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The Forgotten Temple Of Tharizdun
E. Gary Gygax - 1982
It contains background information, referee's notes, encounter keys, outdoor and dungeon level maps, and new monsters and treasures. While it is designed to interface with THE LOST CAVERNS OF TSOJCANTH, this module is capable of standing alone. Likewise, while it is played within the Greyhawk Campaign, it can easily be adapted to play in any individual campaign which employs the ADVANCED DUNGEONS & DRAGONS game system.
Footballistics
James Coventry - 2018
The nature of football continually changes, which means its analysis must also keep pace. This book is for students, thinkers, and theorists of the game.'Ted Hopkins - Carlton premiership player, author, and co-founder of Champion Data. Australian Rules football has been described as the most data-rich sport on Earth. Every time and everywhere an AFL side takes to the field, it is shadowed by an army of statisticians and number crunchers. The information they gather has become the sport's new language and currency. ABC journalist James Coventry, author of the acclaimed Time and Space, has joined forces with a group of razor-sharp analysts to decipher the data, and to use it to question some of football's long-held truisms. Do umpires really favour the home side? Has goal kicking accuracy deteriorated? Is Geelong the true master of the draft? Are blonds unfairly favoured in Brownlow medal voting? And are Victorians the most passionate fans? Through a blend of entertaining storytelling and expert analysis, this book will answer more questions about footy than you ever thought to ask. Praise for Time and Space:'Brilliant, masterful' - The Guardian'Arguably one of the most important books yet written on Australian Rules football.' - Inside History'Should find its way into the hands of every coach.' - AFL Record
XDM X-Treme Dungeon Mastery
Tracy Hickman - 2009
(Do-it-yourself secret initiation rites included.)Master the secrets of designing adventures that tell stories.Create magic illusions that can even make your players disappear!Use actual fire in your game properly.Hijack the game as a player, and how to deal with a player revolution as an XDM.Plus loads more!If I could go back in time and rewrite Dragonlance, it would be this book...only with more dragons in it. --Tracy HickmanI can say without any shame or bias, that this is one of the best books ever written and should be in every hotel room next to the bible. --Curtis HickmanPossessed by the spirits of Da Vinci, Van Gogh, and Jack Fred, I illustrated a book that you should buy two of...one to read and one to hang on your wall.--Howard Tayler
RuneQuest
Steve Perrin - 1978
These early chapters show the secret workings of the 'world machine.'• Combat Skills - contains information on use, cost, training, and problems with weaponry. It provides a unique combat system free of ambiguities.• Battle Magic - everyday spells available to all characters. You can enhance weapons or armor, detect items, or combat spirits• Other Skills - available in a wide variety are such useful personal skills as Riding, Tracking, and Picking Pockets.• Rune Magic - provides spells which deliver the power of the the gods to their devoted followers; also discusses the cults which channel such powers and the deadly tribal shamans.• Monsters — from Aldryami to zombies, this extensive chapter gives stat' guidelines for a menagerie of beast (dumb and smart) which can menace players and make life difficult.• Treasure - there are complete guidelines for compiling treasure which is commensurate with the comparative 'toughness' of the monsters to be dealt with.• Referee Notes - useful guidelines for the novice or professional referee, including optional rules.• Charts and Tables - included are play-aids for running a campaign in the Dragon Pass area; among others are encounter, reaction, and experience tables.• Convenient Pull-outs - the center sheets of the book make up a digest of the most important charts, tables, rules, and procedures, which can be lifted from the book for easy access.
Bridge at a Glance
Audrey Grant - 2006
Slim and portable, it offers concise summaries of a wide variety of bids and coordinates with Grant's Bridge Basics books. A color-coded Bidding Ladder indicates the meaning of bids, and tabs grant quick access to any of the topics. This revision adds four pages, providing expanded information and a handy new scoring chart.
In Search of the Unknown
Mike Carr - 1979
Introductory module for character levels 1-3 for the Dungeons & Dragons game.This package ( a cover folder with maps & descriptive booklet within), forms a complete module for use with Dungeons & Dragons Basic Set.It is especially designed as an instructional aid for beginning Dungeons Masters & Players, specifically created to enable new Dungeon Masters to initiate play with a minium of preparation.
Pathfinder Roleplaying Game Beginner Box
Jason Bulmahn - 2011
Scores of monsters, challenges, and advice give gamers the tools to create their own worlds and adventure, providing countless hours of gaming excitement. With streamlined rules and a focus on action-packed heroic adventure, this deluxe boxed set is the ideal introduction to the world of the Pathfinder Roleplaying Game, and the best starting point for a lifetime of pulse-pounding adventure!
