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› Find signed collectible books: 'Advanced Dungeons & Dragons, Dungeon Masters Guide: Special Reference Work a Compiled Volume of Information Primarily Used by Advanced Dungeons & Dragons Game Referees, Including Combat Tables, Monster Lists and Encounters, Treasure and Magic Tables...'
Special Reference Work: a Compiled Volume of Information Primarily Used by Advanced Dungeons & Dragons Game Referees, Including Combat Tables, Monster Lists and Encounters, Treasure and Magic Tables and Descriptions, Random Dungeon Generation, Random Wilderness Terrain Generation, Suggestions on Gamemastering, and More. [via]
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› Find signed collectible books: 'Advanced Dungeons & Dragons, Legends & Lore'
Deities & Demigods Cyclopedia provides the Dungeon Master with gods, heroes and monsters from myth, fiction and legend for use in rounding out an Advanced D&D campaign. Within this book are fifteen pantheons of divinities, each profusely illustrated. Also included are new material on clerics' conduct and their relationships with their deities, information on character mortality and immortality, and more! [via]
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› Find signed collectible books: 'Advanced Dungeons & Dragons, Players Handbook: Special Reference Work a Compiled Volume of Information for Players of Advanced Dungeons & Dragons, Including, Character Races, Classes, and Level Abilities; Spell Tables and Descriptions; Equipment...'
This is the first of the series of the world famous AD & D role-playing aids. To complement the original version we've asekd new cover art. It is the ideal vehicle of imagination for intermediate through advanced players, ages 10 and up. #2010 1978 TSR By Gary Gygax illustrations by David C. Sutherland III [via]
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![[???]: Advanced Dungeons and Dragons [???]: Advanced Dungeons and Dragons](http://ecx.images-amazon.com/images/P/0786903295.01._SL160_SCLZZZZZZZ__.jpg)
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› Find signed collectible books: 'Advanced Dungeons and Dragons: Legends and Lore'
On deities, demigods and the powers that be in the AD&D universe. [via]
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› Find signed collectible books: 'Advanced Dungeons and Dragons Monster Manual II'
AD&D Monster manual [via]
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![[???]: Advanced Dungeons and Dragons/Master Guide [???]: Advanced Dungeons and Dragons/Master Guide](http://ecx.images-amazon.com/images/P/0786903287.01._SL160_SCLZZZZZZZ__.jpg)
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› Find signed collectible books: 'Arms and Equipment Guide'
Lavishly illustrated, this book provides valuable descriptions and diagrams for a variety of armors, weapons, and barding, as well as important items of clothing and equipment. This is the essential volume for the well-equipped Dungeons and Dragons character. [via]
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› Find signed collectible books: 'Besm'
The first edition of this multi-genre Japanese anime role-playing game was nominated for the 1998 Origins Award for Best RPG of the Year by the Academy of Adventure Gaming Arts and Design. This second edition of Big Eyes, Small Mouth (or BESM) is updated in an expanded and full-colour glossy format! BESM is a game for teenagers and adults, inspired by the dynamic settings and stories found in a wide range of popular anime shows now broadcast daily on televisions across America. Comedy or horror, fantasy or science-fiction, mecha action or passionate romance...if you can image it, this book will help you experience it! With stunning artwork and a comprehensive anime resource section, BESM Second Edition is sure to be a hit with role-players and anime fans alike! [via]
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› Find signed collectible books: 'Besm: Big Eyes, Small Mouth'
The multi-genre Japanese anime RPG is now available in a more compact Revised Second Edition format! Big Eyes Small Mouth is inspired by the dynamic settings and stories found in a wide range of anime shows, allowing players to create characters from any genre or sub-genre. Comedy or horror, fantasy or science-fiction, mecha action or passionate romance...if you can image it, you can play it. The game features an updated version of the popular and easy-to-learn Tri-Stat System (d6) rule mechanics, which includes expanded sections on magic, mecha, supernatural abilities, skills, and much more. [via]
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› Find signed collectible books: 'Call of Cthulhu'
CALL OF CTHULHU is Chaosium's classic roleplaying game of Lovecraftian horror in which ordinary people are confronted by the terrifying and alien forces of the Cthulhu Mythos. CALL OF CTHULHU uses Chaosium's Basic Roleplaying System, easy to learn and quick to play. This bestseller has won dozens of game-industry awards and is a member of the Academy of Adventure Game Design Hall of Fame. In 2001 CALL OF CTHULHU celebrated its 20th anniversary. In 2003 CALL OF CTHULHU was voted the #1 Gothic/Horror RPG of all time by the Gaming Report.com community. CALL OF CTHULHU is well-supported by an ever-growing line of high quality game supplements. This is the softcover 6th edition of this classic horror game, completely compatible with all of previous editions and supplements for CALL OF CTHULHU. This is a complete roleplaying game in one volume. All you need to play is this book, some dice, imagination, and your friends. [via]
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› Find signed collectible books: 'Denizens of the Dreaming'
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› Find signed collectible books: 'The Dungeon Master's Guide'
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› Find signed collectible books: 'Dungeon Master's Guide: Core Rulebook II'
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› Find signed collectible books: 'Dungeon Master's Guide: Core Rulebook II'
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› Find signed collectible books: 'Dungeon Master's Guide v.3.5'
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The Dungeons & Dragons 3rd Edition Player's Handbook contains all the rules you need to create characters and begin adventuring with the world's most popular role-playing game. Newcomers to the game will appreciate this book's clear explanations, effective examples, pleasing layout, elegant rules, and brilliant art. It's never been easier to create and role-play a heroic human ranger, cunning elf wizard, or any other fantasy character from the game's 7 races and 11 classes.
