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.

That Time I Turned My Farm Into A Dungeon


S.A. Archer - 2021
    

Triple Sticks: Tales of a Few Young Men in the 1960s


Bernie Fipp - 2010
    The author assures us it is not!Three years before they came together, four young American men left their fraternities and college campuses for an adventure exceeding their imaginations. Wanting something more than the draft and unknown to each other, they chose Naval Aviation as the next step in their lives. Generally, they were better than their navy peers, all qualifying for high performance aircraft to be flown from steel decks over foreign seas. They would become the pointy end of the stick in aerial battles over North Vietnam, the most heavily defended patch of real estate in the history of aerial warfare. They were to do this in 1967, the year in which Naval Aviation experienced its greatest losses.These four young men, now Lieutenants Junior Grade, United States Navy, were ordered to Attack Squadron 34 to fly A4 Skyhawks into combat. They were assigned Junior Officer's stateroom 0111 aboard USS Intrepid, a venerable aircraft carrier with a distinguished history. This "bunkroom" better known to them as Triple Sticks was the repository for a log (in navy terms) or journal written by these four young aviators. Forty years later this log was the genesis of this memoir.In the lethal environment over the northern reaches of North Vietnam or ashore in the Officer's clubs and bars of Asia, the writing brings to life wonderful humor, bizarre behavior, vivid aerial battles, uncommon loyalty, anger, frustration and respect. One survived or did not according to his skill and luck.

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.

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

Eleanor Roosevelt's Life of Soul Searching and Self Discovery: From Depression and Betrayal to First Lady of the World


Ann Atkins - 2011
    Refusing to cave in to society's rules, Eleanor's exuberant style, wavering voice and lack of Hollywood beauty are fodder for the media.First Lady for thirteen years, Eleanor redefines and exploits this role to a position ofpower. Using her influence she champions for Jews, African Americans and women. Living through two world wars Eleanor witnesses thousands of graves, broken bodies and grieving families. After visiting troops in the Pacific she says:"If we don't make this a more decent world to live in I don't see how we can look these boys in the eyes."She defies a post-war return to status quo and establishes the Universal Declarationof Human Rights within the U.N. She earns her way to being named "First Lady of the World." The audacity of this woman to live out her own destiny challenges us to do the same. After all, it's not about Eleanor. Her story is history.  It's about us.

Study Guide for Book Clubs: A Gentleman in Moscow


Kathryn Cope - 2017
    A comprehensive guide to Amor Towles' acclaimed new novel 'A Gentleman in Moscow', this discussion aid includes a wealth of information and resources: useful literary and historical context; an author biography; a plot synopsis; analyses of themes & imagery; character analysis; twenty thought-provoking discussion questions; recommended further reading and even a quick quiz. For those in book clubs, this useful companion guide takes the hard work out of preparing for meetings and guarantees productive discussion. For solo readers, it encourages a deeper examination of a multi-layered text.

Wormwood


Kevin Siembieda - 1993
    A decadent, violent and deadly world ruled by demonic creatures and evil clergy who control powerful kingdoms of monsters and enslave humans. Inhuman destroyers who command the crawling towers and life force cauldrons to do their bidding. One of countless alien worlds linked to Rifts Earth by the many dimensional gateways of the ley lines.

Flying Into the Sun


Paul Ogier - 2018
    Cows, burros, dead animals or broken-down cars might be just around the bend—even bandidos. Tonight, the danger is crazed, drug-running gringos flying down the mountain, blowing past anything threatening their rhythm.”~Flying Into the SunIn 1979, a Mexican army truck and a small U.S.-registered airplane race toward each other on a remote airstrip in southern Mexico. Their game of chicken marks the end of a young surfer’s true-life smuggling odyssey involving midnight powwows with indigenous Zapotecs of Oaxaca, paddling kilos of marijuana across the Rio Grande on surfboards, learning to fly, and a stint in the Oaxaca State Penitentiary.Narrated by the main character, Flying Into the Sun is not just a true-crime adventure memoir. It is an introspective, coming-of-age tale that weaves through a secret Mexico and chronicles the fast-changing 1970s in the U.S. with its emergent culture of long hair and drugs, rebellious youth versus hostile law enforcement, and the music and pop themes of the times.The author worked his way up through general aviation to become a pilot for American Airlines, where he flew twenty years and retired as captain. Previous literary endeavors include publishing the insubordinate aviation tabloid Houston Air News, as well as writing stories for national and regional publications such as General Aviation News, the Portsmouth Herald and the Texas Flyer.Chapters* Prologue (Chicken)1 Mexico2 El Salvador (Bandidos)3 Costa Rica (The Brotherhood)4 Oaxaca (The Zapotecs)5 The Rio Grande6 Solo Run7 Oil Initiative8 Learning to Fly & Rainbow Weed9 Saga of the El Camino10 A New Era11 Pop12 La Carcel (Jail)13 Kilos14 La Casa Grande (The Big House)15 Escape16 Kilos Again17 The Judge18 You Will Be Free19 Disco Sucks20 What’s Your Purpose?21 Southbound with Our Ears On22 Cocaine All Around My Brain23 Volcan Orizaba24 Flying Home* Epilogue* Thanks* About the AuthorPRAISE FOR FLYING INTO THE SUN“This is fantastic!! It's going to be BIG! I see a movie!”~Chris Cantara, pilot & owner of Seaside Aviation, LLC“So many great parts in the book. Magical Mystery Tour down the mountain was excellent. The book reveals a Mexico that tourists never see.”~Eric Knight, semi-pro surfer“F****** awesome!!!!!!!!!!!”~Dave Bicknell, guitarist and software engineer“I think it's great. You are a very accomplished storyteller. As a US expat living in Mexico I found the Mexican details to be quite accurate.”~Tom Bailey, retired expat living in the Yucatán, Mexico"I just finished this book. It’s killer. I loved it. 5 stars. A true story about some wild, crazy times in the 70’s. I really felt like I was there with you. I got a bit nervous a few times. Great Read. Hate that it ended."~Sandi Syndergaard, moderator of the Original Over the Hill Hippies FB groupYup, I love books. And I'm always happy to find out about a surf/ travel book that takes me back to places I've been to, or back to a time I've missed. Flying into the Sun is a mix of both...a time before smartphone navigation in rental cars or even planes, and what more a surfboard can be used for than just riding waves...Worth a read.~thefreesurfer.com

