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Paris at the end of the 19th century: a city of lights, music, excitement at the approach of the new century and aflame with the creative spirit of the Bohemian revolution. But for months the city has been locked in a state of fear as the brutal murderer known as the Raptor stalks the steep streets and narrow alleyways of the north-end hill neighborhood of Montmartre. Many refuse to leave their homes by night. Others frequent establishments such as "The Green Fairy," an absinthe bar and popular meeting place for artists, actors, whores, criminals, and the well-to-do seeking to taste the thrills and pleasures of Montmartre. This evening, the patrons of "The Green Fairy" will be joined by a visitor beyond their darkest nightmares. The Green Fairy is a game script for Cthulhu Live 3rd Edition. The text contains the game overview and timeline, staging and prop guidelines, and detailed character sheets and backgrounds for 30 player characters! Ideal as an event for a Live Action Role-Playing (LARP) party with friends or as a convention event, it offers hours of fun, intrigue, and horror. This scenario requires the Cthulhu Live 3rd Edition game rules.
Set on the red planet not as it exists, but as people at the turn of the 20th century thought it might be, Shadows of a Dying World is drawn from the Mars series of Edgar Rice Burroughs and presents creatures from his world in game terms. Its contents are compatible with any games that use the OGL system and can be inserted into them in whole or in part. On this Mars, elegant city-states rise along the banks of world-spanning canals, luxurious airships ply the thin atmosphere, feisty princesses and feckless nobles are menaced by killers of the drear dried-up sea-beds, and skilled swordsmen defend dynasties that have ruled for aeons. Despite both wondrous technology and mysterious mental abilities developed beyond the comprehension of Earthlings, however, the most farsighted of the Martians know that the history of their world is drawing toward its end, and that its life-giving atmosphere and waterways are already sustained only by vast efforts of engineering. Shadows of a Dying World presents the unique wonders and dangers posed by the weirdly sentient denizens of Burroughs' Mars. Creatures covered in Shadows of a Dying World include the Apt, Banth, Calot, Corphal, Great White Ape, Green Martian, Kaldane, Rykor, Plant Man, Silian, Sith, Thoat, Ulsio, and Zitidar. Other features of this book include guidelines for using Burroughs' creatures in both Mars and non-Mars campaign settings, Martian random encounter tables, new Feats, the Class Defense Bonus combat option, and original illustrations by artists Brendan Cass, Sharon Daugherty, William Hazzard II, Amanda Kahl and Geoff Weber. This book also comes with Combined Creature Creation, a 52-page bonus document compiled and used during the creation of this book and provided as a useful tool for game masters.
FOR MATURE AUDIENCES ONLY Nuisances: Director's Cut is unlike any other fantasy RPG sourcebook! It is a tribute to the early years of fantasy roleplaying games, a parody of the current state of the genre, a guide to an alternate and more fun style of play, a manual for keeping cocky and annoying players off balance, and a poignant philosophical expression of the post-modern, 21st century worldview. It includes: * Hundreds of aggravating and awful and things that can happen to players! * Scores of defective items! * Unfortunate NPC personality traits! * Many, many random d100, d12, and other Random Tables! * 49 unsavory Feats, as well as a section on Subtypes! * 59 character Defects! * Rules on glasses and problems associated with wearing them! * 31 cursed and unsavory Magic Items! * An expanded selection of "Random Monster Pornography"! * A new Archtypical nuisance NPC, along with two associated spells! * A chapter on Skills! * Many pieces of original art!
In the real lives of most people, holidays and celebrations of various sorts often provide them with their greatest experiences, and positive and negative events alike tend to be significantly more memorable when viewed through the lenses of festivities. While most game masters and storytellers certainly understand how festivals, holidays, and celebrations can be used to accentuate the action of their scenarios, however, such events are used surprisingly rarely in this way. Several of the features in this volume of d-Infinity are designed to be of use to game designers and authors who want to use holidays and celebrations to a greater extent in their stories. d-Infinity Volume #7 Contents Editorial: "Holidays & Festivals" Fiction: "Introduction to the World of Kos" LARP/Prop Room: "Swords & Sorcery in the World of Kos" Digital Dice: "Black Hat Magic" 100 Oddities: "Random Holiday Treats" Basic System/Mutant Future: "Mutant Plant Monsters" Basic System/Labyrinth Lord: "Six Festive Spells" Pathfinder System: "Festivals & High Holy Days" Pathfinder System/Insults & Injuries: "Alcohol & Other Intoxicants" 5th Edition: "Bard Background: Thespian" Cards & Quests: "Monsters of Kos" Chevauchee: "A Cold Day in Hel!" d-Infinity is a multi-platform gaming supplement that covers a wide variety of rules systems and includes content that can be universally applied to many different sorts of table-top, live-action, and role-playing games. It includes both material that can be applied to all or many sorts of games and items that are self-standing and which can be played on their own. Features of each thematic volume include new rules, stats, and bonus content tying in with several different game systems; paper miniatures; and interviews. Rules systems supported include Pathfinder, OGL v.3.5, Dungeons & Dragons, "Basic" system, Labyrinth Lord, Mutant Future, Cards & Quests, Call of Cthulhu, and Cthulhu Live. It is jointly published by Armorcast, Dagon Industries Inc., Dark Threads, Flying Buffalo Inc., Mindgame Productions, OffWorld Designs Inc., Skirmisher Publishing LLC, and the United States Marine Space Corps. We believe that the most enjoyable gaming periodicals are not just devoted to single games or even the products of a single company, but also include content that makes a reader interested in other games, material that can be applied to all or many sorts of games, and items that are self-standing and which can be played on their own. For that reason, this publication includes many voices and exclusive material compatible with many rules systems and the products of many different companies.