Old-school players will likewise be pleased, as the outdated AD&D rules system has been given a thorough overhaul. Gone are almost all the old restrictions on race and alignment. Halfling sorcerers, half-orc paladins, dwarf barbarians and gnome monks are now possible. THACO, negative armour class, funky saving throws, inflated ability scores, heat-based infravision and just about every other needlessly complex rule has been reworked into a faster, more consistent and fun system. Players can choose unique special abilities for their characters as they gain levels, which means that even two fighters of the same race and class can have very different abilities. The end result of all these changes is a dynamic game with more customised characters.
Almost every page has some form of new artwork, and the art almost always serves to explain a concept or illustrate a point. The book is filled with example montages that help to show the difference between human, half-elf and elf, or relative size differences between creatures or what the various levels of cover and concealment look like. These illustrations make the rules much more clear. The style of the artwork is consistent throughout the book and is a definite departure from older editions of AD&D. Instead of the classic medieval artwork of Larry Elmore, the new book has the spiky, leathery, Mad Max-meets-Renaissance look of the Magic: The Gathering card game.
The illustrative changes may be too radical a departure from AD&D tradition for some, but the other modifications are definite improvements. The rules are fast and clear, and the characters--including the new sorcerer class and the return of the monk, barbarian and half-orc--are fabulous. If you're new to the D&D game, then this rule book is the perfect introduction. And if you're an old-school gamer who's played D&D since its inception, then welcome to then new era. You won't want to go back. --Mike Fehlauer, Amazon.com [via]
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› Find signed collectible books: 'Dungeons & Dragons Player's Handbook: Core Rulebook 1'
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› Find signed collectible books: 'Dungeons and Dragons Rules Cyclopedia'
Whether you're a player or a Dungeon Master, the DUNGEONS & DRAGONS Rules Cyclopedia is now the comprehensive sourcebook you need for the original fantasy role-playing game! For ages 12 and up, the Cyclopedia contains the complete game system and hundreds of features including: [via]
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› Find signed collectible books: 'Encyclopaedia Arcane: Conjuration'
Within these pages, you will find more than two dozen new spells, ten new items of magic and twelve new feats to expand your summoning powers, and the details behind four prestige classes for you to strive for. There is even a selection of new summoning tables for spellcasters who focus on specific alternate planes of reality. Herein, you will also discover secrets for getting the most from the school's powerful spells and dealing with the creatures you conjure. Summon up a comfortable chair, sit back, and light a candle. Turn these pages and let them conjure images of powers beyond imagination ... Just keep the cardinal rule of the conjurer in mind. Never call up what you cannot put down. This supplement is a complete guide to conjurers for Dungeons & Dragons. Conjuration has long been a common specialization of wizards in d20 System games. This book further expands on their capabilities and powers, offering new feats, prestige classes, spells and much more, including new rules for their magic. [via]
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› Find signed collectible books: 'Encyclopaedia Arcane: Battle Magic'
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› Find signed collectible books: 'Encyclopaedia Arcane: Chaos Magic'
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› Find signed collectible books: 'Encyclopaedia Arcane: Constructs'
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› Find signed collectible books: 'Encyclopaedia Arcane: Dragon Magic - Power Incarnate'
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› Find signed collectible books: 'Encyclopaedia Arcane: Enchantment - Fire in the Mind'
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› Find signed collectible books: 'Encyclopaedia Arcane: Illusionism - Smoke and Mirrors'
Illusionism has always been seen as a weaker form of magic, a school to be ridiculed rather than studied by most self-respecting mages. However, this tome shall reveal that illusionism is neither to be scoffed at nor to be trifled with. In fact, illusionism can be quite potent in the hands of those who delve into its deepest secrets. At its roots illusionism deals with the age-old conundrum of perception versus reality, and it is this mystery that an illusionist bends his mind towards understanding. Illusionism - Behind the Smoke and Mirrors will bring the enigma of illusion to the fore and perhaps provide a new perception of the magic that so many underestimate and ignore. There are, however, untraditional ways of using illusionism in such a manner that it becomes possible to create quasi-real things and effects that can affect even disbelievers. This area of study is known as unorthodox illusionism, but more can be done with shadows that most mages know or care to admit, a fact that we will delve into later in this book. [via]
