Book picks similar to
Malifaux Rules Manual by Wyrd Miniatures
fantasy
games
gaming
home-library
Everything I Need to Know I Learned from Dungeons & Dragons - One Woman's Quest to Trade Self-Help for Elf-Help
Shelly Mazzanoble - 2011
With tongue-in-cheek humor, the creator of the award-winning Confessions of a Part-Time Sorceress takes on the self-help section, proving that the benefits of the Dungeons & Dragons® game goes far beyond simple entertainment.
Goners: The Final Hours of the Notable and Notorious
Gordon Kerr - 2009
In smart prose with a light touch, Goners reveals the last days, hours, and moments of 50 notable and notorious figures in history such as Alexander the Great, John Belushi, Billy the Kid, Joan Crawford, Princess Diana, Charles Dickens, Cary Grant, Ernesto Che Guevara, Harry Houdini, Bruce Lee, Marie Antoinette, Pablo Picasso, Tupac Shakur, and Andy Warhol. You’d have to read 50 biographies to get all the in-depth information that author Gordon Kerr has compiled under one cover. Read straight through or just dipped into, Goners is a compelling and curious ride.
The Legend of Zelda: Hyrule Historia
NintendoHeidi Plechl - 2011
This handsome hardcover contains never-before-seen concept art, the full history of Hyrule, the official chronology of the games, and much more! Starting with an insightful introduction by the legendary producer and video-game designer of Donkey Kong, Mario, and The Legend of Zelda, Shigeru Miyamoto, this book is crammed full of information about the storied history of Link's adventures from the creators themselves! As a bonus, The Legend of Zelda: Hyrule Historia includes an exclusive comic by the foremost creator of The Legend of Zelda manga - Akira Himekawa!
Z.E.O.: How to Get A(Head) in Business
Scott Kenemore - 2009
In Z.E.O. by Scott Kenemore, frustrated employees will finally find inspiration in a source they can already relate to: zombies! A guide for any Joe-lunchbox or aspiring-C.E.O., Z.E.O. illustrates how the lessons learned from zombies and zombie films can be applied—from the typing-pool to the boardroom—to further a professional career, increase personal and corporate wealth, and harness the tools to personal success. Taking up where other business and personal finance books leave off, Z.E.O. provides nuts-and-bolts instructions for taking the inspirational aspects of zombies and adopting them to maximize your own personal effectiveness. Sure, you might have to knock a few heads—and eat a few brains—along the way, but that doesn’t stop a zombie. Why should it stop you?
Dude, You're a Dad!: How to Get (All of You) Through Your Baby's First Year
John Pfeiffer - 2013
Now, it's time to get into the game and help your family through your baby's first year.From 4 A.M. feedings and visiting the pediatrician to getting back to work and hopping into bed with Mom, Dude, You're a Dad leads you through all the trials and tribulations you'll face as a new dad. Author John Pfeiffer has braved the journey not just once but three times, and will tell you exactly what changes to expect as well as what you can be doing for your baby--and your baby mama--during this time. Complete with foolproof parenting strategies for handling tricky situations, this book also braces you for the years to come, which will be full of head banging, temper tantrums, and restless days.The first twelve months are make-or-break when it comes to parenting and Dude, You're a Dad is your guide to making sure that nothing gets broken.
Clanbook: Followers of Set Revised
Dean Shomshak - 2001
The Followers of Set are scattered all over the world, seducing mortals into cults and enslaving other Kindred through their own vices. Yet the Setites do not exist for excess alone: They gather secrets from the darkness that spawned them, secrets that can be yours for a price.Blasphemies and DebasementAs the next entry in the revised lineup of clanbooks, Setite takes one of the classic Vampire sourcebooks and brings it into a modern context. All-new information accompanies revised material, inviting you to add as much depth to your character as you like. The sheer volume of information contained in the new clanbooks (each with 32 more pages than the first-edition books) permits Storytellers to round out their chronicles.
I Am Not A Gangster
Bobby Cummines - 2014
'I'm a businessman trying to make a hard-earned crust. Understood?'I didn't give him time to reply. I took the barrel out of his mouth and smashed him in the face with the butt. His lip split, but he wasn't a dead man. He seemed to appreciate that his life had been spared.He spluttered his thanks: 'Ok, you’re not a gangster. You are not a gangster.'
