The Revenant of Thraxton Hall


Book Description

Arthur Conan Doyle has just killed off Sherlock Holmes in "The Final Problem," and he immediately becomes one of the most hated men in London. So when he is contacted by a medium "of some renown" and asked to investigate a murder, he jumps at the chance to get out of the city. The only thing is that the murder hasn't happened yet—the medium, one Hope Thraxton, has foreseen that her death will occur at the third séance of a meeting of the Society for Psychical Research at her manor house in the English countryside. Along for the ride is Conan Doyle's good friend Oscar Wilde, and together they work to narrow down the list of suspects, which includes a mysterious foreign Count, a levitating magician, and an irritable old woman with a "familiar." Meanwhile, Conan Doyle is enchanted by the plight of the capricious Hope Thraxton, who may or may not have a more complicated back-story than it first appears. As Conan Doyle and Wilde participate in séances and consider the possible motives of the assembled group, the clock ticks ever closer to Hope's murder, in The Revenant of Thraxton Hall by Vaughn Entwistle.




The Angel of Highgate


Book Description

“NOTHING LESS THAN THE WICKEDEST MAN IN LONDON…” It is October 1859, and notorious philanderer Lord Geoffrey Thraxton cares for nothing except his own amusement. After humiliating an odious literary critic and surviving the resulting duel, he boasts of his contempt for mortality, and insults the attending physician. It is a mistake he will come to regret. When Thraxton becomes obsessed with a mysterious woman who appears to him one fog-shrouded night in Highgate Cemetery, he unwittingly provides the doctor with the perfect means to punish a man with no fear of death…




Hideous Progeny


Book Description

It never had life . . . but now it must die . . . As a girl of 18, Mary Shelley's imagination birthed the nameless monster that would make her name famous. But since that night of apocalyptic storms at the Villa Diodati and the dark nativity of her hideous progeny, Mary's life has been a tedious narrative of grief and loss: a dead husband, a dead sister and three dead children. Now in middle age, Mary suffers headaches from the brain tumour that will soon end her life. Seeking relief from her monster's malign curse, Mary travels from London to the Somerset estate of Andrew Crosse, the gentleman scientist who inspired her Dr. Frankenstein. Mary has come in search of an electrical cure, hoping that the same dread engine that raised her monster can now lay that ghost to rest.




The Resurrection of the Son of God


Book Description

Explores ancient beliefs about life after death, highlighting the fact that the early Christians' belief about the afterlife belonged firmly on the Jewish spectrum, while introducing several new mutations and sharper definitions, forcing readers to view the Easter narratives not simply as rationalizations, but as accounts of two actual events: the empty tomb of Jesus and his "appearances." Simultaneous. Hardcover no longer available.




The Horror Comics


Book Description

From the Golden Age of the 1940s, through the Silver Age of the '60s, up until the early '80s--the end of the Bronze Age. Included are the earliest series, like American Comics Group's Adventures into the Unknown and Prize Comics' Frankenstein, and the controversial and gory comics of the '40s, such as EC's infamous and influential Tales from the Crypt. The resurgence of monster-horror titles during the '60s is explored, along with the return of horror anthologies like Dell Comics' Ghost Stories and Charlton's Ghostly Tales from the Haunted House. The explosion of horror titles following the relaxation of the comics code in the '70s is fully documented with chapters on Marvel's prodigious output--The Tomb of Dracula, Werewolf by Night and others--DC's anthologies--Witching Hour and Ghosts--and titles such as Swamp Thing, as well as the notable contributions of firms like Gold Key and Atlas. This book examines how horror comics exploited everyday terrors, and often reflected societal attitudes toward women and people who were different.




