A Time for WarWhen a President and a Prime Minister want to go to war to remove a dictator and gain control of his country’s vast reserves of oil, they must gain public support. A threat from the dictator President to use chemical and biological weapons gives them their reason. But the weapons inspectors just can’t find the evidence that the country has such weapons. To counter this, a political dossier is created claiming the existence of weapons of mass destruction. A Time to DieDr John Finch, the world-renowned British specialist in chemical and biological weapons, is a member of a UN inspection team. He discovers that no such weapons exist, that the dossier is misleading and refuses to toe the political line. His actions do not stop the war, but it results in him becoming a target for a political assassination. Chuck Cornell, a member of the ultra-secret ‘Black Eagles’ is assigned the task, and Dr Finch is his victim. When Dr Finch is found dead in a wood it looks like suicide, but somebody has tampered with the crime scene, unidentified men are seen in the area and unusual activity at the scene is observed. A Time for Justice?To halt the media frenzy a formal inquiry is set up, but vital witnesses are not called and a political cover-up looks likely. The Excalibur Foundation, an organisation that seeks justice for political victims, decides to take up the case. They propose to hunt down Chuck Cornell themselves and former French Foreign Legion sniper Dan Pierce is hired for the mission. During the operation to eliminate the Black Eagle however, a political target comes into Dan’s sights. Dan now holds the power to bring justice to the world, it’s just a matter of squeezing the trigger…
This story about two great men combines fact and fiction. Lionel Crabb, a Second World War hero who, through his exploits as a frogman, was awarded the OBE and the George Medal, and Maitland Pendock, an obscure businessman with a love of the arts who moved in the shadows and served in the wartime Ministry of Information was their link to the Secret Intelligence ServiceM16. These two very distinctive personalities, from very different backgrounds, became firm friends. From Shanghai in the 1930s to the Cold War in the 1950s, they moved in the world of espionage. Crabbs fiance, Pat Rose, worked for the security service; he himself was their target. When Crabb disappeared in 1956 while diving under a Russian warship in Portsmouth, England, Pendock became the focus of the security service because of Crabbs connection to the head of the Royal Navy, Lord Mountbatten. It had been a great adventure, but in the end, they knew too much. Britain had long been a hotbed of spies, defectors, and cover-ups to such an extent that it has become very difficult to determine fact from fiction. The world of spies, defectors, traitors, and the Establishment is a murky and dirty one. However, one fact that provides the foundation for this book is that the official record about Crabbs last dive in Portsmouth is held under the one-hundred-year secrecy rule. This means that the facts might be revealed in 2056. This story, although a novel, is based on facts and information provided by witnesses to events and is the inside story.
Thomas becomes disillusioned with the war on the Western Front - where he endures boredom, lice, mud, shells, lack of food, a scarcity of ammunition, and the mass slaughter of 'over the top' assaults. Having been wounded rescuing a comrade, he returns to England.In a conversation with Lord Overbury, his pre-war employer and Colonel of the London Rifle Regiment, Thomas poses the possibility of undertaking a covert operation behind enemy lines in order to attack ammunition depots and armaments factories. His vision is to do this in a daring raid aboard a boat travelling along the River Rhine. Against all odds, approval is given and a special group is selected to prepare for the mission.Thomas had been born into poverty but after losing his parents, his job and home, a quirk of fate brings him to the estate of Lord Overbury and his daughter, Lady Clarissa. Crossing the class divide, a friendship develops between Thomas and Clarissa - as well as between Thomas and the cook's daughter, Rosie. Rosie's deceased father was German and it is she who teaches Thomas to speak the language.Clarissa becomes a nurse on the front line. When the covert operation takes place, she goes along as the group's nurse, with Rosie also onboard as cook and German speaker. The drama unfolds, leaving in its wake success, love, death - and the inevitable question... was it all worth while?
Crime Pays are the reflections of a Justice of the Peace who, having spent 16 years on the front line of criminal justice, is not slow in courting controversy. Mike Welham’s views are critical and damning of government failures. As a magistrate he believes that the Human Rights Act, a necessary law drawn up to deal with abuses by despot dictators, has been highjacked to become a criminals’ charter. The outcome is that crime has evolved to an extent that there is virtually no compassion or support for victims. Crime Pays provides a flavour, sometimes humorous, other times frustrating, of cases which Mike has sat on and demonstrates the impact that crime has on us all. He shows how the welfare state has failed and produced a broken society and he argues, with examples, that broken homes, unemployment, political correctness and uncontrolled mass immigration have all contributed to the increase in crime. Mike looks at serious crimes and devotes a section of Crime Pays to the failure of punishment and rehabilitation and a focus on what he terms, ‘Mrs. Windsor’s Hotels’, the prisons and the convicts who appear to run them, while also looking at the emotive and controversial issue of the repeated calls for the reintroduction of capital and corporal punishments. There are few books that openly challenge the criminal justice system from an insider’s perspective. Crime Pays is therefore a unique insight into a Justice of the Peace’s view on the real impact crime is having on society.
