Artcurious: Stories of the Unexpected, Slightly Odd, and Strangely Wonderful in Art History


Jennifer Dasal - 2020
    But did you also know that Monet and his cohort were trailblazing rebels whose works were originally deemed unbelievably ugly and vulgar? And while you probably know the tale of Vincent van Gogh's suicide, you may not be aware that there's pretty compelling evidence that the artist didn't die by his own hand but was accidentally killed--or even murdered. Or how about the fact that one of Andy Warhol's most enduring legacies involves Caroline Kennedy's moldy birthday cake and a collection of toenail clippings?ArtCurious is a colorful look at the world of art history, revealing some of the strangest, funniest, and most fascinating stories behind the world's great artists and masterpieces. Through these and other incredible, weird, and wonderful tales, ArtCurious presents an engaging look at why art history is, and continues to be, a riveting and relevant world to explore.

Dissolution


Richard Lee Byers - 2002
    Yet their paths will lead them all to the most terrifying discovery in the long history of the drow, and set them on a quest to save not only Menzoberranzan but the entire dark elf race from Dissolution.The War of the Spider Queen begins here.The first novel in an epic six-part series from the fertile imaginations of R.A. Salvatore and a select group of the newest, most exciting authors in the genre. Join them as they peel back the surface of the richest fantasy world ever created, to show the dark heart beneath.

Ultimate Book of Trivia


Scott McNeely - 2015
    There is something here for everyone and every occasion, with topics including Space and Science, Being Human, Sports, Music, Food and Drink, and Famous Inventions. It's full of conversation starters, from Herbert Hoover's pet alligators to the longest recorded bout of hiccups (it lasted for 68 years). Brimming with surprising facts, this comprehensive collection of trivia is sure to puzzle and delight.

Curse of Strahd


Christopher Perkins - 2016
    Rumbling thunder pounds the castle spires. The wind’s howling increases as he turns his gaze down toward the village of Barovia. Far below, yet not beyond his keen eyesight, a party of adventurers has just entered his domain. Strahd’s face forms the barest hint of a smile as his dark plan unfolds. He knew they were coming, and he knows why they came — all according to his plan. A lightning flash rips through the darkness, but Strahd is gone. Only the howling of the wind fills the midnight air. The master of Castle Ravenloft is having guests for dinner. And you are invited.

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

My Guide to RPG Storytelling


Aron Christensen - 2012
    This guide includes suggestions on how to prepare a campaign, running each session, dealing with problem players, how to create memorable NPCs and more.Please note that this is not a basic how-to for role-playing and is not affiliated with any particular gaming system or company.Table of ContentsForeword, by Erica LindquistChapter 1: On StorytellingChapter 2: Before Your GameChapter 3: Building Your StoryChapter 4: Running Your GameChapter 5: Players Player CharactersChapter 6: ProblemsChapter 7: Rules MechanicsChapter 8: Setting NPCsChapter 9: The EndPlease note that this is not a basic how-to for role-playing and it is not affiliated with any particular gaming company.

