Sword Coast Adventurer's Guide
Steve Kenson - 2015
Crafted by the scribes at Green Ronin in conjunction with the Dungeons & Dragons team at Wizards of the Coast, the Sword Coast Adventurer’s Guide provides D&D fans with a wealth of detail on the places, cultures, and deities of northwestern Faerûn. The Sword Coast Adventurer’s Guide is also a great way to catch up on recent events in the Forgotten Realms, to get background on locations featured in the Rage of Demons storyline coming in September, and to learn the lore behind video games like Neverwinter and Sword Coast Legends. Here are just a few of the features you’ll find in the Sword Coast Adventurer’s Guide: · Immersive Adventuring: This campaign sourcebook provides players and Dungeon Masters material for creating vibrant fantasy stories along the Sword Coast. · New Character Options: The book offers new subclass options, such as the Purple Dragon Knight and the Swashbuckler, for many of the classes presented in the Player’s Handbook, as well as new subraces and backgrounds specific to the Forgotten Realms. · Adventure in the Forgotten Realms: Discover the current state of the Forgotten Realms and its deities after the Spellplague and the second Sundering. You’ll also get updated maps of this area of the Realms.· Compatible with Rage of Demons storyline: Make characters for use with the Out of the Abyss adventure and fight back the influence of the demon lords in the Underdark below the Sword Coast. · Insider Information: Learn the background behind locations, such as Luskan and Gracklstugh, featured in the upcoming digital RPG, Sword Coast Legends, from n-Space. With new character backgrounds and class options, players will love the storytelling possibilities of playing a noble of Waterdeep, an elf bladesinger, or one of the other new options, while Dungeon Masters will relish a book full of mysterious locations and story hooks to keep players adventuring on the Sword Coast for years to come. Look for Sword Coast Adventurer’s Guide to be available on November 3.
Rusty Wilson's Canadian Bigfoot Campfire Stories
Rusty Wilson - 2014
These 12 all new and original stories from Rusty Wilson, the World’s Greatest Bigfoot Storyteller, will keep you intrigued, hanging onto the edge of your seat, or wishing you could travel up north and see what all the excitement’s about for yourself. Come read about a young man who finally gets his wish to visit one of the world’s wildest places, where he quickly realizes that maybe his parents were right after all—then read about the strange case where a Sasquatch discovers a rare fossilized dinosaur skeleton—and then, if you dare, read about a woman who stops for a break on a remote Canadian backroad and ends up taking something home with her that she really doesn’t want—and there’s the Sasquatch that ends up saving peoples’ lives by stealing all their food in the dead of winter—and a Sasquatch that brings a couple together through its death—one who decides it wants to be in a painting—another who likes the taste of loons—and a man who discovers a secret Bigfoot food source—all these and more great campfire tales are guaranteed to make you happy you’re safe and sound in your house instead of listening to a Sasquatch screaming in the darkness from inside your thin nylon tent, deep in the Canadian wilds. Or, if you’re truly the adventurous type, maybe you’ll want to buy a thin nylon tent and head to British Columbia or Alberta. Fly-fishing guide Rusty Wilson spent years collecting these stories from his clients around the campfire, stories guaranteed to scare the pants off you—or make you want to meet the Big Guy! “I suspect that Canada has more wild things than we could imagine in our wildest dreams. If you take a look at a map, you’ll see just how immense and rugged many parts of this country are, especially those regions in the north and around the Canadian Rockies and Coastal Mountains. I’m sure there are things out there we could only imagine, one of them being Bigfoot—or Sasquatch, as our northern friends call him.” —Rusty Wilson
John F. Kennedy’s Women: The Story of a Sexual Obsession
Michael O'Brien - 2011
Kennedy has been more carefully scrutinized. Michael O’Brien, who knows as much about Kennedy as any historian now writing, here takes a comprehensive look at the feature of Camelot that remained largely under the radar during the White House years: Kennedy’s womanizing. Indeed, O’Brien writes, Kennedy’s approach to women and sex was near pathological, beyond the farthest reaches of the media’s imagination at the time. The record makes for an astonishing piece of presidential history.---Michael O’Brien was born in Green Bay, Wisconsin, and studied at the University of Notre Dame and the University of Wisconsin at Madison, where he received a Ph.D. in history. He is the author of the widely praised John F. Kennedy: A Biography, a full-scale study based on eleven years’ research into letters, diaries, financial papers, medical records, manuscripts, and oral histories; and a concise analytical life of the president, Rethinking Kennedy. He is now emeritus professor of history at the University of Wisconsin, Fox Valley, and lives in Door County, Wisconsin.
