
- "The Dragon's Bestiary," by Ed Greenwood, pp. 70-75. Lock lurkers, metalmasters, and other Forgotten Realms setting fauna.
- "The Ecology of the Spectator," pp. 86-89.
- "A Gamer's Guide to DC Heroes," pp. 10-13. Need the stats for Krypto the Superdog? He (and others) are in this index.
- "Hand to Hand -- Against the Rules," by Vince Garcia, pp. 58-61, 64. Should a wu jen know kung fu? Martial arts in Oriental Adventures.
- "'Jetboots, don't fail me now!", pp. 62-64. An updated movement system for the Star Frontiers game.
- "Lords & Legends," pp. 16-21. Choice, fate, struggle, and luck: how four wizards achieved greatness.
- "The New, Improved Druid," pp. 50-55. For the woodland sect: familiars, new spells, and poisons.
- "'Oh, look -- a harmless statue!"' pp. 42-45. Nasty new ways to disguise and hide a golem.
- "Speaking with the Spirits," pp. 36-40. Seances, possessions, and exorcisms in Call of Cthulhu games.
- "When the Tanks Roll," pp. 96-98. Coups and revolutions in Top Secret.
- "Where Wizards Meet," pp. 22-29. A guild of wizards can govern nations -- or destroy them.
Price:
1.86 USD
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219 |
Black Crusade (Warhammer 40,000) Sam Stewart Fantasy Flight Games 2012-01-10 161661143X Hardcover New Hardcover Brand new unread copy. No remainder mark.Roleplaying in the Grim Darkness of the 41st Millennium You are a Heretic; a renegade turned against the oppressive government of Humanity, the Imperium of Man. The crumbling monolith mobilizes the might of its numberless armies and deadly agents, and you must stand against it. However, you do not stand alone. At your fingertips you have the might of ancient powers, the Gods of Chaos. With their gifts, you have the potential to lead a Black Crusade and destroy the Imperium of Man. But can you realize your destiny before that power consumes you? Play as either a powerful Chaos Space Marine or a skilled and cunning Disciple of Chaos in your fight against the Imperium. Then use the freedom of the Archetype character creation and advancement system to build the character you want to play. Dynamic rules for all eventualities let you handle everything from social interactions to combating hordes of foes. Embrace the Dark Gods and earn their blessings through mutations and powerful Marks of Chaos. Comprehensive background on the Ruinous Powers, the Imperium, and the Long War against Chaos, written by Andy Chambers and Warhammer 40,000 Novelist Andy Hoare. A full preliminary adventure thrusts your players onto the path to glory and action! The Black Crusade core rulebook contains everything you need to start your adventure in the Warhammer 40,000 universe. Price:
38.66 USD
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Encyclopaedia Arcane: Battle Magic - The Eldritch Storm Sam Witt; Anne Stokes Mongoose Publishing 2003-04-16 1903980216 Paperback Used: Like New Paperback Price tag on front cover. Very light whitening on cover edges. Crisp, clean pages. No remainder mark.Ultimate PowerBattle magic is about pushing magic to its absolute destructive limits, turning each arcane phrase into a death sentence and every claw-fingered gesture into a deadly magical assault. Make no mistake - battle magic is about mayhem and death, ensuring your opponents are made to pay for their presumption to challenge your arcane might. Whether you wish to deliver death from afar, firing off massive spells that streak through the sky and blast massive holes in the enemy lines, or want to see the look of fear in your foes' eyes as you come screaming for their blood with your runeweave robes and spellblade, battle magic is for you. In this book, you will find information on how to craft intricate illusions or research spells that help your fellow adventurers see in the dark or span a yawning chasm - you will discover new spells devoted solely to destruction, new feats that boost your character's ability to wreak havoc on enemy forces, and prestige classes to add new fear and respect for spellcasters in your games. This book is for players and Games Masters who believe the highest purpose of magic is to rain death and destruction down upon their enemies. Inside you will find: To Gird for Battle: Meet the greatest threats ever to stalk the battlefields of fantasy. The Battle Mage studies spells of massive destruction, pulsing waves of fire that set entire battalions screaming and running like schoolgirls. When you are ready for a little guerrilla warfare, just sign up the Eldritch Warrior -- a magical close combat specialist. The Book of War: Page after page of new spells focusing on pure destruction. Learn the secrets of elemental rupture and how to direct a lava wyrm toward your foes. The Armoury: The right tool for the job is a must and this chapter delivers a selection of the finest arcane ordnance for laying waste to those who oppose you. Battle Guilds: Research is expensive and fighting dangerous. These simple facts of life lead wise mages to join a Battle Guild, where research expenses are subsidised and there is always someone to watch your back. Feats of Battle: No guidebook to Battle Magic would be complete without a selection of offensive feats to increase your killing power. Do not enter the dungeon without them. Help for the Games Master: Secrets to help even the odds and a few tricks that Games Masters will find useful when dealing with Battle Mages and Eldritch Warriors. Price:
0.16 USD
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The Midnight Mirror (Pathfinder Module) Sam Zeitlin Paizo Publishing, LLC. 2012-07-10 1601254016 Paperback New Paperback Brand new unread copy with slight whitening on top right corner of front cover. No remainder mark. Fear the ShadowsThe sleepy town of Karpad in shadow-haunted Nidal has long been overseen by the Boroi family, and until a few weeks ago, the citizens under Baron Stepan Boroi's rule have lived uneventful lives of relative peace. Recently, however, the outbreak of a virulent and fatal disease and a number of mysterious disappearances have left the people of Karpad paranoid and fearful. Even Baron Stepan has been acting strangely, and now the tenuous balance of racial tensions between Karpad's human and fetchling populations stands on the verge of collapsing into total anarchy. Can the PCs uncover the root of Karpad's problems and put an end to the deadly virus, the terrifying disappearances, and the miasma of fear and distrust that threatens to overwhelm the region? Written by Sam Zeitlin, 2011's winner of Paizo Publishing's annual RPG Superstar contest -- in which unpublished authors compete before a panel of celebrity game designers and legions of their peers for the chance to write a Pathfinder Module -- The Midnight Mirror takes players from a mysterious investigation into a shadowy demiplane prison and pits them against the evil forces of both darkness and light. The Midnight Mirror is an investigation and horror adventure for 4th-level characters. This volume also contains a fully-detailed gazetteer of the town of Karpad and a new magic item that are sure to add depth and flavor to any campaign. Pathfinder Modules are 32-page, high-quality, full-color, adventures written for the Pathfinder Roleplaying Game and compatible with the 3.5 edition of the world’s oldest RPG. Price:
10.43 USD
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CthulhuTech Unveiled Threats Sandstorm Productions Wildfire Productions 2010-11-10 0984583637 Hardcover New Hardcover Brand new unread copy. No remainder mark.Firearms, Rituals, and Artifacts -- Oh My Tools may be the key to winning the Aeon War. For some, they are the advanced weapons created by companies like Armorcorp or Colt Springfield. For others, they are the magically-imbued objects that they create while intoning powerful forces in darkened mystical spaces. For still others, they are the ancient and lost artifacts for which they search the dark corners of the Earth. To the Ashcroft Foundation, they are the children of arcanotechnology -- the melding of science and the arcane. This is the Aeon War. Carry a weapon. Explore the world of modern firearms, armor, and explosives, digging into their vital characteristics. Find out what sorts of wondrous everyday tools might be waiting. Expand the utility of those sorcerers who choose the path of enchanter with a host of new rituals. Hold onto ancient legacies through the revelation of ancient artifacts. Discover the many manifestations of Ashcroft’s arcanotechnology. See what alien mysteries belong to both the Migou and the Esoteric Order of Dagon. Nowhere else will you find a setting like this. Inside this book you will find: - Expanded and revised weapons of all kinds.