Andrei Dragomir moves to London, where the system allows him to expand his operation as one of Europe's leading exploiters of the demand for underage sex with young girls.His exploits are challenged when a schoolteacher searching for pupils, a woman who has duped into going to London is forced to work for Dragomir and a female police detective working for a London Sexual Exploitation Unit, create an alliance to gather evidence about Dragomir and his sordid activities.With the authorities ignoring the situation help comes from the Excalibur Foundation. They engage Dan Pierce, a former French Foreign Legion sniper, to gather and secure further incriminating evidence. His discoveries expose an evil world of greed, perversion and corruption in an operation against Dragomir, his thugs and corrupt officials in London and Africa to rescue the girls and stop his operations.
The Adventure Quarterly Relaunch! Welcome to the latest issue of Adventure Quarterly, now with new hand drawn cartography by Tommi Salama and all original art to help createencounters and stories you want to be a part of. Where creative designers cut their teeth, or continue to sink seasoned canines, into the meat of what makes an enjoyable adventure. Ruins Perilous, Level 3, The Sensodrome Immerse yourself in the Sensodrome. At one time this magnificent subterranean concert hall that has been transformed in to puzzle traps for all your senses A location adventure for 3rd level PCs that tests the mettle of adventurers by Mike Welham. Legacy of the Fishermage: A unique new quest adventure for 9th level characters from Michael Allen, The Salmon of Wisdom who ate the acorns that fell from the Tree of Knowledge has spawned again and the ogre, Grenneck Shieldfist, is close to finding it and succeeding where the Fishermage who long sought for it, failed. Paradox: this gauntlet of combat and temporal conjecture, throws the PC into the midst of a disintegrating multiverse, can the PCs set things right or will all they have adventured for be for nothing? A great capstone adventure for long running campaigns and 18th level characters by Bret Boyd
Following the end of the Second World War, a secret organisation established in Germany continues the work begun by the Nazis towards the domination of all of Europe and beyond. Gone are the bombs, blitzkriegs and mass slaughter, as control of the European Union will fulfill the destiny of the Fourth Reich through a powerful force: money. The vast unregulated wealth generated by the EU secretly supports the cause. Money buys power through personal greed and corruption, allowing the manipulation to proceed unchallenged.Dan Pierce, a former French Foreign Legion sniper and now a "e;facilitator"e;, is hired by the Excalibur Foundation to gather evidence of the secret activities in the Castle Stoltz. However, Dan is soon drawn into the powerful and dirty world of politics, where people sell their souls for money and power.
GM's Miscellany: Village Backdrop: IV collects together the fourth twelve Village Backdrops, along with bonus, never seen before village. Village Backdrops present the details so the busy GM can focus on crafting exciting, compelling adventures.
Oliver was born in the aftermath of the First World War; he grew up on a large estate learning the skills of poachers, fieldcraft, shooting and an instinct for navigation. From an idyllic life he was sucked into the Second World War; he joined the army where he was given a commission. He had no idea that his future was to involve high adventure, combined with a bevy of female admirers who were to affect his life.Formal soldiering did not sit well with him so the army focused his destiny. He trained as a commando. Posted to Egypt, the Long Range Desert Group sought his military and linguistic skills; he soon found himself deep behind the enemy lines gathering intelligence. Then he was transferred to the Special Air Service, where he took part in behind-the-lines raids against enemy targets in North Africa. As the war in the desert drew to a close, he returned to England to prepare for the invasion of Europe. He led a four-man SAS team who were dropped into occupied France. Their mission was to blow up railway lines and trains at the market town of Le Dorat in south-west France, so as to delay the German army's hasty move north to counter the D-Day landings.
Tired of glossing over the details of your PCs' overland journey (except for the inevitable, violent random encounters)? Want to add in minor features of interest to their journeys? Want to make their journeys seem more "real"? Then GM's Miscellany: Wilderness Dressing is for you! A compilation of the Wilderness Dressing line, each instalment focuses on a different type of wilderness or a feature therein and gives the harried GM the tools to bring such features to life with interesting and cool noteworthy features. GM's Miscellany: Wilderness Dressing presents loads of great features and details to enliven your PCs' travel both overland and by sea. Designed to be used both during preparation or actual play, GM's Miscellany: Wilderness Dressing is an invaluable addition to any GM's armoury!