Clanbook: Tremere
Keith Herber - 1995
they are also the clan with the most to fear, for their enemies are everywhere, especially within their own ranks. Clanbook: Tremere includes: the dark history of the clan, and rumors of its even darker future; ten sample characters suitable for players and Storytellers; and in-depth information on the powerful Discipline of Thaumaturgy.
Clanbook: Nosferatu Revised
Brian Campbell - 2000
But the clan is far more than a motley assembly of twisted freaks. From their first nights to their modern incarnation as informants and spies, the Sewer Rats have as many secrets of their own as they have gathered from other Kindred. Up from the storm drains and tunnels they scuttle, but whether as ally or foe remains to be seen.And the Creatures They FearAs the first entry in the ambitious revised lineup of clanbooks, Nosferatu complements the clans appearance in the revised edition of Vampire: The Masquerade. All-new information accompanies a re-examination of earlier concepts, allowing you to add as much depth to your character as you like. The sheer volume of information contained in the new clanbooks (each 32 pages longer than the first-edition series) permits Storytellers to round out their chronicles.
World War One: The Unheard Stories of Soldiers on the Western Front Battlefields: First World War stories as told by those who fought in WW1 battles (Soldier Stories of World War 1 Book 2)
Various - 2016
Evocative and vivid descriptions of the early stages of the conflict populate these pages, from which the reader can gain lessons of the conditions of the stagnant front.Originally published in 1915, the set of tales within this book offer sobering accounts from various battlefields which took place during the early stages of the war. Although the war was not even halfway over by the time these stories found publication, the horrors of the conflict were already a fact of life, with casualties rapidly mounting on both sides.At that time public opinion hadn’t yet fully turned against the war, and in Britain – the nationality of all the soldiers here – the need for showing progress was essential to sustain civilian and military morale. All of the soldiers in these pages were already serving in their regiments, or had volunteered for service, when the war commenced. They were commonly professional soldiers, possessed of a natural – even ingrained - patriotism, and more accepting of the official narrative than the increasingly sceptical and fearful citizenry back home. There is however no doubt that many were already disillusioned, and that the stories here are taken from an already thinning group of soldiers still possessed of some shred of belief in the war as a noble, or even glorious, conflict.Despite the mood which underpins the pages here, one can read between the lines for a picture. The stories are honest: thing got worse between those elated first weeks wherein the French welcomed their allies so gladly, and the war that was to be over by Christmas 1914 was nowhere near ending, and it is in these stories that we witness the germinal seeds of disillusion and hatred of conflict. The majority of the illustrations which originally accompanied these accounts prioritise the heroism of their subjects, while a few offer a toned down presentation of the horrific battlefields. In this modern edition, we include a number of relevant photographic illustrations alongside the original drawings which accompanied the stories when they were first published. While the imagery of World War I is generally quite ingrained in our minds, these supplementary pictures are designed as on-the-spot reminders of how war was more than a century ago, as well as to provide demonstration of the weapons and technology of the era.