- Explorations of the primary weapon manufacturers in the Aeon War.
- Details for more nearly 100 New Earth Government weapons, including pistols, assault rifles, special weapons, explosives, and even anti-armor weapons.
- An in-depth look at armor in the Aeon War.
- Explorations of handy devices for Characters, including peek technology, as well as a variety of new vehicles.
- A host of new rituals for enchanted items, creating a new type of Character -- the magical gadgeteer.
- A look into the world of powerful and ancient artifacts.
- A peek behind the curtain at a wealth of new arcanotechnology from a variety of fronts.
- An exploration of the weapons from alien hands, including the Migou arsenal and the tools of the Esoteric Order of Dagon.
- More than a half dozen new pieces of fiction to help bring the setting to life.
This book is meant to be used with the CthulhuTech storytelling game and requires the Core Book. FOR MATURE AUDIENCES ONLY This book is intended for mature readers. It contains dark and disturbing content and images. Reader discretion is advised. Price:
26.17 USD
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Inner Sea Magic (Pathfinder Campaign Setting) Sean K Reynolds Paizo Publishing, LLC. 2011-08-23 1601253605 Paperback New Paperback Brand new unread copy. No remainder mark.A World of Magic! From the tortured sands of the Mana Wastes, where magic is as likely to tear you apart as it is to not work at all, to the perpetually frozen northern nation of Irrisen where the winter witches rule, magic is a part of life in the Inner Sea region. Whether it is wielded by benevolent clerics to keep their allies fighting the good fight or unleashed by wizards in the form of scorching blasts of fire, magic can be the difference between life or death. Or, as in so many cases, the cause of life or death. Inner Sea Magic explores the role of magic within this vast and varied region. Within this 64-page book, you will find: - A who's-who of powerful and famous spellcasters from throughout the Inner Sea region
- Details on four types of magical schools—arcane academies, spellcaster's guilds, monasteries, and secret societies—along with rules for joining and studying with such organizations
- Rules for several types of specialized or variant magic, including the chaotic power of primal magic, the secrets of shadowcasting, the traditions of Thassilonian sin magic, and the wonders of Varisian tattoo magic
- Two new oracle mysteries (the primal-magic wielding spellscar mystery and the sinister Outer Rifts mystery)
- More than a dozen new archetypes for all sorts of spellcasters, including the black-blooded oracle, the Razmiran priest, the shadowcaster wizard, the tattooed sorcerer, and the winter witch
- Two new prestige classes—the cyphermage and the divine scion
- Dozens of new spells, from Aroden's spellward to zone of foul flames!
Inner Sea Magic is intended for use with the Pathfinder Roleplaying Game and the Pathfinder campaign setting, but can easily be used in any fantasy game setting. Price:
12.14 USD
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The Temple of Rec Stalek (Torg) Shane Lacey Hensley West End Games 1992 0874313341 Paperback Used: Very Good Paperback Light whitening on cover edges, heavier around top of book. Small tear bottom of spine. Light spine crease. Price tag on back cover. Crisp, clean pages. No remainder mark. The Near Now. While the Possibility Wars continue to spread, a twisted edeinos bent on revenge hatches a plot that could change the face of the Living Land forever. Calling upon the power of a dark god, he threatens the life of Baruk Kaah and the very future of the realm.Bizarre edeinos clad in bone armor and wielding swords have been raiding resistance communities throughout Illinois. Backed by undead Living Land creatures, these war parties have kidnapped a small group of humans and carried them to Takta Ker. Their goal is a dark and bloody one: having resurrected the edeinos god of Death, they plan to use its power to slay Baruk Kaah and make their leader the new High Lord. The Storm Knights must survive a nightmarish trek through Death's gauntlet and an explosive battle in a Takta Ker temple if they wish to save the humans and stop the creation of a far more deadly Living Land. Temple of Rec Stalek is an adventure for Torg: Roleplaying the Possibility Wars. You need the boxed game to play. This adventure is for veteran characters. While the material in this supplement is set in Torg's Earth of the Near Now, many of the situations and adventure ideas can be incorporated into other game systems. Price:
6.93 USD
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Keeper's Screen and Resource Book (Trail of Cthulhu) Simon Carryer Pelgrane Press 2008 1934859109 Hardcover New Hardcover Brand new unopened copy in shrinkwrap.Some things are better left concealed....The Trail of Cthulhu Keeper's Screen gives you the most important tables, rules, and references for Gumshoe. Combat, contests, tests, and the mind-shattering Stability tables are there at your fingertips, giving you more time for GMing, and less fumbling through rule books. And, on the players' side, Jerome Huguenin's breathtaking artwork will add to your game's eldritch atmosphere. With the screen is the Keeper's Resource Book; not the last scribbled words of a madman, but a carefully researched collection of clues, special benefits, game-relevant historical data, NPCs, and occupational information for use in play. - Each ability is listed with 1930s equipment and practices focused on their use in adventures to bring your game to life. Sprinkle the sample clues we provider, and offer the listed special benefits to your players.
