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Arkham Sanitarium: A Set of Player Aids for Use with Call of Cthulhu by Drashi Khendup
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The Cure for Alcoholism: The Medically Proven Way to Eliminate Alcohol Addiction
Roy Eskapa - 2008
This is the first step.Featuring new and updated information and studies, including an introduction by actress Claudia Christian, the second edition of The Cure for Alcoholism delivers exactly what millions of alcoholics and families of alcoholics have been hoping for: a painless, dignified, and medically proven cure for their addiction. Backed by 82 clinical trials and research that extends back to 1964, The Sinclair Method deploys an opiate-blocking medication in a very specific way—in combination with ongoing drinking—to extinguish the addictive “software” in the brain. The de-addiction process rolls back the addictive mechanism in the brain to its original pre-addicted state—before the first drink was consumed, making this program an actual cure for alcoholism.Drs. Roy Eskapa and David Sinclair of The Sinclair Method have put together a sound scientific book that proves that with this particular method, alcoholism can be cured in more than 78 percent of patients. What’s more, the treatment avoids the dangerous withdrawal symptoms, allowing patients to detox gradually and safely while they are still drinking. This removes the need for expensive and unpleasant inpatient rehabilitation programs. Actual drinking levels and cravings automatically decrease until control over alcohol is restored. The bottom line is that patients can control their drinking or stop altogether with the simple yet powerful process outlined in The Cure for Alcoholism.Including a new introduction by actress Claudia Christian about The Sinclair Method’s impact on her life, updated trial information, and a letter explaining the treatment that can be given to doctors by patients, The Cure for Alcoholism is a revolutionary book for anyone who wants to gain control over drinking.
Oklahoma's Atticus: An Innocent Man and the Lawyer Who Fought for Him
Hunter Howe Cates - 2019
When Youngwolfe recants his confession, saying he was forced to confess by the authorities, his city condemns him, except for one man—public defender and Creek Indian Elliott Howe. Recognizing in Youngwolfe the life that could have been his if not for a few lucky breaks, Howe risks his career to defend Youngwolfe against the powerful county attorney’s office. Forgotten today, the sensational story of the murder, investigation, and trial made headlines nationwide.Oklahoma’s Atticus is a tale of two cities—oil-rich downtown Tulsa and the dirt-poor slums of north Tulsa; of two newspapers—each taking different sides in the trial; and of two men both born poor Native Americans, but whose lives took drastically different paths. Hunter Howe Cates explores his grandfather’s story, both a true-crime murder mystery and a legal thriller. Oklahoma’s Atticus is full of colorful characters, from the seventy-two-year-old mystic who correctly predicted where the body was buried, to the Kansas City police sergeant who founded one of America’s most advanced forensics labs and pioneered the use of lie detector evidence, to the ambitious assistant county attorney who would rise to become the future governor of Oklahoma. At the same time, it is a story that explores issues that still divide our nation: police brutality and corruption; the effects of poverty, inequality, and racism in criminal justice; the power of the media to drive and shape public opinion; and the primacy of the presumption of innocence. Oklahoma’s Atticus is an inspiring true underdog story of unity, courage, and justice that invites readers to confront their own preconceived notions of guilt and innocence.
