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Advanced Adventures #30: To End The Rising By Geoff Gander
Paperback: $12.00
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To End The Risingis an OSRIC(tm) module designed for 6-10 adventures of levels 1-3. The shores of Lake Selmar, and the village of Prallis, are normally tranquil – except during the Rising.... More > Every five years, a host of fearsome monsters emerges from the lake to lay waste to the village. The locals have endured this terror for decades, but now innocent travellers have been attacked. Can the party put an end to the Rising, forever? If you enjoy this adventure, look for future releases in the Advanced Adventures line from Expeditious Retreat Press.< Less
Advanced Adventures #31: The Lost Lair of Drecallis By Rick Maffei
Paperback: $12.00
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Evoking the early days of roleplaying, Advanced Adventures have the action and style of the modules of old. Compatible with the first edition of the world's most popular fantasy roleplaying game,... More > stock up on Advanced Adventures and turn long-time browsers into enthusiastic shoppers. The Lost Lair of Drecallis is an OSRIC(tm) module designed for 4-8 adventurers of levels 4-7. For a second year in a row, Drecallis has not appeared on the appointed day to collect her tribute from the people of Longridge. Is the terrible beast dead? Or has the great reptile departed for greener pastures? The elders are desperate to discover the truth, and if the dragon is indeed dead, a priceless hoard may be sitting in the dragon's lair, unguarded. A call has been put out for brave souls willing to seek out the remote lair of Drecallis and investigate! Retailers can request a PDF demo by contacting Joseph Browning at joseph browning@gmail.com.< Less
Sword and Spear By Mark Lewis
Paperback: $22.44
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(1 Ratings)
Sword & Spear is a set of wargames rules for large battles set in the Ancients & Medieval period. They are suitable for any scale figures and any basing standard. The only requirement is that... More > figures are organised into units of equal frontage. A typical game consists of about 12 units on each side and games take around 2 – 3 hours. The rules are designed from a top-down perspective, focusing on outcomes rather than detail.< Less
WIZARDS MUTANTS LASER PISTOLS! VOLUME 1 COMPILATION By Alex Fotinakes et al.
Paperback: $16.99
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WEAR GLOVES BEFORE HANDLING! THIS ‘ZINE MAY STILL BE DRIPPING WITH MUTAGENIC PROTOPLASM! Within lies a taste of the world of Fantasy before it was clipped and trimmed and placed in a neat box.... More > Animators and Musketeers delve dank dungeons teeming with Nosferrogu and Flamingodiles, where mutant tribes battle coldly calculating Luminites with poisoned spears and blazing lasers. Shitoth the Spider Daemon and Bitlinktaknerekt the Hell Gnome stalk their deadly lairs. The mummified head of the ancient sorcerer TuattaTan berates you for your obesity. Genres mix and epochs mingle, arcanotech and dinosaurs, Thundarr meets Cthulhu! Dreams coalesce and nightmares take on reality. What is this glorious mess?! It’s WIZARDS MUTANTS LASER PISTOLS! the fanzine of old school weirdness!< Less
The Role-Playing Game Primer By Chris Gonnerman
Paperback: $4.75
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Are you interested in classic paper-and-pencil role-playing games, but you have no idea where to start? This is the book for you. The Role-Playing Game Primer starts from the very beginning, first... More > showing you how to play, then giving you hints and tips on how to do it better. Later chapters provide guidance for beginning Game Masters, to get you up and running even if you have little or no experience as a player. The RPG Primer is aimed at players and GMs of "Old School" paper-and-pencil role-playing games and their modern "retro-clones." It features several of the earliest and best known of the Old School Renaissance games, including Basic Fantasy RPG (by the same author), OSRIC, Labyrinth Lord, and Swords & Wizardry.< Less
Adventure Anthology 1 (perfect bound) By Chris Gonnerman
Paperback: $4.00
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This is the first Adventure Anthology Series multi-adventure module for the Basic Fantasy Role-Playing Game! Herein you will find a collection of small adventure modules, playable in a session or... More > two, written by various authors. The adventures in this collection are in varied styles and are suitable for characters from first level to eighth.< Less
The Dungeon's Front Door & Other Things in the Deep Dark By Alexis D. Smolensk
