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Dungeon Master for Dummies
Bill Slavicsek - 2006
It gives you the basics on running a great game, info for more advanced dungeon mastering, guidelines for creating adventures, and tips for building a campaign. It shows you how to: Handle all the expressions of DMing: moderator, narrator, a cast of thousands (the nonplayer characters or NPCs), player, social director, and creator Use published adventures and existing campaign worlds or create adventures and campaign worlds of your own Conjure up exciting combat encounters Handle the three types of encounters: challenge, roleplaying, and combat Create your own adventure: The Dungeon Adventure, The Wilderness Adventure. The Event-Based adventure (including how to use flowcharts and timelines), The Randomly Generated Adventure, and the High-Level adventure Create memorable master villains, with nine archetypes ranging from agent provocateur to zealot To get you off to a fast start, Dungeon Master For Dummies includes:A sample dungeon for practice Ten ready-to-use encounters and ten challenging traps A list of simple adventure premises Mapping tips, including common scales, symbols, and conventions, complete with tables Authors Bill Slavicsek and Richard Baker wrote the hugely popular Dungeons and Dragons For Dummies. Bill has been a game designer since 1986 and leads the D&D creative team at Wizards of the Coast. Richard is a game developer and the author of the fantasy bestseller Condemnation. They give you the scoop on:Using a DM binder to keep records such as an adventure log, PCs' character sheets, NPC logs/character sheets, treasure logs, and more Knowing player styles (role players and power games) and common subgroups: hack'n'slasher, wargamer, thinker, impulsive adventurer, explorer, character actor, and watcher Recognizing your style: action movie director, storyteller, worldbuilder, puzzlemaker, or connector Using miniatures, maps, and other game aids Using 21st century technology, such as a Web site or blog, to enhance your game The book includes a sample adventure, The Necromancer's Apprentice, that's the perfect way to foray into DMing. It includes everything you need for a great adventure--except your players. What are you waiting for? There are chambers to be explored, dragons to be slain, maidens to be rescued, gangs of gnoll warriors to be annihilated, worgs to be wiped out, treasures to be discovered, worlds to be conquered....
Designers & Dragons: The '70s
Shannon Appelcline - 2014
The first in a four volume series, this book has more interesting tidbits than a hundred pop up videos. Learn about the colorful history of TSR and the wave of D&D inspired games (and gaming companies) to follow, and dip your toes into wargaming trivia. Whether you’re a long-time gamer who greets each mention of a ’70s title with “I remember that!” or a new-to-the-hobby sort who wants to know how we got here in the first place, Shannon Appelcline’s meticulously researched history won’t disappoint.
Painting as a Pastime (Winston Churchill's Essays and Other Works Collection Book 1)
RosettaBooks - 2014
Throughout his life, Churchill painted to relieve his mind from the demands of leadership—and to stave off depression. Included in this volume are Churchill’s meditations on painting as a salve for the spirit and an important method of relaxation—particularly for people under considerable stress over a long period of time. In addition, it includes 18 reprints of Churchill’s original work in oil, giving the reader a window into the little-known creative and artistic talent of this prominent figure in contemporary history. ABOUT THE AUTHOR Sir Winston Churchill was awarded the Nobel Prize in Literature in 1953 “for his mastery of historical and biographical description as well as for brilliant oratory in defending exalted human values.” Over a 64-year span, Churchill published over 40 books, many multi-volume definitive accounts of historical events to which he was a witness and participant. All are beautifully written and as accessible and relevant today as when first published. During his fifty-year political career, Churchill served twice as Prime Minister in addition to other prominent positions—including President of the Board of Trade, First Lord of the Admiralty, Chancellor of the Exchequer, and Home Secretary. In the 1930s, Churchill was one of the first to recognize the danger of the rising Nazi power in Germany and to campaign for rearmament in Britain. His leadership and inspired broadcasts and speeches during World War II helped strengthen British resistance to Adolf Hitler—and played an important part in the Allies’ eventual triumph. One of the most inspiring wartime leaders of modern history, Churchill was also an orator, a historian, a journalist, and an artist. All of these aspects of Churchill are fully represented in this collection of his works. ABOUT THE SERIES When the Conservative government was defeated in Britain’s 1929 general election, Winston Churchill was exiled from the party—chiefly because of his disagreements with party leaders over Indian Home Rule and protective tariffs, as well as his connections with financiers, press barons, and others who were not trusted by Conservative leadership. This period, between 1929 and 1939, came to be known as Churchill’s “wilderness years.” During this time, he focused on his writing—and served as an important voice for British armament against the rise of Hitler. Many of his works published during this time—including collections of newspaper articles and one very rare short story—are considered lost classics in the Churchill canon.