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› Find signed collectible books: 'Encyclopaedia Arcane: Magic Item Creation'
Encyclopaedia Arcane - Magic Item Creation is the latest volume in the Encyclopaedia Arcane series, focusing on one of the most iconic powers of all wizards, that of creating magic items. Designed for easy integration with any fantasy-based D20 games system, this 64 page book introduces more options and tools for players and Games Masters alike seeking to fully explore the magic item creation possibilities of their characters. Mongoose Publishing is well known for its acclaimed Encyclopaedia Arcane series, guaranteeing instant recognition from gamers. Building upon the success of the previous Demonology, Necromancy and Chaos Magic books, Magic Item Creation will have instant appeal to both players and Games Masters as any sorcerer or wizard character may use the information contained within. [via]
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› Find signed collectible books: 'Encyclopaedia Arcane: Sovereign Magic'
Sovereign Magic - Mastery of the Land is another volume in the Encyclopaedia Arcane series, focusing on the powers of those legendary wizards and sorcerers who overshadow whole tracts of land. Designed for easy integration with any fantasy-based D20 games system, the Encyclopaedia Arcane series does far more than merely introduce new spells or items to extend existing magic-using character classes. Instead, each book covers wholly new forms of magic or details aspects of magic-using characters' lives in extensive detail, adding fresh dimensions to campaigns. Such information is not intended solely for the Games Master to use in association with non-player characters, however. Each book of the Encyclopaedia Arcane gives full details for players themselves to try the new systems presented, along with plenty of information to aid the Games Master in the introduction of each book into his campaign. This volume gives players and Games Masters alike all the information they will need to integrate sovereign magic into their campaign. Full guidelines are given for the establishment of a sovereign mage's dominion and the expansion of territory, as well as a complete list of territory spells, the incantations only available to those who have this magical power of governance. Specific help is also provided for the Games Master, showing how to use these awesomely powerful beings in support of game balance and campaign drama, rather than upsetting it. [via]
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› Find signed collectible books: 'Encyclopedia Arcane: Elementalism'
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› Find signed collectible books: 'Fiend Folio'
Excellent source of monsters for 1st Edition AD&D, April 2, 2000 By Henry Bent (Oberlin, OH USA) - See all my reviews This review is from: Fiend Folio: Tome of Creatures Malevolent and Benign (Advanced Dungeons and Dragons Adventure Games) (Hardcover) The Fiend Folio, if you can still find it, is an excellent source of monsters "malevolent and benign," but mostly malevolent. It introduces many creatures which are staples to 2nd edition AD&D, such as the githzerai and githyanki (from Planescape) and the Death Knight (from Krynn/Dragonlance). It has an excellent mix of extraplanar and standard monsters, so it will be suitable for any level campaign. However, I would recommend it especially highly if you were running a campaign that dealt with the Elemental planes, because this has very detailed information on Mephits and the Elemental Princes, as well as other incidental elemental creatures. All in all, it makes an excellent creature sourcebook for those of you still dedicated to 1st edition AD&D [via]

› Find signed collectible books: 'Foes of Freedom'
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› Find signed collectible books: 'Forgotten Realms'
Dark perils and great deeds await.Welcome to Faerûn, a land of high magic, terrifying monsters, ancient ruins, and hidden wonders. From the forbidding forests of the Silver Marches to the teeming cities of the Inner Sea, Faerûn encompasses shining kingdoms, monster-infested wastes, endless caverns, and sinister citadels. The Forgotten Realms Campaign Setting presents the most comprehensive fantasy world ever described!This book contains all the details you need to play Dungeons & Dragons adventures in the Forgotten Realms setting: A new full-color poster map of Faerûn. Dozens of new races, feats, and prestige classes for your characters. The Faerûnian pantheon, including over 100 deities and powers. Highly detailed regions, new monsters, mysterious sites, and two short adventures to begin your campaign. The Forgotten Realms Campaign Setting is fully updated and redesigned for the new edition of the D&D game. To make full use of this book, you also need the Player's Handbook, the Dungeon Master's Guide, and the Monster Manual. [via]