Lonely Planet Yosemite, Sequoia & Kings Canyon National Parks


Lonely Planet - 2012
    Go fishing in Yosemite Valley; canoeing and kayaking in Mammoth Lakes, or horseback riding in King's Canyon; all with your trusted travel companion. Get to the heart of Yosemite, Sequoia & Kings Canyon National Parks and begin your journey now! Inside the Lonely Planet Yosemite, Sequoia & Kings Canyon National Parks Travel Guide: User-friendly highlights and itineraries help you tailor your trip to your personal needs and interests Insider tips to save time and money and get around like a local, avoiding crowds and trouble spots Essential info at your fingertips - hours of operation, phone numbers, websites, transit tips, prices, emergency information, park seasonality, hiking trail junctions, viewpoints, landscapes, elevations, distances, difficulty levels, and durations Honest reviews for all budgets - eating, sleeping, camping, sight-seeing, going out, shopping, summer and winter activities, and hidden gems that most guidebooks miss Contextual insights give you a richer, more rewarding travel experience - history, geology, wildlife, conservation Over 42 full-color trail and park maps and full-color images throughout Useful features - Travel with Children, Clothing and Equipment, and Day and Overnight Hikes Covers Yosemite National Park, Sequoia National Park, Kings Canyon National Park, King's Canyon Point, Badger Pass, Wawona, Tuolumne Meadows, Hetch Hetchy, Sierra National Forest and more eBook Features: (Best viewed on tablet devices and smartphones) Downloadable PDF and offline maps prevent roaming and data charges Effortlessly navigate and jump between maps and reviews Add notes to personalize your guidebook experience Seamlessly flip between pages Bookmarks and speedy search capabilities get you to key pages in a flash Embedded links to recommendations' websites Zoom-in maps and images Inbuilt dictionary for quick referencing The Perfect Choice: Lonely Planet Yosemite, Sequoia & Kings Canyon National Parks, our most comprehensive guide to these parks, is perfect for both exploring top sights and taking roads less traveled. Looking to visit more national parks? Check out USA's National Parks, a new full-color guide that covers all 59 of the USA's national parks. Authors: Written and researched by Lonely Planet. About Lonely Planet: Since 1973, Lonely Planet has become the world's leading travel media company with guidebooks to every destination, an award-winning website, mobile and digital travel products, and a dedicated traveler community.

Upstream: Selected Essays


Mary Oliver - 2016
     As she contemplates the pleasure of artistic labor, finding solace and safety within the woods, and the joyful and rhythmic beating of wings, Oliver intimately shares with her readers her quiet discoveries, boundless curiosity, and exuberance for the grandeur of our world. This radiant collection of her work, with some pieces published here for the first time, reaffirms Oliver as a passionate and prolific observer whose thoughtful meditations on spiders, writing a poem, blue fin tuna, and Ralph Waldo Emerson inspire us all to discover wonder and awe in life's smallest corners.

How Art Can Make You Happy


Bridget Watson Payne - 2017
    This easy, breezy handbook is full of insight that will help regular people begin a more inspiring and less stressful relationship with art. With tips on how to visit museums, how to talk about art at cocktail parties, and how to let art wake you up to the world around you, this little guide makes it possible for anyone to fall in love with art, whether for the first time or all over again.

Endgame: Bobby Fischer's Remarkable Rise and Fall—From America's Brightest Prodigy to the Edge of Madness


Frank Brady - 2011
    and remarkable powers of concentration, Bobby memorized hundreds of chess books in several languages, and he was only 13 when he became the youngest chess master in U.S. history.   But his strange behavior started early.  In 1972, at the historic Cold War showdown in Reykjavik, Iceland, where he faced Soviet champion Boris Spassky, Fischer made headlines with hundreds of petty demands that nearly ended the competition.  It was merely a prelude to what was to come. Arriving back in the United States to a hero’s welcome, Bobby was mobbed wherever he went—a figure as exotic and improbable as any American pop culture had yet produced.  No player of a mere “board game” had ever ascended to such heights.  Commercial sponsorship offers poured in, ultimately topping $10 million—but Bobby demurred.  Instead, he began tithing his limited money to an apocalyptic religion and devouring anti-Semitic literature.   After years of poverty and a stint living on Los Angeles’ Skid Row, Bobby remerged in 1992 to play Spassky in a multi-million dollar rematch—but the experience only deepened a paranoia that had formed years earlier when he came to believe that the Soviets wanted him dead for taking away “their” title.  When the dust settled, Bobby was a wanted man—transformed into an international fugitive because of his decision to play in Montenegro despite U.S. sanctions.  Fearing for his life, traveling with bodyguards, and wearing a long leather coat to ward off knife attacks, Bobby lived the life of a celebrity fugitive – one drawn increasingly to the bizarre.  Mafiosi, Nazis, odd attempts to breed an heir who could perpetuate his chess-genius DNA—all are woven into his late-life tapestry.  And yet, as Brady shows, the most notable irony of Bobby Fischer’s strange descent – which had reached full plummet by 2005 when he turned down yet another multi-million dollar payday—is that despite his incomprehensible behavior, there were many who remained fiercely loyal to him.  Why that was so is at least partly the subject of this book—one that at last answers the question: “Who was Bobby Fischer?”

