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THE PAST CAN ALWAYS HAUNT YOU . . . Beth is an albino, half blind, and given to looking at the world out of the corner of her eye. Her neighbours in the Derbyshire town of Blackmoor have always thought she was 'touched', and when a series of bizarre happenings shake the very foundations of the village, they are confirmed in their opinion that Beth is an ill omen. The neighbours say that Beth eats dirt from the flowerbeds, and that smoke rises from her lawn. By the end of the year, she is dead. A decade later her son, Vincent, treated like a bad omen by his father George is living in a pleasant suburb miles from Blackmoor. There the bird-watching teenager stumbles towards the buried secrets of his mother's life and death in the abandoned village. It's the story of a community that fell apart, a young woman whose face didn't fit, and a past that refuses to go away.
Set in Northern England in 1820, Blackmoore is a regency romance that tells the story of Kate Worthington, a young woman struggling to learn how to escape her family and follow her heart.
Dive into the world of beasts and barbarians in this prequel to the exhilarating Gathering of Dragons series by Milla Vane. A warrior princess must tame The Beast of Blackmoor to earn a place among her people. When she arrives in Blackmoor, however, she finds a land cursed by a demon and ruled by an evil warlord...and discovers that the beast isn't a monster, but a barbarian warrior who intends to do some taming himself.
Created in 1973 by Greg Svenson, a core member of Dave Arneson's "Blackmoor Bunch," and preserved for 35 years by David Megarry, the famous author of The Dungeon! board game, the Tonisborg Mega-Dungeon is now finally revealed in all of its original glory.As the only surviving Twin Cities dungeon from this era that was not created by Dave Arneson himself, it offers a unique historical perspective on early dungeon adventure games.Seasoned Referees will find much to benefit their games within the pages of this book, as will the novice Referee, who may be unfamiliar with some of the traditional methods of Old School ROle-Playing Games (RPG's). No matter your experience level, you will find everything you need to bring Tonisborg back to life within this volume.Includes: -Full-color reproductions of all 10 levels of Tonisborg Dungeon, complete with the original dungeon keys, or stocking lists. -Greg Svenson reveals how the dungeon came about and why it is a bridge between what came before and what comes after.-Extensive play guidelines teach you how to make Tonisborg rise again as a real-life experience for you and your players.-Updated maps and keys have been reconstructed from the originals for ease of play.-A set of historically accurate game rules have been included that are ideal for developing an original style adventure campaign.
After escaping the bog-men in the wilds of the Witchwood, Sebastian, Quinn, Elanor and Tom journey south on their impossible quest. Sebastian and Elanor seek help from Crowthorne Castle, but both allies and enemies will reveal themselves. Tom and Quinn venture into the mysterious moors ... where a hideous beast lies in waiting.
For many tabletop RPG players, the joy of an in-depth game is that anything can happen. Typical adventure modules include a map of the adventure’s primary location, but every other location?whether it's a woodland clearing, a random apothecary or the depths of a temple players elect to explore?has to be improvised on the fly by the Game Master. As every GM knows, no matter how many story hooks, maps or NPCs you painstakingly create during session prep, your best-laid plans are often foiled by your players' whims, extreme skill check successes (or critical fails) or their playful refusal to stay on task. In a game packed with infinite possibilities, what are GMs supposed to do when their players choose those for which they're not prepared? The Game Master’s Book of Random Encounters provides an unbeatable solution. This massive tome is divided into location categories, each of which can stand alone as a small stop as part of a larger campaign. As an example, the “Taverns, Inns, Shops & Guild Halls” section includes maps for 19 unique spaces, as well as multiple encounter tables designed to help GMs fill in the sights, sounds, smells and proprietors of a given location, allowing for each location in the book to be augmented and populated on the fly while still ensuring memorable moments for all your players. Each map is presented at scale on grid, enabling GMs to determine exactly where all of the characters are in relation to one another and anyone (or anything) else in the space, critical information should any combat or other movement-based action occur. Perhaps more useful than its nearly 100 maps, the book's one-shot generator features all the story hooks necessary for GMs to use these maps as part of an interconnected and contained adventure. Featuring eight unique campaign drivers that lead players through several of the book's provided maps, the random tables associated with each stage in the adventure allow for nearly three million different outcomes, making The Game Master's Book of Random Encounters an incredible investment for any would-be GM. The book also includes a Random NPC Generator to help you create intriguing characters your players will love (or love to hate), as well as a Party Makeup Maker for establishing connections among your PCs so you can weave together a disparate group of adventurers with just a few dice rolls. Locations include taverns, temples, inns, animal/creature lairs, gatehouses, courts, ships, laboratories and more, with adventure hooks that run the gamut from frantic rooftop chases to deep cellar dungeon-crawls, with a total of 97 maps, more than 150 tables and millions of possible adventures. No matter where your players end up, they'll have someone or something to persuade or deceive, impress or destroy. As always, the choice is theirs. But no matter what they choose, with The Game Master's Book of Random Encounters, you'll be ready.
