The Pocket Conan RPG

The Pocket Conan RPG

Author: Ian Sturrock

Publisher:

Published: 2005-03

Total Pages: 0

ISBN-13: 9781904854630

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Following on from the tremendous success of Conan the Role-playing Game, Mongoose releases a pocket-sized version, at a price to match. All the detail of the massive original rulebook is included in an easy to read, easy to carry format.


Conan the Roleplaying Game

Conan the Roleplaying Game

Author: Ian Sturrock

Publisher:

Published: 2007

Total Pages: 0

ISBN-13: 9781905850068

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'Know, o prince, that between the years when the oceans drank Atlantis and the gleaming cities, and the years of the rise of the Sons of Aryas, there was an Age undreamed of, when shining kingdoms lay spread across the world like blue mantles beneath the stars - Nemedia, Ophir, Brythunia, Hyberborea, Zamora with its dark-haired women and towers of spider-haunted mystery, Zingara with its chivalry, Koth that bordered on the pastoral lands of Shem, Stygia with its shadow-guarded tombs, Hyrkania whose riders wore steel and silk and gold. But the proudest kingdom of the world was Aquilonia, reigning supreme in the dreaming west. Hither came Conan, the Cimmerian, black-haired, sullen-eyed, sword in hand, a thief, a reaver, a slayer, with gigantic melancholies and gigantic mirth, to tread the jeweled thrones of the Earth under his sandaled feet.' The Second Edition of the wildly sucessful Conan roleplaying game revises and clarifies the existing rules, bringing in the best innovations and optional rules from the supplements, and offering new combat and tactical options for games masters and players, as well as crossover rules for the new Age of Conan wargame!


Conan the Thief

Conan the Thief

Author: Modiphius Entertainment

Publisher: Modiphius Entertainment

Published: 2018-10

Total Pages: 128

ISBN-13: 9781912200016

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TORCHES FLARED MURKILY ON THE REVELS IN THE MAUL, WHERE THE THIEVES OF THE EAST HELD CARNIVAL BY NIGHT. IN THE MAUL THEY COULD CAROUSE AND ROAR AS THEY LIKED, FOR HONEST PEOPLE SHUNNED THE QUARTERS, AND WATCHMEN, WELL PAID WITH STAINED COINS, DID NOT INTERFERE WITH THEIR SPORT


Aquilonia - Flower of the West

Aquilonia - Flower of the West

Author: V. Darlage

Publisher: Mongoose Publishing

Published: 2005-02-28

Total Pages: 200

ISBN-13: 9781904854692

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Aquilonia, the Flower of the West, is Hyboria's greatest kingdom, destined to be ruled over by the mighty Conan himself. This 200-page hardback addition to the enormously popular Conan the Role-playing Game details the most popular country in Conan's world in unprecedented detail. From the palatial splendour of the capital, Tarantia, to the rural tranquillity of the Tauran and the brooding nobles of Poitain, everything and more is covered.


Barbarians of Lemuria (Legendary Edition)

Barbarians of Lemuria (Legendary Edition)

Author: Simon Washbourne

Publisher:

Published: 2009-12-02

Total Pages: 0

ISBN-13: 9781907204319

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"It is a savage age of sorcery and bloodshed, where strong men and beautiful women, warlords, priests, magicians and gladiators battle to carve a bloody path leading to the Throne of Lemuria. It is an age of heroic legends and valiant sagas too. And this is one of them..." Barbarians of Lemuria; swords & sorcery roleplaying, inspired by Thongor, Conan, Brak and Elric. Barbarians of Lemuria has been acclaimed by many as one of the best roleplaying games of this genre. This 'Legendary' version features updates and extra goodies to give you much more swords & sorcery role playing goodness.


Conan the Monolith Conan RPG Supp., Full Color, Hardback

Conan the Monolith Conan RPG Supp., Full Color, Hardback

Author: Modiphius

Publisher: Modiphius

Published: 2019-06-04

Total Pages:

ISBN-13: 9781912200139

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Since the introduction of fantasy into wargaming, Robert E. Howards Conan has loomed large across popular culture, recently inspiring the award-winning Robert E. Howards Conan: Adventures in an Age Undreamed Of roleplaying game and Monoliths hit Conan boardgame. Here, for the first time ever, is the crossover between these two games: miniatures and roleplaying adventure meet in the Hyborian Age! Developed closely with Monolith Entertainment, The Monolith Sourcebook provides players and gamemasters with a host of exciting material: new campaigns for both games, standalone adventures, and advice for creating original boardgame adventures using the roleplaying resources. Made in UK.