A passenger aircraft heads towards London; it has a bomb on board. In the city, members of Islamic State have placed a dirty bomb at a strategic London location. Their plan is for the aircraft to crash into central London to combine with the detonation of the dirty bomb. It means the destruction of London is about to begin.The Islamic State has secreted thousands of battle-hardened IS soldiers into Europe, hidden amongst the flood of refugees and migrants, so that they can spread their Jihad. They are going to do battle and attack the non-believers with the aim of total domination through their radical form of Islam.Grenville Makepeace runs the MI6 Middle East anti-terrorist section but has to take a cautious line because there are those who ignore the terrorist threat already embedded in the corridors of power. Those responsible for safeguarding the country from attack are being challenged, so he turns to the Excalibur Foundation for help. They in turn look to Dan Pierce, a former French Foreign Legion sniper, and his reporter associate, Katie Jackson, to cut the head off the IS snake...
Rawr! A Series of Monstrous Malevolence TPK Games is proud to bring you a another installment of our dark and sinister series all about monstrous malevolence! We have lovingly entitled it 'Rawr!', and it is a series all about monsters, and not just new monsters -- but what makes them tick. What makes a monster scary? How can you bring fresh new content to truly make your beasties come alive? We explore new themes each volume and give you new options for your monsters. Options that will allow you to adapt your creatures and give your players a definite surprise at the game table. We want to give you that element of surprise and horror you felt the first time you fell prey to a mimic while looting that overflowing chest of treasure, or contracted mummy rot. Yeah, we're like that. Volume Two: Flame & Wrath Our second volume is 65 pages of draconic 'Flame & Wrath.' Within is our monstrous advice section, allowing you to get into the head of your dragons. New options are presented for the dragons themselves, including dragon barding, embedding treasure in their scales and the aberrant template, allowing dragons to have mutated colors, throwing off their hunters. Give your dragons any of the 15 new draconic feats or 7 new traits. What about players or monsters with draconic bloodlines? We have you covered. We have major and minor bloodlines for all the chromatic and metallic dragons. There's also 90 feats to enhance your bloodline abilities! Of course, we wouldn't let you go without giving you 5 new draconic creatures too. Grab this awesome sourcebook now and breath new life into your dragons. Build a paladin with the gold dragon bloodline. Create a wyvern with the red dragon bloodline template. Create a blue dragon with the aberrant template and look like a brass dragon. It's time to set the world on fire...
Dark Motives and Darker Alliances Citizens of Zobeck are going missing. Catacombs beneath the urban abodes may have answers, but what lurks in them may not enjoy company... Rumors swirl of an unholy marriage between blood thirsty factions. As haunting dreams and prophetic utterances swell, the danger becomes clear. Such a union would be catastrophic... Who will uncover and stop these foul and ghoulish workings? Will your adventurers have the fortitude and ambition--or the greed and cunning--it takes to put a stop to them? Empire of the Ghouls is a complete adventure for characters level 1-13 for the 5th edition of the world's first RPG. You'll also find a gazetteer detailing the Ghoul Imperium in the depths of the Underworld--complete with map! --and appendices filled with new cults, creatures, magic items, and NPCs. Sharpen your blade and conjure magical light, and root out the foulness below the earth!
Darkness, discovery, and death in the Underworld An encampment of the drow defending an Underworld entrance. A cathedral lit by the eerie green glow of thousands of candles. A powerful lich inhabiting the corpse of a giant petrified worm. Inside, you'll find these and more! More than a dozen standalone, single-map adventures for characters of levels 3 to 14 will challenge players with derro and darakhul encounters, fantastical locations like the Skullcap Forest and an outpost of the Ghoul Imperium, and powerful opposition like a clan of cave giants known as the Sunseeker tribe. Use these as a stop along your campaign or in a single, standalone session. Whether a party of heroes or characters of flexible moral fiber, they will enjoy the struggle and triumph of these Underworld Lairs. That is, unless the cave dragon adds them to the foundation of his ziggurat of bones! For the 5th Edition of the world's first roleplaying game.
The Adequate Commoner for the Pathfinder RPG presents a new perspective on what is probably the most overlooked character in any game: the Commoner NPC class. Now commoners can be more than just faces in a crowd and cannon fodder. They can be the player characters! The Adequate Commoner puts several new twists on these (traditionally) non-player characters, providing new ways to use them to infuse new life into your game. Want to play a commoner with lofty goals? Try out the Gear Commoner or Mythic Commoner. We've also tossed in some Commoner Jobs to better customize your character with new options. Interested in New Commoner Feats and New Commoner Traits? Well, those are here too, as well as ways to use creative feat combinations towards creating an effective fighting style. And what would these fighting styles be without a selection of Commoner Weapons? Even a superior commoner is not likely to survive a life of adventure for long without some help. That's why we've provided an arsenal of New Tools, Consumables, and Ammunition, as well as New Magic Items and New Alchemical Items of particular interest to such an aspiring hero. And if that isn't enough to not just keep your commoner alive, but bring them victory, how about checking out the new concept of Improvised Traps? Rounding out such goodies are tactics and suggestions for running a commoner character game, as well as Cooks' Day Out, a beginning adventure for commoner characters just hoping to survive the day. ... and there's more! So, if you're bored with the exceptional and fed-up with the extraordinary, how about giving the mundane a try? We promise, your commoners will never seem common again.
