Roll for Initiative


Book Description

Twelve-year-old Riley steps out of her older brother's protective shadow and behind the Dungeon Master's screen, running D&D campaigns for her friends and learning to be independent and self-reliant.




Roll for Initiative


Book Description

Perfect for fans of Dungeons & Dragons, Raina Telgemeier, and Jessica Kim, a heartfelt coming-of-age middle grade novel about finding your voice and believing in your best geeky self. Riley Henderson has never taken a bus to school in her entire life. Or made an afterschool snack, or finished her homework on her own, or—ewww—done her own laundry. That’s what her older brother Devin was for. But now Devin’s gone. He’s off in California attending a fancy college gaming program while Riley is stuck alone in Florida with her mom. That is, until a cool nerd named Lucy gives Riley no choice but to get over her shyness and fear of rejection and become friends. The best part is . . . both girls are into Dungeons & Dragons. In fact, playing D&D was something Riley and Devin used to do together, with Devin as the dungeon master, guiding Riley through his intricately planned campaigns. So, of course, Riley is more than a little nervous when Lucy suggests that she run a campaign for them. For the chance at a friend, though, she’s willing to give it a shot. Soon, their party grows and with the help of her new D&D friends, Riley discovers that not only can she function without Devin, she kind of likes it. She figures out that bus thing, totes the clothes down to the laundry room and sets up her D&D campaigns right there on the slightly suspect folding table, makes her own snacks and dinner— the whole deal. But when Devin runs into trouble with his program and returns home, it's pretty clear, even to Riley, that since he can’t navigate his own life, he’s going to live Riley’s for her. Now she has to help Devin go back to college and prove to her mom that she can take care of herself . . . all before the upcoming Winter-Con. It's time to Roll for Initiative.




Life of the Party


Book Description

The continuing comics and adventures of the greatest gaming party ever.




Pathfinder: Rise of the Runelords, Part 2


Book Description

The Rise of the Runelords Adventure Path continues with the second adventure: "The Skinsaw Murders." A sudden string of brutal killings terrorizes Sandpoint, and the killer's mark bears a distrubing similarity to the strange rune the goblins in the previous adventure had taken as their tribal totem. Investigation leads the heroes to confront a sinister murderer who has claimed a notorious haunted mansion as his lair. Yet this murderer is one of many, a member of a group of killers who call themselves the Skinsaw Men and have adopted an ancient magic involving the seven deadly sins. The PCs must travel to the bustling city of Magnimar to unravel the truth behind the rune, but in so doing may become prime suspects in the killings themselves! This volume of Pathfinder includes a detailed description of the city of Magnimar, several new monsters, and rules for new types of wizardly specialists who focus their studies on sin magic.




Watch Us Roll


Book Description

Actual play is a movement within role-playing gaming in which players livestream their gameplay for others to watch and enjoy. This new medium has allowed the playing of games to become a digestible, consumable text for individuals to watch, enjoy, learn from, and analyze. Bridging the gap between the analog and the digital, actual play is changing and challenging our expectations of tabletop role-playing and providing a space for new scholarship. This edited collection of essays focuses on Dungeons and Dragons actual play and examines this phenomenon from a variety of different disciplinary approaches. Authors explore how to define actual play, how fans interact with and affect the narrative and gameplay of actual play, the diversity of gamers (or lack thereof) within actual play media, and how audiences can use actual play media for more than mere entertainment.




Runecairn: Wardensaga


Book Description




Altered Carbon Deluxe RPG


Book Description




Pathfinder Adventure


Book Description

In the cosmopolitan trading city of Kibwe, at the edge of the Mwangi Expanse, innocent people struck by a terrible curse known as the slithering are melting into malevolent oozes. The heroes are at the epicenter of this slimy curse and might be the only ones capable of recovering the ancient magic required to break it. Tracking the course of the slithering through Kibwe's colorful markets and shrines, the heroes must untangle the curse's origin and discover the role the nefarious Aspis Consortium plays in the unfolding conspiracy. The mysteries the heroes uncover might usher in a new era of plenty and prosperity for Kibwe, if the heroes can survive the slithering to experience it! The Slithering is a deluxe adventure for 5th-level characters written by Ron Lundeen. Featuring terrifying new monsters, repulsive new rules and magic items, and an in-depth look at one of the most exciting cities in the jungle-choked Mwangi Expanse, The Slithering provides a wealth of secrets and dangers!




Cypher System Rulebook


Book Description




Champions Now


Book Description

Hero Games is proud to present Champions Now, to be created by pioneering game designer Ron Edwards, author of Sorcerer and co-founder of The Forge. Ron will revisit the original three editions of first-generation Champions (1981 to 1988), recovering the power of this foundational era of superhero roleplaying.