Gurps Dragons


Book Description

Dragons! The most fabulous of all fabulous beasts. Throughout history, around the world, tales of fire-breathing monsters have stirred awe and terror. Now . . . play a dragon. Take to the air with prodigious wingbeats, soaring effortlessly for hundreds of miles. Terrify your foes with fire, claws, and teeth. Gather your hoard. Study ancient lore and magic . . . and take human form to walk in the world of men! GURPS Dragons includes: Origins of the dragon, through myth and legend and even true history. How do dragons fly? How to hunt dragons . . . and survive. Creating dragon characters in GURPS. Dragon-specific combat maneuvers. Templates for Firedrakes, Naga, Chinese Dragons, Sea Serpents, and others. Ideas for dragon-centric campaigns, including two campaign backgrounds! A special Appendix converts the game material to the GURPS Fourth Edition rules, making it even more useful!




Gurps Dragons


Book Description




Dragons in the Stacks


Book Description

A one-stop, complete guide to tabletop role-playing games for novice librarians as well as seasoned players. Tabletop role-playing games (RPGs) are a perfect fit for library teen services. They not only hold great appeal for teen patrons, but also help build important skills ranging from math and literacy to leadership and dramatics. Role-playing games are cost-effective too. Dragons in the Stacks explains why RPGs are so effective at holding teenagers' attention, identifies their specific benefits, outlines how to select and maintain a RPG collection, and demonstrates how they can enhance teen services and be used in teen programs. Detailed reviews of role-playing games are included as well, with pointers on their strengths, weaknesses, and library applications. Coauthored by an experienced young adult librarian and an adult services librarian, this is the definitive guide to RPGs in the library, and the only one currently available.




Gurps Fantasy Bestiary


Book Description

-- More than 250 fantasy animals and plants, organized for easy use. -- Includes a special section on everyone's favorite monster...dragons!




Gurps Monsters


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Gurps Banestorm


Book Description

Welcome to the land of Yrth, a magical realm of incredibly varied races and monsters - including people snatched from our Earth and other worlds by the cataclysmic Banestorm! Whole villages were transported - from such diverse locales as medieval England, France, Germany, and the Far East. Now humans struggle with dwarves, elves, and each other. The Crusades aren't ancient history here - they're current events! Characters can journey from the windswept plains of the Nomad Lands - where fierce Nordic warriors seek a valiant death to earn a seat in Valhalla - to Megalos, the ancient empire where magic and political intrigue go hand in hand. Or trek south to the Muslim lands of al-Wazif and al-Haz to explore the forbidden city of Geb'al-Din. This book updates the original Yrth of GURPS Third Edition Fantasy and Fantasy Adventures. It provides GMs with a complete world background - history, religion, culture, politics, races, and a detailed map - everything needed to start a GURPS campaign. Phil Masters (Discworld and Hellboy RPGs) and Jonathan Woodward (Hellboy and GURPS Ogre) have added new peoples, places, and plots, as well as lots more on magic and mysticism, all of which conforms to GURPS Fantasy and GURPS Magic. So prepare to make your own mark on Yrth. Plunder elven ruins while evading the desert natives. Play a peasant-born hero . . . an orcish pirate . . . a Muslim double agent commanded to infiltrate the Hospitallers. Yrth awaits the legend of you!




GURPS Lite


Book Description




The Last Threshold


Book Description

Drizzt navigates a winding path littered with secrets and lies in this suspenseful conclusion to the Neverwinter Saga Drizzt is tangled up in Dahlia’s dark secrets more than ever. The ties that once held them close now threaten to rip apart as Dahlia’s bonds to Drizzt’s former foe, Artemis Entreri, continue to grow. Determined to stand for what’s right in the Realms once again, Drizzt forges a new road north toward Icewind Dale. Will Dahlia, Entreri, and the rest of his new companions follow? Will he be forced to fight the darkness alone? Either way, he knows now where he’s headed—back to the only place that’s ever felt like home. Meanwhile, in the caverns of Gauntlgrym, the drow Tiago Baenre enlists the help of the Bregan D’aerthe in his quest to destroy his grandfather’s killer: Drizzt Do’Urden. While making promises they may not keep, the agents of the elite drow mercenary group hide plans of their own . . . The Last Threshold is the fourth book in the Neverwinter Saga and the twenty-sixth installment in the Legend of Drizzt series.




Gurps Fantasy


Book Description

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How to Be a Gurps GM


Book Description

The Student's Guide to Ultimate Power GURPS! A game with infinite possibilities. Even those familiar with this award-winning system may not feel they've mastered the fundamentals . . . and those just starting with this game may feel lost amid the possibilities. You want help. You could use a guide. You need How to Be a GURPS GM. For the player, this supplement offers insight into how to create the perfect character to fit your vision, plus three examples of character creation and two new fantasy templates. The chapter dedicated to customizing combat and using various options can be particularly helpful for new and veteran players in making aggressive altercations even more exciting. For the Game Master, the supplement discusses everything needed to run a campaign: how to prepare the game setting, assist the players with the creation of their heroes, create challenging and engaging encounters, and design and run the first adventure. The included overview of the Fourth Edition line, plus recommended resource lists for eight popular genres, can help the GM decide which supplements will be most helpful to craft a new campaign. This supplement also provides canonical insight from Sean "Dr. Kromm" Punch, who draws on decades of experience answering questions and providing clarifications as the GURPS Line Editor. Throughout, it follows a group of example players new to GURPS, from when their GM first opens the Basic Set through the starting session of their inaugural adventure. How to Be a GURPS GM is an invaluable aid for getting started with GURPS, bridging the previously perilous step between reading the Basic Set and participating in your first game. Half of power is knowing how to use it. With How to Be a GURPS GM, you'll be on your way to unleashing the full potential of GURPS like never before!