Book picks similar to
Freeport: The Freeport Trilogy by Chris Pramas


nonfiction
reference-material
roleplaying
audio-wanted

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…

Cityscape (Dungeons & Dragons Supplement, v 3.5)


Ari Marmell - 2006
    The game material is completely compatible with the D&D core rulebooks and includes timesaving tools and tips for any urban campaign. The material in this supplement is appropriate for both D&D players and Dungeon Masters and includes content that appeals to both

Underdark (Dungeons & Dragons d20 Fantasy Roleplaying, Forgotten Realms Accessory)


Bruce R. CordellVance Kovacs - 2003
    In addition to 25 new regional feats as well as new prestige classes, spells, monsters, and magic items, there is also background content on 60 cities and sites of interest, including extensive story content gathered from a multitude of Forgotten Realms products and articles.To help both players and dungeon masters use the book without players stumbling onto things they shouldn't, additional material for running a campaign is isolated in a single section of the book and includes adventure hooks.To use this accessory, you also need the Forgotten Realms Campaign Setting, the Player's Handbook, the Dungeon Master's Guide, and the Monster Manual.

Player's Handbook: Core Rulebook 1


Jonathan Tweet - 2000
    Each revision integrates user feedback received since the original product release so as to address the specific wants and needs of the player and Dungeon Master audiences. The overall rules system remains intact, with changes targeted specifically at elements of game play that were considered under-powered or incomplete. These revised editions also contain bonus content, such as new feats, that are exclusive to these editions. In addition, the new and revised content instructs players on how to take full advantage of the tie-in D&D miniatures line planned to release in Fall 2003 from Wizards of the Coast, Inc. Overall changes to all the titles include making complex combat easier to understand and provide more information on interacting with and summoning monsters. Specific changes include the following: the Player's Handbook received revisions to character classes to make them more balanced, and there are revisions and additions to spell lists. Amazon.com ReviewThe Dungeons & Dragons 3rd Edition Player's Handbook contains all the rules you need to create characters and begin adventuring with the world's most popular role-playing game. Newcomers to the game will appreciate this book's clear explanations, effective examples, pleasing layout, elegant rules, and brilliant art. It's never been easier to create and role-play a heroic human ranger, cunning elf wizard, or any other fantasy character from the game's 7 races and 11 classes.Old-school players will likewise be pleased, as the outdated AD&D rules system has been given a thorough overhaul. Gone are almost all the old restrictions on race and alignment. Halfling sorcerers, half-orc paladins, dwarf barbarians, and gnome monks are now possible. THACO, negative armor class, funky saving throws, inflated ability scores, heat-based infravision, and just about every other needlessly complex rule has been reworked into a faster, more consistent, and more fun system. Players can choose unique special abilities for their characters as they gain levels, which means that even two fighters of the same race and class can have very different abilities. The end result of all these changes is a dynamic game with more customized characters.Almost every page has some form of new artwork, and the art almost always serves to explain a concept or illustrate a point. The book is filled with example montages that help to show the difference between human, half-elf, and elf, or relative size differences between creatures, or what the various levels of cover and concealment look like. These illustrations make the rules much more clear. The style of the artwork is consistent throughout the book and is a definite departure from older editions of AD&D. Instead of the classic medieval artwork of Larry Elmore, the new book has the spiky, leathery, Mad Max-meets-Renaissance look of the Magic: The Gathering card game.We would have preferred less radical artistic changes, but we love everything else that Wizards of the Coast has done with Dungeons & Dragons. The rules are fast and clear, and the characters--including the new sorcerer class and the return of the monk, barbarian, and half-orc--are fabulous. If you're new to the D&D game, then this rule book is the perfect introduction. And if you're an old-school gamer who played D&D back in the day, then welcome to the new era of D&D.

