In a new handy-dandy size comes everything a Games Master needs to know in order to run the D20 system! A perfect complement to the Pocket Player's Handbook, the Pocket Games Master's Guide wil reduce the need for you to lug heavy books to every gaming session!
From the daring exploits of space pirates to the domination of star-spanning empires, SpaceQuest is the ultimate guide to a universe of high adventure. Applicable to limitless science fiction settings, this new generic roleplaying game uses the updated rules systems from Mongoose's acclaimed RuneQuest line. SpaceQuest takes the classic space opera genre to a new level of cinematic realism.
Kobolds are a common sight in many campaign worlds; deemed by most adventurers to be a minor nuisance at best. Certainly, most experienced adventurers would question the need to study kobolds in any great depth, but then, few have faced the full might of a kobold clan and lived long enough to warn others of the peril they offer. The Slayer's Guide to Kobolds offers insight to all adventurers in the culture and society of this vicious race, enabling them to track down, engage and wipe out dozens of these murderous beasts. It can only be hoped that such efforts will be enough to stall and drive back a race that is, almost literally, numberless. No race in any campaign world, however, exists solely to provide cannon fodder for allegedly heroic adventurers. The Slayers Guide to Kobolds redresses this imbalance by giving Games Masters the information they need to make kobolds a solid and coherent part of their campaign. No longer will players merely scoff and draw their swords when they meet a group of kobolds within some ancient ruin. Finally, kobolds will have the respect they have always deserved. Book jacket.
No organization in the Babylon 5 is as ubiquitous or daring as InterPlanetary Expeditions, informally referred to as IPX. This sourcebook describes the shady organisation in all its extended glory, from paramilitary arms to archaelogical digs.
In the fifty issue of Signs & Portents there have been a large number of superb articles and scenarios for the Babylon 5 game. The Babylon 5 Compendium is a collection of the best of these, updated to second edition rules. Besides several scenarios, there are articles on characters from the series, new locations, villains and organisations all of which will breathe life into your Babylon 5 games.
Roleplaying in a modern setting is not very difficult to envision. The easiest analogy to grasp is probably that of an action movie set in the modern day with you and your friends cast in the starring roles. Maybe you are a team of special agents on the trail of a drug lord in some third world country or a group of commandos stalking (and being stalked by) a bizarre alien with a yen for deep fried earthling. Modern roleplaying is just like playing parts in a movie expect the script is only a guideline and the ending is not written yet. That is the magic of roleplaying in modern times. Everything is familiar, or at least similar, to the things around us and the time period is second nature. That means that most things do not have to be described or explained in excruciating detail. When the Games Master, the 'director' running the game and handling all the of the roles that extras would normally play, tells you that a whopping huge bus is about to explode if its speed drops below 60 miles an hour, he does not have to provide you detailed information on what a bus is and whether 60 is really fast or very slow. This familiarity makes for a more comfortable gaming environment and keeps every player on a more or less even footing. The familiarity also allows for stark contrast. When you, as a detective character, discover that the ice cream truck driver is actually an alien serving strange drugs to neighbourhood children to control their minds and mutate them into a pint sized space army of death and destruction, the ordinary becomes unnatural. This twisting of normal reality is a powerful storytelling device and it also works extremely well in roleplaying. When even ordinary, everyday things become tools for the Games Master, modern roleplaying is at its best.
Bringing the divination school to the fore, Encyclopaedia Arcane: Divination offers a host of new spells and options for players and games masters to utilise in their games. New feats, spells, prestige classes and rules for scrying ensure that the diviner will rarely be overlooked again.
Welcome to Way of the Horned God, the fourth adventure in the Horned Lord and Moon Sow campaign for the Sláine roleplaying game. In this epic adventure, the heroes will need to free their tribe from fomorian tyranny, quest for the tribal treasures of the other three Tuatha de Danaan, unite the four Tribes of the Earth Goddess under a single High King, re-establish the religion of Carnun, the Horned Lord, and assemble the last of the magical Teeth of the Moon Sow to create a magical artefact of staggering power! All you need to play Way of the Horned God is this book, a copy of The Player's Handbook, and the Sláine RPG. The first Slaine supplement, Tir Nan Og, would be useful for additional background but is not essential; the same is true of the Fir Domain Tribe Book.
Only a tiny fraction of the population within Mega-City One have any psi-talent at all. Through the power of their mind alone, these rare individuals are able to influence the thoughts of another, levitate inanimate objects, or gaze into the future to witness their own fate and that of others. Ever since the Atomic War of 2070, the incidence of psi-talent within the population of virtually every city in the world has steadily been increasing - as have the dangerous associated with this unpredictable skill. Over 90 new psi-powers, prestige classes, and monsters are fully detailed in this supplement, greatly expanding the Judge Dredd Roleplaying Game.