The Demonplague


Book Description

Sandbox Meets Hexcrawl Meets Epic Storyline. Every millennium, a terrible evil trapped in the heart of the Luna Valley awakens to wipe civilization out -- and the last awakening happened 1,000 years ago.... This time, if the heroes don't stop the evil, more than just the Luna Valley will die. Welcome to The Demonplague, a rocking campaign that will take your players on a wild adventure rife with intrigue, secrets, and grim sword and sorcery action.With equal parts classic adventure, sandbox, hexcrawl, and old-fashioned dungeon crawl, The Demonplague lets you GM with little prep and at the same time offers your players total freedom and choice. Designed For Game MastersNew GMs benefit from a classic linear structure that gradually leads them into the campaign's other styles. The Demonplague adventure comes in four parts, all of which you will get today for a complete campaign experience. Part I: The Frozen Necromancer Part II: The Winter Druid's Legacy Part III: Icefall Part IV: Xancrown's Prison Features A full-length 371 page D&D 5E campaign that takes characters from 1st to 20th level The self-contained Luna Valley setting lets you drop this campaign into any fantasy world without a hitch 21 diabolical new monsters for 5E including new undead and demonic foes 27 new NPCs with complete write-ups for excellent roleplay A fully-stocked village brimming with intrigue Over a dozen dungeon and adventuring sites Two PDF versions included: 2-column for print and 1-column PDF for easier tablet and phone use* PDFs are fully bookmarked and searchable The Story A classic linear adventure core story arc with village intrigue, wilderness exploration, and dungeon mission play A sandbox stage when PCs are tough enough to brave the post-apocalyptic wilderness, letting them choose when and how to engage in story milestones A hexcrawl portion where you can dynamically generate the contents of any hex, letting players roam freely throughout the valley and make amazing discoveries A mega-dungeon finale with an exciting balance of roleplaying and action A player-driven narrative that puts tough choices in front of their characters to determine the direction and outcome of adventures Get the Demonplague today and run an unforgettable campaign for your friends!




Forgotten Realms Player's Guide


Book Description

The complete guide for building Forgotten Realms characters. This guide presents this changed world from the point of view of the adventurers exploring it. This product includes everything a player needs to create his character for a D&D campaign in the Forgotten Realms setting.




Kobold Guide to Magic


Book Description

Kobolds Work a Little Magic The popular and wildly useful Kobold Guide series tackles the biggest subject in fantasy: Magic! What makes a fantasy fantastic? Magic, of course! Whether it's unearthly beasts, scheming sorcerers, legendary swords or locales that defy logic and physics, a compelling fantasy story needs magical elements. The tricky part is that in order for the story to work, you have to get your reader or player to believe the unbelievable. The Kobold Guide to Magic takes you behind the scenes to learn the secrets of designing and writing about magic from 20 top fantasy authors and game designers. Find out how to create more compelling, more interesting, and more playable magic at your table or in your stories-with the word from some of the most talented creators working today. The topics are wide-ranging, from the secrets of Irish magic to tricks of impractical magic, from how to generate a sense of wonder at the gaming table to how to rejigger the teleport spell for stronger adventures tohow to sell a character's soul and how to run a game with visions and prophecies. There's even sections on the magic of J.R.R. Tolkien and the tools available to a game master for making magic their own. The Essential Guide to Magic in Fiction and Games This essential companion for fantasy gamers and readers alike feature essays by: Wolfgang Baur Clinton Boomer David Chart David "Zeb" Cook James Enge Ed Greenwood Jeff Grubb Kenneth Hite James Jacobs Colin McComb Richard Pett Tim Pratt John Rateliff Thomas Reid Aaron Rosenberg Ken Scholes F. Wesley Schneider Amber E. Scott Willie Walsh Martha Wells Steve Winter This latest volume in the best-selling and award-winning series of Kobold Guides tackles the mystery at the heart of the fantasy genre. Improve your game and expand your magical power with the Kobold Guide to Magic! This book ships early in 2014 and will be in high demand. Don't miss out, and get it in print before everyone else!




Secrets of Xen'drik


Book Description

A source book for play and exploration across the mysterious Eberron continent of Xen'drik, this first in-depth book into the subject includes specific locations of interest, new information on the secretive drow of Xen'drik, adventure seeds, and more.