The Mythos Society Guide to New England is an expansive universal sourcebook by veteran game designer Clint Staples that can be used to enhance any horror, mystery, or adventure roleplaying scenarios set in New England. It is particularly suited for Mythos-oriented games like Call of Cthulhu and Cthulhu Live. It is also a fun and provocative read for anyone interested in the esoteric history of New England, and a resource for stories or other projects that have horror or the weird as themes; are based on or inspired by the works of H.P. Lovecraft or other Cthulhu Mythos authors; or are set during the period between the two World Wars. The Mythos Guide to New England provides a record of the land and its inhabitants, its prehistory and history, and its natural and unnatural characteristics. In these pages you will find tales of the witchcraft, hauntings, monsters, and malevolence that have plagued the peoples of the region, from pre-Colonial days into the 20th century. New England is a diverse territory. Some the earliest settlements in the New World lie cheek by jowl with rugged country that, to this day, is all but untraveled by humanity. The sea, with its rocky shoals, rugged coves, unknown depths, and centuries of legend and lore holds sway over the minds of the region's inhabitants. The mountains and forests are just as mysterious and deadly, keeping secrets centuries and even millennia old, some of which mankind would be better not off not knowing. Between these wild areas are the settled portions, farms and orchards inland and harbors filled with ships and the folk that sail them on the coast. Man prevails in such places, but in the shadowed lanes, forgotten cellars, and lightless passages beneath his world there is still much that is unknown and unsettling. Read and use the knowledge contained within this book at your own risk.
You have never read a game book quite like this one! Written by a practicing medical doctor, Insults & Injuries presents real world illnesses in OGL 3.5 system game terms. Why afflict characters with "filth fever" when you can give them rabies, the black plague, or the flu? Within this sourcebook, you will find dozens of sicknesses that your players already know and fear in a format that allows them to be easily and realistically brought into your games. You will also find expanded rules for more effective non-magical healing. This detailed book is divided into an introduction, 13 chapters, and five appendices and includes: * Rules for more than 50 diseases and disorders, their game effects, and how they can be treated by both mundane and magical means. * A chapter on the effects of alcohol, drugs, and poisons. * A chapter on mental illnesses and their game effects. * Rules for adjudicating surgical procedures. * Three new prestige classes dedicated to nonmagical healing, the Alienist, Chirurgeon, and Physician. * Special rules on the effects of illnesses upon non-Humans like Elves, Dwarves, and Orcs. * New spells, equipment, and feats. With this book, your players will never look at diseases the same way again!
Welcome to the New World Order. It's the autumn of 1991, and the world isn't what it used to be. Saddam Hussein's army lies in smoldering ruins. The Soviet Union is suffering its death throes. Germany has been reunified. Africa is aflame with small bush wars. Across the world, the balance of power is shifting. Old powers are dying out and the playing field of the future will be a chaos of warlords and rogue states. In this full-length adventure for Cthulhu Live 3rd Edition, the players are power-brokers who have been invited to a private summit to help form the geopolitical landscape of the next century. But while they plot their moves and hide their secrets, they may find that they themselves are pawns in a much larger, more ancient game. This adventure includes: - Suggestions for props, costumes, and atmospheric effects. - World-spanning conspiracies. - 42 Pre-generated characters, each packing hidden agendas and deadly secrets
d-Infinity is a new multi-platform gaming supplement that covers a wide variety of rules systems and includes content that can be universally applied to many different sorts of table-top, live-action, and role-playing games. It is jointly published by Armorcast, Dark Threads, 5th Epoch, Flying Buffalo Inc., Mindgame Productions, OffWorld Designs Inc., Skirmisher Publishing LLC, Sonic Legends, and the United States Marine Space Corps. The most enjoyable gaming periodicals are not just devoted to single games or even the products of a single company, but also include content that makes a reader interested in other games, material that can be applied to all or many sorts of games, and items that are self-standing and which can be played on their own. For that reason, this publication includes many voices and exclusive material compatible with many rules systems and the products of many different companies. Features of each