Bugbears are cunning adversaries, creatures that rarely fight to the death, preferring to flee from a lost battle in order to nurse their vengeance for another day. Adventurers who believe they can simply wade into a horde of bugbears and slay them in glorious combat are in for a rude shock and are certain to fall prey to the myriad of traps and ambushes the bugbears use in their own style of warfare. This d20 supplement helps Games Masters use bugbears in their campaign, in a way players will never forget.
The second Judge Dredd scenario in the Kazan Gambit trilogy from Mongoose Publishing continues the story of the greatest threat Mega-City One has seen in many years, as judges continue to track down evil Sov-block agents before they bring the Justice Department to its knees. Complete with all new rules, Russian Roulette not only provides several gaming sessions of exciting adventure, but also forms a vital part of the growing Judge Dredd roleplaying game.
Harpies are cruel and vicious monsters that delight in the suffering of others. They elevate selfishness and narcissism to new heights in their constant drive to establish superiority over lesser species such as humans, dwarves and elves. Yet many Games Masters consider Harpies as no better than animals, unthinking brutes that can be used to challenge low and mid-level adventurers once creatures such as orcs cease to pose a threat. This fails to take into account the unique strengths and abilities of the Harpy which, when used properly, allow them to be used as opponents for even high-level characters. The Slayer's Guide to Harpies is packed with information on how to do just that.
The second Judge Dredd scenario from Mongoose Publishing takes a patrol of judges on a roller-coaster ride through Mega-City One, in a desperate attempt to track down evil Sov-block agents before they bring the Justice Department to its knees. Complete with all new rules, Sleeping Kin not only provides several gaming sessions of exciting adventure, it also forms a vital part of the growing Judge Dredd roleplaying game.
One of the great tribes of the Earth Goddess, the Falians are regarded as mad by other tribes in the land of the young. Yet, these Lords of Shadow are sane enough to know exactly what they are doing and mad enough not to care! This d20 sourcebook for the Slaine RPG introduces a wealth of information about this tribe of crazy warriors and insane druids.
This first volume of the RuneQuest Compendiums collates all the most popular articles that have appeared in Signs & Portents over the years, and presents them for the tabletop! Inside you will find new magicks, in-depth treatises on the Aldryami, new monsters, shapeshifting, Gloranthan characters - and rules for getting drunk! Useable with all RuneQuest II-based settings.
RuneQuest Trolls is the flagship book in a new line that examines the Second Age Gloranthan races in detail. Trolls, or Uz, are described in physiological, psychological and regional detail, including new troll-specific spells, legendary abilities and equipment.
Weighing in at 64 pages, this is an indispensable guide for any citizen (whether player or Games Master crated) who aims to cause the Justice Department as much trouble as possible. Sporting a front cover that shows Chopper giving Judge Dredd himself the run-around, it puts you right into the spirit for which this supplement is intended! The first chapter covers that most glamorous of crazes, Skysurfing. Here you will find a complete history of the sport, along with full details of each of the world , along with the rules for running your very own race as part of a scenario. The chapter winds up with the Brit-Cit craze of Zipp Boarding, about to become very popular in Mega-City One. Next up is the Pro-Eating chapter. Full rules are given for surgical procedures (detachable jaws and the like) and appetite enhancers/inducers to allow citizens to 'pork up'. Full rules for the game Shuggy are provided, both for 'real life' and the RPG, and citizens will find the Shuggy Hall Owner prestige class will fit in very well with the Rookie's Guide to Criminal Organisations. . .The Rookie's Guide to Crazes winds up with Getting Ugly, every citizen's guide to setting themselves apart from their neighbours. A full range of creams, perfumes and other products are all fully detailed, ready for players to get 'uglied-up.
Expanding the RuneQuest magic systems, Spellbook II brings hundreds of new spells, enchantments and rituals for all types of magic. Whether your caster is skilled at Sorcery, Divine magic, Rune magic, or any one of their many variants, he will find greater power and flexibility in this tome. Fully compatible with all RuneQuest games, including Hawkmoon and Elric of Melnibone, Spellbook II sizzles with arcane energy!
Thank you for visiting our website. Would you like to provide feedback on how we could improve your experience?
This site does not use any third party cookies with one exception — it uses cookies from Google to deliver its services and to analyze traffic.Learn More.