- Occupations have detailed backgrounds you can use to flesh out character backgrounds and NPC contacts; discover their techniques, weaknesses and foibles.
- Need a mad scientist or a fence? Select from a range of NPCs, some throw away thugs and cultists, others, detailed contacts with forbidden knowledge, patrician academics, antique book dealers, and professional rivals. Each NPC has three quirks or mannerisms so that you can roleplay them consistently, and hooks they can provide to your players.
- Finally, there is the handy Sanity and Stability summary with page references to the main book.
With amazing artwork and superb resources, forbidden knowledge has never been so much fun! Price:
18.05 USD
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Creatures of Orrorsh (Torg) Smith, Bill West End Games 1992 0874313368 Paperback Used: Like New Paperback Whitening on cover edges. Whitening on front cover. Spine crease. Price tag on back cover. Crisp, clean pages. No remainder mark.The power of the Occult surges through the horrific realm of Orrorsh, creating the most hideous and terrifying monsters ever seen on Earth. This tome, compiled at great risk by the members of the Sword of the Sacellum, provides a complete description of many of these beasts, including the grotesque Knot Man, the macabre killjoy and nearly 60 other terrors of the realm. This supplement to Torg: Roleplaying the Possibility Wars features detailed information on the horrors of Orrorsh, with realm maps, illustrations, and game statistics. Price:
8.52 USD
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230 |
Street Legends (Shadowrun (Catalyst Hardcover)) Steve Kenson Catalyst Game Labs 2011-09 1934857947 Hardcover New Hardcover Brand new unread copy. No remainder mark. Casting a Long Shadow At the end of a run, you've either got a good story to tell or you're dead. Live long enough, and you'll get enough stories to fill a book, and some of them will be killer. There is a certain class of people out on the streets that runners love to talk about, the people at the center of the stories swapped late at night over a round of wiper-fluid hooch. Some of them are good, some of them are lucky, and some of them are among the most powerful creatures of the Sixth World. All of them, in their own way, are legends. Street Legends profiles more than thirty renowned figures in the Sixth World, including JackPoint stalwarts such as Haze, Rigger X, and Puck; classic runners like Serrin Shamander and Tommy Talon; and powerful behind-the-scenes figures including Lugh Surehand, Nadja Daviar, and the great dragon Lofwyr. Learn about hunting vampires with Martin de Vries, running guns in a war zone with Marcos, and trying to put a face to the elusive Hans Brackhaus. Street Legends contains short fiction bringing these characters to life, as well as text describing each person and what makes them a legend. Also, each and every person profiled has complete game stats. Even the dragons. Street Legends is for use with Shadowrun, Twentieth Anniversary Edition. Price:
28.19 USD
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231 |
Unveiled Masters: Essential Guide to Mindflayers (Races of Legend) Steve Kenson Paradigm Concepts 2002-01 1931374155 Paperback New Paperback Brand new unread copy. No remainder mark.CONQUERORS OF THE PLANES Mind Flayers The very name conjures up images of slavers and overlords; of ravenous beings with an unsatiable appetite for the brains of other creatures. Unveiled Masters: The Essential Guide to Mind Flayers describes in great detail the history, biology, society, and culture of the mind flayers, the penultimate fantasy adversary. Bring new heights of challenge to any D20 campaign with these nefarious masterminds! Unveiled Masters features: - Details on the Mind Flayer Interplanar Empire that spans the multiverse!
- An exhaustive study into the psychology of heartless predators
- Insidious races specially designed to infiltrate the enemies of the Mind Flayers
- Variant Mind Flayers to further challenge your characters
- Mind Flayer "technology", an assembly of cunningly-wrought psionic and magical devices that permit the Mind Flayers to dominate lesser species
- A complete Mind Flayer pantheon
- Enough new Domains, Feats, Spells and Psionic powers to rule the multiverse
- New Prestige Classes for Mind Flayers
- Adventure seeds and campaign hook galore!
Price:
18.95 USD
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Fane of the Witch King Steven Montano Troll Lord Games 2004-09 1931275262 Paperback Used: Like New Paperback Light whitening along spine, otherwise brand new unread copy. No remainder mark.A Vault of Unspeakable Terrors! Eons ago, the world was held in the grip of fear by the dark city of Krezzel Dul and its dark master: Osenkej, the Witch King. Though this great evil was finally defeated, some portion of the city -- the Ebon Fane -- remains buried deep underground. But worse is what lies deeper: beneath the Fane is the Black Vault, wherein reside numerous artifacts and creatures of great and unimaginable evil. Now, a dark army known as the Ghul Legion seeks to plunder these vile treasures - if they are not stopped, the horrors of the Witch King will be free again! A Race Against Evil! Fane of the Witch King is an epic, open-ended adventure designed to take a party of 4th to 6th level characters to 10th level or beyond. Far from an ordinary dungeon crawl, Fane of the Witch King challenges characters to move fast and strike hard against a multitude of challenging and intelligent enemies while they navigate through a versatile and dynamic multi-area dungeon. Includes a new spell and several items of evil power including the Blood Grail and the Bone Cross. Price:
23.76 USD
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234 |
Mythic Vistas: SpirosBlaak Steven Trustrum; Christina Stiles; Christina Stiles Green Ronin Publishing 2005-07-15 1932442170 Paperback New Paperback Brand new unread copy. No remainder mark.Howl at the Moon!Explore the haunted lands of SpirosBlaak, the latest in Green Ronin's critically acclaimed Mythic Vistas line. Usable as a stand-alone world or as an add-on to an existing campaign, Spirosblaak is packed with setting information and rules to support it. With the gods fallen, it is up to your heroes to contend with the forces of darkness and bring light and hope back into an archduchy overrun with lycanthropes, undead, and the machinations of wicked deities. Inside this grim and gritty setting, you'll find: - A fully detailed setting with a rich history, exciting environments, and all the tools needed to run a sustained campaign.