Domains of Dread: Ravenloft Campaign:
Steve Miller - 1997
Features new rules for creating heroes native to the domains, adapting magic to the demiplane, and dealing with fear and horror checks when the characters experience the true terror that dominates the Ravenloft "RM" campaign.Night is Falling. The Mists are RisingEmbrace the Darkness.Enter the dark and macabre world of Ravenloft.But beware -once you begin to walk among the mists and shadows,you can never leave.Domains of Dread is the core rulebook for the second edition of the award-winning RAVENLOFT campaign setting - the original fantasy horror role-playing game. Within the pages of this book, players and Dungeon Masters will discover the darkest secrets of the Land of the Mists, including many never-before-seen features:Detailed guidelines on designing anything from short-term horror adventures to long-running campaigns of twisted terror.Complete rules for generating player characters native to the Demiplane of Dread.Four new character classes specifically designed for use in RAVENLOFT campaigns - the avenger, the anchorite, the gypsy, and the arcanist!An all-new player character race - the half-Vistani!Updated and expanded descriptions of the Demiplane and the foul lords who rule its tortured domains!Revised fear, horror, and madness checks to enhance the terror.New rules for power checks, plus thirteen detailed steps that lead from grace to absolute corruption!Summary of content:1: The Demiplane of Dread: general description of Ravenloft, as well as a history and theories about the nature of the dark powers, and an overview of the technological levels in Ravenloft (from Stone Age to Renaissance)2: Domains of the Core3: Islands of Terror (Bluetspur, G´Henna, I´Cath, Kalidnay, Nosos, Odiare, Souragne and Vorostokov)4: Clusters (Amber Wastes (Har'Akir, Sebua and Pharazia), Zherisia (Paridon and Timor), the Burning Peaks (Vecna and Kas's domains) and Pockets (Davion, The House of Lament, The Nightmare Lands and Scaena)5: Secret Societies - short chapter on nine secret societies - Keepers of the Black Feather, Green Hand, Circle, Church of Ezra, Vistani, Carnival, Kargatane, Fraternity of Shadows, Unholy Order of the rave)6: Fear, Horror, and Madness rules7: Powers Checks rules8: The Path of the Priest - changes in the priest class9: The Way of the Wizard - changes for wizards.10: Mazes of the Mind - changes for psionics11: Forged of Darkness - changes for magical items12: The Whispered Evil - curses.13: Tenets of Terror - discussion about the general nature of Ravenloft adventures and campaignsAppendix: ability scores, character races, character classes (some new: Avengers (paladins), Arcanist (wizards), Anchorites (priest of Ezra), gypsy (bard)
Beginner's Luck Guide For Non-Runners: Learn to Run from Scratch to an Hour in 10 Weeks
George Anderson - 2013
You may have tried and failed in the past to make running stick, but never the less you are determined to master it. You may tell yourself that “running is hard”, or “I’m just not a runner”, but the truth is that anybody can learn to run if they have the right approach. You will likely have many questions; “how do I build up my running distance?”, “how do I stay motivated to run?”, “how do I warm up and cool down?”. All of these and more are covered off within the pages of this book along with a step by step guide to building up your running to 60 minutes. There is more to learning how to run than just going out and seeing how far you can go three days a week. Some people will undoubtedly have success with this method, but for most beginner runners it takes a little more guidance and support to truly master the art of running. More and more beginners are deciding to take their first steps and learn how to run. Races are popping up all over the place geared towards beginner runners and it remains one of the most accessible sports around. Learning how to run should be a fun and rewarding experience in itself, not just a means to achieve a goal. Beginner’s Luck is a complete program that teaches you everything you need to build your confidence as a runner. The program itself removes the pressure of having to stick rigidly to a set rate of progress, and instead allows you to progress at your own pace. If you are a beginner runner who would like to learn how to run for up to an hour AND surprise yourself as to how easy it really is, get Beginner’s Luck and start out on your journey today.
Crows, Papua New Guinea, and Boats: A new collection of irreverence.