WWI: Tales from the Trenches


Daniel Wrinn - 2020
    Uncover their mesmerizing, realistic stories of combat, courage, and distress in readable and balanced stories told from the front lines.Witness the creation of new technologies of destruction: tanks, planes, and submarines; machine guns and field artillery; poison gas and chemical warfare. It introduced U-boat packs and strategic bombing, unrestricted war on civilians and mistreatment of prisoners.World War I reduced Europe’s mightiest empires to rubble, killed twenty million people, and cracked the foundations of our modern world. In its wake, empires toppled, monarchies fell, and whole populations lost their national identities.If you like gripping, authentic accounts of life and combat during WWI, then you won't want to miss WWI: Tales from the Trenches.

Clanbook: Ravnos


Robert Hatch - 1997
    From Bel Air to Bombay, from Shanghai to Sarajevo, these nomadic vampires wander where their citybound Kindred fear to tread. Now learn of the Ravnos' secret arts, and the centuries of hate that can lie behind a jester's smile. Clanbook: Ravnos includes: * The history of the clan, from Mohenjo Daro to Birkenau. * Information on Ravnos around the world, and the bitter schism between Gypsy and giorgio. * New Merits, Flaws and Chimerstry powers.

Clanbook: Cappadocian


Justin Achilli - 1997
    The vampires of this bygone age ride the dark as lords, play their games with the crowned heads of Europe, and travel to the mysterious lands of the East as they wage their ages-old war.The diablerie of saulot, the waking of Mithras, the destruction of Michael the patriarch, the return of the Dracon -- it all means the time of reflection is over. The Inquisition stirs and the time to act is now. Across Europe, monarchs of the night set princes and barons at each other's undying throats. Young vampires take to the field ready to claim their domain and become powerful lords in their own right. Blood calls to blood.Clanbooks contain vital character information for players and Storytellers.

Monster Manual II


E. Gary Gygax - 1983
    It is the ideal vehicle of imagination for intermediate through advanced players and referees, ages 10 and up."the most complete alphabetical listing and description of the latest AD&D game creatures"A must for the serious AD&D gameplayer. This manual contains all the new members,from Abishai to Zygom, including new creatures like the Deadly Pudding, Devas, and Valley Elves. And you'll also have the advantage of the expanded lists of lycanthropes, giants, and other beasts.

King Arthur Pendragon: Epic Roleplaying in Legendary Britain


Greg Stafford - 1985
    Smite bloodthirsty giants, crush treacherous invaders, brave the mysterious lands of faerie, and dabble in Celtic magic. Pendragon is a roleplaying game based on the legends of King Arthur, Lancelot, Guenever, and the Knights of the Round Table. To become a knight of the Round Table you must uphold the chivalric ideals of courage, honesty, fair play, and justice. Armed and armored, you are the law of the land, in a life-or-death struggle to join the fellowship of the Round Table. This book contains everything you need to explore the mysteries and dangers of Arthur's Britain

Monster of the Week


Michael Sands - 2012
    There are monsters out thereAnd you are mean enough, smart enough, crazy enough, or hurt enough, to fight them.Maybe you'll defend your hometown from evil.Maybe you'll take to the road and hunt them down.Maybe you have magic powers to fight with.Maybe your name appears in an ancient prophecy.One thing's for sure.You aren't going back to your old, safe life.Monster of the Week is an action-horror roleplaying game for 3-5 people.