volume include a self-standing game; new rules, stats, and bonus content tying in with several different game systems new rules; free paper miniatures; interviews with the luminaries of the gaming industry; and more! Rules systems supported include but are not limited to 4th Edition D&D, Pathfinder, OGL v.3.5, "Basic" system, Labyrinth Lord, Mutant Future, and Cthulhu Live. Volume #1 Contents Editorial: The Adventure Begins PowerLunch: The Collectible Trading Business Card Game (CTBCG) AirSoft: Battle for the Wasteland Interview: GAMA Executive Director John Ward Digital Dice: Electronic Game Boards (with bonus MP3 file!) City Builder: The Smugglers Tunnel The Prop Room: How to Properly Age a Document Multimedia: Setting the Mood of the Game with Music Cthulhu Live 3rd Edition: The Return of Cyris Crane Basic System: Spontaneous Generation Monsters Basic System: Six Kobold Spells OGL System: Coopers Corrected Summon Monster I Pathfinder System: Adventures in Wonderland: Talking Flowers Pathfinder System: Hedgehog and Porcupine PCs in The Noble Wild 4th Edition D&D: Races of Bakegoku: The Kitsune Pass In Review Publishing Licenses Reader Survey Cardstock CharactersTM
Licensed for use with the 4th Edition of the Dungeons & Dragons Roleplaying Game, this fully-illustrated supplement contains more than 70 new powers; full descriptions and statistics for 24 weapons and 20 items of armor or shields; two new weapon groups; and a section on familiar weapons that might appear in an Indian milieu. While a few arms and armor items from India appear in traditional D&D campaigns, the region's rich and colorful variety of ancient and medieval armaments are largely unknown in most campaign settings. Such arms and armor can be used both to enhance the action of a traditional campaign and to punctuate the distinct, exciting adventures and characters possible in settings inspired by the vast region. This book contains information about the weapons used throughout the Indian subcontinent - to include what are now the nations of India, Bangladesh, Pakistan, and Sri Lanka, along with the border regions of Afghanistan, Bhutan, Burma, Nepal, and Tibet - from the most ancient times right up to the pre-Colonial era. It also considers significant influences on the arms and armor of India, such as the 900-year Muslim domination of the region that began in the 7th century A.D.
"Paros could only venture a guess as to how many graves the forsaken burial ground in the little valley before him contained. North to south, it ran about a half mile and, from where he stood beside the wrought-iron fence that zigzagged along its eastern edge, it stretched about a quarter mile to the base of the hills that surrounded it. The rolling, broken ground of this unkempt area was heavily overgrown with grass, vines, copses of scrubby little oaks and brushy gray-green juniper, great clumps of flowers in every color, and probably every other sort of vegetation native to the island of Kos. Obelisks, statues of patron deities, and other stones marking the gravesites of families and individuals lay broken and tumbled amongst the rampant growth, and mausoleums of every size were interspersed throughout. Paros did not know the extent to which this place had been looted over the century since it was last known to have been used but there were undoubtedly hundreds, perhaps even thousands, of graves that had not yet been pillaged. And they were not even the object of their quest, which was marked by the small, columned temple of black marble that he could see halfway up one of the hills at the other end of the cemetery. And there was no telling what else might be hidden within this wild, desolate place. ... " Inspired by the works of classic swords-and-sorcery authors like Fritz Lieber, Jack Vance, and Robert E. Howard, Swords of Kos: Necropolis is the first entry in Skirmisher Publishing LLC's new line of fantasy fiction. It is author Michael O. Varhola's eleventh book and is illustrated with a series of beautiful images by veteran fantasy artist Amanda Kahl. Swords of Kos: Necropolis follows the adventures of Paros, a streetwise rogue with a penchant for alchemy, Parthenia, a savage female Elf barbarian, and Selene, a priestess of the outlawed Titan moon goddess, as they brave the hazards of a long-abandoned cemetery and the catacombs that lie beneath it. Dangerous though the hazards and supernatural guardians of this place are, an even greater threat might be the Necropolis itself ...
Der leere Blick ist ein Larp Szenario, das mit den Unsicherheiten und der Verwundbarkeit spielt, die entstehen wenn uns die Fähigkeit zu sehen genommen wird. Für den größten Teil dieses Spiels sind die Teilnehmenden blind und müssen sich auf Gehör, Tastsinn und Geruch verlassen. Daher erfordert dieses Szenario einige Vorkehrungen um es zu einem sicheren Erlebnis zu machen. Mit den entsprechenden Vorbereitungen wird es aber ein intensives und einmaliges Spiel.
