H. P. Lovecraft's Dreamlands


Chris Williams - 1986
    Lovecraft's Dreamlands provides everything needed for Call of Cthulhu investigators to travel down the seven hundred steps, through the Gates of Deeper Slumber, and into the realm of dreams. Includes a travelogue of the dreamlands, a huge gazetteer, dreamlands character creation rules, over thirty prominent NPC's, over 60 monsters who dwell within the dreamlands, descriptions of the dreamlands gods and their cults, six adventures to help jump start a dreamlands campaign, and a new fold-out map of the Dreamlands by Andy Hopp.

American Warfighter: Brotherhood, Survival, and Uncommon Valor in Iraq, 2003-2011


J. Pepper Bryars - 2016
     This book is about what went right in the Iraq War: The untold acts of valor by some of America’s most highly decorated combat veterans, the brotherhood they shared, and the fighting spirit that kept them alive through the war’s darkest hours. Every word is true, composed from striking and detailed firsthand accounts by elite paratroopers from the 82nd and 101st airborne divisions, a Green Beret, an Army Ranger, infantrymen, combat medics, and Marines. You’ll discover their remarkable heroism as the war’s most significant operations are vividly described, including the invasion, the Battle of Nasiriyah, the taking of Baghdad, the hunt for the infamous Deck of Cards, the fight against al-Sadr’s Mahdi Militia in Najaf, the Second Battle of Fallujah, the Battle of Ramadi, the al-Qaeda insurgency throughout the al-Anbar Province, the surge, and the long withdrawal. Gripping and intimate, American Warfighter is guaranteed to take readers on an unforgettable journey of brotherhood, survival, and courage.

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.

Amazing Minecraft Secrets You Never Knew About


Minecraft Books - 2013
    BUY NOW! ON 50% SALE FOR A LIMITED TIMEAMAZON BESTSELLER 2013 !!!Become a pro in Minecraft! This book contains more than 100 best secrets for you ! Master your gameplay right now!* A LOT of secrets!* Very easy to read!* Updated to the latest version!* A bestselling book!Check out more of our guides!

Operation Triple X: A Real Spy Story


Maloy Krishna Dhar - 2012
    Coming at a time when the specter of state sponsored terror and instability in Pakistan and the prospect of war in the Indian subcontinent regularly occupy news headlines, Operation Triple X is not just a thrilling spy story, but a very timely reminder that many of the issues we see today in the subcontinent have their roots in events that happened dozens of years ago.The fact that it is written by someone who spent more than thirty years in India’s Intelligence Bureau, and was a witness and active participant in many of the events that formed the basis for this novel elevates Operation Triple X from being just another thriller to one that lays bare many of the gritty and dark realities of espionage as practiced in the Indian subcontinent.ABOUT THE AUTHORMaloy Krishna Dhar began life as a journalist and a teacher, but ended up spending more than thirty years as an officer in India’s Intelligence Bureau, retiring as its Joint Director. During his highly decorated career, he handled the sensitive Pakistan and Counter-terror desks, when he got a first-hand exposure to fighting the specter of Islamic terror that many Western readers were to remain blissfully unaware of till the tragic events of 9/11. After his retirement, he went back to his original love, and became a bestselling author and a recognized and highly respected authority on security matters. He passed away in May 2012, and his son, Amazon.com bestselling author Mainak Dhar, is now bringing his work to readers worldwide. Learn more about Maloy’s remarkable life and work at www.maloykrishnadhar.com.

Hunting Aquila


James Hume - 2017
    Porritt has no leads until Jane, a young British translator, unwittingly gets caught up with a German spy trying to flee the country. Can Porritt use his Special Branch teams in Glasgow, Yorkshire, London and Belfast to rescue Jane and smash the undercover spy organisation before Churchill’s invasion plans get leaked? This deftly plotted, action-packed spy thriller is full of twists and turns. Carefully weaving fact and fiction, it provides powerful and intriguing lessons that still apply in today’s changing world.

Barking Boy


Kerry Kaya - 2018
    Slowly he climbs the ranks and is promoted from collecting debts to working the protection rackets and strip clubs. When Davey's old adversary Dean Johnson comes on to the scene hell bent on revenge, Tommy must take action and do everything he can to survive. When his boss is murdered in the crossfire, Tommy is stunned to learn that Davey has left his business interests to him. Recruiting his younger brothers to work for him, the Carters become a family that are both respected and feared. But its bank robberies that Tommy really excels at, and staying one step ahead of the police, Tommy plans out the robbery of all robberies when he plans to steal from the Top Dog of the East End, Freddie Smith. After months of planning will it become one robbery too many when as a consequence everyone Tommy loves is at risk from the backlash of Freddie Smith and his henchmen.