The first volume of two in a new, updated edition of the 2012 book Playing at the World, which charts the vast and complex history of role-playing games. This new edition of Playing at the World is the first of two volumes that update the 720-page original tome of the same name from 2012. This first volume is The Invention of Dungeons & Dragons, which explores the publication of that iconic game. (The second volume is The Three Pillars of Role-Playing Games, a deeper dive into the history of the setting, system, and character of D & D.) In this first volume, Jon Peterson distills the story of how the wargaming clubs and fanzines circulating around the upper Midwest in the 1970s culminated in Gary Gygax and Dave Arneson’s seminal role-playing game, D & D. It augments the research of the original editions with new insights into the crucial period in 1972–3 when D & D began to take shape. Drawing from primary sources ranging from eighteenth-century strategists to modern hobbyists, Playing at the World explores the origins of wargames and roleplaying through the history of conflict simulations and the eccentric characters who drove the creation of a signature cultural innovation in the late twentieth century. Filled with unparalleled archival research (from obscure fanzines to letters, drafts, and other ephemera), this new edition of Playing at the World is the ultimate geek’s guide to the original RPG. As such, it is an indispensable resource for academics and game fans exploring the origins of the hobby.
From the #1 Best-Selling author, Jeff Ashworth, comes the latest addition to The Game Master series, with more than 500 NPCs ready to populate your campaign whenever you need them! As is often the case in tabletop roleplaying games, players often venture into locales or look for answers in places and among people busy Game Masters simply didn’t anticipate. Or, just as often, an adventure won't have fully fleshed out characters in place for the locations and encounters outlined for gameplay. The Game Master's Book of Non-Player Characters solves these issues and more by providing Game Masters with the information they need to “fill in the holes” in their campaign play. It will enable GMs to instantly add depth, color, motivation and unique physical characteristics at a moment's notice to unexpected or underwritten characters as they pop up during gameplay, ensuring every session is a memorable one for players and GMs alike. This edition also includes more than 50 hand-drawn illustrations of select NPCs detailed in the book, 3 bonus one-shot adventures, and a foreword by online influencer Jasmine Bhullar.
The present-day Parish of Greatham lies in the county of Hampshire, on either side of the old Farnham (Surrey) to Petersfield Turnpike. The 'Domesday Book' of 1086 recorded Greatham as being 'Terra Regis', a Latin term meaning 'Land of the King', indicating that this was once a Royal manor belonging to William the Conqueror himself. In later years, the manor passed through many families by marriage and by purchase, including the Devenish, Marshall, Norton, Freeland, Love, Chawner and Coryton families. The name of the village has changed many times, however slightly, over the years. Greteham, Grietham, Gretham, Grutham, Gratham all derived from two separate words, the 'Old-English' (Anglo-Saxon) 'ham', meaning 'village, estate, manor or homestead' and an old Scandinavian word 'griot' or 'gryt', meaning 'stones or stony ground'. Thus the name 'Greotham' came into being, literally a 'stony estate' or 'farm on gravel'.