Can we trust our senses? How do we know that what we see is real? Are our eyes inherently deceptive and prone to misdirection? If so, then such flawed organs must be removed, for only in blindness can one perceive the truth: that all the world is horror. Sight Unseen is a LARP experience like no other. When an assortment of Arkham citizens check into the local hospital for surgery, they find themselves blinded by a madman and forced to confront the unearthly terror he has unleashed upon the world. Sight Unseen is a game script for Cthulhu Live 3rd Edition and requires the Cthulhu Live 3rd Edition game rules. The text contains the game overview and timeline; detailed guidelines for simulating blindness in LARP, including safety precautions; prop, special effects, and stagecraft techniques designed to play upon your player's senses of touch, smell, taste, and hearing; and detailed character sheets and backgrounds for seven player characters. Ideal as an event for a Live Action Role-Playing (LARP) party with friends or as a convention event, it offers hours of fun, intrigue, and horror.
Do you need more monsters and mutations for your postapocalyptic, sci-fi, or fantasy game? If so, Creatures of the Tropical Wastes is what you are looking for! Fully compatible with Mutant Future - as well as Labyrinth Lord and other games that use the familiar and easy-to-use "Basic" role-playing game rules introduced in the 1970s - this collection includes: * A Foreword by Derek Holland, author of several licensed Mutant Future sourcebooks. * 50 new creatures, including the mysterious Ahas Folk, the insidious Egret Puppeteer, and the fearsome War Baboy. * 30 new mutations, including numerous Plant mutations. * Official Mutant Future Poison and Radiation Tables for convenience of reference. * Original illustrations by fantasy artist Sharon Daugherty
Creatures of the Wastelands: Mutational Evolution is a guide to developing a more vibrant post-apocalyptic campaign setting by constructing families of related mutants, and is full of both suggestions and examples of how Game Masters can accomplish this. Mutational Evolution is fully compatible with Mutant Future, as well as Labyrinth Lord and other games that use the familiar and easy-to-use "Basic D&D" rules introduced in the 1980s. This book includes: * A Foreword by Mutant Future role-playing game creator Daniel Proctor. * Four different sample families of mutants - including the House Sparrows, Stinging Nettles, Feather Shrubs, and Giant Yellowjackets - that trace their mutational evolution through as many as seven different generations of mutation and which can serve as templates for Game Masters wishing to create their own families of mutants. * More than 100 new creatures within the four families, including the Ruin Dweller house sparrow, a selection of Stinging Nettles for every environment, the martial Green Warrior feather shrub, and some of the most bizarre outcomes of yellowjacket mutational evolution conceivable. * A how-to section of essays explaining how to implement the processes used to create the sample families and monsters for other creatures and settings of the Game Master's own choosing. * Several new mutations associated with the creatures presented in this book. * Detailed family trees that show the relationships between the members of the four sample families that can serve as examples for Games Masters who opt to create their own families of mutants. * Original illustrations by fantasy artist William T. Thrasher. * Mutant Future Poison and Radiation tables for ease of reference. Author Derek Holland is an invertebrate zoologist who has brought his extensive training and experience from the field to this and other books in the Creatures of the Wastelands series of supplements to the Mutant Future role-playing game.
This book is a completely revised, expanded, and updated version of the acclaimed live-action roleplaying (LARP) game based on the horror tales of H.P. Lovecraft. This newest and best edition of Cthulhu Live includes a richly detailed and uniquely playable rules system that incorporates more than 12 years of best practices and refinements from hundreds of gamers worldwide. Features of this self-contained game include: All-new rules for skills, combat, Sanity, Magic, and Psychic powers. Extensive information on organizing events, stagecraft and special effects. Guidelines on role-playing Outsiders tainted by the touch of the Mythos. New and improved photographs, graphics, and other images, including works by renowned Cthulhu Mythos artist Richard Alan Poppe.
Warriors is a comprehensive OGL sourcebook for fantasy role-playing games that expands upon the description of the Warrior class in the Dungeon Master's Guide. It is an invaluable resource both for game masters who want to expand the variety and realism of combat encounters and martial non-player characters and for players who want to enhance the military and combat capabilities of their own characters. Features include: 16 military prestige classes, including the Aerial Cavalryman, Charioteer, Combat Engineer, Executioner, Marine, Mechanist Infantry, Mountaineer, and Sheriff. More than 30 military subtypes, including archers, artillerists, cavalrymen, beast handlers, infantrymen, medics, pathfinders, peasant levies, and templars. Nine non-military subtypes, including bandits, barkeeps, thugs, and traders. Two dozen skills, including Craft (Airship-Making), Knowledge (Beast Lore), Operate Device, Profession (Bartender), and Signaling. Nearly a score of feats, including eight devoted to aerial warfare. New weapons, armor, and equipment, including weapon accessories, elephant gear, siege engines, balloons and blimps, and guidelines for incorporating high-technology weapons into a fantasy campaign. 16 new spells, including Battle Runes and many specially designed for use by members of the Zealot prestige class. More than 80 new magic items and five new weapon special abilities. Three new combat-oriented monsters. Two dozen detailed, ready-to-use NPCs. Rules for incorporating chariots into combat. Rules for using large beasts like elephants in warfare. Guidelines on historical and non-human heraldry.