Paperback: $11.32
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(2 Ratings)
Join an intrepid, rakish day adventure into the fantasy dungeon, the staple of fantasy role-playing games. Here are 13 essays surveying the sub-structure of dungeons and their philosophy, what makes... More > them popular and what we can do to expand their potential. With humour, inventiveness and biting sarcasm, Smolensk uncovers the relationship between dungeons and post-apocalyptic survival, digs into the megadungeon, breaks the fourth wall and reveals the dual natures of time and fate hidden behind the Dungeon’s Front Door. A great experimenter, there are few who can compare with Smolensk’s drive and dedication.< Less
Cast Tower of the Blood Moon Rises! By Clint Bohaty
Paperback: $11.99
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An Adventure for 2nd and 3rd-Level DCC RPG Characters! "Beware the power of Ruzzick–Tol, Conqueror of Nature and Death. Time defeated rewinds the soul, Renewing one last... More > breath." Terror pillages the minds of those rooted within Hallowstone Valley; their Thane's daughter lost and their families tormented by the arrival of a murderous beast! Before the villagers can be unbound from fear, adventurers brave enough to lend hand will find themselves plunging down a mysterious spiral of betrayal, half–truths, blood magic, and death — eventually gaining possession of an extraordinary artifact of an immortal but perilous nature. What happened to Torene? Who was Harfin Hazelnook? And what has spawned the beast which now preys on the weak of Thanesmire? The answers await only those courageous enough to seek them out! Written by: Clint Bohaty Illustrated by: Jay Rasgorshek Edited by: Julian Bernick< Less
Bloody Basic - Mother Goose Edition By John Stater
Paperback: $8.99
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Bloody Basic takes the advanced Blood & Treasure Fantasy Role Playing rules and boils them down to the essentials to make gaming easy, fast and fun. The Mother Goose Edition rules include rules... More > for the races, classes, spells and monsters of fairy tales, including little pigs, sprites, knaves, charming princes, woodsmen, and maidens.< Less
Arcane Lore By Greg Stafford, Sandy Petersen
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Arcane Lore reveals a vast treasure trove about Heroquesting. Collected from almost 30 years of questing, this book explores the philosophy, mechanics, and practice of Heroquesting from a multitude... More > of viewpoints and angles. Although much of the material was written for the old RuneQuest game, and other parts were used in the development of Hero Wars and HeroQuest, all of it is useful in understanding heroquesting and developing your own Heroquests.< Less
Vignette Scenario 2: Bearing A Grudge (Swords & Wizardry) Saddle Stitch By Jason Paul McCartan
Paperback: $9.99
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The Two Sisters Trading Post needs some genuine help. Deep in the forest, it is running out of supplies as kobolds, bandits, and even wild animals attack the travelers and traders on their way to and... More > from it. If something isn't done about this soon, then the trading post is going to have to change its name or get into another line of business. Of course, that's assuming that the trading post itself doesn't become a target of some of the attacks...< Less
Phil Dunn’s Your World at War Rules for Global Wargaming Campaigns 1939-45 Including Naval, Land and Air Operations By John Curry, Phil Dunn
Paperback: $17.79
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Phil Dunn, founder of the Naval Wargaming Society and author, presents his World War II era campaign rules. This book documents the rules for one of the classic wargaming campaigns of early British... More > Wargaming. Phil Dunn created global wargames using simple rules to allow players to run large scale world wars. Each player prioritises their production between naval, air and land forces and then decides on which units to build. Straightforward rules are used to control movement on the maps and arbitrate combat in the three domains of warfare. The battles can be resolved using dice rolls or, for critical battles, transferred to be fought out on the table top. The book also includes two smaller games which are eminently suitable for a solo wargamer; The Battle of Britain and Operation Sealion. This is Phil Dunn’s third wargaming book. The History of Wargaming Project is edited by John Curry. It aims to present the very best wargaming books and rules to a modern audience.< Less
Morgalad StarterBook 6x9 Hardcover By J.R.L. McNabb
Hardcover: $35.00
Ships in 6-8 business days.
