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Books : Science Fiction & Fantasy : Gaming
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When Laedron Telpist's sorcery training is interrupted by a knock on the door, what once seemed a proper profession must now be hidden. In a world where priests and mages vie for the limitless power of the elements and a new Grand Vicar has sworn death to all sorcerers, Laedron is tossed into a nightmare which would see his destruction at every turn.
From the home shores in western Sorbia, through the Cael'Brilland heartlands, and even across the seas to the great city of Azura, Laedron finds himself embracing old friends, consorting with unlikely allies, and confronting potent enemies. As he struggles to train himself in spellcraft, Laedron must face that he lives in a time when the utterance of a simple spell could be the signature on his death warrant.
The Consuls of the Vicariate, Book #2 of the Mages of Bloodmyr Series, is now available. -
#1 in Free Roleplaying and Fantasy Kindle Books "January, February, and March 2012"
#14 in Free Fantasy Kindle Books "January 2012"
Top 50 and under in Free Fantasy Kindle Books "From January 2012 Onwards..."
Outranked "Angry Birds" in Games on Kindle at one point.
This is a pen and paper tabletop roleplaying game, not a computer game. If you're looking for one of those, I'm afraid you'll have to look elsewhere. I highly recommend the dungeon-crawling German rogue-like "Lost Labyrinth" which is free to download and a purely awesome game.
If you're looking for fiction, you're in luck! You will find the completely free comic fantasy novel "The End of The World" at the very back of this e-book. Enjoy.
If you're interested in an RPG game, please read on below.
***April 29th News***
I'd like to give a special 'thank you' to the tens of thousands of gamers and readers who have downloaded and bought my books. That's totally awesome guys!
New version of Challenger in the works. See website below for details
New website for Challenger with FAQ "What the heck is this?": http://www.challengerrpg.com/
Fan-created website: http://challengersrpgforum.webs.com/apps/forums/
Feel free to post up your favorite character, play the forum game, or just hang out.
Please force us -
“The Invader has taken everything from us… except our free will.”
- Admiral Franks, “Transmissions from Black Heaven”
Remember the Choose Your Own Adventure books? Remember playing the lead role, making choices and influencing the story, and either surviving or dying based on your choices? Solo-gaming books used to be everywhere – and then they disappeared for no good reason.
Now, they’re back.
In Heavy Metal Thunder, our solar system has been overrun by extraterrestrial invaders. You play as a soldier in the human resistance. While cut off from your unit, you find out that your allies in the resistance are being tracked down by the alien invaders and will be ruthlessly crushed… unless you can find them and warn them before it’s too late.
On your journey you’ll meet the wild dregs of the solar system, and it will be up to you to choose how to deal with them. Do you help out those who have given up the fight against the invaders, or do you take shortcuts and gun down anyone in your way? As you learn how to fight the invaders you’ll gain levels and new skills, but limited resources will make it impossible to save everyone.
Heavy Metal Thunder is the first book in an epic series that chronicles your role in humanity’s war against the mysterious and overpowering invaders. In later installments you can lead other soldiers, join an elite special forces unit, and even command your own battleship. All sections are hyperlinked, so you won’t have to worry about flipping through dozens of sections after making a choice. No dice are required, but you can keep track of your stats and equipment if you’re down with RPGs and nerd culture.
For more info on Heavy Metal Thunder, check out www.heavymetalthunderseries.wordpress.com. For insights into the mind of the father of Heavy Metal Thunder, Kyle B. Stiff, check out www.kylebstiff.wordpress.com.
Cover illustration: Oliver Wetter / Fantasio Fine Arts (http://fantasio.info) -
'Magic! Real Magic! Ever wanted to learn? We require someone with intelligence and a disciplined mind. Those well versed in fantasy novels and role playing games a plus. May need to travel.'
Little did James realize when he answered the ad in the paper that he would find himself in the middle of an adventure destined to test the limits of his intelligence and courage. Not given any explanation as to why he had been brought there, James, a high school senior, must learn to survive quickly or die as others before him.
He quickly realizes that knowledge gained from hundreds of books, as well as time spent role playing, will prove invaluable in his new circumstances.
This new world is one on the edge of war and only by learning to control the magic within himself will he be able to survive the trials ahead. With the help of a boy named Miko, the wits he was born with, and no small amount of luck, he sets out to discover what he must do and perhaps the architect of his being there. -
"New Guide Shows How to Master Plants vs Zombies"
If you want to play Plants vs Zombies for FREE and
master the game, then this guide will show you how.
Contents:
Introduction
The Basics
Sunflower
Zombies
Strategy
Tips
Daytime
Night
Pool
Fog
Roof
Play Online
Play on Devices
End Game
Who It's For:
Players who want to master Plants vs Zombies.
Players who want to play Plants vs Zombies for FREE.
Bonus:
FREE tip to play Plants vs Zombies online without downloading any apps. -
Put out the cat, unplug the telephone and prepare to be entertained by a cast of misfits of the type your mother always warned you about!