Do you need more monsters and mutations for your post-apocalyptic, sci-fi, or fantasy game? If so, Creatures of the Wastelands: A Menagerie of Mutants and Mutations is what you are looking for! Fully compatible with Mutant Future - as well as Labyrinth Lord and other games that use the familiar "Basic D&D" rules introduced in the 1970s - this revised and expanded edition of Skirmisher Publishing LLC's popular book includes: * A Foreword by Mutant Future role-playing game creator Daniel Proctor. * More than 200 new creatures, including the terrible Great Mother, several mutant dinosaurs, the warlike Lumbricid, the insidious Silver Sheet, and the mysterious Smart Stones. * More than 50 mutations, including the new the Parasite mutation type and a number of Plant mutations. * Several odds-and-ends, including new terrain types, new materials, and a number of non-creature hazards. * Original illustrations by fantasy artist Jeremy Pea. * Official Mutant Future Poison and Radiation tables for ease of reference.
A 2008 ENnie Award Nominee! This exciting book introduces comprehensive rules for playing intelligent animals in a wide variety of game settings and situations. It will be popular with everyone from groups that want to try all-animal or mixed animal/humanoid parties, to players who want to expand the options for their animal companions and familiars, to game masters who are looking for interesting and unexpected foes to run against their players. Features of this "Animal Player's Handbook" include: Statistics for more than 60 playable species of noble animal; Modifications and additions to existing classes, skills, and feats appropriate to animal characters; A new basic character class, the Greater Familiar; Eight new Prestige Classes, including the Man-Eater and War Mount; Special rules for the use of magic by animal characters; Information on running several different sorts of campaigns, along with guidelines for Modern scenarios; Deeds, magical abilities acquired by performing heroic actions; Rules for several new types of magical treasures, including Fetishes, Jujus, and Spellthralls; Hundreds of illustrations; A 24-page set of Noble Animal Spell Lists And much more!
In 2089, the universe is a cold, dangerous place. It's up to the U.S. Space Marine Corps to secure the safety and security of U.S. interests in outer space through cutting edge tactics, training, and an armory full of high-tech firepower. USSMC FM 7-22: Space Boarding Operations is a military-style field manual designed to read like an actual U.S. Space Marine Corps guide to boarding hostile spacecraft in 2089. Its author, Lt. Col. Oliver Cass, is an active-duty U.S. Army officer experienced in both real-world operations and manual writing. USSMC FM 7-22 is also the official publication of TerrorWerks, a heart-pounding live-action roleplaying experience. TerrorWerks players assume the roles of U.S. Space Marines, civilian engineers, and corporate executives thrust into the heart of an orbiting refinery being ravaged by an unknown alien horror. Using their wits, skills, and an arsenal of fully-automatic Airsoft weapons, the Marines battle their way through the station, racing against the clock to save themselves and any survivors. TerrorWerks debuted at Origins 2007, where it was an overwhelming success and received extensive media attention. USSMC FM 7-22: Space Boarding Operations is a fascinating read, and can be used in conjunction with any sci-fi roleplaying or miniatures game. The book includes: A complete background on the universe of 2089 Detailed, room-to-room combat tactics for boarding and securing a starship Instructions for multiple training scenarios Lock and load, marine! It's time for a bug hunt!
Some of the most labor-intensive and disruptive sorts of spells in the game are for sure the various levels of Summon Monster. As soon as they are cast, things grind to a halt as the proper stats are looked up, the appropriate Celestial or Fiendish template applied with all its various changes ... And that is assuming just one of it was summoned! And if the caster has the Augment Summoning feat as well, introducing more changes to the summoned monster's stats, well ... Cooper's Corrected Summon Monster solves these problems! Written by ENWorld staff reviewer and 3.5 rules guru John Cooper, this critical new series of books presents thoroughly revised and corrected stats for the creatures summoned by these spells. Features of Cooper's Corrected Summon Monster I-III include: * Corrected stats for all the monsters from the v.3.5 SRD that appear in the lists for the first three levels of Summon Monster spells that address often-overlooked elements like skill synergy bonuses and size modifiers. * Application of the Celestial and Fiendish templates as appropriate, to include the addition of Skills and Feats to formerly non-intelligent monsters that gain Int scores as a result of these templates. * Full alternate stats for monsters to which the Augment Summoning feat has been applied, to include all necessary updates to stats like attack and saving throw bonuses and hit points. This book and the series of which it is part are designed to be an invaluable resource for OGL game masters, players, and publishers alike. It is fully bookmarked and designed to be printer-friendly and easy-to-use. Make your game's monster better and get them into play faster with Cooper's Corrected Summon Monster I-III!
