Our website is made possible by displaying online advertisements to our visitors.
Please consider supporting us by disabling your ad blocker.

Download links will be available after you disable the ad blocker and reload the page.
Showing: 41-50 results of 833

There are many, many new never-before-seen items to get your characters salivating, but we have also drawn items from the very best Open Game sources, including Bastion Press, FFG, Atlas, Mystic Eye Games, Natural 20 Press and, of course, Mongoose Publishing, as well as all those that are Open Content in the Player's Handbook, making this a one-stop tome for any shopping spree!

The idea of time travel has been with us since ancient times; now, the concept of time travel seems almost... plausible. Today, tales of chrononauts are more imaginative and thought-provoking than ever before: new views, cutting-edge concepts, radical notions of paradox and possibility — state-of-the-art speculative stories collected from those written in the twenty-first century. Forward to the past, back to the future — get ready... more...

The Hobbits of the Shire did not always dwell in peace and prosperity. Their beginnings in the Glennen were characterized by frugal living, hidden residences, and terror of the Necromancer's growing presence. Crossing the Misty Mountains to escape his Shadow, they encountered the arrogance and ridicule of Men along with all the perils of the wide world. The Shire was granted to the Halflings by King Argeleb II as their new homeland, but even then they... more...

Winner of the 2012 CLAGS Fellowship Award for Best First Book Project in LGBT Studies   In 1964, noted literary critic Leslie Fiedler described American youth as “new mutants,” social rebels severing their attachments to American culture to remake themselves in their own image. 1960s comic book creators, anticipating Fiedler, began to morph American superheroes from icons of nationalism and white masculinity into actual... more...



The Thing. Daredevil. Captain Marvel. The Human Fly. Drawing on DC and Marvel comics from the 1950s to the 1990s and marshaling insights from three burgeoning fields of inquiry in the humanities--disability studies, death and dying studies, and comics studies-- José Alaniz seeks to redefine the contemporary understanding of the superhero. Beginning in the Silver Age, the genre increasingly challenged and complicated its hypermasculine,... more...

Description are not available


Focusing especially on American comic books and graphic novels from the 1930s to the present, this massive four-volume work provides a colorful yet authoritative source on the entire history of the comics medium. • Provides historical context within individual entries that allows readers to grasp the significance of that entry as it relates to the broader history and evolution of comics • Includes coverage of international... more...

Pocket Essentials is a dynamic series of books that are concise, lively, and easy to read. Packed with facts as well as expert opinions, each book has all the key information you need to know about such popular topics as film, television, cult fiction, history, and more. This is the first book-length critical study of Robert Crumb, covering all of his cross-cultural endeavours in comics, music, and film. Every... more...