- 26 new gods, including the seven aspects of the Horde, Spiros, and the dreaded Sallous Yar.
- 14 secret societies and organizations, both sinister and benevolent.
- Over a dozen new monsters such as the terrifying necrozen, and new lycanthropes like the werefox lord, wereraven, and dire werehawk.
- A dozen new races including the enigmatic mentors and the god-favored lavayne, as well as tools for playing a lycanthropic character.
- New base classes like the pirate, prophet, and the technologist, along with variant classes such as the SpirosBlaak paladin and the noble.
- Tons of prestige classes for characters of all types, including the psionic monks called the Gavrinn Farr, and the terrible kavslayers.
- Over 50 feats for characters of any class, such as Savage Warrior, Hawkeye, and Arcane Warrior.
- Fully detailed black powder rules.
- 34 new domains including Time, Blood, and Rage, along with over 40 new spells
In SpirosBlaak, dark things prowl the night. Do you lock the door and hide your face in terror or draw your silvered sword and fight? Price:
3.89 USD
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235 |
Shadows Over Scotland (Cthulhu Britannica) Stuart Boon Cubicle 7 Entertainment 2011-05 0857440462 Hardcover New Hardcover Brand new unread copy. No remainder mark.Mysterious, wild and beautiful, Scotland in the 1920s is home to horrors modern and ancient, man-made and star-born. From the rolling pastoral Lowlands to the snow-capped peaks of the Highlands and the seaweed-choked Western Isles, creatures and cultures have taken root in Scotland whose maddening, corrupting influence can be felt far and wide. Fiendish things haunt the hive-like alleys and wynds of old Edinburgh, while Glasgow’s streets whisper with rumours of dark terrors in the shipyard shadows on the snaking, poisonous Clyde. And in the isles, murmurs on fishing boats and ferries speak of far older things, of sites of power and standing stones, awakenings and stirrings in forgotten places. Something terrifying lurks in the night, casting dark shadows over Scotland. Shadows over Scotland is a massive new hardback sourcebook for Chaosium’s Call of Cthulhu roleplaying game covering Scotland in the 1920s. It features: - three comprehensive sections detailing the Lowlands, Highlands and Islands individual sections on history, folklore, language and life in 1920s Scotland
- a complete mythos timeline detailed coverage of nine cities and their various inhabitants
- six sinister adventures complete with extensive handouts
Price:
26.62 USD
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The Ruby Phoenix Tournament (Pathfinder Module) Tim Hitchcock Paizo Publishing, LLC. 2012-02-28 1601253818 Paperback New Paperback Brand new unread copy. No remainder mark.Prove Yourself!Once every ten years, the cosmopolitan city of Goka on the eastern coastline of Tian Xia hosts the Ruby Phoenix Tournament on an island in the city's harbor. Infamous for its strange spectacles and exciting mix of fighting styles, the contest draws combatants from all over the world. Its winner gets his choice of a single item from the legendary treasury of an ancient spellcaster. But this year, not all who have come to compete do so out of respect for the traditions of battle or even out of greed for the reward. They seek instead nothing so much as red revenge! The Ruby Phoenix Tournament is a tournament-style Pathfinder Module designed for 11th-level characters, written for the Pathfinder Roleplaying Game and compatible with the 3.5 edition of the world's oldest RPG. The adventure serves as an ideal introduction to the folk and fighting styles of the lands of the Dragon Empires. Pathfinder Modules are 32-page, high-quality, full-color, adventures using the Open Game License to work with both the Pathfinder Roleplaying Game and the standard 3.5 fantasy RPG rules set. Price:
9.43 USD
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238 |
Broken Moon (Pathfinder Carrion Crown Adventure Path #3) Tim Hitchcock Paizo Publishing, LLC. 2011-06-14 1601253109 Paperback New Paperback Brand new unread copy. No remainder mark.Blood Moon Madness Among the shadows of the infamous Shudderwood lurk deadly beasts, savage madmen, and monsters that blur the line between the two. Into this fearful wilderness the heroes follow the path of the Whispering Way's nefarious necromancers. But when the cultists' passage throws the forest's tenuous peace into chaos, the adventurers find the only island of safety amid the savage wilds transformed into the killing grounds of a shapeshifting monster. Can the PCs escape the terror-plagued wilderness and unveil the death cultists' true plot at last? Or will the lycanthropic curse claim them as well? This volume of Pathfinder Adventure Path continues the Carrion Crown Adventure Path and includes: - "Broken Moon," a Pathfinder RPG adventure for 7th-level characters, by Tim Hitchcock
- The secrets of the Whispering Way, a notorious cult sworn to the powers of death and undeath, revealed in blasphemous detail, by Adam Daigle
- Insights into the savage lives of werewolves, wererats, and other lycanthropes, by Gareth Hanrahan
- Laurel Cylphra comes face to face with an ancient mystery in the Pathfinder's Journal, by F. Wesley Schneider
- Seven exciting and deadly new monsters, by Tim Hitchcock, Rob McCreary, and Patrick Renie
Each monthly full-color softcover 96-page Pathfinder Adventure Path volume contains an in-depth adventure scenario, stats for several new monsters, and support articles meant to give Game Masters additional material to expand their campaign. Pathfinder Adventure Path volumes use the Open Game License and work with both the Pathfinder RPG and the standard 3.5 fantasy RPG rules set. Price:
12.18 USD
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239 |
Legends of Hermes (Ars Magica Fantasy Roleplaying) Timothy Ferguson; Mark Lawford; Mark Shirley; Neil Taylor; Erik Tyrrell Atlas Games 2011-06-01 158978121X Hardcover New Hardcover Brand new unread copy. No remainder mark.Throughout its history, some members of the Order of Hermes have stood out from their peers, whether for their brilliance or for their sheer stubborn pursuit of a goal. They are the legends of the Order, whose tales are still told and even emulated by lesser magi. And some of these powerful wizards have left legacies that have yet to be fully uncovered. Legends are never complete. This book details five such magi from across the Order's history: a brilliant researcher who extended Hermetic theory; a master of spirits; an advocate of peace on the eve of the Schism War; an obsessive constructor of magical defenses; and the flamboyant master of a flying castle. All have left treasures behind ... treasures waiting to be found by living magi! Price:
22.80 USD
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240 |
Tide of Honor (Pathfinder Jade Regent Adventure Path #5) Tito Leati Paizo Publishing, LLC. 2012-02-28 1601253850 Paperback New Paperback Brand new unread copy. No remainder mark.The Seeds of Rebellion The heroes arrive in Minkai only to discover an empire on its knees. The Jade Regent has twisted the ruling government to cater to his despotic whims, and throughout the realm the people suffer. Before the PCs can attempt to stand against the tyrant and liberate Minkai, they must first earn the trust of its people and recruit aid from across the beleaguered empire—all the while dodging murderous oni and deadly ninjas controlled by the Five Storms. Defeating bandits who ride forth from a hidden fortress, rescuing a famous geisha from a deadly island prison, and standing tall before a corrupt daimyo's army of samurai are all in a day's work for the hopeful liberators of the empire. This volume of Pathfinder Adventure Path includes: - "Tide of Honor," a Pathfinder RPG adventure for 12th-level characters, by Tito Leati.