Real life’s just too much effort...
That’s the conclusion that the author has reached after spending years of his life doing his best to avoid it.
Dealing with a dragon or a powerful necromancer is easy, but girls, bullies and parents are a totally different challenge altogether.
A bitter-sweet, but always humorous memoir, ‘On A Roll: A True Tale Of Geeks, Dragons & Rock ‘N’ Roll’ takes the reader on a revealing journey as the author attempts to escape from the world he thinks of as mundane, immersing himself in the world of fantasy role playing games and wargaming.
One of the most iconic pastimes of the late 20th century, gaming took the world by storm, and in doing so captured the fertile imagination of an entire generation.
This story candidly traces the life of the author from the beginning of the 1980’s and his first wondrous steps into the fantastic, all the way through to the end of the 90’s from the perspective of both a player and purveyor of games such as Dungeons & Dragons for one of the leading companies during the ‘golden age’ of gaming. School, girls and plain common sense all play second fiddle to the fantastic. Even regular beatings from ‘normal’ kids fail to make an impression.
Whilst ‘Achtung, Schweinehund!’ (Harry Pearson) and ‘The Elfish Gene’ (Mark Barrowcliffe) addressed the two 'sides' of gaming from the perspective of players, this book not only brings them together but, in addition, gives an altogether more detailed point of view of the the 'guy behind the counter', catering for some of the strangest people you could ever wish to meet, telling their tales along the way as they interweave with his own obsession.
Few people have been as deeply involved for so long and so this is a unique view of it all, the author straddling the dividing line between work and leisure - the real and the fantastic.
This is a personal celebration of the quirky and geeky rather than an apology for being a fantasy-obsessed man-child. The reader may laugh, cry or just cringe at the antics recounted, but no matter how strange they may appear, they really happened. The answers to many questions that have troubled teenage minds will be answered - possibly honestly!
When does ‘Will you go out with me?’ become unacceptable as a chat-up line?
How can I avoid compulsory P.E lessons?
What the hell is a ‘Ral Partha’?
Where did the author end up after a night out with his gaming chums?
Can you make a million running a game store?
So, join the author and skip hand in hand along the yellow brick road of youth, right into the red brick wall of adulthood. -
The first in a series of premiere hardcover editions of Salvatore's classic dark elf tales.
This stunning new release of the classic R.A. Salvatore novel recounts the origins of Salvatore's signature dark elf character Drizzt Do'Urden and is the first-ever release of this Forgotten Realms novel title in hardcover. This title kicks off The Legend of Drizzt series, which will showcase the classic dark elf novels in new, deluxe hardcover editions. Each title features annotations by the author, all-new cover art, and forewords written by those who have become familiar with Salvatore and Drizzt over the years. -
Exile
Hostile in ways that a surface-dweller could never know, the tunnel-mazes of the Underdark challenge all who tread there. Among these souls are Drizzt Do'Urden and his magical cat, Guenhwyvar.
Exiled from his drow homeland, Drizzt must fight for a new home in the boundless labyrinth. Meanwhile, he must watch for signs of pursuit -- for the dark elves are not a forgiving race. -
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Akar Kessel, a weak-willed apprentice mage sets in motion events leading to the rediscovery of the magical device, the crystal shard. But is it merely an inanimate device . . . or is it capable of directing the defeat of Ten-Towns?
Or have the barbarians already arranged for that themselves? Their brutal attack on the villages of Ten-Towns seals their fate, and that of the youn barbarian Wulfgar. Left for dead, Wulfgar is rescued by the dwarf, Bruenor, in exchange for five years of service . . . and friendship. With the help of the dark elf, Drizzt, Bruenor reshapes Wulfgar into a warrior with both brawn and brains.
But is Wulfgar strong enough to reunite the barbarian tribes? Can an unorthodox dwarf and renegade dark elf persuade the people of Ten-Towns to put aside their petty differences in time to stave off the forces of the crystal shard? -
This complete, standalone, fantasy roleplaying game takes your fantasy campaigns to new heights of adventure! Backward-compatible with 3.5 fantasy rules but offering new solutions and options that place it firmly on the cutting edge, the Pathfinder RPG is the culmination of the largest open public playtest in RPG history. The Pathfinder Roleplaying Game Core Rulebook includes: revised rules for the classic seven fantasy RPG races; updated options for the 11 core classes; a streamlined skill system that makes things easier for players and GMs; a host of new and familiar feats, including innovative combat feats and item creation rules; new equipment; additional combat options; overhauled rules for domains, familiars, bonded items, specialty schools, and more; dozens of new and revised spells; updated rules for NPCs, including quick-generation rules; new rules for curses, diseases, and poisons; a completely overhauled experience system with options for slow, medium, and fast advancement; hundreds and hundreds of magic items... and much, much more!
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The best way to start playing the 4th Edition Dungeons & Dragons® Fantasy Roleplaying Game - in the classic D&D Red Box.