Morgalad Fantasy Tabletop Role Playing Adventure Game Starter Book
Morgalad StarterBook 6x9 Softcover By John McNabb
Paperback: $25.00
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Morgalad Tabletop Fantasy Role Playing Game Paperback 6x9
The Spellweaver Base Class By Steven Trustrum
Paperback: $24.95
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This version is for distribution. The Spellweaver presents an alternate, skill-based magic system that transforms arcane magic into something more than just level climbing. Includes: - Instructions... More > for integrating spellweaving into your game - Spellweaver Base Class & 4 Archetypes - 4 Prestige Classes: the Battle Weaver, Cartomancer, Fated, and Weave Dancer - 30+ new feats concerning this new magic system and notes on how existing feats relate to Spellweaving - A new race of natural spellweavers, the spider-like Ardekh - A new, Spellweaving-based goddess, a new cleric domain, new spells, and new magic items related to Spellweaving - 5 new creatures, a new hazard, the Weave creature subtype, and a new creature template - Rules for lands where the Weave acts abnormally - All PSSRD spells converted to Spellweaving DC to save you time< Less
Superior Synergy Fantasy By Steven Trustrum
Paperback: $19.95
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This version is for distribution. Superior Synergy: Fantasy PFRPG Edition brings the concept of game mechanic synergy back into Pathfinder. The idea that some game mechanics (such as skills) are... More > innately compatible with other game mechanics in ways that can influence the game without choosing additional elements (such as feats) to permit their use makes a comeback in a greatly expanded and revised way The book begins with the familiar (but altered, improved, and expanded) concept of skill synergy, but adds a lot more. Included are ways for feats to work together to create new effects, class abilities that share synergy effects, and even spell synergy. Also, you'll find ways to get all of these elements to come together in the form of craft synergy aspects you can add to certain items, making them special and unique. Find out what your Pathfinder game has been missing -- pick up Superior Synergy: Fantasy for the Pathfinder RPG.< Less
DOOM ICONS Compatible By Steven Trustrum
Paperback: $19.95
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This version is for distribution. It has a black and white interior. DOOM for Icons presents an organization of evil sorcerers who worship a dark evil, they use metahumans and demons -- including... More > the dreaded Riders of the Apocalypse -- to fulfill their foul goals. Can your heroes stop them from covering the world in darkness? This book includes details on DOOM and its operatives, includes new powers and gear, adventure ideas, and lots of foes to fight. Purchase this version if buying directly from Lulu.< Less
The Dungeon Dozen (Pdf) By Jason Sholtis
eBook (PDF): $8.00
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The Dungeon Dozen collects over 200 system-agnostic random tables designed to fire the imaginations of GMs and players of fantasy role-playing games, offering answers to such eternal questions as... More > "What's in the Giant's Lunchbox" and "Why is there an Underworld". This book is loaded to the gills with black and white dungeon art by Chris Brandt, John Larrey, Stefan Poag, and Jason Sholtis. Each table in this PDF edition is bookmarked for ease of use.< Less
How to Run By Alexis D. Smolensk
eBook (ePub): $28.18
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In forty years, the role-playing community has sorely lacked a savvy investigation of the art of DMing, targeted exclusively for the long-standing enthusiast. For the first time, we have a book that... More > presumes the reader knows what a role-playing game is, and how it is played, wasting no time covering old ground. Instead, How to Run exhaustively examines how to present the setting, handle players, draw forth emotion, cope with information overload and make a world from the ground up, step-by-step and point-by-point. Alexis Smolensk hasn’t written a dry, academic treatise of the game, he’s written an empowering field guide for grognards seeking illumination. No serious campaigner should venture forth without this book in their backpack!< Less
Original Edition Delta: Book of Spells, 2nd Edition By Daniel Collins
eBook (PDF): $6.00
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A concise, comprehensive collection of magic spells for use with the "original edition" fantasy game rules (as published by Gygax & Arneson, 1974-1975). A handy supplement for both DMs... More > and players of wizard characters. Now revised & edited with extra care for the 2nd Edition! All the spells have been refined and polished to let their essential facets shine through -- bringing them even closer in alignment with the original game. It's easier than ever for DMs and players to use and remember any wizard spell at the table without slowing down the game.< Less