- An overview of the mysterious nation of Minkai, a mystical jewel of the Dragon Empires, by Tito Leati.
- Revelations on the ways of Irori, god of history, knowledge, and self-perfection, by Sean K Reynolds.
- Revelations and severed limbs in the Pathfinder's Journal, by Dave Gross.
- Five new monsters by Tito Leati, Sean K Reynolds, and Mike Welham.
Each monthly full-color softcover Pathfinder Adventure Path volume contains an in-depth adventure scenario, stats for several new monsters, and support articles meant to give Game Masters additional material to expand their campaign. Pathfinder Adventure Path volumes use the Open Game License and work with both the Pathfinder RPG and the world’s oldest fantasy RPG. Price:
13.29 USD
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241 |
Crown of Fangs (Pathfinder Curse of the Crimson Throne Adventure Path #6) Tito Leati; Wayne Reynolds Paizo Publishing, LLC. 2008-08-27 1601251092 Paperback New Paperback Brand new unread copy. No remainder mark.Death to All Tyrants!Korvosa withers in the grip of a mad monarch! Beaten down by riots, disease, and the ironclad enforcers of a cruel despot, the people shudder in their homes and pray for saviors. The time has come to rise up against the crazed Queen Ileosa Arahasti and put an end to her vicious rule. Yet within the walls of Castle Korvosa waits an army of soldiers, bodyguards, and diabolical monstrosities -- to say nothing of the seemingly invincible queen herself. Can the PCs put an end to a tyrant's reign? Or will an ancient evil claim Korvosa once and for all? All is decided in this, the fateful climax of the Curse of the Crimson Throne Adventure Path! This volume of Pathfinder includes: "Crown of Fangs," an adventure for 14th-level characters, by Tito Leati. Details on the relics of Korvosa, seven terrifying artifacts, possessed by the spirit of one of Golarion's most notorious dragons, by J.D. Wiker. The mysteries of the Harrow deck of many things, an artifact capable of reshuffling fate and changing fortunes, by the Pathfinder staff. Eando Kline's trek to the orc city of Urgir takes a turn for the impossible in the Pathfinder's Journal, by James L. Sutter. Four new monsters by Tito Leati and F. Wesley Schneider.
The heroes return to Korvosa to find their home city in a stranglehold of martial law and cruelty and that Queen Ileosa has neared her goal of achieving immortality. With the holy weapon Serithtial in their hands, they must confront old enemies and explore ancient Thassilonian ruins if they hope to save the people of Korvosa from fueling a mad queen's lust for immortality. This volume of Pathfinder closes out the Curse of the Crimson Throne Adventure Path, and also features a discussion of Varisia's largest dungeon -- the untold vaults below Castle Korvosa, full details on the notorious dragon behind the Curse of the Crimson Throne, and many new monsters to vex and plague high-level heroes. Pathfinder is Paizo Publishing's 96-page, perfect-bound, full-color softcover Adventure Path book printed on high-quality paper that releases in a monthly volume. Each volume is brought to you by the same staff which brought you Dragon and Dungeon magazines for over five years. It contains an in-depth Adventure Path scenario, stats for about a half-dozen new monsters, and several support articles meant to give Game Masters additional material to expand their campaign. Because Pathfinder uses the Open Game License, it is 100% compatible with the world's most popular fantasy roleplaying game. Price:
13.29 USD
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242 |
Beyond All Reason (d20 Generic System) Todd Secord White Wolf Publishing 2002-02-20 1588461777 Paperback New Paperback Price tag remnants on front cover, otherwise brand new unread copy. No remainder mark.As the winter winds stir, a group of fire giants march home, having been defeated by the human soldiers of the nearby frontier keep. Though they did not take the castle, there is no feeling of defeat for this war band; taking the castle was not their objective. As the sun rises the following day, soldiers from the keep appear, following the tracks of their rebuked enemies. Instead of attacking the giants, the soldiers surrender, merging their numbers with those they bravely fought against only a night before. What force could motivate the fire giants to war, only weeks before the onset of winter? What power could cause hundreds of loyal soldiers to betray their fellows and join with their former enemies? What need could compel the reclusive yuan-ti to set forth from their lairs, in search of human aid? Is there some insidious plot at work here, or are these events simply beyond all reason? An epic fantasy adventure for 13th-level characters.Beyond All Reason presents an action-packed adventure, full of mysterious situations, fearsome foes, and exotic environments. At the core of the scenario is a mind-boggling enigma forcing enemies to become allies and allies to become enemies. Featuring a variety of encounters that will test the skill of the most heroic adventurer, Beyond All Reason is an adventure of giant proportions! Price:
3.02 USD
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243 |
Horsemen of the Apocalypse (Pathfinder Campaign Setting Book of the Damned Vol 3) Todd Stewart Paizo Publishing, LLC. 2012-01-10 1601253737 Paperback New Paperback Brand new unread copy. No remainder mark.The End is Near! Since the first spark of mortal life took form, the daemons have sought to extinguish it. Evil in its purest form, these terrors seek nothing less than the end of all existence. Led by the Four Horsemen -- War, Famine, Pestilence, and Death -- the armies of Abaddon work to corrupt, consume, and destroy everything around them. Perfect nihilists, the daemons seek only to be the last entities looking down on the dying cinders of the cosmos before they themselves are consumed, and only darkness remains. Within this book, you'll find: - Complete descriptions of the Four Horsemen and their armies of soul-devouring daemon servitors.