Designed for 1–5 players, this boxed game contains everything needed to start playing the Dungeons & Dragons Fantasy Roleplaying Game, including rules for creating heroes, advice for playing the Dungeon Master, a solo play adventure, and group-play adventure content. Learning the game has never been so easy!
Several different character races (dwarf, elf, halfling, and human) and classes (cleric, fighter, rogue, and wizard) are presented, along with powers for each race and class. As the players’ heroes advance in level, they acquire new abilities, and the adventures become more challenging. This boxed game is designed for characters of levels 1–3.
Game components:
• 32-page book for players, with rules for character creation and a solo adventure
• 64-page book for Dungeon Masters, with the rules of the game, advice on how to run the game, and adventure content
• 2 sheets of die-cut tokens for characters and monsters
• Cardstock character sheets and power cards
• Double-sided dungeon map
• 6 polyhedral dice -
Sojourn
Far above the merciless Underdark, Drizzt Do'Urden fights to survive the elements of Toril's harsh surface. The young drow begins a sojourn through a world entirely unlike his own -- even as he evades the dark elves of his past. He begins to understand his new home and its inhabitants, but acceptance among the surface-dwellers doesn't come easily. -
The Halfling's Gem
Assassin Artemis Entreri whisks his kidnapped victim, Regis the halfling, south to Calimport and into Pasha Pook's vengeful hands. If Pook can control the magical panther Guenhwyvar, Regis will die in a real game of cat and mouse.
Using an enchanted mask, dark elf Drizzt Do'Urden hides his heritage and races with the barbarian Wulfgar to save their light-fingered friend. An unexpected ally arrives just as Entreri springs a trap. But can Regis survive unscathed?
The companions from Icewind Dale battle pirates on the famed Sword Coast, brave the deserts of Calimshan, and fight monsters from other planes to resuce their friend . . . and themselves.
The Halfling's Gem is R.A. Salvatore's exciting conclusion to the Icewind Dale Trilogy, set in the Forgotten Realms fantasy world. -
The Underdark. A place of brooding darkness, where no shadows exist, and where Drizzt Do'Urden does not wish to go. The noble dark elf must return there, though, must go back to find his friends in the gnome city of Blingdenstone, and on to Menzoberranzan, the city of drow. Only then can Drizzt discern what perils might reach out from that dark place to threaten his friends in Mithril Hall.
From the Hardcover edition. -
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Revenge and Resurrection in a Frozen Wasteland!
Drizzt and Catti-brie have been away from Mithral Hall for six long years, but the pain of a lost companion still weighs heavily on their strong shoulders. Chasing pirates aboard Captain Deudermont's Sea Sprite is enough to draw their attention away from their grief. Then a mysterious castaway on an uncharted island sends them back to the very source of their pain, and into the clutches of a demon with vengeance on his mind. -
Waterdeep, the City of Splendors--the most resplendent jewel in the Forgotten Realms, and a den of political intrigue and shady back-alley dealings. In this game, the players are powerful lords vying for control of this great city. Its treasures and resources are ripe for the taking, and that which cannot be gained through trickery and negotiation must be taken by force!
Lords of Waterdeep is a Euro-style board game for 2-5 players.
Components:
Game board
Rulebook
5 card stock player mats
121 Intrigue, Quest, and Role cards
130 wooden cubes, pawns, and score pieces
Wooden player markers
Card stock tiles and tokens representing buildings, gold coins, and victory points -
It is good to be home.It is good to hear the wind of Icewind Dale, to feel its invigorating bite, like some reminder that I am alive.
The Dark Elf
When the mark of the great warhammer Aegis-fang is found branded on the back of a vicious outlaw, Drizzt can no longer merely hope that Wulfgar is safe. The dark elf and his companions set out to find the barbarian once and for all. As they discover pieces of the puzzle their friend's life has become, Drizzt grows only more determined to locate him.
The Barbarian
As his friends search for him, Wulfgar sails with Captain Deudermont in search of the stolen Aegis-fang, now in the hands of the vile pirate Sheila Kree. But the pirate isn't willing to sit around waiting to be caught. She has other plans.
Drizzt, Cattie-brie, Regis, Bruenor, and Wulfgar -- the Companions of the Hall -- come together for the first time since The Silent Blade in a reunion filled with discovery and adventure.
The paperback version of a top-selling hardcover featuring the return of Drizzt Do'Urden, R.A. Salvatore's most popular character. -
Having arrived in the Holy Land, Laedron Telpist continues his journey to halt a war provoked by the Heraldan church. He discovers that the war he so desperately wants to stop is merely a prelude to something much older than he could have imagined. With the aid of his allies, Laedron must uncover hidden plots, bring justice to the rampant corruption, and end a conflict before it claims more victims.
Laedron, his friends, and the Shimmering Dawn knights face off against new foes, some willing to trade their loyalty for power and the ancient secrets of spellcraft and others more dangerous than outward appearances would suggest.





