GURPS Fantasy
William H. Stoddard - 2004
It discusses the genre in depth - with all its subgenres and inspirations (myth, novels, movies, etc.) - letting you design just the kind of fantasy setting that you want.GURPS Fantasy gives detailed, concrete advice - from the basics of the landscape itself, through its inhabitants and cultures, to the details of believable histories and politics. It also examines the nature of supernatural forces, and discusses the impact of wizards, monsters, and gods. And, of course, it looks at the many different ways that magic and users of magic can work in a fantasy world. And, perhaps most importantly, it advises GMs and players alike on the kinds of characters appropriate to fantasy - including ordinary folks, people with fantastic powers, and nonhumans.Whether your model is Tolkien, Jordan, or Leiber, this book will let create a town, a country, or an entire world. Like all Fourth Edition books
War of the Ancients Archive
Richard A. Knaak - 2007
Most Legion forces on Azeroth have been slain or driven into hiding. Yet now a mysterious energy rift in the mountains of Kalimdor propels three heroes to the distant past: the dragon mage Krasus, the human wizard Rhonin, and the weathered orc veteran Broxigar. It is a time long before orcs, humans, or even high elves roamed the world. A time that marks the Legion's first invasion of Azeroth, brought about by Queen Azshara and other night elf nobles. A time when the Dragon Aspects are at the height of their power -- unaware that one of their own will soon turn on the world he was charged to protect.
Would You Rather . . . ?: The Outrageous Book of Bizarre Choices
Randy Horn - 2001
It's a chunky book of 400 questions that range from the heinous to the nauseating to the downright disturbing, each a field-tested conversation starter—because no matter how strange or far-fetched, Would You Rather...? knows that choice provokes thinking, and thinking is fun. Some questions, like a Rorschach test, reveal values: Would you rather . . . Age only from the neck up -OR- age only from the neck down? Be stupid and rich -OR- smart and poor? Some delight in their own grossness: Eat three earthworms -OR- wear a necklace made of them on your wedding day? Be trapped in an elevator with wet dogs -OR- three fat men with bad breath? Some churn up prejudices: Lose your mate to the same sex as yourself -OR- the opposite sex? Some create that squirming sensation: Get a bad case of poison ivy way up inside your nose -OR- inside your inner ear? Or ethical dilemmas: Be president of a firm that poaches endangered species -OR- work for a corrupt politician? And some are just deliciously absurd: Catch a porcupine thrown from a second-story window -OR- a skunk thrown from the same window? Each question is followed up with related, often off-the-wall information, from odd trivia to dumb jokes to the occasional practical advice (go for the skunk—the porcupine's got 30,000 quills, while tomato juice will take away the skunk smell).
Canadian History in 50 Events: From Early Settlement to the Present Day (History in 50 Events Series Book 12)
James Weber - 2015
This book will give you a comprehensive overview of the Canadian history. Author James Weber did the research and compiled this huge list of events that changed the course of this nation forever. Some of them include: - Prehistoric hunters cross over into North America from Asia (30,000 - 10,000 BC) - The Inuit people begin to move into what are now the Northwest Territories (2000 BC) - Leif Ericsson leads Viking expedition to the new World (C.1000 AD) - Martin Frobisher sails to the Hudson Bay (1576) - Samuel de Champlain establishes a French colony (1608) - Treaty of Saint-Germain-en-Laye returns Québec to France (1632) - Treaty of Utrecht (1713) - Great Britain founds Halifax (1749) - The USA invades British colonies (1812-14) - The provinces of Alberta and Saskatchewan are created (1905) - World War II (1939-45) - The St Lawrence Seaway Opens (1959) - The Québec referendum on sovereignty is narrowly defeated (1995) - Canada declines to enter the War in Iraq (2003) and many many more The book includes pictures and explanations to every event, making this the perfect resource for students and anyone wanting to broaden their knowledge in histoy. Download your copy now! Tags: history, world history, history books, history of the world, human history, world history textbook, history books for kids, earth history, geographic history, earth history kindle, human history, history books for kids age 9 12, history of the world part 1, canadian history nonfiction, history books for kids age 7-9, history books for young readers, history books for children, canadian history books, history books for kindle, canadian history encyclopedia, canadian history, canadian history books, canadian history for dummies, canadian history textbook, canada history books, canada history, canada
Water with Lemon
Zonya Foco - 2007
You don't have to do any math. And there's nothing to give up so there's no guilt. The best thing about Water with Lemon is that it delivers a compelling story with characters we can all relate to. Unlike preachy diet books filled with structured plans, this book models the emotional challenge of turning knowing into doing. It's good common sense, not new fad nonsense. It's the story of diet-free, guilt-free weight loss.
Dungeons & Dragons Core Rulebook Gift Set
Jonathan Tweet - 2003
In the 30-year history of the Dungeons & Dragons game, this type of boxed set has never been available -- until now. Enjoy the foundation of the Dungeons & Dragons roleplaying game in one product that is a great gift for someone you want to introduce to the hobby or as a gift to yourself. With these three books in one case, the entire world of Dungeons & Dragons is yours to explore and share with others.
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