- An overview of the wasteland realm of Abaddon, the private domains of its masters, and several other forsaken locations.
- Rules for the daemon-worshiping souldrinker prestige class.
- An introduction to the soul economy, and how captured souls are traded and used by fiends and mortals alike.
- Secret histories of previous Horsemen.
- New daemonic spells and magic items.
- Overviews of the different castes of daemons, plus tips and tricks to aid in their summoning.
- Statistics for eight new daemons ready to bring the horrors of the cosmos to players' doorsteps.
Horsemen of the Apocalypse is intended for use with the Pathfinder Roleplaying Game and Pathfinder campaign setting, but can easily be used in any fantasy game setting. While Horsemen of the Apocalypse is a standalone product, it also serves as a companion to Princes of Darkness: Book of the Damned, Vol. 1, which details the legions of Hell, and Lords of Chaos: Book of the Damned, Vol. 2, covering the hordes of the Abyss. Price:
12.62 USD
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244 |
Dragon Magazine #228 Ancient Faerun TSR Inc TSR 1996-04 0786905573 Magazine Used: Like New Magazine Light whitening on cover edges, heavier at top of spine. Crisp, clean pages. Includes bonus Forgotten Realms conspectus.The April 1996 issue of Dragon Magazine includes the following articles: - "The Athalantan Campaign," pp. 26-37. Role-playing in the Forgotten Realms of Elminster's youth.
- "Greater Familiars of Faerun," pp. 77-82. Forgotten Realms. Here's a solution for when your mage's animal companions become too familiar.
- "In the Family," pp. 43-45. Bringing the adventures closer to home.
- "Real Jungles," pp. 9-13. Forget the Tarzan movies. Campaigning in the real jungle.
- "Rogue's Gallery: Gangsters of the Underdark," pp. 52-59. Can adventurers survive against these members of the real underworld? Only Sir Elliot of Kness knows. (The April tradition continues!)
- "Venturing into the City," pp. 91-97. How to deal with a city-based campaign.
- "What's So Funny?" pp. 73-74. Humor in "serious" role-playing games.
Price:
2.35 USD
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245 |
True20 Freeport: The Lost Island Walt Ciechanowski Green Ronin Publishing 2009-12-16 1934547220 Paperback New Paperback Brand new unread copy.An Unforgettable Voyage!Freeport began with the classic adventure Death in Freeport and now it returns to those roots with new adventures for True20 Adventure Roleplaying. The Lost Island kicks the series off in grand style with a story of exploration and intrigue. It begins after an expedition to a distance island goes horribly wrong, and a father recruits help to rescue his missing daughter. The adventure takes the heroes from the streets of Freeport on a dangerous voyage through unchartered waters to a mysterious island. There are tales of fearsome cannibals and ancient treasure, but what is true and what is the idle talk of sailors? What is really on this island and who wants it? Who is a friend and who is an enemy? Find out in The Lost Island! The Lost Island is an adventure of characters of 3rd to 5th level for True20 Adventure Roleplaying. It includes four pre-generated characters, so you can jump right into the action. Set Sail for True Adventure, True Excitement... True20! Price:
5.67 USD
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246 |
Cthulhu By Gaslight: Horror Roleplaying in 1890s England (Call of Cthulhu roleplaying) William A. Barton; Kevin Ross; Editor-Lynn Willis; Illustrator-Paul Carrick; Illustrator-Kevin Ramos; Illustrator-Adam Denton Chaosium Inc. 2012-03-12 156882355X Paperback New Paperback Brand new unread copy. Map still attached. No remainder mark.Horror Roleplaying in 1890s EnglandIN THE 1890s, Cthulhu and his minions share the globe with the mighty British Empire. But they owe allegiance to an empire of their own -- a dark and cruel design on ownership of the world and on the dreams of humanity. Even among the green fields of rural England, only thoughtful and energetic intervention keeps the shadows at bay. Cthulhu by Gaslight offers a thoroughly developed Victorian England setting for use with Call of Cthulhu. Character creation has been enhanced with new wrinkles. There are articles on the Victorian world, crime, politics, personalities, and so forth. There are extensive sections on the Cthulhu Mythos in Britain -- creatures, cults, and books -- and a precis of Ramsey Campbell's Severn River Valley. Also included are tips on running various types of Gaslight-era campaigns, a gazetteer of intriguing British myths and legends, a selection of friends and foes from Victorian fiction, and a lengthy bibliography/filmography of suggested reading and viewing. Rounding out this edition are a pair of Victorian-era scenarios -- one an urban adventure set in London, the other set in rural Dartmoor. Includes a two-color, fold-out map of the City of London. 192 pages, with handouts. 8.5" x 11" perfect-bound paperback with fold-out map of 1890s London and Major Transit Systems. Price:
18.81 USD
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247 |