Tests of Skill v.3.5 is thoroughly revised, updated, and expanded version of the innovative OGL adventure module and sourcebook originally released as a version 3.0 publication and intended as a companion volume to Experts v.3.5. This edition has been expanded by 24 pages, had its character and monster stats corrected and revised, and had added to it one new encounter, one new scenario, one new scenario outline, a section on Defects and how to use them in the game, and numerous other elements. It is intended to be enjoyed both by people familiar with the previous version and those completely new to it. Tests of Skill v.3.5 is designed to entertain and challenge players through scenarios and encounters that can be overcome optimally through role-playing, skill use, and diplomacy. While traditional hack-and-slash techniques can be used to complete portions of the scenarios, most groups will find that tact, thought, and appropriate use of skills, feats, and abilities are generally much more useful and effective. It includes numerous tips on adjudicating skill checks that can be applied to any game session. Features include: - A versatile wild-land setting - the Silurian Heights - that can be used as a campaign setting or easily dropped into almost any existing milieu, including statistics on six different urban areas and local weather. - More than two dozen detailed encounters, including three complete mini-dungeons and general and specific encounter tables. - Three detailed scenarios and three scenario outlines that explain how to organize the included encounters into effective plot lines. - 10 maps and diagrams, including player's and DM's wilderness maps, diagrams of several encounter areas, and a dungeon map based on Dwarven Forge's Master Maze sets. - Dozens and dozens of fully keyed and described NPCs, including two complete adventuring parties and stats for sample Warriors, Commoners, and Experts of the types like to be encountered. - Three new prestige classes, the Gnoll Crocuta (plus the new Fear spell domain), Humbug, and Mercenary Commander. - 16 new Skills, 35 new Feats, and 19 new Defects. - Three new monsters, the Half Troll, Dire Hyena, and Multi-Mind. - Detailed rules on the creation, usage, and special properties of books, including their effects on XP and skill checks.
Are your game's Tarrasques and Thoqquas distinctly unobservant? Are your Vargouilles not as stealthy as they should be? Are your Wights not reaching their full potential? These are just a few of the monsters in the SRD that have significant errors in their stat blocks, bringing their mistakes into your game. But now Cooper's Compendium of Corrected Creatures fixes the problems you didn't even know your monsters had! This critical new series of books by ENWorld staff reviewer and 3.5 rules guru John Cooper presents thoroughly revised and corrected stats for the myriad creatures in the v.3.5 SRD. Features of Cooper's Compendium of Corrected Creatures: OGL Monster Stats T - Z (Tarrasque - Zombie) include: * Corrected stats for all the monsters in the L - S sections of the v.3.5 SRD, plus the appendices on Animals and Vermin, that address often-overlooked elements like skill synergy bonuses, size modifiers, and shapechanging abilities. Entries that have received especially painstaking attention in this volume include the various forms of Lycanthrope, skill points for which are almost universally incorrect in the SRD. * Stat blocks for OGL creatures described or referred to in the SRD but not given statistics there, including the Scrag, Bactrian Camel, Indian Elephant, Web-Spinner Monstrous spider (seven stat blocks, sizes Tiny through Colossal), and Hunter Monstrous Spider (seven stat blocks, sizes Tiny through Colossal). * Improved organization of material, especially items not listed in the proper order. * "Cooper's Comments" sidebars throughout the volume, which explain specific changes and provide guidance on how to most effectively apply them in the game. This book and the series of which it is part are designed to be an invaluable resource for OGL game masters, players, and publishers alike. It is fully bookmarked and designed to be printer-friendly and easy-to-use. Incorporating all official errata as well as corrections for errors that went unnoticed until now, this book presents the monsters from the SRD as they should be. Fix up your foes and run a better game with Cooper's Compendium of Corrected Creatures!
For three decades, Hobbsbad, New Mexico, has lived in fear of El Chupacabra, an unseen monster that comes in the night and feeds on blood. Every few years, the attacks become more frequent, and then stop just as quickly and mysteriously as they began. Nothing has been able to stop this malevolent creature. Now, one man has done the impossible and captured El Chupacabra alive, and tonight, he plans to reveal his prize to the world - or at least the highest bidder. Hobbsbad has been thrown into chaos, as crackpots, cryptozoologists, reporters, and ranchers swarm into it! Muerte al Chupacabras! is a scenario inspired by B-movies and pseudoscience that is designed to be played with 15 or more players and two to four staff members. Although it is meant to stand on its own, this script can easily be woven into any other campaign that features a lot of travel. Muerte al Chupacabras! is a Cthulhu Live 3rd Edition script that includes introduction, timeline, prop and costume information, and character stats and bios for 30 characters. This electronic script comes with three different variants - color, black-and-white, and background-free - and each of these comes in low-resolution screen-friendly and high-resolution printer-friendly versions. Although designed for the Cthulhu Live 3rd Edition horror live-action role-playing game, Muerte al Chupacabras! can easily be adapted for use with almost any other horror or action RPG.