Shem - Gateway to the South

Shem - Gateway to the South

Author: Vincent Darlage

Publisher:

Published: 2006-12

Total Pages: 0

ISBN-13: 9781905471850

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Shem is a land of decadent despots in the west and fierce nomads to the east. This influential nation of over 15 million people is a powerful commercial engine, drawing in wealth through overland trade via the well-traveled caravan routes that criss-cross the arid deserts and pastoral meadowlands. Trade is the life's blood of Shem and its debauched city-states seem to specialize in their manufacture of goods, living off of the unending camel trains. The luxuriant kingdoms are constantly at war with each other, each trying to steal domination of various trade routes, trying to destroy competition in search of ever elusive monopolies in some good or another. The Shemites are well known as slavers, roving the Black Coast in live ships, trading and raiding for "human trade goods" to sell on the block in Shem. The Shemites themselves are also sometimes taken as slaves - the founders of Gazal in the deserts of the Black Kingdoms used Shemite slaves.


Lone Wolf

Lone Wolf

Author: August Hahn

Publisher:

Published: 2003-10

Total Pages: 0

ISBN-13: 9781904577478

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Readers of the Lone Wolf series were launched into an odyssey spanning 28 game books, 12 novels, and countless related works. The hero for most of that work was Lone Wolf, a Kai Lord and the readers' alternate identity when traveling through the complex and often lethal world of Magnamund. The last survivor of the Kai, it was his self-appointed duty to seek vengeance for the deaths of his brothers and sisters. Through it all, readers of the Lone Wolf game books followed along with every step, every sword blow, and every use of his incredible powers. This book is the definitive guide to the world of Magnamund and the many roleplaying possibilities it provides.. If you can imagine an adventure, it awaits you somewhere on the face (or in the dark caverns) of Magnamund. There is a gazetteer section with maps, images, and detailed descriptions of the many realms that make up Magnamund. Notes on cultures, monsters, and the inevitable dangers of the land will be at your fingertips. The gazetteer will also provide Games Masters with statistics for dozens of terrible beasts and vile henchmen to throw at those foolish enough to oppose the rise of the Darklords What you will not find in these pages are overly complicated or burdensome rules. The combat of Lone Wolf is quick and simple, with greater emphasis placed on the descriptions and action of titanic conflict rather than the dice rolls involved. The real battle should be against the Darklords, not the rules involved to doing so. The basic rules of Lone Wolf are just that- basic. They provide the foundation for all action in Magnamund without getting in the way of the saga that is your campaign.


The Fantasy Role-Playing Game

The Fantasy Role-Playing Game

Author: Daniel Mackay

Publisher: McFarland

Published: 2017-08-11

Total Pages: 216

ISBN-13: 0786450479

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Many of today's hottest selling games--both non-electronic and electronic--focus on such elements as shooting up as many bad guys as one can (Duke Nuk'em), beating the toughest level (Mortal Kombat), collecting all the cards (Pokemon), and scoring the most points (Tetris). Fantasy role-playing games (Dungeons & Dragons, Rolemaster, GURPS), while they may involve some of those aforementioned elements, rarely focus on them. Instead, playing a fantasy role-playing game is much like acting out a scene from a play, movie or book, only without a predefined script. Players take on such roles as wise wizards, noble knights, roguish sellswords, crafty hobbits, greedy dwarves, and anything else one can imagine and the referee allows. The players don't exactly compete; instead, they interact with each other and with the fantasy setting. The game is played orally with no game board, and although the referee usually has a storyline planned for a game, much of the action is impromptu. Performance is a major part of role-playing, and role-playing games as a performing art is the subject of this book, which attempts to introduce an appreciation for the performance aesthetics of such games. The author provides the framework for a critical model useful in understanding the art--especially in terms of aesthetics--of role-playing games. The book also serves as a contribution to the beginnings of a body of criticism, theory, and aesthetics analysis of a mostly unrecognized and newly developing art form. There are four parts: the cultural structure, the extent to which the game relates to outside cultural elements; the formal structure, or the rules of the game; the social structure, which encompasses the degree and quality of social interaction among players; and the aesthetic structure, concerned with the emergence of role-playing as an art form.