Secrets of Morocco: Eldritch Explorations in the Ancient Kingdom (Call of Cthulhu Horror Roleplaying) William Jones; Editor-Deborah Jones; Editor-Lynn Willis; Illustrator-Malcolm McClinton; Illustrator-Dean Kuhta; Illustrator-Bryan Reagan; Illustrator-Eric Smith Chaosium Inc. 2008-09-01 1568822499 Paperback New Paperback Brand new unread copy. No remainder mark.Eldritch Explorations in the Ancient Kingdom WELCOME TO THE SECRETS OF MOROCCO! This book provides players with a civil, geographical, cultural, political, and Mythos tour of Morocco during the 1920s and 1930s. Morocco will seem like another world, with its cultural differences and its customs being foreign to many Westerners of the 1920s. The country is vast, and not every city can be covered in depth. This supplement details the political capital, Rabat, the economic capital, Casablanca, as well as Marrakech, one of Morocco’s grandest cities. It provides broad outlines and maps for several other cities. Morocco is a country of many languages and cultures. Some of the earliest settlements date back to the 12th century B.C. The earliest of these, a port city named Lixus, appears to have been settled by both Berbers and Phoenicians. In the 1920s and 1930s, the Spanish and French control the whole of the nation, while the majority of its native inhabitants find their overlords alien. Investigators of the 1920s are quite likely to experience culture shock, unless they have traveled in such areas previously. The keeper should take advantage of this whenever possible. Exposing investigators to the sights, smells, sounds, and practices of human cities can be as adventurous as the exploration of unknown cities. The best way to use this book is as a reference for scenarios or campaigns set in North Africa. Secrets of Morocco covers several sites, including Rabat, Casablanca, Marrakech, the Rif and Atlas mountains regions, and the Sahara. Price:
15.19 USD
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J3 Crucible of Chaos (GameMastery Module) Wolfgang Baur Paizo Publishing, LLC. 2008-02-15 1601250746 Paperback New Paperback Brand new unread copy. No remainder mark.Uncover the Ruins of the Flying CityLegends speak of an ancient culture that drifted through the clouds atop immense floating cites. These same tales speak of a horrible catastrophe that brought them low, but no one has discovered the true cause. Now a mystical compass has been discovered that seems to point to an unexplored valley, one that might just hold the secrets of this lost empire, but will the same catastrophe strike again? Crucible of Chaos is a journey-based adventure for 8th-level characters compatible with the world's most popular roleplaying game. This adventure includes details on the valley containing the crashed sky-city, including the natives who live there, as well as information on those who brought about the city's downfall. This adventure is set in the unexplored reaches of the Mwangi Expanse, one of the regions in the Pathfinder Chronicles campaign setting, but it can be easily adapted for use in any setting. For more information on this area, check out the Pathfinder Chronicles Gazetteer. GameMastery Modules are 32-page, high-quality, full-color, OGL-compatible adventures for use with the world's most popular fantasy RPG. All GameMastery Modules include four pre-made characters so players can jump right into the action, and full-color maps and handouts to enhance play. Price:
7.61 USD
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249 |
Imperial Gazetteer Wolfgang Baur and Scott Gable Open Design 2009-11-03 098431590X Paperback Used: Like New Paperback Pathfinder RPG Edition. Light whitening on cover edges, heavier near bottom of spine. Crisp, clean pages. No remainder mark. The Principality of Morgau and Doresh, and Realms SubterraneanWhere the Living Live in FearWho can withstand the undead princes of Morgau and Doresh? The vampires and spectral knights long ago claimed the country of Morgau & Doresh as their own, leaving the ghouls their empire deep beneath the earth. Both are fully detailed here. The Imperial Gazetteer takes you deep within the palatial crypts of the realms where death fears to dread [sic], giving Pathfinder Roleplaying Game roleplayers: - A history of the undead nations above and below the earth.
- A giant cast of undying antagonists and allies.
- A new undead race of necropolitan ghouls for PCs to join the unliving.
- The underground capital of the Emperor of the Ghouls.
- Undead-themed gods and magical items.
- A bestiary containing more undead than you can shake a stake at.
Price:
19.00 USD
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250 |
Dungeon Magazine #38 Ravenloft Young, Barbara G. Tsr, Inc 1992-11-01 1560764341 Magazine Used: Good Magazine November/December 1992 issue. Magazine has curve to upper right side due to sitting on shelf. Whitening on cover edges. Price sticker on back cover. Light browning to page edges, otherwise clean.The November/December 1992 issue of Dungeon Magazine includes the following adventures: - "Pandora's Apprentice," AD&D, 2-5 characters of levels 1-5, Dungeon #38, pp. 44-47. Pandora's young apprentice, Nissa, causes trouble for the heroes.
- "Horror's Harvest," by Christopher Perkins, AD&D Ravenloft, 4-8 characters of levels 2-4, Dungeon #38, pp. 48-68. A mysterious comet falls from the sky, forever changing the people of Delmunster.
- "Things That Go Bump in the Night," AD&D, 4-7 characters of levels 3-6, Dungeon #38, pp. 22-43. The sylvan forest of Brettonwood is haunted, or so its inhabitants think!
- "A Blight on the Land," AD&D Forgotten Realms, 4-6 characters of levels 8-12, Dungeon #38, pp. 4-21. Lord Hhune is running the city of Ithmong into the ground, using a wizard to populate the lands around the city with fearsome monsters.
Price:
2.70 USD
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251 |
Dungeon Magazine #23 Mystara Vineyard Vales Young, Barbara G. Tsr, Inc 05/01/1990 0880388277 Magazine Used: Like New Magazine Whitening to cover edges. Crisp, clean pages.The May/June 1990 issue of Dungeon Magazine includes the following adventures: - "The Vineyard Vales," by Randy Maxwell, D&D, 4-6 characters of levels 2-4, Dungeon #23, pp. 6-17. The Vineyard Vales is plagued by giant locusts, and the farmers need help finding out what has caused these pests to swarm. Mystara-explicit; Soderfjord (Northern Reaches).
- "Old Sea-Dog," by Thomas Kane, AD&D, 2-5 characters of levels 2-5, Dungeon #23, pp. 32-39. Sir Veneti's favorite mastiff has been kidnapped, and Veneti suspects that his chief rival at the Mastiff Duel, Sir Machi, is responsible.