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› Find signed collectible books: 'The Forgotten Realms Atlas'
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› Find signed collectible books: 'Immortal Eyes'
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› Find signed collectible books: 'Immortal Eyes'
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› Find signed collectible books: 'Laws of the Night'
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› Find signed collectible books: 'Laws of the Night'
Clarkston, Georgia: White Wolf Publishing, 1999. Hardbound (faux leather), about 9.25 inches tall, 272 pages. Index. Illustrated endpapers. Cover designs by Pauline Benney; interior art by Pauline Benney and Louis Cahill. [via]
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› Find signed collectible books: 'Laws of the Night'
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› Find signed collectible books: 'Legends and Lore'
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› Find signed collectible books: 'The Lord of the Rings Roleplaying Game: Core Book'
The LORD OF THE RINGS is an epic of good versus evil, extraordinary heroes, wondrous creatures and dark armies of terror all the things needed for an incredible RPG.
The LORD OF THE RINGS ROLEPLAYING GAME brings this epic adventure to players and fans the world over. Now you and your friends can enter Middle-earth and take on the roles of any character or hero you can imagine, from a reluctant hobbit like Frodo to a powerful wizard like Gandalf. This full-color book is packed with images from one of the most visually amazing films ever made.
This game is easy to learn, packed with information and most importantly, fun to play! Experienced gamers can leap right in and novices will love it. Everything you need to know for this game is in this book.
This is an all new "core" roleplaying game book. 304-pages, hardcover, full-color [via]
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› Find signed collectible books: 'Middle Earth Role Playing'
MERP contains all the components required to play a fantasy role playing game: CHARACTER DEVELOPMENT SYSTEM - covering Hobbits, Elves, Dwarves, Orcs, Trolls, etc. MAGIC SYSTEM - simple yet comprehensive rules for spells. COMBAT SYSTEM - realistic and flavorful, fast and playable. GAMEMASTER GUIDELINES - material covering travel, encounters, weather, random events, healing, poisons, and magic items. CREATURES AND RACES - a detailed appendix covering the major beasts, monsters, and peoples. SAMPLE ADVENTURE - a starting adventure set in the Trollshaws, complete with layouts. [via]
![[???]: Middle-Earth Role Playing: The Role Playing Game of J. R. R. Tolkien's World [???]: Middle-Earth Role Playing: The Role Playing Game of J. R. R. Tolkien's World](http://ecx.images-amazon.com/images/P/042509037X.01._SL160_SCLZZZZZZZ__.jpg)
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› Find signed collectible books: 'Monster Manual'
Over 200 creeps, critters and creatures to keep players on their toes. From Aboleths to Zombies, the third edition Monster Manual holds a diverse cast of enemies and allies essential for any Dungeons & Dragons campaign. There are hundreds of monsters ready for action, including many new creatures never seen before. Plus, all monster entries include character stats so for the first-time players can play as the monsters. Dungeon Masters and players alike will find the new Monster Manual an indispensable aid in populating their third-edition campaigns. [via]
› Find signed collectible books: 'Monster Manual: Core Rulebook III'
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› Find signed collectible books: 'Monster Manual II'
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› Find signed collectible books: 'Mutants & Masterminds'
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› Find signed collectible books: 'Nobles: The Shining Host'
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› Find signed collectible books: 'Noblesse Oblige, the Book of Houses'
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› Find signed collectible books: 'Player's Handbook'
Advanced Dungeons & Dragons Player's Handbook, 2nd Edition THE BOOK IS IN GOOD CONDITION HOWEVER, THE PAGES HAVE SIDE TABS ATTACHED [via]
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› Find signed collectible books: 'Player's Handbook: Core Rulebook I'
Endless adventure and untold excitement await! Prepare to venture forth with your bold compaions into a world of heroic fantasy. Within these pages, you'll discover all the tools and options you need to create characters worthy of song and legend for the Dungeons & Dragons roleplaying game.
