Caverns of Chaos


Book Description

This is the first of a series of thematic dungeons. You play using the room generation tables in Four Against Darkness, but populate the rooms with the tables found in this book. Six missions await your party. Will you manage to defeat the forces of Chaos, or will you succumb to the powers of Xichtul, the God of Eternal Change, and its monstrous avatars and servants? This book includes new vermin, minions, bosses, weird monsters, a new treasure table, six new spells and rules for chaos infection.




Four Against Darkness


Book Description

Four Against Darkness is a solitaire dungeon-delving game that may also be played cooperatively. No miniatures are needed. All you need is this book, a pencil, two dice, and grid paper. Choose four characters from a list of classic types (warrior, wizard, rogue, halfling, dwarf, barbarian, cleric, elf), equip them, and venture into dungeons created by dice rolls and your own choices. You will fight monsters, manage resources, grab treasure, dodge traps, find clues, and even accept quests from the monsters themselves. Your characters will level up, becoming more powerful with each game... IF THEY SURVIVE.




Caverns of Chaos


Book Description

What if Earth has already been invaded and we just don't know it? What if an alien intelligence is inhabiting caverns beneath the surface, planning its campaign against the human race? And what happens when a handful of ordinary people stumble upon the truth?




The Remarkable Howe Caverns Story


Book Description

In 1842, in the foothills of the Catskills, eccentric farmer Lester Howe and a neighbor began conducting lengthy and primitive explorations below ground at Howe's Scoharie Country farm. Each time the two returned, mud-covered, to the surface, they spoke of a cavern system that amazed them with its extent and complexity. Local Native Americans had known of the cave long before-they called it "Otsgaragee," the Cave of the Great Galleries-but Howe's chance rediscovery was the first chapter in the dramatic tale of one of America's oldest and greatest commercial caves. Just as dramatic as the caverns' features-walls of colored floorstone, gigantic columns of stalactites and stalagmites, murderously tight squeezes and vast open galleries-is the story of their evolution from natural wonder to tourist attraction. Noted natural historian Dana Cudmore examines this spectacular natural phenomenon, which is greeted by nearly a quarter of a million visitors each year. Packed with fascinating historical photographs, The Remarkable Howe Caverns Storyis a remarkable and compelling account of man's interaction with nature. "An interesting local history that should intrigue spelunkers and expand awareness of a site already well known to visitors of New York State's Leatherstocking region." ( Booklist) "Spelunkers and local history buffs will relish this engaging account." ( Publishers Weekly)




Monsters, Aliens, and Holes in the Ground, Deluxe Edition


Book Description

A richly illustrated, encyclopedic deep dive into the history of roleplaying games. When Gary Gygax and Dave Arneson released Dungeons & Dragons in 1974, they created the first roleplaying game of all time. Little did they know that their humble box set of three small digest-sized booklets would spawn an entire industry practically overnight. In Monsters, Aliens, and Holes in the Ground, Stu Horvath explores how the hobby of roleplaying games, commonly known as RPGs, blossomed out of an unlikely pop culture phenomenon and became a dominant gaming form by the 2010s. Going far beyond D&D, this heavily illustrated tome covers more than three hundred different RPGs that have been published in the last five decades. Monsters, Aliens, and Holes in the Ground features (among other things) bunnies, ghostbusters, soap operas, criminal bears, space monsters, political intrigue, vampires, romance, and, of course, some dungeons and dragons. In a decade-by-decade breakdown, Horvath chronicles how RPGs have evolved in the time between their inception and the present day, offering a deep and gratifying glimpse into a hobby that has changed the way we think about games and play. The deluxe edition will include a foil-stamped cover and slipcase with a cloth binding, a ribbon, gilded edges, and an 8.5x11-inch card stock poster of the regular edition.




Caverns of the Snow Witch


Book Description

Deep within the Crystal Caves of Icefinger Mountains, the dreaded Snow Witch is plotting to bring on a new Ice Age. A brave trapper dies in your arms and lays the burden of his mission on your shoulders. But time is running out - will YOU take the challenge.