- "Deception Pass," AD&D, 4-7 characters of levels 7-9, Dungeon #23, pp. 40-62. Six ogre magi have taken up residence in Deception Pass, conspiring to take over the civilized lands and rule their own domain.
- "The Pyramid of Jenkel," by Willie Walsh, AD&D, six characters of levels 8-10, Dungeon #23, pp. 18-31. A terrible evil lurks in a secret dungeon complex beneath the village of Jenkel.
Price:
3.83 USD
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252 |
Dragon Magazine #148 Fighters Young, Barbara G. TSR 1989-08 0880387009 Paperback Used: Good Paperback August 1989 issue. MISSING Deck of Many Things. Light whitening on cover edges. Pages browning but otherwise clean.The August 1989 issue of Dragon Magazine includes the following articles: - "Always Wear Your Best Suit," pp. 14-17. Making armor and weapons unique for all characters.
- "Arcane Lore," pp. 35-38. Healing spells for magic-users.
- "Around the World in 36 Levels," pp. 78-83. Adventures are for everyone in the D&D game's Known World.
- "The Corrected Cavalier," by David Howery, pp. 31-32. Changes to balance the class.
- "'Good' Does Not Mean 'Boring'," pp. 24-29. Paladins are more complicated.
- "Luck of the Draw," pp. 44-52. Knowledge has a high price if you study the deck of many things. Missing insert.
- "Tracking Down the Barbarian," by David Howery, pp. 19-23. Creating better barbarians for AD&D 1st Edition games.
- "Watch Your Step," by Thomas M. Kane, pp. 90-93. Mines and traps in the Top Secret and Top Secret/S.I. games.
Price:
1.90 USD
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253 |
Dungeon Magazine #12 Mystara Young, Barbara G. TSR Inc 07/01/1988 Magazine Used: Very Good Magazine Whitening on cover edges. Pages browning but otherwise clean. The July/August 1988 issue of Dungeon Magazine includes the following modules: - "Huddle Farm," by Willie Walsh, AD&D, 3-6 characters of levels 1-4, Dungeon #12, pp. 48-62. The halflings of Huddle Hill have a little problem.
- "At the Spottle Parlor," D&D, 1-3 characters of levels 2-4, Dungeon #12, pp. 24-33. The PCs are lured into a friendly game of spottle. Mystara-explicit; northern Glantri.
- "Light of Lost Souls," by Nigel Findley, AD&D, 3-6 characters of levels 2-4, Dungeon #12, pp. 4-7. The heroes are lured to an old lighthouse by the spirit of the deceased lighthouse keeper.
- "Intrigue in the Depths," AD&D, 6-8 characters of levels 4-7, Dungeon #12, pp. 34-47. The mages of Mishral need to find out why the aquatic elves have broken their trade treaty.
- "Scepter of the Underworld," by James Jacobs, AD&D 1 player, level 12 human fighter, Dungeon #12, pp. 8-23. A human fighter is hired to recover the sceptre of the underworld from an evil temple. A solo adventure.
- "Dungeon Adventures Index," pp. 22-23. A guide to the first two years of Dungeon.
Price:
8.47 USD
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254 |
Dungeon Magazine #9 Mystara Young, Barbara G. TSR Inc 01/01/1988 0880385278 Paperback Used: Acceptable Paperback January/February 1988 issue. Whitening on cover edges. Pages 31-34 have separated from the magazine but are present. Coffee stain on page 38. Pages browning but otherwise clean. The January/February 1988 issue of Dungeon Magazine includes the following adventures: - "The Crypt of Istaris," AD&D, 6-8 characters of levels 3-5, Dungeon #9, pp. 10-23. A tournament module. A mission with an unforgiving deadline.
- "The Djinni's Ring," by Vince Garcia, D&D, solo adventure for a 3rd-level character, Dungeon #9, pp. 24-34. No DM required. A djinnin in need can be trouble, indeed. Mystara-explicit; Ylaruam.
- "The Ghostship Gambit," by Randy Maxwell, D&D, 4-6 characters of levels 3-6, Dungeon #9, pp. 44-49. Help Wanted: Fearless crew to stop undead pirates. Pay bills before applying. Mystara-explicit; Yavdlom.
- "The Golden Bowl of Ashu H'san," AD&D Oriental Adventures, 3-5 characters of levels 2-4, Dungeon #9, pp. 35-43. What angers the spirits? You don't have long to find out.
- "The Lurkers in the Library," by P.N. Elrod, AD&D, 3-5 characters of levels 1-3, Dungeon #9, pp. 4-9. The quest for knowledge can be as dangerous as any other.
- "The Plight of Cirria," by Grant and David Boucher, AD&D, 6-10 characters of levels 8-12, Dungeon #9, pp. 50-63. Rescue the kidnapped dragon.
Price:
4.71 USD
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255 |
Dungeon Magazine #24 Index Karameikos Young, Barbara G. Tsr, Inc 07/01/1990 0880388358 Magazine Used: Very Good Magazine Includes 1990 GEN CON poster! Slight curve to magazine from sitting on shelf. Whitening on cover edges. Light browning to page edges, otherwise clean. The July/August 1990 issue of Dungeon Magazine includes the following articles and adventures: - "In the Dread of Night," by Ann Dupuis, D&D, 5-8 characters of levels 1-3, Dungeon #24, pp. 6-25. The village of Sisak is beset by an evil mage and his orcish entourage. Mystara-explicit; Karameikos on Westron Road.
- "A Hitch in Time," by Willie Walsh, AD&D, six characters of levels 7-10, Dungeon #24, pp. 26-37. A booby-trapped tomb hides the secrets and treasures of a long-dead sage.
- "Thunder under Needlespire," by James Jacobs, AD&D, 4-6 characters of levels 8-12, Dungeon #24, pp. 38-60. The monster you're sent out after is so dangerous that even mind flayers fear it. And the illithids want your help!
- Index to issues #1-24, pp. 62-63.
Price:
6.93 USD
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