All the Lives I Want: Essays About My Best Friends Who Happen to Be Famous Strangers


Alana Massey - 2017
    These essays are personal without being confessional and clever in a way that invites readers into the joke. A cultural critique and a finely wrought fan letter, interwoven with stories that are achingly personal, All the Lives I want is also an exploration of mental illness, the sex industry, and the dangers of loving too hard. But it is, above all, a paean to the celebrities who have shaped a generation of women - from Scarlett Johansson to Amber Rose, Lil' Kim, Anjelica Huston, Lana Del Rey, Anna Nicole Smith and many more. These reflections aim to reimagine these women's legacies, and in the process, teach us new ways of forgiving ourselves.

Stay Awhile and Listen : How Two Blizzards Unleashed Diablo and Forged a Video-Game Empire


David L. Craddock - 2013
    Two opposing cultures. One multi-billion-dollar video-game empire. Stay Awhile and Listen: How Two Blizzards Unleashed Diablo and Forged a Video-Game Empire - Book 1 invites readers to discover the origin of Blizzard North, a studio built by gamers, for gamers, and Blizzard Entertainment, a convergence of designers driven to rule their industry. Composed from exhaustive research and hundreds of personal interviews, the Stay Awhile and Listen series divulges the fated meeting that brought the two Blizzards together, the clashes that tore them apart, and their transformation from grassroots democracy to corporate empire. At the center of it all—Diablo, a hack-and-slash adventure through the darkest recesses of Hell that changed online gaming forever.

Sword and Fist: A Guidebook to Fighters and Monks (Dungeons & Dragons Accessory)


Jason Carl - 2001
    Contains prestige classes, feats, combat tactics, weapons, and a discussion of the role of fighters and monks in the campaign world.

Tractatus Logico-Philosophicus


Ludwig Wittgenstein - 1921
    Written in short, carefully numbered paragraphs of extreme brilliance, it captured the imagination of a generation of philosophers. For Wittgenstein, logic was something we use to conquer a reality which is in itself both elusive and unobtainable. He famously summarized the book in the following words: 'What can be said at all can be said clearly; and what we cannot talk about we must pass over in silence.' David Pears and Brian McGuinness received the highest praise for their meticulous translation. The work is prefaced by Bertrand Russell's original introduction to the first English edition.

Dungeon Master's Guide II


Jesse Decker - 2005
    The "Dungeon Master's Guide II "builds upon existing materials in the"Dungeon Master's Guide." It is specifically designed to facilitate play, especiallywhen the Dungeon Master has a limited amount of preparation time. Chapters include discussion on running a game, designing adventures, building and using prestige classes, and creating campaign settings. Ready-made game elements include instant traps, pre-generated locations, treasures, and a fully realized and rendered town. JESSE DECKER is the development manager for Wizards of the Coast, Inc.whose recent roleplaying game design credits include "Complete Adventurer"(TM), "Races of Stone"(TM), and "Unearthed Arcana"(TM). DAVID NOONAN is an RPG designer/developer at Wizards of the Coast, Inc. Recent credits include authoring "Complete Divine"(TM) and co-authoring "Races of Stone "and "Unearthed Arcana." CHRIS THOMASSON previously served as Editor-in-Chief of "Dungeon"(R)Magazine. His design credits include "Fiend Folio"(TM) and "Monster Manual"(TM)"III," as well as "Bow and Blade "for Green Ronin Publishing. JAMES JACOBS is the associate editor of "Dungeon"(R) Magazine and has published numerous articles in "Dragon"(R) Magazine. His most recent credits with Wizards of the Coast, Inc. include co-authoring "The Book of Aberrations," "Races of Faerun"(TM), and "Frostburn"(TM). ROBIN D. LAWS, game designer and novelist, is best known for the roleplayinggames "Feng Shui," "Heroquest," and "Dying Earth," along with, "Robin's Laws ofGood Gamemastering."