This is the gripping true story of how one man ruled his north London manor with an iron fist – and a sawn-off shotgun called Kennedy. It’s a shocking insight into a society where the rules are made by gangland leaders and if anybody dare break them, they have to deal with the consequences. Bobby was sent to prison for the first time in 1967, aged 16, and over the next decade he established himself as a hardened criminal running protection rackets and robberies against a backdrop of all-out gang warfare, where doorstep slayings and bloody shoot-outs were common. Eventually Bobby was sentenced to 12 years in Britain’s most notorious prisons, along with the Krays, Charlie Richardson and the Yorkshire Ripper. Inside, he was introduced to the Open University and on his release he soon got down to business again. Only this time his efforts saw him go from custody of Her Majesty’s Prison Service to meeting with the Queen herself... I Am Not A Gangster is an explosive account of life in the criminal underworld by one of Britain’s most dangerous men, but above all it’s a remarkable tale of redemption with the biggest turnaround in gangland history.
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....
30 Years of Adventure: A Celebration of Dungeons & Dragons (D&D Retrospective)
Peter Archer - 2004
100,000 first printing.
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)
Brightwill
Randolph Lalonde - 2014
There are few strongholds left, and few leaders who have the vision and the power to protect their people. Naze Kinu, the Great Wizard provides a stronghold for the most talented young and old people in the lands. The Amber Refuge is his life’s work, a central stronghold built by his comrades, his power and his reputation. That is why, when he tells his long time aide, Doril, that he intends to tell all about his secret sibling, Riv, his intentions are met with alarm. Naze kept his relation to Riv a secret for half a century. Riv, known in legend as the Slasher Goblin, the Prince Slayer, and the thief of the Enduring Light. Despite the damage his revelation could do to his reputation, Naze is set on telling the true story of his brother, of the days that inspired the legend. Most of those close to him are left to wonder why, and to listen as their leader regales them with the tale of his misadventures with his brother and Oroza, the dragonling. This is the story of Naze and the brother he can no longer deny this is the story of Brightwill in times of drastic change.
Hellraiser Masterpieces Vol. 1
Clive BarkerFred Vicarel - 2011
Straight from the far reaches of Hell, comes a collection of classic HELLRAISER tales that will light your soul on fire! This must-have collection features stories originally published by Marvel Comics--classic spine-tinglers for die-hard fans and new readers alike, collecting a host of work from comic luminaries that you will not want to miss! Featuring the work of Clive Barker (HELLRAISER), Neil Gaiman (SANDMAN), Mike Mignola (HELLBOY) Larry Wachowski (THE MATRIX), Alex Ross, (KINGDOM COME), Kevin O’Neill (LEAGUE OF EXTRAORDINARY GENTLEMEN) and many more! Don’t miss this first volume in a series that will assemble the best HELLRAISER comics that have ever been!
Night's Black Agents
Kenneth Hite - 2012
Bush's War is winding down. You were a shadowy soldier in those fights, trained to move through the secret world: deniable and deadly. Then you got out, or you got shut out, or you got burned out. You didn't come in from the cold. Instead, you found your own entrances into Europe's clandestine networks of power and crime. You did a few ops, and you asked even fewer questions. Who gave you that job in Prague? Who paid for your silence in that Swiss account? You told yourself it didn't matter. It turned out to matter a lot. Because it turned out you were working for vampires. Vampires exist. What can they do? Who do they own? Where is safe? You don't know those answers yet. So you'd better start asking questions. You have to trace the bloodsuckers' operations, penetrate their networks, follow their trail, and target their weak points. Because if you don't hunt them, they will hunt you. And they will kill you. Or worse. Night's Black Agents brings the GUMSHOE engine to the spy thriller genre, combining the propulsive paranoia of movies like Ronin and The Bourne Identity with supernatural horror straight out of Bram Stoker. Investigation is crucial, but it never slows down the action, which explodes with expanded options for bone-crunching combat, high-tech tradecraft, and adrenaline-fueled chases. Updating classic Gothic terrors for the postmodern age, Night's Black Agents presents thoroughly modular monstrosity: GMs can build their own vampires, mashup their own minions, kitbash their own conspiracies to suit their personal sense of style and story. Rack silver bullets in your Glock, twist a UV bulb into your Maglite, keep watching the mirrors E and pray you've got your vampire stories straight.
The King in Yellow - True Detective Edition: Tales of the Carcosa Mythos
Ambrose Bierce - 2014
Chambers, Ambrose Bierce, and H. P. Lovecraft. This anthology, edited with an explanatory introduction by a noted weird fiction scholar, collects the tales of those writers that are relevent to True Detective. Unlike other ebook collections, that contain dozens of unrelated stories, such as Chambers's victorian romances and random Lovecraft stories that have nothing at all to do with True Detective, this anthology includes only those stories that directly reference The King in Yellow, Carcosa, and other important themes. This is the only collection that contains all of the stories by these authors that reference Hastur, the ancient god of Carcosa, who appears among the tattoos on Reggie Ledoux. It also includes the correct Lovecraft story that connects all of these works with the Cthulhu Mythos. This is the ideal collection for those who want to understand the many references to early weird fiction that have appeared in True Detective.