Pathfinder Adventure Path #1: Burnt Offerings


James JacobsAndrew Hou - 2007
    Five years after a tragic fire and spate of brutal murders, the people of Sandpoint eagerly anticipate the Swallowtail Festival to commemorate the consecration of the town's new temple. At the height of the ceremony, disaster strikes!In the days that follow, a sinister shadow settles over Sandpoint. Rumors of goblin armies and wrathful monsters in forgotten ruins have set the populace on edge. As Sandpoint's newest heroes, the PCs must deal with treachery, goblins, and the rising threat of a forgotten empire whose cruel and despotic rulers might not be as dead as history records.This volume of Pathfinder Adventure Path launches the Rise of the Runelords Adventure Path and includes:- "Burnt Offerings," and adventure for 1st-level characters by James Jacobs.- An exploration of your PCs' new hometown of Sandpoint, by James Jacobs.- A history of the ancient empire of Thassilon, by Wolfgang Baur.- The first installment of the Pathfinder's Journal, by Erik Mona.- Six new monsters by James Jacobs, Richard Pett, and F. Wesley Schneider.Cover art by Wayne Reynolds

Heroes Unlimited


Alex Marciniszyn - 1994
    Trade Paperback. Book Condition: Good. The cover does show some normal wear. Fraying on lamenation along edges of front and back cover.

Don Cherry's Hockey Stories, Part 2


Don Cherry - 2010
    His more than twenty-five years as a player and coach have informed his popular Hockey Night in Canada commentary segment, "Coach's Corner." And now he's got more stories to share.In Don Cherry's Hockey Stories, Part 2, Grapes tells us about the 2010 Stanley Cup, relays the lessons he's learned both on and off the ice, and takes us inside hockey's mythical players' "code." You'll encounter familiar names from the game and find out who this idol looks up to. You'll travel back in time to Cherry's days playing in the minor leagues. You'll share his experiences of being named Coach of the Year in the NHL and in the AHL. And you'll hear from his kids about what it was like growing up with a dad like Don..Don Cherry tells it like it is, for better or for worse. You won't be disappointed.P.S. Don wants you to know it's a book the whole family can enjoy.

Star Wars Roleplaying Game Saga Edition Core Rulebook


Christopher Perkins - 2007
    Immerse yourself in the excitement of the greatest space fantasy of all time!This new edition of the Star Wars Roleplaying Game encapsulates all six feature films while presenting a thorough revision of the rule, making the game easier to learn while improving the overall game experience.This new edition includes new character abilities and options, a world gazetteer, statistics for key characters from all six Star Wars films and the Expanded Universe, and guidelines on how to use Star Wars miniatures and battle maps in play.

How to Win Friends and Influence People / How to Stop Worrying and Start Living / The Art of Public Speaking


Dale Carnegie - 2014
     HOW TO WIN FRIENDS AND INFLUENCE PEOPLE (Original 1936 version) HOW TO STOP WORRYING AND START LIVING THE ART OF PUBLIC SPEAKING Published in 1936, How to Win Friends and Influence People is still popular in business and Business Communication skills. It is packed with advice to create success in business and personal lives. It includes the following parts: Part One: Fundamental Techniques in Handling People Part Two: Six Ways to Make People Like You Part Three: How to Win People to Your Way of Thinking Part Four: Be a Leader - How to Change People Without Giving Offense or Arousing Resentment HOW TO STOP WORRYING AND START LIVING, his second most popular book had the goal of leading the reader to a more enjoyable and fulfilling life, helping them to become more aware of, not only themselves, but others around them. Carnegie tries to address the everyday nuances of living, in order to get the reader to focus on the more important aspects of life. The third book, the Art of Public Speaking, was the book that taught generations of public speakers world wide, and that, even today, continues to be an unsurpassed tool of the trade.