Ten Candles
Stephen Dewey - 2015
It is played by the light of ten tea light candles which provide atmosphere, act as a countdown timer for the game, and allow you to literally burn your character sheet away as you play. Ten Candles is described as a "tragic horror" game rather than survival horror for one main reason: in Ten Candles there are no survivors. In the final scene of the game, when only one candle remains, all of the characters will die. In this, Ten Candles is not a game about "winning" or beating the monsters. Instead, it is a game about what happens in the dark, and about those who try to survive within it. It is a game about being pushed to the brink of madness and despair, searching for hope in a hopeless world, and trying to do something meaningful with your final few hours left. Ten Candles may be played with any number of players and one gamemaster. It takes between 2-4 hours for an average session. While there are some components that need to be gathered to run a game (such as ten tea light candles), the game requires no addition preparation by the gamemaster. The setting of Ten Candles will change game to game as the gamemaster selects different "modules" to run for an ever-changing lineup of doomed characters and scenarios for them to play within. The antagonists of the game also change, leaving you to fight nightmares in one session only to fight sentient shadows, bloodthirsty clowns, or the gods themselves in the next. Every session of Ten Candles is unique and will present an entirely new tragic story for you to tell.The standard setting of Ten Candles is this: Ten days ago the world went dark. The sky betrayed you. The sun vanished. The fall into chaos was sudden and predictable. The world was filled with riots and fear. You were told that the sun was not gone, and that it was still out there beyond that black sky. Order returned. Five days ago, They came. Now the lights flicker low and the dark is where They hunt. Now you can hear the screams. Now They're coming for you. Keep moving. Don't lose hope. And stay in the light.
Kobold Guide to Plots & Campaigns (Kobold Guides Book 6)
Margaret WeisRobert J. Schwalb - 2016
Kobold Guide to Plots & Campaigns shows how to begin a new campaign, use published adventures or loot them for the best ideas, build toward cliffhangers, and design a game that can enthrall your players for month or even years. Want to run an evil campaign, or hurl the characters into unusual otherworldly settings? Want to ensure that you're creating memorable and effective NPCs and villains? We've got you covered. Complete with discussions on plotting, tone, branching storytelling, pacing, and crafting action scenes, you'll find all the tips and advice you need to take on the best role in roleplaying--and become an expert gamemaster, too! Featuring essays by Wolfgang Baur, Jeff Grubb, David "Zeb" Cook, Margaret Weis, Robert J. Schwalb, Steve Winter, and other game professionals.
Monstrous Compendium: Volume One
David Zeb Cook - 1989
Players can organize the monsters in this pack, alphabetically, according to when they show up in an adventure, according to monster type, or any other way they see fit. And the binder is large enough to hold additional monster sheets from Monstrous Compenium Volumes Two and Three!
Dragon Age RPG Set 1
Chris Pramas - 2010
Based on the smash hit Dragon Age: Origins computer game, the Dragon Age RPG brings the excitement of BioWare's rich fantasy world to the tabletop. Make your own heroes and control your own destiny in the lands of Ferelden and beyond. Designed by award-winning author Chris Pramas (Warhammer Fantasy Roleplay, Freeport), Dragon Age features an all-new game system that's both easy to learn and exciting to play, the perfect portal to tabletop roleplaying. This classic style boxed set includes a Player's Guide, Game Master's Guide, poster map, and dice: everything you need to get started, from character creation and rules of play to GM advice and an introductory adventure. So gather your friends, grab some dice, and get ready to enter a world of heroes and villains, of knights and darkspawn, of gods and demons...the world of Dragon Age
Fiendish Codex I: Hordes of the Abyss
Ed Stark - 2006
They are as ancient and infinite as the multiverse itself. Even the bottomless Abyss could not contain their malice, and so they spread out across the planes, corrupting and destroying everything in their path. No living soul is beyond their reach, and with each conquered soul their numbers grow. What can stand against such a terrifying onslaught?This supplement for the D&D® game presents the definitive treatise on demons and their unspeakable home plane. Along with information about the physiology, psychology, society, and schemes of demonkind, you’ll find feats, spells, items, and tactics commonly employed by demons and those who oppose them. This book also provides detailed information on various demons, demon lords, and Abyssal layers.For use with these Dungeons & Dragons® core booksPlayer’s Handbook™ Dungeon Master’s Guide™ Monster Manual™
The Truth About Statins: Risks and Alternatives to Cholesterol-Lowering Drugs
Barbara H. Roberts - 2012
Now, the Director of the Women’s Cardiac Center in Providence, Rhode Island uses case studies and anecdotes to discuss the uses, misuses, dangers, and benefits of statins, enabling you to make informed decisions on how and when to use them. Including information on when statins help and when they don’t, common side effects, gender differences and drug use, as well as tips and recipes that promote heart health, The Truth About Statins is a timely and invaluable tool for improving cardiovascular health and helping you meet your lipid-lowering goals.