City Builder: A Guide to Designing Communities is a manual specifically designed to help guide Game Masters through the process of creating exciting and compelling urban areas and other sorts of communities and places within them for their campaigns. It is a universal resource that is not specific to any particular game system and is intended to be compatible with the needs of almost any ancient, Dark Ages, Middle Ages, Renaissance, fantasy, or other role-playing milieu. This comprehensive, fully-illustrated book is divided into 14 sections and includes: * An Introduction that describes the scope of the book and how to use the material it contains; * A chapter on Communities that examines the Characteristics of Communities, including thorps, hamlets, villages, towns, cities, military bases, and plantations, along with regional and racial influences on their development; Buildings; the Physical Characteristics of Cities, including fortifications, lighting, and conditions on, above, and below city streets; and Disasters. * Chapters devoted to 10 specific sorts of places, including Craftsman Places, Entertainment Places, Professional Places, Tradesman Places, Mercantile Places, Service Places, Scholarly Places, Religious Places, Governmental Places, and Underworld Places. * Descriptions of nearly 70 different sorts of places, including eight created specifically for this book that have never before appeared elsewhere. * One to four Adventure Hooks tying in with each described sort of place. * An appendix on Guilds that discusses Guild Organization and Common Guild Regulations and includes a series of tables for Random Guild Generation. City Builder has also been written so as to be fully compatible with the various Skirmisher Publishing LLC d20 publications, including Experts v.3.5, Warriors, and Tests of Skill v.3.5. The contents of City Builder were initially released in 11 different volumes and these have been combined and expanded in this unified edition of the book. "City Builder is one of the most useful city building tools to come around in this half of the decade," DriveThruRPG staff reviewer Nathan Collins wrote of the individual volumes. "Strong writing accompanies fantasy element nicely. Whether you need to develop one isolated building the PCs are set to encounter, or a city that needs to 'pop up' quickly, there is something in this set that will greatly help you.
Are your game's Weretigers a bit on the unhealthy side? Are your Mephits not quite as intimidating as they should be? Are your Dark Nagas markedly unskilled? These are just a few of the monsters in the SRD that have significant errors in their stat blocks, bringing their mistakes into your game. But now Cooper's Compendium of Corrected Creatures fixes the problems you didn't even know your monsters had. This critical new series of books by ENWorld staff reviewer and 3.5 rules guru John Cooper presents thoroughly revised and corrected stats for the myriad creatures in the v.3.5 SRD. Features of Cooper's Compendium of Corrected Creatures: OGL Monster Stats L - S (: st="on"> st="on"> Lamia - Swarm) include: * Stat blocks for OGL creatures described or referred to in the SRD but not given statistics there, including the Merrow, Half-Orc 1st-Level Warrior, Sahuagin Mutant, and Sahuagin Malenti. * "Cooper's Comments" sidebars throughout explaining particular changes and giving guidance on how to effectively reflect them in the game. This book and the series of which it is part are designed to be an invaluable resource for OGL game masters, players, and publishers alike. It is fully bookmarked and designed to be printer-friendly and easy-to-use. Incorporating all official errata as well as corrections for errors that went unnoticed until now, this book presents the monsters from the SRD as they should be. Fix up your foes and run a better game with Cooper's Compendium of Corrected Creatures! * Corrected stats for all the monsters in the L - S sections of the v.3.5 SRD that address often-overlooked elements like skill synergy bonuses, size modifiers, and shapechanging abilities. Entries that have received especially painstaking attention in this volume include the various forms of Lycanthrope, skill points for which are almost universally incorrect in the SRD. * Improved organization of material, especially items not listed in the proper order.
Are your game's Fire Elementals a bit dim-witted? Are your Elves not as stealthy as they should be? Are your Formian Myrmarchs markedly unskilled? These are just a few of the monsters in the SRD that have errors in their stat blocks, bringing their mistakes into your game. But now Cooper's Compendium of Corrected Creatures fixes the problems you didn't even know your monsters had. This critical new series of books by ENWorld staff reviewer and 3.5 rules guru John Cooper presents thoroughly revised and corrected stats for the myriad creatures in the v.3.5 SRD. Features of Cooper's Compendium of Corrected Creatures: OGL Monster Stats E - K (Eagle, Giant - Krenshar) include: * Corrected stats for all the monsters in the E - K sections of the v.3.5 SRD that address often-overlooked elements like skill synergy bonuses, size modifiers, and shapechanging abilities. * A full 28 stat blocks for OGL creatures described or referred to in the SRD but not given statistics there, five under the Elf entry, one each under the Gargoyle, Genie, Ghoul, Giant, and Gnome entries, two under the Halfling entry, and 16 under the Hydra entry. * Improved organization of material, especially items not listed in the proper order. * "Cooper's Comments" sidebars throughout explaining particular changes and giving guidance on how to effectively reflect them in the game. This book and the series of which it is part are designed to be an invaluable resource for OGL game masters, players, and publishers alike. It is fully bookmarked and designed to be printer-friendly and easy-to-use. Incorporating all official errata as well as corrections for errors that went unnoticed until now, this book presents the monsters from the SRD as they should be. Fix up your foes and run a better game with Cooper's Compendium of Corrected Creatures!