Some Just Want to Watch the World Burn! When the high priest of the sun goddess brings the planet and the sun closer together to spread his deity's light to every corner of existence, the world begins to heat up dangerously. All attempts to breach the Temple of Luminescence and halt the magic powering this catastrophe have failed. The adventurers must perform an incantation known as the path of the sun and navigate the temple's defenses to stop the high priest. But what appalling truths which led to this deadly incident will the adventurers uncover-and can they save the world before it burns? Deadly Delves: Temple of Luminescence is an exciting deluxe module in Jon Brazer Enterprises' Deadly Delves product line, and is created for the Fifth Edition of the World's Oldest Fantasy Roleplaying Game. This adventure is designed to heartily challenge a party of 15th- through 18th-level PCs and leave them with a memorable heroic tale. Inside these 51 action-packed pages, you'll find: 8 Fully-Statted New and Variant Monsters and 2 High-Level NPCs-keep your players on their toes by having them face off against an ancient solar dragon, a dwarven high priest, and new golems, elementals, and demons 9 New Traps to keep your PCs on their toes 11 New Hazards and Curses to make the environment unique and interesting as the sun's power scorches all within the temple 5 New Magic Items ideally suited to high-level characters A New Type of Spell Anyone Can Cast which lets the adventurers pass as one of the temple's own A Beautiful Map perfect for play Enough content to get your group of 15th-level PCs to 18th level, or your 18th-level PCs to 20th level Dangers Unknown. Treasures Untold. Adventure Awaits.
From Good to GREAT! Good-aligned creatures are vastly outnumbered in roleplaying games, for the obvious reason that most of the time the characters are the heroes of the stories and they are unlikely to fight the powers of good. However, in a mythic world of mythic threats from the forces of darkness, there is a need for a mythic response, and here you will find it: the Guardians of Good! These mighty monsters stand just a little lower than the angels in purity of heart, but are second to none in strength of spirit as unconquerable bastions against evil. Here you will find the mighty metallic dragons, from the young brass to adult copper, giant adult bronze and ancient silver, all the way up to the great wyrm gold dragon. Beyond such winged wonders are the feathered serpents of the jungle, the couatl, along side the shedu, tauric guardians of the deep desert and the lammasu, the winged lions of heaven. Friendly but fierce blink dogs and luck-bearing ceru are also found within, alongside seagoing tritons and the secretive yet stalwart swan maiden. As if a dozen and one goodly guardians from CR 3 to 28 were not enough, we bring you the wise and noble chiron, immortal centaur mentor to aspiring heroes and trainer in the arts of the mind and heart as well as with bow and blade. Beyond these beatific beasts, we also bring you eight brand-new feats, including both non-mythic and mythic versions, to represent the mysteries of devotion to the cause of weal and righteousness that will help your heroes carry the day against any enemy.
A Time for WarWhen a President and a Prime Minister want to go to war to remove a dictator and gain control of his country’s vast reserves of oil, they must gain public support. A threat from the dictator President to use chemical and biological weapons gives them their reason. But the weapons inspectors just can’t find the evidence that the country has such weapons. To counter this, a political dossier is created claiming the existence of weapons of mass destruction. A Time to DieDr John Finch, the world-renowned British specialist in chemical and biological weapons, is a member of a UN inspection team. He discovers that no such weapons exist, that the dossier is misleading and refuses to toe the political line. His actions do not stop the war, but it results in him becoming a target for a political assassination. Chuck Cornell, a member of the ultra-secret ‘Black Eagles’ is assigned the task, and Dr Finch is his victim. When Dr Finch is found dead in a wood it looks like suicide, but somebody has tampered with the crime scene, unidentified men are seen in the area and unusual activity at the scene is observed. A Time for Justice?To halt the media frenzy a formal inquiry is set up, but vital witnesses are not called and a political cover-up looks likely. The Excalibur Foundation, an organisation that seeks justice for political victims, decides to take up the case. They propose to hunt down Chuck Cornell themselves and former French Foreign Legion sniper Dan Pierce is hired for the mission. During the operation to eliminate the Black Eagle however, a political target comes into Dan’s sights. Dan now holds the power to bring justice to the world, it’s just a matter of squeezing the trigger…
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