Forge of Darkness


Book Description

Now is the time to tell the story of an ancient realm, a tragic tale that sets the stage for all the tales yet to come and all those already told... It's a conflicted time in Kurald Galain, the realm of Darkness, where Mother Dark reigns. But this ancient land was once home to many a power. and even death is not quite eternal. The commoners' great hero, Vatha Urusander, is being promoted by his followers to take Mother Dark's hand in marriage, but her Consort, Lord Draconus, stands in the way of such ambitions. The impending clash sends fissures throughout the realm, and as the rumors of civil war burn through the masses, an ancient power emerges from the long dead seas. Caught in the middle of it all are the First Sons of Darkness, Anomander, Andarist, and Silchas Ruin of the Purake Hold... Steven Erikson entered the pantheon of great fantasy writers with his debut Gardens of the Moon. Now he returns with the first novel in a trilogy that takes place millennia before the events of the Malazan Book of the Fallen and introduces readers to Kurald Galain, the warren of Darkness. It is the epic story of a realm whose fate plays a crucial role in shaping the world of the Malazan Empire. At the Publisher's request, this title is being sold without Digital Rights Management Software (DRM) applied.




Masters of Chaos


Book Description

Special Forces soldiers are daring, seasoned troops from America's heartland, selected in a tough competition and trained in an extraordinary range of skills. They know foreign languages and cultures and unconventional warfare better than any U.S. fighters, and while they prefer to stay out of the limelight, veteran war correspondent Linda Robinson gained access to their closed world. She traveled with them on the frontlines, interviewed them at length on their home bases, and studied their doctrine, methods and history. In Masters of Chaos she tells their story through a select group of senior sergeants and field-grade officers, a band of unforgettable characters like Rawhide, Killer, Michael T, and Alan -- led by the unflappable Lt. Col. Chris Conner and Col. Charlie Cleveland, a brilliant but self-effacing West Pointer who led the largest unconventional war campaign since Vietnam in northern Iraq. Robinson follows the Special Forces from their first post-Vietnam combat in Panama, El Salvador, Desert Storm, Somalia, and the Balkans to their recent trials and triumphs in Afghanistan and Iraq. She witnessed their secret sleuthing and unsung successes in southern Iraq, and recounts here for the first time the dramatic firefights of the western desert. Her blow-by-blow story of the attack on Ansar al-Islam's international terrorist training camp has never been told before. The most comprehensive account ever of the modern-day Special Forces in action, Masters of Chaos is filled with riveting, intimate detail in the words of a close-knit band of soldiers who have done it all.




Exploring Roguelike Games


Book Description

Since 1980, in-the-know computer gamers have been enthralled by the unpredictable, random, and incredibly deep gameplay of Rogue and those games inspired by it, known to fans as "roguelikes." For decades, this venerable genre was off the radar of most players and developers for a variety of reasons: deceptively simple graphics (often just text characters), high difficulty, and their demand that a player brings more of themselves to the game than your typical AAA title asks. This book covers many of the most prominent titles and explains in great detail what makes them interesting, the ways to get started playing them, the history of the genre, and more. It includes interviews, playthroughs, and hundreds of screenshots. It is a labor of love: if even a fraction of the author’s enthusiasm for these games gets through these pages to you, then you will enjoy it a great deal. Key Features: Playing tips and strategy for newcomers to the genre Core roguelikes Rogue, Angband, NetHack, Dungeon Crawl Stone Soup, ADOM, and Brogue The "lost roguelikes" Super Rogue and XRogue, and the early RPG dnd for PLATO systems The Japanese console roguelikes Taloon’s Mystery Dungeon and Shiren the Wanderer Lesser-known but extremely interesting games like Larn, DoomRL, HyperRogue, Incursion, and Dungeon Hack "Rogue-ish" games that blur the edges of the genre, including Spelunky, HyperRogue, ToeJam & Earl, Defense of the Oasis, Out There, and Zelda Randomizer Interviews with such developers as Keith Burgun (100 Rogues and Auro), Rodain Joubert (Desktop Dungeons), Josh Ge (Cogmind), Dr. Thomas Biskup (ADOM), and Robin Bandy (devnull public NetHack tournament) An interview regarding Strange Adventures in Infinite Space Design issues of interest to developers and enthusiasts Author Bio: John Harris has bumped around the Internet for more than 20 years. In addition to writing the columns @Play and Pixel Journeys for GameSetWatch and developer interviews for Gamasutra, he has spoken at Roguelike Celebration. John Harris has a MA in English Literature from Georgia Southern University.




Caves of Carnage


Book Description

Illustrated cardstock terrain tiles for use with the Dungeons & Dragons(R) Roleplaying Game. This accessory for the Dungeons & Dragons Roleplaying Game contains six double-sided sheets of illustrated, die-cut terrain tiles printed on heavy cardstock. These tiles feature twisting caverns that include underground rivers, chasms, treacherous rope bridges, and the aftermath of bloody battles.