Savage Worlds Adventure Edition
Shane Lacy Hensley - 2019
From the curious campus of East Texas University to the distant, untamed worlds of The Last Parsec.Or forge your own worlds, fully customized with setting specific rules to help you model everything from pulp adventure to sword and sorcery to hard science fiction and everything in between.
GURPS Discworld: Adventures on the Back of the Turtle
Phil Masters - 1998
No other books required!The World is Flat.It rests on the back of four giant elephants, who in turn stand on the back of Great A'Tuin, the only turtle to form the basis of an entire branch of astrophysics.For the last few years, events on the Discworld have been chronicled in the works of Terry Pratchett. Now, thanks to a special deal, it's time for roleplayers to make their way to the far end of the probability curve.This book is intended for use with the GURPS Basic Set (Third Edition), but can be played by itself, or used as a sourcebook for any roleplaying game.
Blades in the Dark
John Harper - 2016
There are heists, chases, occult mysteries, dangerous bargains, bloody skirmishes, and, above all, riches to be had — if you’re bold enough to seize them.You and your fledgling crew must thrive amidst the threats of rival gangs, powerful noble families, vengeful ghosts, the Bluecoats of the city watch, and the siren song of your scoundrel’s own vices. Will you rise to power in the criminal underworld? What are you willing to do to get to the top?In this stand-alone game, you’ll find:* Rules to create your scoundrel using the following character archetypes: the Cutter, the Hound, the Leech, the Lurk, the Slide, the Spider, or the Whisper.* Rules to create your crew, built from types like Assassins, Bravos, a Cult, Hawkers, Shadows, or Smugglers.* A robust core mechanic which puts the fiction first—the strength of a character’s position (desperate, risky, or controlled) matters just as much as the character’s ability scores.* A lightning-fast mechanic for planning criminal operations to cut through the usual slog of planning at the game table.Rules for alchemical experiments, gadget tinkering, and weird occult powers—including rules for playing Ghosts and other strange beings.* A setting guide to the haunted city of Doskvol, with all the maps, factions, NPCs, schemes, and opportunities you need to run an exciting sandbox game.
Monster Manual IV
Gwendolyn F.M. KestrelKolja Raven Liquette - 2006
Sure to be popular with both Dungeonmasters and players, this supplement to the D&D(R) game provides descriptions for a vast array of new creatures. Each monster is illustrated and utilizies a new statblock format that facilitates faster gameplay. In addition, each monster gets more pages than used in previous supplements to detail sample encounters and pregenerated treasure hordes. Also included are details on how to incorporate creatures in a Forgotten Realms(R) or Eberron(R) campaign. This product is tied to 2006's Year of the Dragon theme, which will be the target of marketing from RPGs, novels, and miniatures brands.
Mussolini: History in an Hour
Rupert Colley - 2014
Famed for his dictatorial style, his political cunning and admired – initially – by Hitler, Mussolini led the National Fascist Party and ruled Italy as Prime Minister from 1922 until his ousting in 1943. In so doing, he paved the way towards Italy’s defeat in World War Two, and some of the 20th century’s most destructive ideologies and practices.Following expulsion from Italian Socialist Party, Mussolini denounced all efforts of class conflict, and instead later commanded a Fascist March on Rome to become the youngest Prime Minister in Italian history. Thereafter he set about dismantling the apparatus of democracy and initiated what would become known as the one-party totalitarian state. With World War II came defeat, humiliation and his bloody deposing. Explaining his ideologies, policies, actions and flaws, ‘Mussolini: History in an Hour’ is the concise life of the man whose ideas helped create some of the worst horrors of the modern history.Love history? Know your stuff with History in an Hour…