Age of Mortals


Margaret Weis - 2003
    The gods who watched the world were absent for decades, mighty dragon overlords warred and conquered vast territories, and old magic had to be learned to replace the new. An epic War of Souls had to be fought to resotre some of what was lost ushering in a new and exciting era, full of possibilities for both good and evil.The Age of Mortals Campaign Book is designed as a companion volume to the DRAGONLANCE CAMPAIGN SETTING published by Wizards of the Coast. Designed and written by the same design team (under the guideance of author Margaret Weis), this volume gives players everything they need to play in any Fifth Age campaign including during and after the War of Souls itself

Loyalties: A Novel of World War II


Thomas Fleming - 1994
     In Berlin, Berthe von Hoffman dreams of an angel in the depths, embracing her husband's submarine – and remembers Kristallnacht, when Hitler declared all-out war on the Jews. The stench of evil in that memory draws her to the headquarters of Admiral Wilhelm Canaris, enigmatic head of the German secret service – and guiding spirit of the Schwarze Kapelle, the circle of courageous men and women who comprise the secret dangerous resistance to Nazism. Aboard the USS Spencer Lewis off Iceland, Lieutenant Commander Jonathan Trumbull Talbot is denouncing President Franklin D. Roosevelt's unconstitutional undeclared war against Germany when a torpedo fired by Berthe's husband, Kapitanleutnant Ernst von Hoffmann, cut the destroyer in half. Out of this conjunction grows a tormented tangle of love and jealousy and patriotic deceit when the three meet in Spain after Pearl Harbor has catapulted American into the war. By that time, Talbot's criticism of the president has wrecked both his naval career and his marriage to Annie Richman, daughter of a congressman whose power depends on FDR's political wizardry. When Talbot returns from Spain to urge negotiations with Canaris and other leaders of the German resistance, Annie, now a powerful journalist, becomes a player in the struggle for the mind of the intransigent, mortally ill president. At its gripping climax, Loyalties draws everyone into an anguished confrontation with the limits of patriotism and God's baffling role in the middle of human destiny. From murderous contests between rival intelligence agencies in Spain to the labyrinthine political machinations in Washington, London, and Berlin to warfare beneath the North Atlantic, Loyalties is a dazzling mosaic of men and women caught in the crossfire of history – yet finding in the midst of destruction and chaos inexplicable glimpse of meaning and hope.

Itchy, Tasty: An Unofficial History of Resident Evil


Alex Aniel - 2021
    Itchy, Tasty narrates the development of each Resident Evil game released between 1996 and 2006, interspersed with fascinating commentary from the game creators themselves, offering unique insight into how the series became the world-conquering franchise it is today.

Mutants & Masterminds: RPG


Steve Kenson - 2005
    Now the World's Greatest Super-hero Roleplaying Game is even better! Mutants & Masterminds, Second Edition, takes the best of the original edition and supercharges it to make it the most complete, detailed, and fun super-hero game yet! In this 256-page hardcover with a stunning new cover by Ramon Perez, you'll find a complete roleplaying game that's a perfect starting point for your own comic book adventures. Mutants & Masterminds, Second Edition, has everything you need to create your own super-heroes and villains. It also offers more than a dozen ready-made super-hero archetypes and even more ready-to-use super-villain archetypes, plus two introductory adventures so you can start playing right away. Don't let your super-powers fall behind! Mutants & Masterminds, Second Edition, will take your game (and your heroes) to the next level!

Kult: Death is Only the Beginning...


Gunilla Jonsson - 1991
    Reality is not what we think. Around us the world is dark and dangerous and nothing is what it seems to be. Our reality is an illusion, created to keep us captive. We are imprisoned since ages past by a dictatorial creator. The true world, invisible to us, is ruled by creatures who dominate behind the false facades, our prison wardens and torturers. The characters in 'Kult' are dark heroes, governed by Destiny. When the illusions shatter, they face the true reality. Kult is a complete role-playing game and includes 1) The Lie - rules for creating player characters with abilities, dark secrets, advantages and disadvantages and skills. 16 ready-made archetypes (each infull color) will enable you to create an interesting character speedily and commence playing. 2) The Madness: Rules for encountering terror; advanced, realistic combat rules; and a comprehensive, logical magic system 3) The Truth: A consistent background to help you to recreate different horror atmospheres. Our illusion and dark realilty are described in detail, together with the creatures and cults who lurk behind the veil.

Monster Manual III


Rich BurlewP. Nathan Toomey - 2003
    Describes the characteristics and attributes of a variety of monsters, zombies, demons, giants, werewolves, animals, and aliens for use in the Dungeons and Dragons game.