Warhammer 40,000: Rulebook
Adam Troke - 2012
No respite. No forgiveness.There is only WAR!In the nightmare future of the 41st Millennium, Mankind teeters upon the brink of destruction. The galaxy-spanning Imperium of Man is beset on all sides by ravening aliens and threatened from within by Warp-spawned entities and heretical plots. Only the strength of the immortal Emperor of Terra stands between humanity and its annihilation, and in his name, countless warriors and agents do battle against the encroaching darkness. Foremost amongst them stand the Space Marines, the ultimate protectors of Mankind.Across airless moons, within the depths of dark, twisted hive worlds and even in the immaterial realm of Warp space, battles rage that will shape the future of the galaxy forever. It is a universe that you can enter today, if you dare. But remember that this is a dark and terrible era, and there is no peace amongst the stars...The Warhammer 40,000 Rulebook is your essential guide to playing atmospheric battles in the 41st Millennium. It helps you field majestic armies of Citadel miniatures across the war-ravaged battlefields of the far-future, in the ultimate contest of strategy and skill. With 452 full-colour pages, this hardback Rulebook is packed with rich background and contains all the rules for fighting pulse-pounding tabletop battles. The Rulebook includes exciting features such as dynamic close-combat, flyers, psychic devastation and interactive scenery. As well as jaw-dropping artwork, contained within is a history of the 41st Millennium and a richly detailed guide to the races and weapons of the far-future. It also features a comprehensive hobby section to set you on the path to choosing, collecting and building your own Warhammer 40,000 army of Citadel miniatures.
Encyclopedia Magica (Advanced Dungeons and Dragons), Vol. 2: D-P
Dale Henson - 1995
Clanbook: Ravnos Revised
Deird're Brooks - 2001
A young, vibrant clan, the Ravnos adapt, making the most of a hostile world and turning it to their advantage as best they can. To that end, was their near-total annihilation a Biblical punishment or a rebirth from the ashes of the impending Gehenna?Blasphemies and DebasementAs the next entry in the revised lineup of clanbooks, Ravnos takes one of the classic Vampire sourcebooks and brings it into a modern context. All-new information accompanies revised material, inviting you to add as much depth to your character as you like. The sheer volume of information contained in the new clanbooks (each with 32 more pages than the first-edition books) permits Storytellers to round out their chronicles.
Lost on Skinwalker Ranch
Erick Rhetts - 2014
–Tom Clancy I met Riley in a small tavern in Peru. As we were both ex-pats and enjoyed the same libations, we got to talking. One thing led to another and he told me he had a story he thought would make a good book. By this time, he knew that I had written and published a number of books, most as a ghost-writer. Before our conversation started, he asked me if I believed in the paranormal--ghosts and spirits, that kind of thing. I told him I kept an open mind. That's when he told me about Skinwalker Ranch, a ranch property in Utah believed to be the location of a portal between worlds or into some alternate dimension, depending on your take on these things. He explained that the property was purchased by one of the wealthiest men in America, Robert Bigelow, who bought it from a family which had experienced some fantastic encounters with alien entities, unidentifiable anomalies and disembodied voices. Following the purchase, Mr. Bigelow hired a team of scientists and security experts to both investigate the alleged paranormal activity and keep the property free of trespassers and thrill seekers. Riley was one of those security experts. His story tells of his own personal experiences and encounters, not only while working on the ranch itself, but how the entities he attracted interrupted his life some 500 miles away. The climax of his tale--and he tells it in a way that is so real and genuine that it is hard to deny--is actually passing through the portal and to the other side--the only property guard to report such an encounter. Here for the first time anywhere and in any form is Riley's story. If you have read the other fantastic books written about Skinwalker Ranch, or are interested in the paranormal and the concept of portals, this book is a must read for you. Read and learn what's really out there!
The Complete Book of Gnomes & Halflings
Douglas Niles - 1993
Brilliant burglars and easygoing farmers. Now The Complete Book of Gnomes and Halflings reveals the secrets of these two popular races - their culture, beliefs, and subraces (including two new subraces), as well as twenty-eight new character kits, from the gnome Goblinsticker to the halfling Forestwalker. If you enjoy playing gnome or halfling characters, or if you're a DM interested in creating an all-gnome or all-halfling campaign, this is the book for you!