Ambush at the Waterfall: Marines in Vietnam (No Safe Spaces)


Anthony H. Johnson - 2018
     After the TET offensive of 1968, the North Vietnamese Army forces fled back to their base camps in the jungle covered mountains where they lived, trained and prepared their attacks. During Operation Mameluke Thrust, Marines went into those mountains in search of the NVA. The Marines were hunting and the NVA were ready for them. During several battles, the NVA and Marines fought fiercely, with heavy casualties on both sides. This is the story of one of those battles told by a 19 year old Marine who fought in those battles. As the Marines swept along a river, the point platoon rappelled down a waterfall that then separated them from the main body of the Marine force. The NVA, who had been waiting in ambush, opened fire on both the point platoon and main body. The point platoon, isolated from the main body and in an open field surrounded by a numerically superior NVA force in fortified concealed positions, fought bravely. This story is dedicated to the 21 members of 3rd platoon of Bravo Company, 1st Battalion 7th Marines, who were killed or wounded at the waterfall in the mountains near Thuong Duc in Quang Nam province.

Unpunished


William Peter Grasso - 2011
    Presidential candidate. Murderer. Unpunished is a tale of murder, ambition, corruption, and the redemptive power of love. Leonard Pilcher, a scion of entitlement and privilege, is a congressman, presidential candidate...and a murderer. As an American pilot interned in Sweden during WWII, he kills one of his own crewmen and gets away with it, without suspicion. Two people have witnessed the murder--American airman Joe Gelardi and his secret Swedish lover, Pola Nilsson-MacLeish--but they cannot speak out without paying a devastating price. Tormented by their guilt and separated by a vast ocean after the war, Joe and Pola maintain the silence that haunts them both...until 1960, when Congressman Pilcher's campaign for his party's nomination for president gains momentum. As he dons the guise of war hero, one female reporter, anxious to break into the "boy's club" of TV news, fights to uncover the truth against the far-reaching power of the Pilcher family's wealth, power that can do any wrong it chooses--even kill--and remain unpunished. Just as the nomination seems within Pilcher's grasp, Pola reappears to enlist Joe's help in finally exposing Pilcher for the criminal he really is. As the passion of their wartime romance rekindles, they must struggle to bring Pilcher down before becoming his next victims.

Cthulhu by Gaslight: Horror Roleplaying in 1890s England


William A. Barton - 1986
    Even in the peaceful fields of rural England only intelligent and energetic intervention could keep the shadows at bay."Cthulhu by Gaslight" includes a lengthy roleplaying adventure, "The Yorkshire Horrors" in which the investigators join forces with the world's most famous consulting detective, Sherlock Holmes Extensive background essays provide period skills, social classes, world politics, biographies and timelines for the 1890s, maps and London location notes (including the best stores of the time), travel, criminals and police, Cockney slang, cost of living, royalty and titles, club life in London, the occult in the 1890s, prices, and clothing. A lengthy essay considers time-travel rationales for moving investigators of another time into the 1890s.

Microscope


Ben Robbins - 2011
    Want to explore an epic history of your own creation, hundreds or thousands of years long, all in an afternoon? That's Microscope.You won't play the game in chronological order. You can defy the limits of time and space, jumping backward or forward to explore the parts of the history that interest you. Want to leap a thousand years into the future and see how an institution shaped society? Want to jump back to the childhood of the king you just saw assassinated and find out what made him such a hated ruler? That’s normal in Microscope.You have vast power to create... and to destroy. Build beautiful, tranquil jewels of civilization and then consume them with nuclear fire. Zoom out to watch the majestic tide of history wash across empires, then zoom in and explore the lives of the people who endured it.Mock chronological order.Defy time and space.Build worlds and destroy them.A role-playing game for two to four players. No GM. No prep."Microscope is incredible! A truly brilliant design. Also, the book is extremely well done. Highly recommended."-John Harper, designer of Agon & Danger Patrol"Ben Robbins' Microscope may be the clearest-written game text I've ever read - which is helpful, because it is also one of the most innovative games I've come across in a long time. Microscope engagingly challenges assumptions and upends long-held conventions of play while delivering a singular and satisfying evening of gaming. And "fractal role playing" is no joke - the minute you finish, you'll want to dive back in and explore some interesting sliver of the vast history you just built."-Jason Morningstar, designer of Fiasco"It's been a long time that a game captures my attention like Microscope. Bypass the hype, it's a truly remarkable well-instruction'd game"-Andy Kitkowski, founder of story-games.com