The revised Player's Handbook is the definitive rulebook for the Dungeons & Dragons game. It contains complete rules for the newest edition and is an essential purchase for anyone who wants to play the game.
The revised Player's Handbook received revisions to character classes to make them more balanced, including updates to the bard, druid, monk, paladin, and ranger. Spell lists for characters have been revised and some spell levels adjusted. Skills have been consolidated somewhat and clarified. A larger number of feats have been added to give even more options for character customization in this area. In addition, the new and revised content instructs players on how to take full advantage of the tie-in D&D miniatures line planned to release in the fall of 2003 from Wizards of the Coast, Inc.
[via]
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› Find signed collectible books: 'Role-Playing Mastery'
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› Find signed collectible books: 'San Francisco by Night'
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› Find signed collectible books: 'Serenity Role Playing Game'
Here's How It Is... The Earth got used up, and we found a new solar system and used terraforming technology to create hundreds of new Earths. The central planets formed the Alliance and decided that all worlds should unite under their rule. There was some disagreement on that point. After the Unification War, many of the Independents who had fought and lost drifted to the edges of the system, far from Alliance control. Out here, people struggled to get by with the most basic technologies. A ship would bring you work, a gun would help you keep it. A captain's goal was simple: find a crew, find a job, keep flying. The Serenity Role Playing Game lets you re-create the action of the 'Verse, the science-fiction setting created by writer/director Joss Whedon. Fly a ship out in the black, take jobs as they come, and always make sure you get paid. Everything you need to get started is right here! All you need is dice, friends, and your imagination. - A self-contained role playing game. All the rules are provided for both players and Game Masters! - Full character creation rules, plus fifteen sample characters-including the crew of Serenity. - Complete details on spaceships, guns, and technology. - Emphasis on story, action, and character development with easy-to-learn rules. - Game details and descriptions of the characters and settings of the film! [via]
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› Find signed collectible books: 'Ultimate Games Designers Companion'
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› Find signed collectible books: 'Vampire: The Masquerade'
THE MIDNIGHT DANCE CONTINUES...
They stalk in the shadows, moving gracefully and unseen among their prey. They are the blood-drinking fiends of whispered legends Kindred, Cainites, the Damned. Above all, they are vampires. Their eternal struggle, waged sicne the nights of Jericho and Babylon, plays itself out among the vampires' grand Masquerade is imperiled, and the night of Gehenna draws ever closer.
UNTIL THE END OF ALL THINGS
This new edition of Vampire: The Masquerade is an updated, revised version of the popular classic. In this mammoth volume can be found all 13 Clans, all major Disciplines, and a host of brand-new infomation on both the Kindred and the...things...that hunt them. This book compiles everything that a Vampire player or Storyteller needs to know about the Kindred and the World of Darkness for the new millenium. Plus, the new edition provides all-new information on the changes that affect the Clans, and on the beginning of the end of the Camarilla. Finally, the first of the Storyteller rulebooks is the best again! [via]
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› Find signed collectible books: 'Werewolf'
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› Find signed collectible books: 'Werewolf'
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› Find signed collectible books: 'World Of Darkess Core Rulebook'
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› Find signed collectible books: 'World of Darkness'
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› Find signed collectible books: 'World Of Darkness'
Where the Shadows Grow Long
We live our days completely ignorant of the true terrors lurking around us. Only rarely do our experiences draw back the veil of shadows and reveal the horror in our midst. These glimpses into the supernatural can cause us to retreat into comforting lies - 'There are no such things as monsters' - or stir our morbid curiosity. Only a few, however, can overcome their fear and dare to look deeper.
Abandon Hope All Who Enter
The World of Darkness Rulebook introduces a version of our contemporary world where the supernatural is real. Players join to tell tales of mystery and horror, where theme, mood and plot are more important to a character's experiences than his weapons or equipment. Inside are rules for character creation, task resolution, combat and any activity your character attempts as he delves into the shadows. Hardcover. Page Count: 224 [via]
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› Find signed collectible books: 'Wraith: The Oblivion'
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