Are your game's Aboleth Mages under-average? Are the Greater Barghest's skill points grimly befuddling? Do you find Retriever Demons to be ridiculously dominant against your PCs? These are just a few of the monsters in the SRD that have errors in their stat blocks, bringing their mistakes into your game. But now Cooper's Compendium of Corrected Creatures fixes the problems you didn't even know your monsters had. This critical new series of books by ENWorld staff reviewer and 3.5 rules guru John Cooper presents thoroughly revised and corrected stats for the myriad creatures in the v.3.5 SRD. Features of Cooper's Compendium of Corrected Creatures: OGL Monster Stats A - D (Aboleth - Dwarf) include: * Stats for a number of official OGL monsters mentioned but not given statistics in the SRD, such as the Hound Archon Hero's Juvenile Bronze Dragon mount. * "Cooper's Comments" sidebars throughout explaining particular changes and giving guidance on how to effectively reflect them in the game. This book and the series of which it is part are designed to be an invaluable resource for OGL game masters, players, and publishers alike. It is fully bookmarked and designed to be printer-friendly and easy-to-use. Incorporating all official errata as well as corrections for errors that went unnoticed until now, this book presents the monsters from the SRD as they should be. Fix up your foes and run a better game with Cooper's Compendium of Corrected Creatures! * Improved organization of material, especially items not listed in the proper order. * Corrected stats for all the monsters in the A - D sections of the v.3.5 SRD that address often-overlooked elements like skill synergy bonuses, size modifiers, and shapechanging abilities.
Experts v.3.5 takes the concept of the Expert non-player-character class briefly described in the Dungeon Master's Guide and gives it unprecedented depth and playability. This 176-page book includes: * More than 30 fully detailed Expert types, including the Alchemist, Blacksmith, Courtesan, Merchant, Miner, Navigator, Physician, Sage, Sailor, and Weaponmaker. * The Specialist, a new basic character class that players can use to create versatile "adventuring Experts" of any sort. * The Guild Master, Militia Leader, and Spellcrafter prestige classes, the latter of which can allow Experts, Specialists, and other characters to gain specialized magical abilities that they can use to enhance their mundane abilities. * More than 100 skills, including dozens of Crafts and Professions and detailed rules for creation of everything from weapons and armor to buildings and ships. * The concept of Convergence Tasks, activities that can be accomplished as the result of having ranks in two or more skills (e.g., use of Craft (Blacksmithing) and Profession (Mining) to perform Smelting). These can allow characters to perform relatively specialized functions but does not inundate the game with obscure, rarely-used skills. * A section of 20 new Feats. * 22 new magic items. * More than two dozen ready-to-use NPC Experts that can be used as-is or easily modified to suit any campaign or adventure. * Flavor text from a number of literary sources that can help stimulate interest in the various sorts of Experts presented in this book, suggest how they might be used, or show them in a different light than usual.
Set in Yugoslavia in 1943, during the height of World War II, this tense and exciting scenario focuses on the struggle between Allied and Axis special operations teams to seize control of information critical to control of the Balkans. Players can assume roles as military or civilian operatives in one of four opposing factions, the Office of Strategic Services (OSS), the SS Ahnenerbe occult operations division, the Communist partisans, or the Chetnik royalist freedom fighters. Little by little, however, the characters will begin to realize that their war is not the first to have left its mark on the region in which they are battling for supremacy - and that their actions are uncovering a powerful and dangerous evil that is beyond anything they ever expected to face. WitchFinder is a Cthulhu Live 3rd Edition script set in the Balkans during World War II that includes introduction, timeline, prop, and costume information and character stats and bios for 30 characters. This electronic script comes with three different variants - color, black-and-white, and background-free - and each of these comes in low-resolution screen-friendly and high-resolution printer-friendly versions. Although designed for the Cthulhu Live 3rd Edition horror live-action role-playing game, WitchFinder can easily be adapted for use with almost any other horror or action RPG.
Welcome to Wonderland, a strange, sometimes creepy alternate world that incorporates aspects of a fairytale land, the elements of children's nightmares, and a demi-plane of chaos! This OGL sourcebook is inspired by the works of Lewis Carroll, including his Alice's Adventures in Wonderland and Through the Looking Glass and a number of poems. It includes: * More than 20 monsters and NPCs native to Wonderland. * Chapters of Wonderland Skills, Feats, Spells, and Magic Items. * A Wonderland Gazeteer * Wonderland Adventure Hooks * Tables for selecting Random Wonderland Items
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