David Thorne - 2018
Featuring all new, never before published material, Crows, Papua New Guinea, and Boats is the latest release by David Thorne, author of The Internet is a Playground and 27bslash6.com
Through Apache Eyes: Verbal History of Apache Struggle (Annotated and Illustrated)
Geronimo Chiricahua - 2011
Yet, the one constant in the history of the Apache People is their constant struggle to survive in a world where they are surrounded by various enemies, including other Indian tribes, the Mexicans and finally their brutal nemesis the United States Army. Attacked, tricked, lied to and double crossed by all of those who surround and outnumber them, the Apache people continued their struggle until they were for all intent and purposes almost totally wiped out. One Apache’s name stands out in their brave yet woeful history and it is Geronimo, who at age 30 witnessed the massacre of his mother, wife and two young children.I’ve taken his recollections or accounts of the struggle of the Apache people and intertwined them with some archeological facts about this extraordinary tribe. In addition, I have searched and included some of the best photos of Apaches from that era, which I collected from Library of Congress Archives. What impressed me most about Geronimo was his brevity of words, yet his ability to take a knife to the heart of anyone who reads his verbal history. Like most Apaches, Geronimo said little, but what he did say was profound and truthful. But most powerful is what Geronimo didn’t say in his recollections. It is between this silence one can feel the pain, sorrow, pride and bravery of the Apache People. Chet DembeckPublisher of One
GURPS Basic Set: Campaigns
Steve Jackson - 2004
. . or literally anything else! GURPS has been the premiere universal roleplaying game for almost two decades. The new Fourth Edition makes it even better!GURPS Basic Set: Campaigns combines information from the Third Edition GURPS Basic Set and GURPS Compendium II�plus our new core setting, with infinite possibilities for timeline-hopping adventure! (You don't have to play in the core setting�there isn't some game-altering metaplot�but it's there if you want it.)
Churchill and the Avoidable War: Could World War II Have Been Prevented?
Richard M. Langworth - 2015
Churchill, 1948: World War II was the defining event of our age—the climactic clash between liberty and tyranny. It led to revolutions, the demise of empires, a protracted Cold War, and religious strife still not ended. Yet Churchill maintained that it was all avoidable. Here is a transformative view of Churchill’s theories, prescriptions, actions, and the degree to which he pursued them in the decade before the war. It shows that he was both right and wrong: right that Hitler could have been stopped; wrong that he did all he could to stop him. It is based on what really happened—evidence that has been “hiding in public” for many years, thoroughly referenced in Churchill’s words and those of his contemporaries. Richard M. Langworth began his Churchill work in 1968 when he organized the Churchill Study Unit, which later became the Churchill Centre. He served as its president and board chairman and was editor of its journal Finest Hour from 1982 to 2014. In November 2014, he was appointed senior fellow for Hillsdale College’s Churchill Project. Mr. Langworth published the first American edition of Churchill’s India, is the author of A Connoisseur’s Guide to the Books of Sir Winston Churchill, and is the editor of Churchill by Himself, The Definitive Wit of Winston Churchill, The Patriot’s Churchill, All Will Be Well: Good Advice from Winston Churchill, and Churchill in His Own Words. His next book is Winston Churchill, Urban Myths and Reality. In 1998, Richard Langworth was appointed a Commander of the Most Excellent Order of the British Empire by HM The Queen “for services to Anglo-American understanding and the memory of Sir Winston Churchill.”
Volo's Guide to the North: Forgotten Realms Advanced Dungeons and Dragons Accessory
Ed Greenwood - 1993
Pathfinder: Core Rulebook
Logan BonnerGiorgio Baroni - 2019
Advance Your GameThis comprehensive 640-page guide to the Pathfinder roleplaying game provides everything you need to set out into a world of limitless fantasy adventure! Choose from ancestries like elf, human, and goblin and classes like alchemist, fighter, and sorcerer to create a hero of your own design, destined to become a legend! The new Pathfinder rules are easier to learn and faster to play, and they offer deeper customization than ever before!This indispensable volume contains the core rules for players and Game Masters, and is your first step on a heroic new journey!The Pathfinder Core Rulebook includes:- More than 600 pages of game rules, advice, character options, treasure, and more for players and Game Masters!- Six heroic player character ancestries, including elf, dwarf, gnome, goblin, halfling, and human, with variant heritages for half-elf and half-orc!- More than 30 backgrounds like bartender, soldier, or apprentice to further immerse yourself in your hero's backstory!- Twelve character classes, including the alchemist, barbarian, bard, champion, cleric, druid, fighter, monk, ranger, rogue, sorcerer, and wizard!- Hundreds and hundreds of spells, class feats, and other exciting abilities to help you customize your character to become the hero YOU envision her to be!- Streamlined and revised rules to help ease new players into the game while providing the depth of character options and tactical interest that have defined Pathfinder from the beginning!
For The Healing
Shenaia Lucas - 2017
Each chapter serves a different purpose. The chapters are For The Healing, For The Erasing, For the Loving, For the Oppressed, and For the Broken. This book teaches you to love yourself and others. It's better experienced than described, so sit down with some coffee and allow yourself to feel-- and heal.
The Complete Druid's Handbook
David L. Pulver - 1994
This 128-page accessory expands the living world of the druid in the AD&D 2nd Edition game, bringing new homes, character kits, personalities, spells, magical items, herbal lore, and a hundred details on druidic society, sacred groves, and high-level aspirations. This book has it all—don't leave the woods without it!
The Asylum Confessions: Family Matters (The Asylum Confession Files Book 2)
Jack Steen - 2021