Dungeons & Dragons for Dummies


Bill Slavicsek - 2005
    Trapped in a cubicle. Stuck in a rut. Tangled up in red tape. In the real world, sometimes you feel powerless--but not in Dungeons & Dragons (D & D). In this fantasy-adventure, you have all kinds of special powers. You can slay the evil dragon, overcome the orc or the ogre, haunt the werewolf, and triumph over sinister trolls. You venture into strange realms, encounter strange creatures, and use magical powers. Your character grows and develops with every adventure.With this guide, you can learn the ins and outs of D & D and start playing right away. Dungeons & Dragons For Dummies gives beginners the basics of the complex game and helps experienced players fine-tune their roleplaying. It guides you through:Creating your character (a powerful fighter, a sneaky rogue, a crafty sorcerer, or a charismatic cleric), and character advancement The races: humans, dwarves, elves, and halflings The types of character actions: attack rolls, skill check, and ability checks The 6 abilities: strength, dexterity, constitution, intelligence, wisdom, charisma Feat requirements and types Playing the game, including moving in combat, attacking with a weapon (melee attacks or ranged attacks), and damage and dying Picking skills, armor, weapons, and gear Choosing spells if your character is a sorcerer or domains for a cleric Building encounter or combat strategies and using advanced tactics Maximizing your character's power with the acquisition of the right magic items: armor, weapons, potion, scroll, ring, wand, staff, rod, plus wondrous items D & D game etiquette Becoming a Dungeon Master There's even a sample play session that walks you through typical play, gets you comfortable using the battle grid and character markers, lets you test player characters against each other and against monsters, and shows you how to add story elements to create an adventure. Produced in partnership with Wizards of the Coast, written by D & D game designers, and complete with a battle grid, a sample dungeon map, and a glossary, this guide arms you with the knowledge to create and equip a character and empowers you to enter the captivating, fascinating world of D & D.

All Flesh Must Be Eaten


Al Bruno - 2003
    In it, you will find: Eleven different Deadworld settings allowing customization of the storyline. A comprehensive zombie creation system to surprise and alarm players. A list of equipment crucial to surviving a world of shambling horrors. Detailed character creation rules for Norms, Survivors, and the Inspired. A full exposition of the Unisystem game rules, suitable for any game in any time period. Open Game License conversion text for porting AFMBE to any modern-day campaign featuring a twenty-sided dice game mechanic.

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.

Scouting on Two Continents


Frederick Russell Burnham - 1926
     Born on a Dakota Sioux reservation he was taught the ways of the Native Americans from as soon as he could walk. At the tender age of fourteen, having had little formal education, he was supporting himself and learning from some of the last cowboys and frontiersmen of the Old West. These lessons would pay dividend in his later life, first as a tracker for the United States Army in the Apache Wars and later as a scout for the British Army in the Matebele Wars in Southern Africa. Frederick Burnham Russell was a remarkable figure who revolutionized the art of scouting in both the British and United States armies. Indeed his influence would lead his friend, Robert Baden-Powell, to begin the international Scouting Movement. In Scouting on Two Continents Burnham records the details of his brilliant life in fascinating detail and provides insight into the life of an unique adventurer in the late nineteenth and early twentieth centuries. “Burnham in real life is more interesting than any of my heroes of romance.” Rider Haggard “Burnham is a most delightful companion ... amusing, interesting, and most instructive. Having seen service against the Red Indians he brings quite a new experience to bear on the Scouting work here. And while he talks away there’s not a thing escapes his quick roving eye, whether it is on the horizon or at his feet.” Robert Baden-Powell Frederick Burnham Russell has been described as the “Father of Scouting.” He fought in the Pleasant Valley War, Apache Wars, the First and Second Matabele Wars as well as the Second Boer War. His book Scouting on Two Continents was first published in 1926. He passed away in 1947.