Rise of the Dungeon Master: Gary Gygax and the Creation of D&D
David Kushner - 2017
Like the game itself, the narrative casts the reader into the adventure from a first person point of view, taking on the roles of the different characters in the story. Gygax was the son of immigrants who grew up in Lake Geneva, WI, in the 1950s. An imaginative misfit, he escaped into a virtual world based on science fiction novels, military history and strategic games like chess. In the mid-1970s, he co-created the wildly popular Dungeons & Dragons game. Starting out in the basement of his home, he was soon struggling to keep up with the demand. Gygax was a purist, in the sense that he was adamant that players use their imaginations and that the rules of the game remain flexible. A creative mind with no real knowledge of business, he made some strategic errors and had a falling out with the game's co-creator, his close friend and partner, David Arneson. By the late 1970s the game had become so popular among kids that parents started to worry -- so much so that a mom's group was formed to alert parents to the dangers of role play and fantasy. The backlash only fueled the fires of the young fans who continued to play the game, escaping into imaginary worlds. Before long, D&D conventions were set up around the country and the game inspired everything from movies to the first video games. With D&D, Gygax created the kind of role playing fantasy that would fuel the multibillion dollar video game industry, and become a foundation of contemporary geek culture.
Dream Golf: The Making of Bandon Dunes
Stephen Goodwin - 2006
Golf enthusiast Mike Keiser had the dream of building this British-style "links" course on a stretch of Oregon's rugged coast, and Dream Golf is the first all-inclusive account of how he turned his passion into a reality. Now, in this updated and expanded edition, golf writer Stephen Goodwin revisits Bandon Dunes and introduces readers to Keiser's latest effort there, a new course named Old Macdonald that will present golfers with a more rugged, untamed version of the game. This "new" approach to the sport is, in fact, a return to the game's origins, with a very deep bow to Charles Blair Macdonald (1856 –1939), the father of American golf course architecture and one of the founders of the U.S. Golf Association. This highly anticipated fourth course, designed by renowned golf course architect Tom Doak along with Jim Urbina — as detailed in Dream Golf — will further enhance Bandon Dunes' reputation as a place where golf really does seem to capture the ancient magic of the game.
Tales from the Loop: Roleplaying in the '80s That Never Was
Nils Hintze - 2017
The facility was complete in 1969, located deep below the pastoral countryside of Mälaröarna. The local population called this marvel of technology The Loop.Acclaimed scifi artist Simon Stålenhag’s paintings of Swedish 1980s suburbia, populated by fantastic machines and strange beasts, have spread like wildfire on the Internet. Stålenhag’s portrayal of a childhood against a backdrop of old Volvo cars and coveralls, combined with strange and mystical machines, creates a unique atmosphere that is both instantly recognizable and utterly alien.Now, for the first time, YOU will get the chance to step into the amazing world of the Loop. With your help, we will be able to create a beautiful printed RPG book about the Tales from the Loop.This game is our third international RPG, after the critically acclaimed Mutant: Year Zero and Coriolis - The Third Horizon. The lead writer is the seasoned Swedish game writer Nils Hintze, backed up by the entire Free League team who handle project management, editing, and graphic design.Additional writing in the game will be done by the award-winning and best-selling game writer and author Matt Forbeck, with twenty-seven novels and countless games published to date. Matt will be writing the alternative US campaign setting (read more below).All art in the game is of course done by Simon Stålenhag himself. Most of the art will be drawn from the pages of the Tales from the Loop artbook - many scenarios in the game are based directly on illustrations in the artbook - but the RPG will contain some new original art as well, including the cover image.
The Complete Bard's Handbook
Blake Mobley - 1992
The Complete Bard's Handbook gives you everything you need to create a bard the world will never forget!